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node-red-contrib-leap-motion

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Node-Red nodes for leap motion

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/** * @author mrdoob / http://mrdoob.com/ * @author Larry Battle / http://bateru.com/news * @author bhouston / http://exocortex.com */ var THREE = { REVISION: '67' }; self.console = self.console || { info: function () {}, log: function () {}, debug: function () {}, warn: function () {}, error: function () {} }; // http://paulirish.com/2011/requestanimationframe-for-smart-animating/ // http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating // requestAnimationFrame polyfill by Erik Möller // fixes from Paul Irish and Tino Zijdel // using 'self' instead of 'window' for compatibility with both NodeJS and IE10. ( function () { var lastTime = 0; var vendors = [ 'ms', 'moz', 'webkit', 'o' ]; for ( var x = 0; x < vendors.length && !self.requestAnimationFrame; ++ x ) { self.requestAnimationFrame = self[ vendors[ x ] + 'RequestAnimationFrame' ]; self.cancelAnimationFrame = self[ vendors[ x ] + 'CancelAnimationFrame' ] || self[ vendors[ x ] + 'CancelRequestAnimationFrame' ]; } if ( self.requestAnimationFrame === undefined && self['setTimeout'] !== undefined ) { self.requestAnimationFrame = function ( callback ) { var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) ); var id = self.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall ); lastTime = currTime + timeToCall; return id; }; } if( self.cancelAnimationFrame === undefined && self['clearTimeout'] !== undefined ) { self.cancelAnimationFrame = function ( id ) { self.clearTimeout( id ) }; } }() ); // GL STATE CONSTANTS THREE.CullFaceNone = 0; THREE.CullFaceBack = 1; THREE.CullFaceFront = 2; THREE.CullFaceFrontBack = 3; THREE.FrontFaceDirectionCW = 0; THREE.FrontFaceDirectionCCW = 1; // SHADOWING TYPES THREE.BasicShadowMap = 0; THREE.PCFShadowMap = 1; THREE.PCFSoftShadowMap = 2; // MATERIAL CONSTANTS // side THREE.FrontSide = 0; THREE.BackSide = 1; THREE.DoubleSide = 2; // shading THREE.NoShading = 0; THREE.FlatShading = 1; THREE.SmoothShading = 2; // colors THREE.NoColors = 0; THREE.FaceColors = 1; THREE.VertexColors = 2; // blending modes THREE.NoBlending = 0; THREE.NormalBlending = 1; THREE.AdditiveBlending = 2; THREE.SubtractiveBlending = 3; THREE.MultiplyBlending = 4; THREE.CustomBlending = 5; // custom blending equations // (numbers start from 100 not to clash with other // mappings to OpenGL constants defined in Texture.js) THREE.AddEquation = 100; THREE.SubtractEquation = 101; THREE.ReverseSubtractEquation = 102; // custom blending destination factors THREE.ZeroFactor = 200; THREE.OneFactor = 201; THREE.SrcColorFactor = 202; THREE.OneMinusSrcColorFactor = 203; THREE.SrcAlphaFactor = 204; THREE.OneMinusSrcAlphaFactor = 205; THREE.DstAlphaFactor = 206; THREE.OneMinusDstAlphaFactor = 207; // custom blending source factors //THREE.ZeroFactor = 200; //THREE.OneFactor = 201; //THREE.SrcAlphaFactor = 204; //THREE.OneMinusSrcAlphaFactor = 205; //THREE.DstAlphaFactor = 206; //THREE.OneMinusDstAlphaFactor = 207; THREE.DstColorFactor = 208; THREE.OneMinusDstColorFactor = 209; THREE.SrcAlphaSaturateFactor = 210; // TEXTURE CONSTANTS THREE.MultiplyOperation = 0; THREE.MixOperation = 1; THREE.AddOperation = 2; // Mapping modes THREE.UVMapping = function () {}; THREE.CubeReflectionMapping = function () {}; THREE.CubeRefractionMapping = function () {}; THREE.SphericalReflectionMapping = function () {}; THREE.SphericalRefractionMapping = function () {}; // Wrapping modes THREE.RepeatWrapping = 1000; THREE.ClampToEdgeWrapping = 1001; THREE.MirroredRepeatWrapping = 1002; // Filters THREE.NearestFilter = 1003; THREE.NearestMipMapNearestFilter = 1004; THREE.NearestMipMapLinearFilter = 1005; THREE.LinearFilter = 1006; THREE.LinearMipMapNearestFilter = 1007; THREE.LinearMipMapLinearFilter = 1008; // Data types THREE.UnsignedByteType = 1009; THREE.ByteType = 1010; THREE.ShortType = 1011; THREE.UnsignedShortType = 1012; THREE.IntType = 1013; THREE.UnsignedIntType = 1014; THREE.FloatType = 1015; // Pixel types //THREE.UnsignedByteType = 1009; THREE.UnsignedShort4444Type = 1016; THREE.UnsignedShort5551Type = 1017; THREE.UnsignedShort565Type = 1018; // Pixel formats THREE.AlphaFormat = 1019; THREE.RGBFormat = 1020; THREE.RGBAFormat = 1021; THREE.LuminanceFormat = 1022; THREE.LuminanceAlphaFormat = 1023; // Compressed texture formats THREE.RGB_S3TC_DXT1_Format = 2001; THREE.RGBA_S3TC_DXT1_Format = 2002; THREE.RGBA_S3TC_DXT3_Format = 2003; THREE.RGBA_S3TC_DXT5_Format = 2004; /* // Potential future PVRTC compressed texture formats THREE.RGB_PVRTC_4BPPV1_Format = 2100; THREE.RGB_PVRTC_2BPPV1_Format = 2101; THREE.RGBA_PVRTC_4BPPV1_Format = 2102; THREE.RGBA_PVRTC_2BPPV1_Format = 2103; */ /** * @author mrdoob / http://mrdoob.com/ */ THREE.Color = function ( color ) { if ( arguments.length === 3 ) { return this.setRGB( arguments[ 0 ], arguments[ 1 ], arguments[ 2 ] ); } return this.set( color ) }; THREE.Color.prototype = { constructor: THREE.Color, r: 1, g: 1, b: 1, set: function ( value ) { if ( value instanceof THREE.Color ) { this.copy( value ); } else if ( typeof value === 'number' ) { this.setHex( value ); } else if ( typeof value === 'string' ) { this.setStyle( value ); } return this; }, setHex: function ( hex ) { hex = Math.floor( hex ); this.r = ( hex >> 16 & 255 ) / 255; this.g = ( hex >> 8 & 255 ) / 255; this.b = ( hex & 255 ) / 255; return this; }, setRGB: function ( r, g, b ) { this.r = r; this.g = g; this.b = b; return this; }, setHSL: function ( h, s, l ) { // h,s,l ranges are in 0.0 - 1.0 if ( s === 0 ) { this.r = this.g = this.b = l; } else { var hue2rgb = function ( p, q, t ) { if ( t < 0 ) t += 1; if ( t > 1 ) t -= 1; if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; if ( t < 1 / 2 ) return q; if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); return p; }; var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); var q = ( 2 * l ) - p; this.r = hue2rgb( q, p, h + 1 / 3 ); this.g = hue2rgb( q, p, h ); this.b = hue2rgb( q, p, h - 1 / 3 ); } return this; }, setStyle: function ( style ) { // rgb(255,0,0) if ( /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test( style ) ) { var color = /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec( style ); this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255; this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255; this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255; return this; } // rgb(100%,0%,0%) if ( /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test( style ) ) { var color = /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec( style ); this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100; this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100; this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100; return this; } // #ff0000 if ( /^\#([0-9a-f]{6})$/i.test( style ) ) { var color = /^\#([0-9a-f]{6})$/i.exec( style ); this.setHex( parseInt( color[ 1 ], 16 ) ); return this; } // #f00 if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) { var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style ); this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) ); return this; } // red if ( /^(\w+)$/i.test( style ) ) { this.setHex( THREE.ColorKeywords[ style ] ); return this; } }, copy: function ( color ) { this.r = color.r; this.g = color.g; this.b = color.b; return this; }, copyGammaToLinear: function ( color ) { this.r = color.r * color.r; this.g = color.g * color.g; this.b = color.b * color.b; return this; }, copyLinearToGamma: function ( color ) { this.r = Math.sqrt( color.r ); this.g = Math.sqrt( color.g ); this.b = Math.sqrt( color.b ); return this; }, convertGammaToLinear: function () { var r = this.r, g = this.g, b = this.b; this.r = r * r; this.g = g * g; this.b = b * b; return this; }, convertLinearToGamma: function () { this.r = Math.sqrt( this.r ); this.g = Math.sqrt( this.g ); this.b = Math.sqrt( this.b ); return this; }, getHex: function () { return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0; }, getHexString: function () { return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 ); }, getHSL: function ( optionalTarget ) { // h,s,l ranges are in 0.0 - 1.0 var hsl = optionalTarget || { h: 0, s: 0, l: 0 }; var r = this.r, g = this.g, b = this.b; var max = Math.max( r, g, b ); var min = Math.min( r, g, b ); var hue, saturation; var lightness = ( min + max ) / 2.0; if ( min === max ) { hue = 0; saturation = 0; } else { var delta = max - min; saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); switch ( max ) { case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break; case g: hue = ( b - r ) / delta + 2; break; case b: hue = ( r - g ) / delta + 4; break; } hue /= 6; } hsl.h = hue; hsl.s = saturation; hsl.l = lightness; return hsl; }, getStyle: function () { return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')'; }, offsetHSL: function ( h, s, l ) { var hsl = this.getHSL(); hsl.h += h; hsl.s += s; hsl.l += l; this.setHSL( hsl.h, hsl.s, hsl.l ); return this; }, add: function ( color ) { this.r += color.r; this.g += color.g; this.b += color.b; return this; }, addColors: function ( color1, color2 ) { this.r = color1.r + color2.r; this.g = color1.g + color2.g; this.b = color1.b + color2.b; return this; }, addScalar: function ( s ) { this.r += s; this.g += s; this.b += s; return this; }, multiply: function ( color ) { this.r *= color.r; this.g *= color.g; this.b *= color.b; return this; }, multiplyScalar: function ( s ) { this.r *= s; this.g *= s; this.b *= s; return this; }, lerp: function ( color, alpha ) { this.r += ( color.r - this.r ) * alpha; this.g += ( color.g - this.g ) * alpha; this.b += ( color.b - this.b ) * alpha; return this; }, equals: function ( c ) { return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); }, fromArray: function ( array ) { this.r = array[ 0 ]; this.g = array[ 1 ]; this.b = array[ 2 ]; return this; }, toArray: function () { return [ this.r, this.g, this.b ]; }, clone: function () { return new THREE.Color().setRGB( this.r, this.g, this.b ); } }; THREE.ColorKeywords = { "aliceblue": 0xF0F8FF, "antiquewhite": 0xFAEBD7, "aqua": 0x00FFFF, "aquamarine": 0x7FFFD4, "azure": 0xF0FFFF, "beige": 0xF5F5DC, "bisque": 0xFFE4C4, "black": 0x000000, "blanchedalmond": 0xFFEBCD, "blue": 0x0000FF, "blueviolet": 0x8A2BE2, "brown": 0xA52A2A, "burlywood": 0xDEB887, "cadetblue": 0x5F9EA0, "chartreuse": 0x7FFF00, "chocolate": 0xD2691E, "coral": 0xFF7F50, "cornflowerblue": 0x6495ED, "cornsilk": 0xFFF8DC, "crimson": 0xDC143C, "cyan": 0x00FFFF, "darkblue": 0x00008B, "darkcyan": 0x008B8B, "darkgoldenrod": 0xB8860B, "darkgray": 0xA9A9A9, "darkgreen": 0x006400, "darkgrey": 0xA9A9A9, "darkkhaki": 0xBDB76B, "darkmagenta": 0x8B008B, "darkolivegreen": 0x556B2F, "darkorange": 0xFF8C00, "darkorchid": 0x9932CC, "darkred": 0x8B0000, "darksalmon": 0xE9967A, "darkseagreen": 0x8FBC8F, "darkslateblue": 0x483D8B, "darkslategray": 0x2F4F4F, "darkslategrey": 0x2F4F4F, "darkturquoise": 0x00CED1, "darkviolet": 0x9400D3, "deeppink": 0xFF1493, "deepskyblue": 0x00BFFF, "dimgray": 0x696969, "dimgrey": 0x696969, "dodgerblue": 0x1E90FF, "firebrick": 0xB22222, "floralwhite": 0xFFFAF0, "forestgreen": 0x228B22, "fuchsia": 0xFF00FF, "gainsboro": 0xDCDCDC, "ghostwhite": 0xF8F8FF, "gold": 0xFFD700, "goldenrod": 0xDAA520, "gray": 0x808080, "green": 0x008000, "greenyellow": 0xADFF2F, "grey": 0x808080, "honeydew": 0xF0FFF0, "hotpink": 0xFF69B4, "indianred": 0xCD5C5C, "indigo": 0x4B0082, "ivory": 0xFFFFF0, "khaki": 0xF0E68C, "lavender": 0xE6E6FA, "lavenderblush": 0xFFF0F5, "lawngreen": 0x7CFC00, "lemonchiffon": 0xFFFACD, "lightblue": 0xADD8E6, "lightcoral": 0xF08080, "lightcyan": 0xE0FFFF, "lightgoldenrodyellow": 0xFAFAD2, "lightgray": 0xD3D3D3, "lightgreen": 0x90EE90, "lightgrey": 0xD3D3D3, "lightpink": 0xFFB6C1, "lightsalmon": 0xFFA07A, "lightseagreen": 0x20B2AA, "lightskyblue": 0x87CEFA, "lightslategray": 0x778899, "lightslategrey": 0x778899, "lightsteelblue": 0xB0C4DE, "lightyellow": 0xFFFFE0, "lime": 0x00FF00, "limegreen": 0x32CD32, "linen": 0xFAF0E6, "magenta": 0xFF00FF, "maroon": 0x800000, "mediumaquamarine": 0x66CDAA, "mediumblue": 0x0000CD, "mediumorchid": 0xBA55D3, "mediumpurple": 0x9370DB, "mediumseagreen": 0x3CB371, "mediumslateblue": 0x7B68EE, "mediumspringgreen": 0x00FA9A, "mediumturquoise": 0x48D1CC, "mediumvioletred": 0xC71585, "midnightblue": 0x191970, "mintcream": 0xF5FFFA, "mistyrose": 0xFFE4E1, "moccasin": 0xFFE4B5, "navajowhite": 0xFFDEAD, "navy": 0x000080, "oldlace": 0xFDF5E6, "olive": 0x808000, "olivedrab": 0x6B8E23, "orange": 0xFFA500, "orangered": 0xFF4500, "orchid": 0xDA70D6, "palegoldenrod": 0xEEE8AA, "palegreen": 0x98FB98, "paleturquoise": 0xAFEEEE, "palevioletred": 0xDB7093, "papayawhip": 0xFFEFD5, "peachpuff": 0xFFDAB9, "peru": 0xCD853F, "pink": 0xFFC0CB, "plum": 0xDDA0DD, "powderblue": 0xB0E0E6, "purple": 0x800080, "red": 0xFF0000, "rosybrown": 0xBC8F8F, "royalblue": 0x4169E1, "saddlebrown": 0x8B4513, "salmon": 0xFA8072, "sandybrown": 0xF4A460, "seagreen": 0x2E8B57, "seashell": 0xFFF5EE, "sienna": 0xA0522D, "silver": 0xC0C0C0, "skyblue": 0x87CEEB, "slateblue": 0x6A5ACD, "slategray": 0x708090, "slategrey": 0x708090, "snow": 0xFFFAFA, "springgreen": 0x00FF7F, "steelblue": 0x4682B4, "tan": 0xD2B48C, "teal": 0x008080, "thistle": 0xD8BFD8, "tomato": 0xFF6347, "turquoise": 0x40E0D0, "violet": 0xEE82EE, "wheat": 0xF5DEB3, "white": 0xFFFFFF, "whitesmoke": 0xF5F5F5, "yellow": 0xFFFF00, "yellowgreen": 0x9ACD32 }; /** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ * @author WestLangley / http://github.com/WestLangley * @author bhouston / http://exocortex.com */ THREE.Quaternion = function ( x, y, z, w ) { this._x = x || 0; this._y = y || 0; this._z = z || 0; this._w = ( w !== undefined ) ? w : 1; }; THREE.Quaternion.prototype = { constructor: THREE.Quaternion, _x: 0,_y: 0, _z: 0, _w: 0, get x () { return this._x; }, set x ( value ) { this._x = value; this.onChangeCallback(); }, get y () { return this._y; }, set y ( value ) { this._y = value; this.onChangeCallback(); }, get z () { return this._z; }, set z ( value ) { this._z = value; this.onChangeCallback(); }, get w () { return this._w; }, set w ( value ) { this._w = value; this.onChangeCallback(); }, set: function ( x, y, z, w ) { this._x = x; this._y = y; this._z = z; this._w = w; this.onChangeCallback(); return this; }, copy: function ( quaternion ) { this._x = quaternion._x; this._y = quaternion._y; this._z = quaternion._z; this._w = quaternion._w; this.onChangeCallback(); return this; }, setFromEuler: function ( euler, update ) { if ( euler instanceof THREE.Euler === false ) { throw new Error( 'ERROR: Quaternion\'s .setFromEuler() now expects a Euler rotation rather than a Vector3 and order. Please update your code.' ); } // http://www.mathworks.com/matlabcentral/fileexchange/ // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ // content/SpinCalc.m var c1 = Math.cos( euler._x / 2 ); var c2 = Math.cos( euler._y / 2 ); var c3 = Math.cos( euler._z / 2 ); var s1 = Math.sin( euler._x / 2 ); var s2 = Math.sin( euler._y / 2 ); var s3 = Math.sin( euler._z / 2 ); if ( euler.order === 'XYZ' ) { this._x = s1 * c2 * c3 + c1 * s2 * s3; this._y = c1 * s2 * c3 - s1 * c2 * s3; this._z = c1 * c2 * s3 + s1 * s2 * c3; this._w = c1 * c2 * c3 - s1 * s2 * s3; } else if ( euler.order === 'YXZ' ) { this._x = s1 * c2 * c3 + c1 * s2 * s3; this._y = c1 * s2 * c3 - s1 * c2 * s3; this._z = c1 * c2 * s3 - s1 * s2 * c3; this._w = c1 * c2 * c3 + s1 * s2 * s3; } else if ( euler.order === 'ZXY' ) { this._x = s1 * c2 * c3 - c1 * s2 * s3; this._y = c1 * s2 * c3 + s1 * c2 * s3; this._z = c1 * c2 * s3 + s1 * s2 * c3; this._w = c1 * c2 * c3 - s1 * s2 * s3; } else if ( euler.order === 'ZYX' ) { this._x = s1 * c2 * c3 - c1 * s2 * s3; this._y = c1 * s2 * c3 + s1 * c2 * s3; this._z = c1 * c2 * s3 - s1 * s2 * c3; this._w = c1 * c2 * c3 + s1 * s2 * s3; } else if ( euler.order === 'YZX' ) { this._x = s1 * c2 * c3 + c1 * s2 * s3; this._y = c1 * s2 * c3 + s1 * c2 * s3; this._z = c1 * c2 * s3 - s1 * s2 * c3; this._w = c1 * c2 * c3 - s1 * s2 * s3; } else if ( euler.order === 'XZY' ) { this._x = s1 * c2 * c3 - c1 * s2 * s3; this._y = c1 * s2 * c3 - s1 * c2 * s3; this._z = c1 * c2 * s3 + s1 * s2 * c3; this._w = c1 * c2 * c3 + s1 * s2 * s3; } if ( update !== false ) this.onChangeCallback(); return this; }, setFromAxisAngle: function ( axis, angle ) { // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm // assumes axis is normalized var halfAngle = angle / 2, s = Math.sin( halfAngle ); this._x = axis.x * s; this._y = axis.y * s; this._z = axis.z * s; this._w = Math.cos( halfAngle ); this.onChangeCallback(); return this; }, setFromRotationMatrix: function ( m ) { // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) var te = m.elements, m11 = te[0], m12 = te[4], m13 = te[8], m21 = te[1], m22 = te[5], m23 = te[9], m31 = te[2], m32 = te[6], m33 = te[10], trace = m11 + m22 + m33, s; if ( trace > 0 ) { s = 0.5 / Math.sqrt( trace + 1.0 ); this._w = 0.25 / s; this._x = ( m32 - m23 ) * s; this._y = ( m13 - m31 ) * s; this._z = ( m21 - m12 ) * s; } else if ( m11 > m22 && m11 > m33 ) { s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); this._w = (m32 - m23 ) / s; this._x = 0.25 * s; this._y = (m12 + m21 ) / s; this._z = (m13 + m31 ) / s; } else if ( m22 > m33 ) { s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); this._w = (m13 - m31 ) / s; this._x = (m12 + m21 ) / s; this._y = 0.25 * s; this._z = (m23 + m32 ) / s; } else { s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); this._w = ( m21 - m12 ) / s; this._x = ( m13 + m31 ) / s; this._y = ( m23 + m32 ) / s; this._z = 0.25 * s; } this.onChangeCallback(); return this; }, setFromUnitVectors: function () { // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final // assumes direction vectors vFrom and vTo are normalized var v1, r; var EPS = 0.000001; return function( vFrom, vTo ) { if ( v1 === undefined ) v1 = new THREE.Vector3(); r = vFrom.dot( vTo ) + 1; if ( r < EPS ) { r = 0; if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { v1.set( - vFrom.y, vFrom.x, 0 ); } else { v1.set( 0, - vFrom.z, vFrom.y ); } } else { v1.crossVectors( vFrom, vTo ); } this._x = v1.x; this._y = v1.y; this._z = v1.z; this._w = r; this.normalize(); return this; } }(), inverse: function () { this.conjugate().normalize(); return this; }, conjugate: function () { this._x *= -1; this._y *= -1; this._z *= -1; this.onChangeCallback(); return this; }, lengthSq: function () { return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; }, length: function () { return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); }, normalize: function () { var l = this.length(); if ( l === 0 ) { this._x = 0; this._y = 0; this._z = 0; this._w = 1; } else { l = 1 / l; this._x = this._x * l; this._y = this._y * l; this._z = this._z * l; this._w = this._w * l; } this.onChangeCallback(); return this; }, multiply: function ( q, p ) { if ( p !== undefined ) { console.warn( 'DEPRECATED: Quaternion\'s .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' ); return this.multiplyQuaternions( q, p ); } return this.multiplyQuaternions( this, q ); }, multiplyQuaternions: function ( a, b ) { // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; this.onChangeCallback(); return this; }, multiplyVector3: function ( vector ) { console.warn( 'DEPRECATED: Quaternion\'s .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' ); return vector.applyQuaternion( this ); }, slerp: function ( qb, t ) { var x = this._x, y = this._y, z = this._z, w = this._w; // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; if ( cosHalfTheta < 0 ) { this._w = -qb._w; this._x = -qb._x; this._y = -qb._y; this._z = -qb._z; cosHalfTheta = -cosHalfTheta; } else { this.copy( qb ); } if ( cosHalfTheta >= 1.0 ) { this._w = w; this._x = x; this._y = y; this._z = z; return this; } var halfTheta = Math.acos( cosHalfTheta ); var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta ); if ( Math.abs( sinHalfTheta ) < 0.001 ) { this._w = 0.5 * ( w + this._w ); this._x = 0.5 * ( x + this._x ); this._y = 0.5 * ( y + this._y ); this._z = 0.5 * ( z + this._z ); return this; } var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; this._w = ( w * ratioA + this._w * ratioB ); this._x = ( x * ratioA + this._x * ratioB ); this._y = ( y * ratioA + this._y * ratioB ); this._z = ( z * ratioA + this._z * ratioB ); this.onChangeCallback(); return this; }, equals: function ( quaternion ) { return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); }, fromArray: function ( array ) { this._x = array[ 0 ]; this._y = array[ 1 ]; this._z = array[ 2 ]; this._w = array[ 3 ]; this.onChangeCallback(); return this; }, toArray: function () { return [ this._x, this._y, this._z, this._w ]; }, onChange: function ( callback ) { this.onChangeCallback = callback; return this; }, onChangeCallback: function () {}, clone: function () { return new THREE.Quaternion( this._x, this._y, this._z, this._w ); } }; THREE.Quaternion.slerp = function ( qa, qb, qm, t ) { return qm.copy( qa ).slerp( qb, t ); } /** * @author mrdoob / http://mrdoob.com/ * @author philogb / http://blog.thejit.org/ * @author egraether / http://egraether.com/ * @author zz85 / http://www.lab4games.net/zz85/blog */ THREE.Vector2 = function ( x, y ) { this.x = x || 0; this.y = y || 0; }; THREE.Vector2.prototype = { constructor: THREE.Vector2, set: function ( x, y ) { this.x = x; this.y = y; return this; }, setX: function ( x ) { this.x = x; return this; }, setY: function ( y ) { this.y = y; return this; }, setComponent: function ( index, value ) { switch ( index ) { case 0: this.x = value; break; case 1: this.y = value; break; default: throw new Error( "index is out of range: " + index ); } }, getComponent: function ( index ) { switch ( index ) { case 0: return this.x; case 1: return this.y; default: throw new Error( "index is out of range: " + index ); } }, copy: function ( v ) { this.x = v.x; this.y = v.y; return this; }, add: function ( v, w ) { if ( w !== undefined ) { console.warn( 'DEPRECATED: Vector2\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); return this.addVectors( v, w ); } this.x += v.x; this.y += v.y; return this; }, addVectors: function ( a, b ) { this.x = a.x + b.x; this.y = a.y + b.y; return this; }, addScalar: function ( s ) { this.x += s; this.y += s; return this; }, sub: function ( v, w ) { if ( w !== undefined ) { console.warn( 'DEPRECATED: Vector2\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); return this.subVectors( v, w ); } this.x -= v.x; this.y -= v.y; return this; }, subVectors: function ( a, b ) { this.x = a.x - b.x; this.y = a.y - b.y; return this; }, multiply: function ( v ) { this.x *= v.x; this.y *= v.y; return this; }, multiplyScalar: function ( s ) { this.x *= s; this.y *= s; return this; }, divide: function ( v ) { this.x /= v.x; this.y /= v.y; return this; }, divideScalar: function ( scalar ) { if ( scalar !== 0 ) { var invScalar = 1 / scalar; this.x *= invScalar; this.y *= invScalar; } else { this.x = 0; this.y = 0; } return this; }, min: function ( v ) { if ( this.x > v.x ) { this.x = v.x; } if ( this.y > v.y ) { this.y = v.y; } return this; }, max: function ( v ) { if ( this.x < v.x ) { this.x = v.x; } if ( this.y < v.y ) { this.y = v.y; } return this; }, clamp: function ( min, max ) { // This function assumes min < max, if this assumption isn't true it will not operate correctly if ( this.x < min.x ) { this.x = min.x; } else if ( this.x > max.x ) { this.x = max.x; } if ( this.y < min.y ) { this.y = min.y; } else if ( this.y > max.y ) { this.y = max.y; } return this; }, clampScalar: ( function () { var min, max; return function ( minVal, maxVal ) { if ( min === undefined ) { min = new THREE.Vector2(); max = new THREE.Vector2(); } min.set( minVal, minVal ); max.set( maxVal, maxVal ); return this.clamp( min, max ); }; } )(), floor: function () { this.x = Math.floor( this.x ); this.y = Math.floor( this.y ); return this; }, ceil: function () { this.x = Math.ceil( this.x ); this.y = Math.ceil( this.y ); return this; }, round: function () { this.x = Math.round( this.x ); this.y = Math.round( this.y ); return this; }, roundToZero: function () { this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); return this; }, negate: function () { return this.multiplyScalar( - 1 ); }, dot: function ( v ) { return this.x * v.x + this.y * v.y; }, lengthSq: function () { return this.x * this.x + this.y * this.y; }, length: function () { return Math.sqrt( this.x * this.x + this.y * this.y ); }, normalize: function () { return this.divideScalar( this.length() ); }, distanceTo: function ( v ) { return Math.sqrt( this.distanceToSquared( v ) ); }, distanceToSquared: function ( v ) { var dx = this.x - v.x, dy = this.y - v.y; return dx * dx + dy * dy; }, setLength: function ( l ) { var oldLength = this.length(); if ( oldLength !== 0 && l !== oldLength ) { this.multiplyScalar( l / oldLength ); } return this; }, lerp: function ( v, alpha ) { this.x += ( v.x - this.x ) * alpha; this.y += ( v.y - this.y ) * alpha; return this; }, equals: function( v ) { return ( ( v.x === this.x ) && ( v.y === this.y ) ); }, fromArray: function ( array ) { this.x = array[ 0 ]; this.y = array[ 1 ]; return this; }, toArray: function () { return [ this.x, this.y ]; }, clone: function () { return new THREE.Vector2( this.x, this.y ); } }; /** * @author mrdoob / http://mrdoob.com/ * @author *kile / http://kile.stravaganza.org/ * @author philogb / http://blog.thejit.org/ * @author mikael emtinger / http://gomo.se/ * @author egraether / http://egraether.com/ * @author WestLangley / http://github.com/WestLangley */ THREE.Vector3 = function ( x, y, z ) { this.x = x || 0; this.y = y || 0; this.z = z || 0; }; THREE.Vector3.prototype = { constructor: THREE.Vector3, set: function ( x, y, z ) { this.x = x; this.y = y; this.z = z; return this; }, setX: function ( x ) { this.x = x; return this; }, setY: function ( y ) { this.y = y; return this; }, setZ: function ( z ) { this.z = z; return this; }, setComponent: function ( index, value ) { switch ( index ) { case 0: this.x = value; break; case 1: this.y = value; break; case 2: this.z = value; break; default: throw new Error( "index is out of range: " + index ); } }, getComponent: function ( index ) { switch ( index ) { case 0: return this.x; case 1: return this.y; case 2: return this.z; default: throw new Error( "index is out of range: " + index ); } }, copy: function ( v ) { this.x = v.x; this.y = v.y; this.z = v.z; return this; }, add: function ( v, w ) { if ( w !== undefined ) { console.warn( 'DEPRECATED: Vector3\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); return this.addVectors( v, w ); } this.x += v.x; this.y += v.y; this.z += v.z; return this; }, addScalar: function ( s ) { this.x += s; this.y += s; this.z += s; return this; }, addVectors: function ( a, b ) { this.x = a.x + b.x; this.y = a.y + b.y; this.z = a.z + b.z; return this; }, sub: function ( v, w ) { if ( w !== undefined ) { console.warn( 'DEPRECATED: Vector3\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); return this.subVectors( v, w ); } this.x -= v.x; this.y -= v.y; this.z -= v.z; return this; }, subVectors: function ( a, b ) { this.x = a.x - b.x; this.y = a.y - b.y; this.z = a.z - b.z; return this; }, multiply: function ( v, w ) { if ( w !== undefined ) { console.warn( 'DEPRECATED: Vector3\'s .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' ); return this.multiplyVectors( v, w ); } this.x *= v.x; this.y *= v.y; this.z *= v.z; return this; }, multiplyScalar: function ( scalar ) { this.x *= scalar; this.y *= scalar; this.z *= scalar; return this; }, multiplyVectors: function ( a, b ) { this.x = a.x * b.x; this.y = a.y * b.y; this.z = a.z * b.z; return this; }, applyEuler: function () { var quaternion; return function ( euler ) { if ( euler instanceof THREE.Euler === false ) { console.error( 'ERROR: Vector3\'s .applyEuler() now expects a Euler rotation rather than a Vector3 and order. Please update your code.' ); } if ( quaternion === undefined ) quaternion = new THREE.Quaternion(); this.applyQuaternion( quaternion.setFromEuler( euler ) ); return this; }; }(), applyAxisAngle: function () { var quaternion; return function ( axis, angle ) { if ( quaternion === undefined ) quaternion = new THREE.Quaternion(); this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) ); return this; }; }(), applyMatrix3: function ( m ) { var x = this.x; var y = this.y; var z = this.z; var e = m.elements; this.x = e[0] * x + e[3] * y + e[6] * z; this.y = e[1] * x + e[4] * y + e[7] * z; this.z = e[2] * x + e[5] * y + e[8] * z; return this; }, applyMatrix4: function ( m ) { // input: THREE.Matrix4 affine matrix var x = this.x, y = this.y, z = this.z; var e = m.elements; this.x = e[0] * x + e[4] * y + e[8] * z + e[12]; this.y = e[1] * x + e[5] * y + e[9] * z + e[13]; this.z = e[2] * x + e[6] * y + e[10] * z + e[14]; return this; }, applyProjection: function ( m ) { // input: THREE.Matrix4 projection matrix var x = this.x, y = this.y, z = this.z; var e = m.elements; var d = 1 / ( e[3] * x + e[7] * y + e[11] * z + e[15] ); // perspective divide this.x = ( e[0] * x + e[4] * y + e[8] * z + e[12] ) * d; this.y = ( e[1] * x + e[5] * y + e[9] * z + e[13] ) * d; this.z = ( e[2] * x + e[6] * y + e[10] * z + e[14] ) * d; return this; }, applyQuaternion: function ( q ) { var x = this.x; var y = this.y; var z = this.z; var qx = q.x; var qy = q.y; var qz = q.z; var qw = q.w; // calculate quat * vector var ix = qw * x + qy * z - qz * y; var iy = qw * y + qz * x - qx * z; var iz = qw * z + qx * y - qy * x; var iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy; this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz; this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx; return this; }, transformDirection: function ( m ) { // input: THREE.Matrix4 affine matrix // vector interpreted as a direction var x = this.x, y = this.y, z = this.z; var e = m.elements; this.x = e[0] * x + e[4] * y + e[8] * z; this.y = e[1] * x + e[5] * y + e[9] * z; this.z = e[2] * x + e[6] * y + e[10] * z; this.normalize(); return this; }, divide: function ( v ) { this.x /= v.x; this.y /= v.y; this.z /= v.z; return this; }, divideScalar: function ( scalar ) { if ( scalar !== 0 ) { var invScalar = 1 / scalar; this.x *= invScalar; this.y *= invScalar; this.z *= invScalar; } else { this.x = 0; this.y = 0; this.z = 0; } return this; }, min: function ( v ) { if ( this.x > v.x ) { this.x = v.x; } if ( this.y > v.y ) { this.y = v.y; } if ( this.z > v.z ) { this.z = v.z; } return this; }, max: function ( v ) { if ( this.x < v.x ) { this.x = v.x; } if ( this.y < v.y ) { this.y = v.y; } if ( this.z < v.z ) { this.z = v.z; } return this; }, clamp: function ( min, max ) { // This function assumes min < max, if this assumption isn't true it will not operate correctly if ( this.x < min.x ) { this.x = min.x; } else if ( this.x > max.x ) { this.x = max.x; } if ( this.y < min.y ) { this.y = min.y; } else if ( this.y > max.y ) { this.y = max.y; } if ( this.z < min.z ) { this.z = min.z; } else if ( this.z > max.z ) { this.z = max.z; } return this; }, clampScalar: ( function () { var min, max; return function ( minVal, maxVal ) { if ( min === undefined ) { min = new THREE.Vector3(); max = new THREE.Vector3(); } min.set( minVal, minVal, minVal ); max.set( maxVal, maxVal, maxVal ); return this.clamp( min, max ); }; } )(), floor: function () { this.x = Math.floor( this.x ); this.y = Math.floor( this.y ); this.z = Math.floor( this.z ); return this; }, ceil: function () { this.x = Math.ceil( this.x ); this.y = Math.ceil( this.y ); this.z = Math.ceil( this.z ); return this; }, round: function () { this.x = Math.round( this.x ); this.y = Math.round( this.y ); this.z = Math.round( this.z ); return this; }, roundToZero: function () { this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); return this; }, negate: function () { return this.multiplyScalar( - 1 ); }, dot: function ( v ) { return this.x * v.x + this.y * v.y + this.z * v.z; }, lengthSq: function () { return this.x * this.x + this.y * this.y + this.z * this.z; }, length: function () { return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); }, lengthManhattan: function () { return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); }, normalize: function () { return this.divideScalar( this.length() ); }, setLength: function ( l ) { var oldLength = this.length(); if ( oldLength !== 0 && l !== oldLength ) { this.multiplyScalar( l / oldLength ); } return this; }, lerp: function ( v, alpha ) { this.x += ( v.x - this.x ) * alpha; this.y += ( v.y - this.y ) * alpha; this.z += ( v.z - this.z ) * alpha; return this; }, cross: function ( v, w ) { if ( w !== undefined ) { console.warn( 'DEPRECATED: Vector3\'s .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' ); return this.crossVectors( v, w ); } var x = this.x, y = this.y, z = this.z; this.x = y * v.z - z * v.y; this.y = z * v.x - x * v.z; this.z = x * v.y - y * v.x; return this; }, crossVectors: function ( a, b ) { var ax = a.x, ay = a.y, az = a.z; var bx = b.x, by = b.y, bz = b.z; this.x = ay * bz - az * by; this.y = az * bx - ax * bz; this.z = ax * by - ay * bx; return this; }, projectOnVector: function () { var v1, dot; return function ( vector ) { if ( v1 === undefined ) v1 = new THREE.Vector3(); v1.copy( vector ).normalize(); dot = this.dot( v1 ); return this.copy( v1 ).multiplyScalar( dot ); }; }(), projectOnPlane: function () { var v1; return function ( planeNormal ) { if ( v1 === undefined ) v1 = new THREE.Vector3(); v1.copy( this ).projectOnVector( planeNormal ); return this.sub( v1 ); } }(), reflect: function () { // reflect incident vector off plane orthogonal to normal // normal is assumed to have unit length var v1; return function ( normal ) { if ( v1 === undefined ) v1 = new THREE.Vector3(); return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); } }(), angleTo: function ( v ) { var theta = this.dot( v ) / ( this.length() * v.length() ); // clamp, to handle numerical problems return Math.acos( THREE.Math.clamp( theta, -1, 1 ) ); }, distanceTo: function ( v ) { return Math.sqrt( this.distanceToSquared( v ) ); }, distanceToSquared: function ( v ) { var dx = this.x - v.x; var dy = this.y - v.y; var dz = this.z - v.z; return dx * dx + dy * dy + dz * dz; }, setEulerFromRotationMatrix: function ( m, order ) { console.error( "REMOVED: Vector3\'s setEulerFromRotationMatrix has been removed in favor of Euler.setFromRotationMatrix(), please update your code."); }, setEulerFromQuaternion: function ( q, order ) { console.error( "REMOVED: Vector3\'s setEulerFromQuaternion: has been removed in favor of Euler.setFromQuaternion(), please update your code."); }, getPositionFromMatrix: function ( m ) { console.warn( "DEPRECATED: Vector3\'s .getPositionFromMatrix() has been renamed to .setFromMatrixPosition(). Please update your code." ); return this.setFromMatrixPosition( m ); }, getScaleFromMatrix: function ( m ) { console.warn( "DEPRECATED: Vector3\'s .getScaleFromMatrix() has been renamed to .setFromMatrixScale(). Please update your code." ); return this.setFromMatrixScale( m ); }, getColumnFromMatrix: function ( index, matrix ) { console.warn( "DEPRECATED: Vector3\'s .getColumnFromMatrix() has been renamed to .setFromMatrixColumn(). Please update your code." ); return this.setFromMatrixColumn( index, matrix ); }, setFromMatrixPosition: function ( m ) { this.x = m.elements[ 12 ]; this.y = m.elements[ 13 ]; this.z = m.elements[ 14 ]; return this; }, setFromMatrixScale: function ( m ) { var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[ 2 ] ).length(); var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[ 6 ] ).length(); var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length(); this.x = sx; this.y = sy; this.z = sz; return this; }, setFromMatrixColumn: function ( index, matrix ) { var offset = index * 4; var me = matrix.elements; this.x = me[ offset ]; this.y = me[ offset + 1 ]; this.z = me[ offset + 2 ]; return this; }, equals: function ( v ) { return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); }, fromArray: function ( array ) { this.x = array[ 0 ]; this.y = array[ 1 ]; this.z = array[ 2 ]; return this; }, toArray: function () { return [ this.x, this.y, this.z ]; }, clone: function () { return new THREE.Vector3( this.x, this.y, this.z ); } }; /** * @author supereggbert / http://www.paulbrunt.co.uk/ * @author philogb / http://blog.thejit.org/ * @author mikael emtinger / http://gomo.se/ * @author egraether / http://egraether.com/ * @author WestLangley / http://github.com/WestLangley */ THREE.Vector4 = function ( x, y, z, w ) { this.x = x || 0; this.y = y || 0; this.z = z || 0; this.w = ( w !== undefined ) ? w : 1; }; THREE.Vector4.prototype = { constructor: THREE.Vector4, set: function ( x, y, z, w ) { this.x = x; this.y = y; this.z = z; this.w = w; return this; }, setX: function ( x ) { this.x = x; return this; }, setY: function ( y ) { this.y = y; return this; }, setZ: function ( z ) { this.z = z; return this; }, setW: function ( w ) { this.w = w; return this; }, setComponent: function ( index, value ) { switch ( index ) { case 0: this.x = value; break; case 1: this.y = value; break; case 2: this.z = value; break; case 3: this.w = value; break; default: throw new Error( "index is out of range: " + index ); } }, getComponent: function ( index ) { switch ( index ) { case 0: return this.x; case 1: return this.y; case 2: return this.z; case 3: return this.w; default: throw new Error( "index is out of range: " + index ); } }, copy: function ( v ) { this.x = v.x; this.y = v.y; this.z = v.z; this.w = ( v.w !== undefined ) ? v.w : 1; return this; }, add: function ( v, w ) { if ( w !== undefined ) { console.warn( 'DEPRECATED: Vector4\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); return this.addVectors( v, w ); } this.x += v.x; this.y += v.y; this.z += v.z; this.w += v.w; return this; }, addScalar: function ( s ) { this.x += s; this.y += s; this.z += s; this.w += s; return this; }, addVectors: function ( a, b ) { this.x = a.x + b.x; this.y = a.y + b.y; this.z = a.z + b.z; this.w = a.w + b.w; return this; }, sub: function ( v, w ) { if ( w !== undefined ) { console.warn( 'DEPRECATED: Vector4\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); return this.subVectors( v, w ); } this.x -= v.x; this.y -= v.y; this.z -= v.z; this.w -= v.w; return this; }, subVectors: function ( a, b ) { this.x = a.x - b.x; this.y = a.y - b.y; this.z = a.z - b.z; this.w = a.w - b.w; return this; }, multiplyScalar: function ( scalar ) { this.x *= scalar; this.y *= scalar; this.z *= scalar; this.w *= scalar; return this; }, applyMatrix4: function ( m ) { var x = this.x; var y = this.y; var z = this.z; var w = this.w; var e = m.elements; this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w; this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w; this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w; this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w; return this; }, divideScalar: function ( scalar ) { if ( scalar !== 0 ) { var invScalar = 1 / scalar; this.x *= invScalar; this.y *= invScalar; this.z *= invScalar; this.w *= invScalar; } else { this.x = 0; this.y = 0; this.z = 0; this.w = 1; } return this; }, setAxisAngleFromQuaternion: function ( q ) { // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm // q is assumed to be normalized this.w = 2 * Math.acos( q.w ); var s = Math.sqrt( 1 - q.w * q.w ); if ( s < 0.0001 ) { this.x = 1; this.y = 0; this.z = 0; } else { this.x = q.x / s; this.y = q.y / s; this.z = q.z / s; } return this; }, setAxisAngleFromRotationMatrix: function ( m ) { // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) var angle, x, y, z, // variables for result epsilon = 0.01, // margin to allow for rounding errors epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees te = m.elements, m11 = te[0], m12 = te[4], m13 = te[8], m21 = te[1], m22 = te[5], m23 = te[9], m31 = te[2], m32 = te[6], m33 = te[10]; if ( ( Math.abs( m12 - m21 ) < epsilon ) && ( Math.abs( m13 - m31 ) < epsilon ) && ( Math.abs( m23 - m32 ) < epsilon ) ) { // singularity found // first check for identity matrix which must have +1 for all terms // in leading diagonal and zero in other terms if ( ( Math.abs( m12 + m21 ) < epsilon2 ) && ( Math.abs( m13 + m31 ) < epsilon2 ) && ( Math.abs( m23 + m32 ) < epsilon2 ) && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { // this singularity is identity matrix so angle = 0 this.set( 1, 0, 0, 0 ); return this; // zero angle, arbitrary axis } // otherwise this singularity is angle = 180 angle = Math.PI; var xx = ( m11 + 1 ) / 2; var yy = ( m22 + 1 ) / 2; var zz = ( m33 + 1 ) / 2; var xy = ( m12 + m21 ) / 4; var xz = ( m13 + m31 ) / 4; var yz = ( m23 + m32 ) / 4; if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term if ( xx < epsilon ) { x = 0; y = 0.707106781; z = 0.707106781; } else { x = Math.sqrt( xx ); y = xy / x; z = xz / x; } } else if ( yy > zz ) { // m22 is the largest diagonal term if ( yy < epsilon ) { x = 0.707106781; y = 0; z = 0.707106781; } else { y = Math.sqrt( yy ); x = xy / y; z = yz / y; } } else { // m33 is the largest diagonal term so base result on this if ( zz < epsilon ) { x = 0.707106781; y = 0.707106781; z = 0; } else { z = Math.sqrt( zz ); x = xz / z; y = yz / z; } } this.set( x, y, z, angle ); return this; // return 180 deg rotation } // as we have reached here there are no singularities so we can handle normally var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + ( m13 - m31 ) * ( m13 - m31 ) + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize if ( Math.abs( s ) < 0.001 ) s = 1; // prevent divide by zero, should not happen if matrix is orthogonal and should be // caught by singularity test above, but I've left it in just in case this.x = ( m32 - m23 ) / s; this.y = ( m13 - m31 ) / s; this.z = ( m21 - m12 ) / s; this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); return this; }, min: function ( v ) { if ( this.x > v.x ) { this.x = v.x; } if ( this.y > v.y ) { this.y = v.y; } if ( this.z > v.z ) { this.z = v.z; } if ( this.w > v.w ) { this.w = v.w; } return this; }, max: function ( v ) { if ( this.x < v.x ) { this.x = v.x; } if ( this.y < v.y ) { this.y = v.y; } if ( this.z < v.z ) { this.z = v.z; } if ( this.w < v.w ) { this.w = v.w; } return this; }, clamp: function ( min, max ) { // This function assumes min < max, if this assumption isn't true it will not operate correctly if ( this.x < min.x ) { this.x = min.x; } else if ( this.x > max.x ) { this.x = max.x; } if ( this.y < min.y ) { this.y = min.y; } else if ( this.y > max.y ) { this.y = max.y; } if ( this.z < min.z ) { this.z = min.z; } else if ( this.z > max.z ) { this.z = max.z; } if ( this.w < min.w ) { this.w = min.w; } else if ( this.w > max.w ) { this.w = max.w; } return this; }, clampScalar: ( function () { var min, max; return function ( minVal, maxVal ) { if ( min === undefined ) { min = new THREE.Vector4(); max = new THREE.Vector4(); } min.set( minVal, minVal, minVal, minVal ); max.set( maxVal, maxVal, maxVal, maxVal ); return this.clamp( min, max ); }; } )(), floor: function () { this.x = Math.floor( this.x ); this.y = Math.floor( this.y ); this.z = Math.floor( this.z ); this.w = Math.floor( this.w ); return this; }, ceil: function () { this.x = Math.ceil( this.x ); this.y = Math.ceil( this.y ); this.z = Math.ceil( this.z ); this.w = Math.ceil( this.w ); return this; }, round: function () { this.x = Math.round( this.x ); this.y = Math.round( this.y ); this.z = Math.round( this.z ); this.w = Math.round( this.w ); return this; }, roundToZero: function () { this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w ); return this; }, negate: function () { return this.