mirror of
https://github.com/tengge1/ShadowEditor.git
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705 lines
15 KiB
C#
705 lines
15 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace THREE
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{
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/// <summary>
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/// @author supereggbert / http://www.paulbrunt.co.uk/
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/// @author philogb / http://blog.thejit.org/
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/// @author mikael emtinger / http://gomo.se/
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/// @author egraether / http://egraether.com/
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/// @author WestLangley / http://github.com/WestLangley
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/// </summary>
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public class Vector4
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{
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function Vector4(x, y, z, w )
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{
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this.x = x || 0;
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this.y = y || 0;
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this.z = z || 0;
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this.w = (w !== undefined) ? w : 1;
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}
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isVector4: true,
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set: function(x, y, z, w )
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{
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this.x = x;
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this.y = y;
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this.z = z;
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this.w = w;
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return this;
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},
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setScalar: function(scalar )
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{
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this.x = scalar;
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this.y = scalar;
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this.z = scalar;
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this.w = scalar;
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return this;
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},
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setX: function(x )
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{
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this.x = x;
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return this;
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},
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setY: function(y )
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{
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this.y = y;
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return this;
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},
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setZ: function(z )
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{
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this.z = z;
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return this;
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},
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setW: function(w )
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{
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this.w = w;
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return this;
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},
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setComponent: function(index, value )
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{
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switch (index)
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{
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case 0: this.x = value; break;
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case 1: this.y = value; break;
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case 2: this.z = value; break;
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case 3: this.w = value; break;
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default: throw new Error('index is out of range: ' + index);
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}
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return this;
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},
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getComponent: function(index )
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{
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switch (index)
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{
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case 0: return this.x;
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case 1: return this.y;
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case 2: return this.z;
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case 3: return this.w;
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default: throw new Error('index is out of range: ' + index);
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}
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},
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clone: function()
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{
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return new this.constructor(this.x, this.y, this.z, this.w);
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},
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copy: function(v )
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{
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this.x = v.x;
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this.y = v.y;
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this.z = v.z;
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this.w = (v.w !== undefined) ? v.w : 1;
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return this;
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},
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add: function(v, w )
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{
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if (w !== undefined)
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{
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console.warn('THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');
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return this.addVectors(v, w);
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}
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this.x += v.x;
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this.y += v.y;
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this.z += v.z;
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this.w += v.w;
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return this;
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},
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addScalar: function(s )
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{
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this.x += s;
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this.y += s;
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this.z += s;
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this.w += s;
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return this;
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},
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addVectors: function(a, b )
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{
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this.x = a.x + b.x;
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this.y = a.y + b.y;
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this.z = a.z + b.z;
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this.w = a.w + b.w;
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return this;
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},
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addScaledVector: function(v, s )
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{
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this.x += v.x * s;
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this.y += v.y * s;
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this.z += v.z * s;
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this.w += v.w * s;
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return this;
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},
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sub: function(v, w )
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{
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if (w !== undefined)
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{
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console.warn('THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');
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return this.subVectors(v, w);
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}
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this.x -= v.x;
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this.y -= v.y;
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this.z -= v.z;
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this.w -= v.w;
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return this;
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},
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subScalar: function(s )
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{
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this.x -= s;
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this.y -= s;
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this.z -= s;
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this.w -= s;
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return this;
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},
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subVectors: function(a, b )
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{
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this.x = a.x - b.x;
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this.y = a.y - b.y;
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this.z = a.z - b.z;
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this.w = a.w - b.w;
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return this;
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},
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multiplyScalar: function(scalar )
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{
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this.x *= scalar;
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this.y *= scalar;
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this.z *= scalar;
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this.w *= scalar;
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return this;
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},
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applyMatrix4: function(m )
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{
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var x = this.x, y = this.y, z = this.z, w = this.w;
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var e = m.elements;
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this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w;
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this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w;
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this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w;
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this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w;
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return this;
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},
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divideScalar: function(scalar )
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{
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return this.multiplyScalar(1 / scalar);
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},
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setAxisAngleFromQuaternion: function(q )
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{
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// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
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// q is assumed to be normalized
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this.w = 2 * Math.acos(q.w);
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var s = Math.sqrt(1 - q.w * q.w);
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if (s < 0.0001)
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{
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this.x = 1;
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this.y = 0;
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this.z = 0;
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}
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else
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{
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this.x = q.x / s;
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this.y = q.y / s;
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this.z = q.z / s;
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}
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return this;
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},
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setAxisAngleFromRotationMatrix: function(m )
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{
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// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
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// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
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var angle, x, y, z, // variables for result
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epsilon = 0.01, // margin to allow for rounding errors
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epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
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te = m.elements,
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m11 = te[0], m12 = te[4], m13 = te[8],
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m21 = te[1], m22 = te[5], m23 = te[9],
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m31 = te[2], m32 = te[6], m33 = te[10];
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if ((Math.abs(m12 - m21) < epsilon) &&
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(Math.abs(m13 - m31) < epsilon) &&
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(Math.abs(m23 - m32) < epsilon))
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{
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// singularity found
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// first check for identity matrix which must have +1 for all terms
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// in leading diagonal and zero in other terms
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if ((Math.abs(m12 + m21) < epsilon2) &&
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(Math.abs(m13 + m31) < epsilon2) &&
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(Math.abs(m23 + m32) < epsilon2) &&
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(Math.abs(m11 + m22 + m33 - 3) < epsilon2))
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{
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// this singularity is identity matrix so angle = 0
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this.set(1, 0, 0, 0);
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return this; // zero angle, arbitrary axis
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}
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// otherwise this singularity is angle = 180
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angle = Math.PI;
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var xx = (m11 + 1) / 2;
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var yy = (m22 + 1) / 2;
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var zz = (m33 + 1) / 2;
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var xy = (m12 + m21) / 4;
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var xz = (m13 + m31) / 4;
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var yz = (m23 + m32) / 4;
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if ((xx > yy) && (xx > zz))
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{
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// m11 is the largest diagonal term
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if (xx < epsilon)
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{
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x = 0;
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y = 0.707106781;
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z = 0.707106781;
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}
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else
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{
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x = Math.sqrt(xx);
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y = xy / x;
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z = xz / x;
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}
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}
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else if (yy > zz)
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{
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// m22 is the largest diagonal term
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if (yy < epsilon)
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{
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x = 0.707106781;
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y = 0;
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z = 0.707106781;
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}
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else
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{
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y = Math.sqrt(yy);
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x = xy / y;
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z = yz / y;
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}
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}
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else
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{
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// m33 is the largest diagonal term so base result on this
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if (zz < epsilon)
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{
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x = 0.707106781;
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y = 0.707106781;
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z = 0;
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}
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else
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{
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z = Math.sqrt(zz);
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x = xz / z;
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y = yz / z;
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}
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}
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this.set(x, y, z, angle);
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return this; // return 180 deg rotation
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}
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// as we have reached here there are no singularities so we can handle normally
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var s = Math.sqrt((m32 - m23) * (m32 - m23) +
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(m13 - m31) * (m13 - m31) +
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(m21 - m12) * (m21 - m12)); // used to normalize
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if (Math.abs(s) < 0.001) s = 1;
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// prevent divide by zero, should not happen if matrix is orthogonal and should be
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// caught by singularity test above, but I've left it in just in case
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this.x = (m32 - m23) / s;
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this.y = (m13 - m31) / s;
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this.z = (m21 - m12) / s;
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this.w = Math.acos((m11 + m22 + m33 - 1) / 2);
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return this;
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},
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min: function(v )
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{
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this.x = Math.min(this.x, v.x);
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this.y = Math.min(this.y, v.y);
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this.z = Math.min(this.z, v.z);
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this.w = Math.min(this.w, v.w);
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return this;
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},
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max: function(v )
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{
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this.x = Math.max(this.x, v.x);
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this.y = Math.max(this.y, v.y);
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this.z = Math.max(this.z, v.z);
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this.w = Math.max(this.w, v.w);
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return this;
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},
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clamp: function(min, max )
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{
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// assumes min < max, componentwise
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this.x = Math.max(min.x, Math.min(max.x, this.x));
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this.y = Math.max(min.y, Math.min(max.y, this.y));
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this.z = Math.max(min.z, Math.min(max.z, this.z));
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this.w = Math.max(min.w, Math.min(max.w, this.w));
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return this;
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},
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clampScalar: function()
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{
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var min, max;
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return function clampScalar(minVal, maxVal) {
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if (min === undefined)
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{
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min = new Vector4();
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max = new Vector4();
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}
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min.set(minVal, minVal, minVal, minVal);
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max.set(maxVal, maxVal, maxVal, maxVal);
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return this.clamp(min, max);
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};
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}
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(),
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clampLength: function(min, max )
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{
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var length = this.length();
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return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
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},
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floor: function()
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{
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this.x = Math.floor(this.x);
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this.y = Math.floor(this.y);
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this.z = Math.floor(this.z);
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this.w = Math.floor(this.w);
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return this;
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},
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ceil: function()
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{
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this.x = Math.ceil(this.x);
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this.y = Math.ceil(this.y);
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this.z = Math.ceil(this.z);
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this.w = Math.ceil(this.w);
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return this;
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},
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round: function()
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{
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this.x = Math.round(this.x);
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this.y = Math.round(this.y);
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this.z = Math.round(this.z);
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this.w = Math.round(this.w);
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return this;
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},
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roundToZero: function()
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{
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this.x = (this.x < 0) ? Math.ceil(this.x) : Math.floor(this.x);
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this.y = (this.y < 0) ? Math.ceil(this.y) : Math.floor(this.y);
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this.z = (this.z < 0) ? Math.ceil(this.z) : Math.floor(this.z);
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this.w = (this.w < 0) ? Math.ceil(this.w) : Math.floor(this.w);
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return this;
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},
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negate: function()
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{
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this.x = -this.x;
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this.y = -this.y;
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this.z = -this.z;
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this.w = -this.w;
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return this;
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},
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dot: function(v )
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{
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return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
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},
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lengthSq: function()
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{
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return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
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},
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length: function()
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{
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return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
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},
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manhattanLength: function()
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{
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return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w);
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},
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normalize: function()
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{
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return this.divideScalar(this.length() || 1);
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},
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setLength: function(length )
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{
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return this.normalize().multiplyScalar(length);
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},
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lerp: function(v, alpha )
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{
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this.x += (v.x - this.x) * alpha;
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this.y += (v.y - this.y) * alpha;
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this.z += (v.z - this.z) * alpha;
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this.w += (v.w - this.w) * alpha;
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return this;
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},
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lerpVectors: function(v1, v2, alpha )
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{
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return this.subVectors(v2, v1).multiplyScalar(alpha).add(v1);
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},
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equals: function(v )
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{
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|
|
return ((v.x === this.x) && (v.y === this.y) && (v.z === this.z) && (v.w === this.w));
|
|
|
|
},
|
|
|
|
fromArray: function(array, offset )
|
|
{
|
|
|
|
if (offset === undefined) offset = 0;
|
|
|
|
this.x = array[offset];
|
|
this.y = array[offset + 1];
|
|
this.z = array[offset + 2];
|
|
this.w = array[offset + 3];
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toArray: function(array, offset )
|
|
{
|
|
|
|
if (array === undefined) array = [];
|
|
if (offset === undefined) offset = 0;
|
|
|
|
array[offset] = this.x;
|
|
array[offset + 1] = this.y;
|
|
array[offset + 2] = this.z;
|
|
array[offset + 3] = this.w;
|
|
|
|
return array;
|
|
|
|
},
|
|
|
|
fromBufferAttribute: function(attribute, index, offset )
|
|
{
|
|
|
|
if (offset !== undefined)
|
|
{
|
|
|
|
console.warn('THREE.Vector4: offset has been removed from .fromBufferAttribute().');
|
|
|
|
}
|
|
|
|
this.x = attribute.getX(index);
|
|
this.y = attribute.getY(index);
|
|
this.z = attribute.getZ(index);
|
|
this.w = attribute.getW(index);
|
|
|
|
return this;
|
|
|
|
}
|
|
}
|
|
}
|