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import {
Object3D,
Quaternion,
Vector3
} from 'three';
const _translationObject = new Vector3();
const _quaternionObject = new Quaternion();
const _scaleObject = new Vector3();
const _translationWorld = new Vector3();
const _quaternionWorld = new Quaternion();
const _scaleWorld = new Vector3();
class Gyroscope extends Object3D {
constructor() {
super();
}
updateMatrixWorld( force ) {
this.matrixAutoUpdate && this.updateMatrix();
// update matrixWorld
if ( this.matrixWorldNeedsUpdate || force ) {
if ( this.parent !== null ) {
this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
this.matrixWorld.decompose( _translationWorld, _quaternionWorld, _scaleWorld );
this.matrix.decompose( _translationObject, _quaternionObject, _scaleObject );
this.matrixWorld.compose( _translationWorld, _quaternionObject, _scaleWorld );
} else {
this.matrixWorld.copy( this.matrix );
}
this.matrixWorldNeedsUpdate = false;
force = true;
}
// update children
for ( let i = 0, l = this.children.length; i < l; i ++ ) {
this.children[ i ].updateMatrixWorld( force );
}
}
}
export { Gyroscope };

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