Buckets:
| import { WebGLCoordinateSystem, WebGPUCoordinateSystem } from '../constants.js'; | |
| import { Vector3 } from './Vector3.js'; | |
| /** | |
| * Represents a 4x4 matrix. | |
| * | |
| * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix. | |
| * For an introduction to transformation matrices as used in WebGL, check out [this tutorial]{@link https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices} | |
| * | |
| * This allows a 3D vector representing a point in 3D space to undergo | |
| * transformations such as translation, rotation, shear, scale, reflection, | |
| * orthogonal or perspective projection and so on, by being multiplied by the | |
| * matrix. This is known as `applying` the matrix to the vector. | |
| * | |
| * A Note on Row-Major and Column-Major Ordering: | |
| * | |
| * The constructor and {@link Matrix3#set} method take arguments in | |
| * [row-major]{@link https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order} | |
| * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order. | |
| * This means that calling: | |
| * ```js | |
| * const m = new THREE.Matrix4(); | |
| * m.set( 11, 12, 13, 14, | |
| * 21, 22, 23, 24, | |
| * 31, 32, 33, 34, | |
| * 41, 42, 43, 44 ); | |
| * ``` | |
| * will result in the elements array containing: | |
| * ```js | |
| * m.elements = [ 11, 21, 31, 41, | |
| * 12, 22, 32, 42, | |
| * 13, 23, 33, 43, | |
| * 14, 24, 34, 44 ]; | |
| * ``` | |
| * and internally all calculations are performed using column-major ordering. | |
| * However, as the actual ordering makes no difference mathematically and | |
| * most people are used to thinking about matrices in row-major order, the | |
| * three.js documentation shows matrices in row-major order. Just bear in | |
| * mind that if you are reading the source code, you'll have to take the | |
| * transpose of any matrices outlined here to make sense of the calculations. | |
| */ | |
| class Matrix4 { | |
| /** | |
| * Constructs a new 4x4 matrix. The arguments are supposed to be | |
| * in row-major order. If no arguments are provided, the constructor | |
| * initializes the matrix as an identity matrix. | |
| * | |
| * @param {number} [n11] - 1-1 matrix element. | |
| * @param {number} [n12] - 1-2 matrix element. | |
| * @param {number} [n13] - 1-3 matrix element. | |
| * @param {number} [n14] - 1-4 matrix element. | |
| * @param {number} [n21] - 2-1 matrix element. | |
| * @param {number} [n22] - 2-2 matrix element. | |
| * @param {number} [n23] - 2-3 matrix element. | |
| * @param {number} [n24] - 2-4 matrix element. | |
| * @param {number} [n31] - 3-1 matrix element. | |
| * @param {number} [n32] - 3-2 matrix element. | |
| * @param {number} [n33] - 3-3 matrix element. | |
| * @param {number} [n34] - 3-4 matrix element. | |
| * @param {number} [n41] - 4-1 matrix element. | |
| * @param {number} [n42] - 4-2 matrix element. | |
| * @param {number} [n43] - 4-3 matrix element. | |
| * @param {number} [n44] - 4-4 matrix element. | |
| */ | |
| constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { | |
| /** | |
| * This flag can be used for type testing. | |
| * | |
| * @type {boolean} | |
| * @readonly | |
| * @default true | |
| */ | |
| Matrix4.prototype.isMatrix4 = true; | |
| /** | |
| * A column-major list of matrix values. | |
| * | |
| * @type {Array<number>} | |
| */ | |
| this.elements = [ | |
| 1, 0, 0, 0, | |
| 0, 1, 0, 0, | |
| 0, 0, 1, 0, | |
| 0, 0, 0, 1 | |
| ]; | |
| if ( n11 !== undefined ) { | |
| this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ); | |
| } | |
| } | |
| /** | |
| * Sets the elements of the matrix.The arguments are supposed to be | |
| * in row-major order. | |
| * | |
| * @param {number} [n11] - 1-1 matrix element. | |
| * @param {number} [n12] - 1-2 matrix element. | |
| * @param {number} [n13] - 1-3 matrix element. | |
| * @param {number} [n14] - 1-4 matrix element. | |
| * @param {number} [n21] - 2-1 matrix element. | |
| * @param {number} [n22] - 2-2 matrix element. | |
| * @param {number} [n23] - 2-3 matrix element. | |
| * @param {number} [n24] - 2-4 matrix element. | |
| * @param {number} [n31] - 3-1 matrix element. | |
| * @param {number} [n32] - 3-2 matrix element. | |
| * @param {number} [n33] - 3-3 matrix element. | |
| * @param {number} [n34] - 3-4 matrix element. | |
| * @param {number} [n41] - 4-1 matrix element. | |
| * @param {number} [n42] - 4-2 matrix element. | |
| * @param {number} [n43] - 4-3 matrix element. | |
| * @param {number} [n44] - 4-4 matrix element. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { | |
| const te = this.elements; | |
| te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14; | |
| te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24; | |
| te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34; | |
| te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44; | |
| return this; | |
| } | |
| /** | |
| * Sets this matrix to the 4x4 identity matrix. | |
| * | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| identity() { | |
| this.set( | |
| 1, 0, 0, 0, | |
| 0, 1, 0, 0, | |
| 0, 0, 1, 0, | |
| 0, 0, 0, 1 | |
| ); | |
| return this; | |
| } | |
| /** | |
| * Returns a matrix with copied values from this instance. | |
| * | |
| * @return {Matrix4} A clone of this instance. | |
| */ | |
| clone() { | |
| return new Matrix4().fromArray( this.elements ); | |
| } | |
| /** | |
| * Copies the values of the given matrix to this instance. | |
| * | |
| * @param {Matrix4} m - The matrix to copy. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| copy( m ) { | |
| const te = this.elements; | |
| const me = m.elements; | |
| te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ]; | |
| te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; | |
| te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ]; | |
| te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ]; | |
| return this; | |
| } | |
| /** | |
| * Copies the translation component of the given matrix | |
| * into this matrix's translation component. | |
| * | |
| * @param {Matrix4} m - The matrix to copy the translation component. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| copyPosition( m ) { | |
| const te = this.elements, me = m.elements; | |
| te[ 12 ] = me[ 12 ]; | |
| te[ 13 ] = me[ 13 ]; | |
| te[ 14 ] = me[ 14 ]; | |
| return this; | |
| } | |
| /** | |
| * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix. | |
| * | |
| * @param {Matrix3} m - The 3x3 matrix. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| setFromMatrix3( m ) { | |
| const me = m.elements; | |
| this.set( | |
| me[ 0 ], me[ 3 ], me[ 6 ], 0, | |
| me[ 1 ], me[ 4 ], me[ 7 ], 0, | |
| me[ 2 ], me[ 5 ], me[ 8 ], 0, | |
| 0, 0, 0, 1 | |
| ); | |
| return this; | |
| } | |
| /** | |
| * Extracts the basis of this matrix into the three axis vectors provided. | |
| * | |
| * @param {Vector3} xAxis - The basis's x axis. | |
| * @param {Vector3} yAxis - The basis's y axis. | |
| * @param {Vector3} zAxis - The basis's z axis. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| extractBasis( xAxis, yAxis, zAxis ) { | |
| xAxis.setFromMatrixColumn( this, 0 ); | |
| yAxis.setFromMatrixColumn( this, 1 ); | |
| zAxis.setFromMatrixColumn( this, 2 ); | |
| return this; | |
| } | |
| /** | |
| * Sets the given basis vectors to this matrix. | |
| * | |
| * @param {Vector3} xAxis - The basis's x axis. | |
| * @param {Vector3} yAxis - The basis's y axis. | |
| * @param {Vector3} zAxis - The basis's z axis. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| makeBasis( xAxis, yAxis, zAxis ) { | |
| this.set( | |
| xAxis.x, yAxis.x, zAxis.x, 0, | |
| xAxis.y, yAxis.y, zAxis.y, 0, | |
| xAxis.z, yAxis.z, zAxis.z, 0, | |
| 0, 0, 0, 1 | |
| ); | |
| return this; | |
| } | |
| /** | |
| * Extracts the rotation component of the given matrix | |
| * into this matrix's rotation component. | |
| * | |
| * Note: This method does not support reflection matrices. | |
| * | |
| * @param {Matrix4} m - The matrix. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| extractRotation( m ) { | |
| const te = this.elements; | |
| const me = m.elements; | |
| const scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length(); | |
| const scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length(); | |
| const scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length(); | |
| te[ 0 ] = me[ 0 ] * scaleX; | |
| te[ 1 ] = me[ 1 ] * scaleX; | |
| te[ 2 ] = me[ 2 ] * scaleX; | |
| te[ 3 ] = 0; | |
| te[ 4 ] = me[ 4 ] * scaleY; | |
| te[ 5 ] = me[ 5 ] * scaleY; | |
| te[ 6 ] = me[ 6 ] * scaleY; | |
| te[ 7 ] = 0; | |
| te[ 8 ] = me[ 8 ] * scaleZ; | |
| te[ 9 ] = me[ 9 ] * scaleZ; | |
| te[ 10 ] = me[ 10 ] * scaleZ; | |
| te[ 11 ] = 0; | |
| te[ 12 ] = 0; | |
| te[ 13 ] = 0; | |
| te[ 14 ] = 0; | |
| te[ 15 ] = 1; | |
| return this; | |
| } | |
| /** | |
| * Sets the rotation component (the upper left 3x3 matrix) of this matrix to | |
| * the rotation specified by the given Euler angles. The rest of | |
| * the matrix is set to the identity. Depending on the {@link Euler#order}, | |
| * there are six possible outcomes. See [this page]{@link https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix} | |
| * for a complete list. | |
| * | |
| * @param {Euler} euler - The Euler angles. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| makeRotationFromEuler( euler ) { | |
| const te = this.elements; | |
| const x = euler.x, y = euler.y, z = euler.z; | |
| const a = Math.cos( x ), b = Math.sin( x ); | |
| const c = Math.cos( y ), d = Math.sin( y ); | |
| const e = Math.cos( z ), f = Math.sin( z ); | |
| if ( euler.order === 'XYZ' ) { | |
| const ae = a * e, af = a * f, be = b * e, bf = b * f; | |
| te[ 0 ] = c * e; | |
| te[ 4 ] = - c * f; | |
| te[ 8 ] = d; | |
| te[ 1 ] = af + be * d; | |
| te[ 5 ] = ae - bf * d; | |
| te[ 9 ] = - b * c; | |
| te[ 2 ] = bf - ae * d; | |
| te[ 6 ] = be + af * d; | |
| te[ 10 ] = a * c; | |
| } else if ( euler.order === 'YXZ' ) { | |
| const ce = c * e, cf = c * f, de = d * e, df = d * f; | |
| te[ 0 ] = ce + df * b; | |
| te[ 4 ] = de * b - cf; | |
| te[ 8 ] = a * d; | |
| te[ 1 ] = a * f; | |
| te[ 5 ] = a * e; | |
| te[ 9 ] = - b; | |
| te[ 2 ] = cf * b - de; | |
| te[ 6 ] = df + ce * b; | |
| te[ 10 ] = a * c; | |
| } else if ( euler.order === 'ZXY' ) { | |
| const ce = c * e, cf = c * f, de = d * e, df = d * f; | |
| te[ 0 ] = ce - df * b; | |
| te[ 4 ] = - a * f; | |
| te[ 8 ] = de + cf * b; | |
| te[ 1 ] = cf + de * b; | |
| te[ 5 ] = a * e; | |
| te[ 9 ] = df - ce * b; | |
| te[ 2 ] = - a * d; | |
| te[ 6 ] = b; | |
| te[ 10 ] = a * c; | |
| } else if ( euler.order === 'ZYX' ) { | |
| const ae = a * e, af = a * f, be = b * e, bf = b * f; | |
| te[ 0 ] = c * e; | |
| te[ 4 ] = be * d - af; | |
| te[ 8 ] = ae * d + bf; | |
| te[ 1 ] = c * f; | |
| te[ 5 ] = bf * d + ae; | |
| te[ 9 ] = af * d - be; | |
| te[ 2 ] = - d; | |
| te[ 6 ] = b * c; | |
| te[ 10 ] = a * c; | |
| } else if ( euler.order === 'YZX' ) { | |
| const ac = a * c, ad = a * d, bc = b * c, bd = b * d; | |
| te[ 0 ] = c * e; | |
| te[ 4 ] = bd - ac * f; | |
| te[ 8 ] = bc * f + ad; | |
| te[ 1 ] = f; | |
| te[ 5 ] = a * e; | |
| te[ 9 ] = - b * e; | |
| te[ 2 ] = - d * e; | |
| te[ 6 ] = ad * f + bc; | |
| te[ 10 ] = ac - bd * f; | |
| } else if ( euler.order === 'XZY' ) { | |
| const ac = a * c, ad = a * d, bc = b * c, bd = b * d; | |
| te[ 0 ] = c * e; | |
| te[ 4 ] = - f; | |
| te[ 8 ] = d * e; | |
| te[ 1 ] = ac * f + bd; | |
| te[ 5 ] = a * e; | |
| te[ 9 ] = ad * f - bc; | |
| te[ 2 ] = bc * f - ad; | |
| te[ 6 ] = b * e; | |
| te[ 10 ] = bd * f + ac; | |
| } | |
| // bottom row | |
| te[ 3 ] = 0; | |
| te[ 7 ] = 0; | |
| te[ 11 ] = 0; | |
| // last column | |
| te[ 12 ] = 0; | |
| te[ 13 ] = 0; | |
| te[ 14 ] = 0; | |
| te[ 15 ] = 1; | |
| return this; | |
| } | |
| /** | |
| * Sets the rotation component of this matrix to the rotation specified by | |
| * the given Quaternion as outlined [here]{@link https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion} | |
| * The rest of the matrix is set to the identity. | |
| * | |
| * @param {Quaternion} q - The Quaternion. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| makeRotationFromQuaternion( q ) { | |
| return this.compose( _zero, q, _one ); | |
| } | |
| /** | |
| * Sets the rotation component of the transformation matrix, looking from `eye` towards | |
| * `target`, and oriented by the up-direction. | |
| * | |
| * @param {Vector3} eye - The eye vector. | |
| * @param {Vector3} target - The target vector. | |
| * @param {Vector3} up - The up vector. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| lookAt( eye, target, up ) { | |
| const te = this.elements; | |
| _z.subVectors( eye, target ); | |
| if ( _z.lengthSq() === 0 ) { | |
| // eye and target are in the same position | |
| _z.z = 1; | |
| } | |
| _z.normalize(); | |
| _x.crossVectors( up, _z ); | |
| if ( _x.lengthSq() === 0 ) { | |
| // up and z are parallel | |
| if ( Math.abs( up.z ) === 1 ) { | |
| _z.x += 0.0001; | |
| } else { | |
| _z.z += 0.0001; | |
| } | |
| _z.normalize(); | |
| _x.crossVectors( up, _z ); | |
| } | |
| _x.normalize(); | |
| _y.crossVectors( _z, _x ); | |
| te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x; | |
| te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y; | |
| te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z; | |
| return this; | |
| } | |
| /** | |
| * Post-multiplies this matrix by the given 4x4 matrix. | |
| * | |
| * @param {Matrix4} m - The matrix to multiply with. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| multiply( m ) { | |
| return this.multiplyMatrices( this, m ); | |
| } | |
| /** | |
| * Pre-multiplies this matrix by the given 4x4 matrix. | |
| * | |
| * @param {Matrix4} m - The matrix to multiply with. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| premultiply( m ) { | |
| return this.multiplyMatrices( m, this ); | |
| } | |
| /** | |
| * Multiples the given 4x4 matrices and stores the result | |
| * in this matrix. | |
| * | |
| * @param {Matrix4} a - The first matrix. | |
| * @param {Matrix4} b - The second matrix. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| multiplyMatrices( a, b ) { | |
| const ae = a.elements; | |
| const be = b.elements; | |
| const te = this.elements; | |
| const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; | |
| const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; | |
| const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; | |
| const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; | |
| const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; | |
| const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; | |
| const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; | |
| const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; | |
| te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; | |
| te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; | |
| te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; | |
| te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; | |
| te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; | |
| te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; | |
| te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; | |
| te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; | |
| te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; | |
| te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; | |
| te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; | |
| te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; | |
| te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; | |
| te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; | |
| te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; | |
| te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; | |
| return this; | |
| } | |
| /** | |
| * Multiplies every component of the matrix by the given scalar. | |
| * | |
| * @param {number} s - The scalar. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| multiplyScalar( s ) { | |
| const te = this.elements; | |
| te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s; | |
| te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s; | |
| te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s; | |
| te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s; | |
| return this; | |
| } | |
| /** | |
| * Computes and returns the determinant of this matrix. | |
| * | |
| * Based on the method outlined [here]{@link http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html}. | |
| * | |
| * @return {number} The determinant. | |
| */ | |
| determinant() { | |
| const te = this.elements; | |
| const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; | |
| const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; | |
| const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; | |
| const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; | |
| //TODO: make this more efficient | |
| return ( | |
| n41 * ( | |
| + n14 * n23 * n32 | |
| - n13 * n24 * n32 | |
| - n14 * n22 * n33 | |
| + n12 * n24 * n33 | |
| + n13 * n22 * n34 | |
| - n12 * n23 * n34 | |
| ) + | |
| n42 * ( | |
| + n11 * n23 * n34 | |
| - n11 * n24 * n33 | |
| + n14 * n21 * n33 | |
| - n13 * n21 * n34 | |
| + n13 * n24 * n31 | |
| - n14 * n23 * n31 | |
| ) + | |
| n43 * ( | |
| + n11 * n24 * n32 | |
| - n11 * n22 * n34 | |
| - n14 * n21 * n32 | |
| + n12 * n21 * n34 | |
| + n14 * n22 * n31 | |
| - n12 * n24 * n31 | |
| ) + | |
| n44 * ( | |
| - n13 * n22 * n31 | |
| - n11 * n23 * n32 | |
| + n11 * n22 * n33 | |
| + n13 * n21 * n32 | |
| - n12 * n21 * n33 | |
| + n12 * n23 * n31 | |
| ) | |
| ); | |
| } | |
| /** | |
| * Transposes this matrix in place. | |
| * | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| transpose() { | |
| const te = this.elements; | |
| let tmp; | |
| tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp; | |
| tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp; | |
| tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp; | |
| tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp; | |
| tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp; | |
| tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp; | |
| return this; | |
| } | |
| /** | |
| * Sets the position component for this matrix from the given vector, | |
| * without affecting the rest of the matrix. | |
| * | |
| * @param {number|Vector3} x - The x component of the vector or alternatively the vector object. | |
| * @param {number} y - The y component of the vector. | |
| * @param {number} z - The z component of the vector. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| setPosition( x, y, z ) { | |
| const te = this.elements; | |
| if ( x.isVector3 ) { | |
| te[ 12 ] = x.x; | |
| te[ 13 ] = x.y; | |
| te[ 14 ] = x.z; | |
| } else { | |
| te[ 12 ] = x; | |
| te[ 13 ] = y; | |
| te[ 14 ] = z; | |
| } | |
| return this; | |
| } | |
| /** | |
| * Inverts this matrix, using the [analytic method]{@link https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution}. | |
| * You can not invert with a determinant of zero. If you attempt this, the method produces | |
| * a zero matrix instead. | |
| * | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| invert() { | |
| // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm | |
| const te = this.elements, | |
| n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ], | |
| n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ], | |
| n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ], | |
| n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ], | |
| t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, | |
| t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, | |
| t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, | |
| t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; | |
| const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; | |
| if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); | |
| const detInv = 1 / det; | |
| te[ 0 ] = t11 * detInv; | |
| te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv; | |
| te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv; | |
| te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv; | |
| te[ 4 ] = t12 * detInv; | |
| te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv; | |
| te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv; | |
| te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv; | |
| te[ 8 ] = t13 * detInv; | |
| te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv; | |
| te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv; | |
| te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv; | |
| te[ 12 ] = t14 * detInv; | |
| te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv; | |
| te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv; | |
| te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv; | |
| return this; | |
| } | |
| /** | |
| * Multiplies the columns of this matrix by the given vector. | |
| * | |
| * @param {Vector3} v - The scale vector. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| scale( v ) { | |
| const te = this.elements; | |
| const x = v.x, y = v.y, z = v.z; | |
| te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z; | |
| te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z; | |
| te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z; | |
| te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z; | |
| return this; | |
| } | |
| /** | |
| * Gets the maximum scale value of the three axes. | |
| * | |
| * @return {number} The maximum scale. | |
| */ | |
| getMaxScaleOnAxis() { | |
| const te = this.elements; | |
| const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; | |
| const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; | |
| const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ]; | |
| return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); | |
| } | |
| /** | |
| * Sets this matrix as a translation transform from the given vector. | |
| * | |
| * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector. | |
| * @param {number} y - The amount to translate in the Y axis. | |
| * @param {number} z - The amount to translate in the z axis. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| makeTranslation( x, y, z ) { | |
| if ( x.isVector3 ) { | |
| this.set( | |
| 1, 0, 0, x.x, | |
| 0, 1, 0, x.y, | |
| 0, 0, 1, x.z, | |
| 0, 0, 0, 1 | |
| ); | |
| } else { | |
| this.set( | |
| 1, 0, 0, x, | |
| 0, 1, 0, y, | |
| 0, 0, 1, z, | |
| 0, 0, 0, 1 | |
| ); | |
| } | |
| return this; | |
| } | |
| /** | |
| * Sets this matrix as a rotational transformation around the X axis by | |
| * the given angle. | |
| * | |
| * @param {number} theta - The rotation in radians. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| makeRotationX( theta ) { | |
| const c = Math.cos( theta ), s = Math.sin( theta ); | |
| this.set( | |
| 1, 0, 0, 0, | |
| 0, c, - s, 0, | |
| 0, s, c, 0, | |
| 0, 0, 0, 1 | |
| ); | |
| return this; | |
| } | |
| /** | |
| * Sets this matrix as a rotational transformation around the Y axis by | |
| * the given angle. | |
| * | |
| * @param {number} theta - The rotation in radians. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| makeRotationY( theta ) { | |
| const c = Math.cos( theta ), s = Math.sin( theta ); | |
| this.set( | |
| c, 0, s, 0, | |
| 0, 1, 0, 0, | |
| - s, 0, c, 0, | |
| 0, 0, 0, 1 | |
| ); | |
| return this; | |
| } | |
| /** | |
| * Sets this matrix as a rotational transformation around the Z axis by | |
| * the given angle. | |
| * | |
| * @param {number} theta - The rotation in radians. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| makeRotationZ( theta ) { | |
| const c = Math.cos( theta ), s = Math.sin( theta ); | |
| this.set( | |
| c, - s, 0, 0, | |
| s, c, 0, 0, | |
| 0, 0, 1, 0, | |
| 0, 0, 0, 1 | |
| ); | |
| return this; | |
| } | |
| /** | |
| * Sets this matrix as a rotational transformation around the given axis by | |
| * the given angle. | |
| * | |
| * This is a somewhat controversial but mathematically sound alternative to | |
| * rotating via Quaternions. See the discussion [here]{@link https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199}. | |
| * | |
| * @param {Vector3} axis - The normalized rotation axis. | |
| * @param {number} angle - The rotation in radians. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| makeRotationAxis( axis, angle ) { | |
| // Based on http://www.gamedev.net/reference/articles/article1199.asp | |
| const c = Math.cos( angle ); | |
| const s = Math.sin( angle ); | |
| const t = 1 - c; | |
| const x = axis.x, y = axis.y, z = axis.z; | |
| const tx = t * x, ty = t * y; | |
| this.set( | |
| tx * x + c, tx * y - s * z, tx * z + s * y, 0, | |
| tx * y + s * z, ty * y + c, ty * z - s * x, 0, | |
| tx * z - s * y, ty * z + s * x, t * z * z + c, 0, | |
| 0, 0, 0, 1 | |
| ); | |
| return this; | |
| } | |
| /** | |
| * Sets this matrix as a scale transformation. | |
| * | |
| * @param {number} x - The amount to scale in the X axis. | |
| * @param {number} y - The amount to scale in the Y axis. | |
| * @param {number} z - The amount to scale in the Z axis. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| makeScale( x, y, z ) { | |
| this.set( | |
| x, 0, 0, 0, | |
| 0, y, 0, 0, | |
| 0, 0, z, 0, | |
| 0, 0, 0, 1 | |
| ); | |
| return this; | |
| } | |
| /** | |
| * Sets this matrix as a shear transformation. | |
| * | |
| * @param {number} xy - The amount to shear X by Y. | |
| * @param {number} xz - The amount to shear X by Z. | |
| * @param {number} yx - The amount to shear Y by X. | |
| * @param {number} yz - The amount to shear Y by Z. | |
| * @param {number} zx - The amount to shear Z by X. | |
| * @param {number} zy - The amount to shear Z by Y. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| makeShear( xy, xz, yx, yz, zx, zy ) { | |
| this.set( | |
| 1, yx, zx, 0, | |
| xy, 1, zy, 0, | |
| xz, yz, 1, 0, | |
| 0, 0, 0, 1 | |
| ); | |
| return this; | |
| } | |
| /** | |
| * Sets this matrix to the transformation composed of the given position, | |
| * rotation (Quaternion) and scale. | |
| * | |
| * @param {Vector3} position - The position vector. | |
| * @param {Quaternion} quaternion - The rotation as a Quaternion. | |
| * @param {Vector3} scale - The scale vector. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| compose( position, quaternion, scale ) { | |
| const te = this.elements; | |
| const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w; | |
| const x2 = x + x, y2 = y + y, z2 = z + z; | |
| const xx = x * x2, xy = x * y2, xz = x * z2; | |
| const yy = y * y2, yz = y * z2, zz = z * z2; | |
| const wx = w * x2, wy = w * y2, wz = w * z2; | |
| const sx = scale.x, sy = scale.y, sz = scale.z; | |
| te[ 0 ] = ( 1 - ( yy + zz ) ) * sx; | |
| te[ 1 ] = ( xy + wz ) * sx; | |
| te[ 2 ] = ( xz - wy ) * sx; | |
| te[ 3 ] = 0; | |
| te[ 4 ] = ( xy - wz ) * sy; | |
| te[ 5 ] = ( 1 - ( xx + zz ) ) * sy; | |
| te[ 6 ] = ( yz + wx ) * sy; | |
| te[ 7 ] = 0; | |
| te[ 8 ] = ( xz + wy ) * sz; | |
| te[ 9 ] = ( yz - wx ) * sz; | |
| te[ 10 ] = ( 1 - ( xx + yy ) ) * sz; | |
| te[ 11 ] = 0; | |
| te[ 12 ] = position.x; | |
| te[ 13 ] = position.y; | |
| te[ 14 ] = position.z; | |
| te[ 15 ] = 1; | |
| return this; | |
| } | |
| /** | |
| * Decomposes this matrix into its position, rotation and scale components | |
| * and provides the result in the given objects. | |
| * | |
| * Note: Not all matrices are decomposable in this way. For example, if an | |
| * object has a non-uniformly scaled parent, then the object's world matrix | |
| * may not be decomposable, and this method may not be appropriate. | |
| * | |
| * @param {Vector3} position - The position vector. | |
| * @param {Quaternion} quaternion - The rotation as a Quaternion. | |
| * @param {Vector3} scale - The scale vector. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| decompose( position, quaternion, scale ) { | |
| const te = this.elements; | |
| let sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); | |
| const sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); | |
| const sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); | |
| // if determine is negative, we need to invert one scale | |
| const det = this.determinant(); | |
| if ( det < 0 ) sx = - sx; | |
| position.x = te[ 12 ]; | |
| position.y = te[ 13 ]; | |
| position.z = te[ 14 ]; | |
| // scale the rotation part | |
| _m1.copy( this ); | |
| const invSX = 1 / sx; | |
| const invSY = 1 / sy; | |
| const invSZ = 1 / sz; | |
| _m1.elements[ 0 ] *= invSX; | |
| _m1.elements[ 1 ] *= invSX; | |
| _m1.elements[ 2 ] *= invSX; | |
| _m1.elements[ 4 ] *= invSY; | |
| _m1.elements[ 5 ] *= invSY; | |
| _m1.elements[ 6 ] *= invSY; | |
| _m1.elements[ 8 ] *= invSZ; | |
| _m1.elements[ 9 ] *= invSZ; | |
| _m1.elements[ 10 ] *= invSZ; | |
| quaternion.setFromRotationMatrix( _m1 ); | |
| scale.x = sx; | |
| scale.y = sy; | |
| scale.z = sz; | |
| return this; | |
| } | |
| /** | |
| * Creates a perspective projection matrix. This is used internally by | |
| * {@link PerspectiveCamera#updateProjectionMatrix}. | |
| * @param {number} left - Left boundary of the viewing frustum at the near plane. | |
| * @param {number} right - Right boundary of the viewing frustum at the near plane. | |
| * @param {number} top - Top boundary of the viewing frustum at the near plane. | |
| * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane. | |
| * @param {number} near - The distance from the camera to the near plane. | |
| * @param {number} far - The distance from the camera to the far plane. | |
| * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) { | |
| const te = this.elements; | |
| const x = 2 * near / ( right - left ); | |
| const y = 2 * near / ( top - bottom ); | |
| const a = ( right + left ) / ( right - left ); | |
| const b = ( top + bottom ) / ( top - bottom ); | |
| let c, d; | |
| if ( coordinateSystem === WebGLCoordinateSystem ) { | |
| c = - ( far + near ) / ( far - near ); | |
| d = ( - 2 * far * near ) / ( far - near ); | |
| } else if ( coordinateSystem === WebGPUCoordinateSystem ) { | |
| c = - far / ( far - near ); | |
| d = ( - far * near ) / ( far - near ); | |
| } else { | |
| throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem ); | |
| } | |
| te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0; | |
| te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0; | |
| te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d; | |
| te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0; | |
| return this; | |
| } | |
| /** | |
| * Creates a orthographic projection matrix. This is used internally by | |
| * {@link OrthographicCamera#updateProjectionMatrix}. | |
| * @param {number} left - Left boundary of the viewing frustum at the near plane. | |
| * @param {number} right - Right boundary of the viewing frustum at the near plane. | |
| * @param {number} top - Top boundary of the viewing frustum at the near plane. | |
| * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane. | |
| * @param {number} near - The distance from the camera to the near plane. | |
| * @param {number} far - The distance from the camera to the far plane. | |
| * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) { | |
| const te = this.elements; | |
| const w = 1.0 / ( right - left ); | |
| const h = 1.0 / ( top - bottom ); | |
| const p = 1.0 / ( far - near ); | |
| const x = ( right + left ) * w; | |
| const y = ( top + bottom ) * h; | |
| let z, zInv; | |
| if ( coordinateSystem === WebGLCoordinateSystem ) { | |
| z = ( far + near ) * p; | |
| zInv = - 2 * p; | |
| } else if ( coordinateSystem === WebGPUCoordinateSystem ) { | |
| z = near * p; | |
| zInv = - 1 * p; | |
| } else { | |
| throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem ); | |
| } | |
| te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x; | |
| te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y; | |
| te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = zInv; te[ 14 ] = - z; | |
| te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1; | |
| return this; | |
| } | |
| /** | |
| * Returns `true` if this matrix is equal with the given one. | |
| * | |
| * @param {Matrix4} matrix - The matrix to test for equality. | |
| * @return {boolean} Whether this matrix is equal with the given one. | |
| */ | |
| equals( matrix ) { | |
| const te = this.elements; | |
| const me = matrix.elements; | |
| for ( let i = 0; i < 16; i ++ ) { | |
| if ( te[ i ] !== me[ i ] ) return false; | |
| } | |
| return true; | |
| } | |
| /** | |
| * Sets the elements of the matrix from the given array. | |
| * | |
| * @param {Array<number>} array - The matrix elements in column-major order. | |
| * @param {number} [offset=0] - Index of the first element in the array. | |
| * @return {Matrix4} A reference to this matrix. | |
| */ | |
| fromArray( array, offset = 0 ) { | |
| for ( let i = 0; i < 16; i ++ ) { | |
| this.elements[ i ] = array[ i + offset ]; | |
| } | |
| return this; | |
| } | |
| /** | |
| * Writes the elements of this matrix to the given array. If no array is provided, | |
| * the method returns a new instance. | |
| * | |
| * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order. | |
| * @param {number} [offset=0] - Index of the first element in the array. | |
| * @return {Array<number>} The matrix elements in column-major order. | |
| */ | |
| toArray( array = [], offset = 0 ) { | |
| const te = this.elements; | |
| array[ offset ] = te[ 0 ]; | |
| array[ offset + 1 ] = te[ 1 ]; | |
| array[ offset + 2 ] = te[ 2 ]; | |
| array[ offset + 3 ] = te[ 3 ]; | |
| array[ offset + 4 ] = te[ 4 ]; | |
| array[ offset + 5 ] = te[ 5 ]; | |
| array[ offset + 6 ] = te[ 6 ]; | |
| array[ offset + 7 ] = te[ 7 ]; | |
| array[ offset + 8 ] = te[ 8 ]; | |
| array[ offset + 9 ] = te[ 9 ]; | |
| array[ offset + 10 ] = te[ 10 ]; | |
| array[ offset + 11 ] = te[ 11 ]; | |
| array[ offset + 12 ] = te[ 12 ]; | |
| array[ offset + 13 ] = te[ 13 ]; | |
| array[ offset + 14 ] = te[ 14 ]; | |
| array[ offset + 15 ] = te[ 15 ]; | |
| return array; | |
| } | |
| } | |
| const _v1 = /*@__PURE__*/ new Vector3(); | |
| const _m1 = /*@__PURE__*/ new Matrix4(); | |
| const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 ); | |
| const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 ); | |
| const _x = /*@__PURE__*/ new Vector3(); | |
| const _y = /*@__PURE__*/ new Vector3(); | |
| const _z = /*@__PURE__*/ new Vector3(); | |
| export { Matrix4 }; | |
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- 33.9 kB
- Xet hash:
- 6826780ff670f7597d658c75fc1ffae1da407448cdd0e84981e45aee154e1cea
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Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.