Spaces:
Running
Running
| import { Vector3 } from './Vector3'; | |
| import { Euler } from './Euler'; | |
| import { Quaternion } from './Quaternion'; | |
| import { BufferAttribute } from './../core/BufferAttribute'; | |
| import { Matrix } from './Matrix3'; | |
| /** | |
| * A 4x4 Matrix. | |
| * | |
| * @example | |
| * // Simple rig for rotating around 3 axes | |
| * var m = new THREE.Matrix4(); | |
| * var m1 = new THREE.Matrix4(); | |
| * var m2 = new THREE.Matrix4(); | |
| * var m3 = new THREE.Matrix4(); | |
| * var alpha = 0; | |
| * var beta = Math.PI; | |
| * var gamma = Math.PI/2; | |
| * m1.makeRotationX( alpha ); | |
| * m2.makeRotationY( beta ); | |
| * m3.makeRotationZ( gamma ); | |
| * m.multiplyMatrices( m1, m2 ); | |
| * m.multiply( m3 ); | |
| */ | |
| export class Matrix4 implements Matrix { | |
| constructor(); | |
| /** | |
| * Array with matrix values. | |
| */ | |
| elements: number[]; | |
| /** | |
| * Sets all fields of this matrix. | |
| */ | |
| set( | |
| n11: number, | |
| n12: number, | |
| n13: number, | |
| n14: number, | |
| n21: number, | |
| n22: number, | |
| n23: number, | |
| n24: number, | |
| n31: number, | |
| n32: number, | |
| n33: number, | |
| n34: number, | |
| n41: number, | |
| n42: number, | |
| n43: number, | |
| n44: number | |
| ): Matrix4; | |
| /** | |
| * Resets this matrix to identity. | |
| */ | |
| identity(): Matrix4; | |
| clone(): this; | |
| copy(m: Matrix4): this; | |
| copyPosition(m: Matrix4): Matrix4; | |
| extractBasis(xAxis: Vector3, yAxis: Vector3, zAxis: Vector3): Matrix4; | |
| makeBasis(xAxis: Vector3, yAxis: Vector3, zAxis: Vector3): Matrix4; | |
| /** | |
| * Copies the rotation component of the supplied matrix m into this matrix rotation component. | |
| */ | |
| extractRotation(m: Matrix4): Matrix4; | |
| makeRotationFromEuler(euler: Euler): Matrix4; | |
| makeRotationFromQuaternion(q: Quaternion): Matrix4; | |
| /** | |
| * Constructs a rotation matrix, looking from eye towards center with defined up vector. | |
| */ | |
| lookAt(eye: Vector3, target: Vector3, up: Vector3): Matrix4; | |
| /** | |
| * Multiplies this matrix by m. | |
| */ | |
| multiply(m: Matrix4): Matrix4; | |
| premultiply(m: Matrix4): Matrix4; | |
| /** | |
| * Sets this matrix to a x b. | |
| */ | |
| multiplyMatrices(a: Matrix4, b: Matrix4): Matrix4; | |
| /** | |
| * Sets this matrix to a x b and stores the result into the flat array r. | |
| * r can be either a regular Array or a TypedArray. | |
| * | |
| * @deprecated This method has been removed completely. | |
| */ | |
| multiplyToArray(a: Matrix4, b: Matrix4, r: number[]): Matrix4; | |
| /** | |
| * Multiplies this matrix by s. | |
| */ | |
| multiplyScalar(s: number): Matrix4; | |
| /** | |
| * @deprecated Use {@link Matrix4#applyToBufferAttribute matrix4.applyToBufferAttribute( attribute )} instead. | |
| */ | |
| applyToBuffer( | |
| buffer: BufferAttribute, | |
| offset?: number, | |
| length?: number | |
| ): BufferAttribute; | |
| applyToBufferAttribute(attribute: BufferAttribute): BufferAttribute; | |
| /** | |
| * Computes determinant of this matrix. | |
| * Based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm | |
| */ | |
| determinant(): number; | |
| /** | |
| * Transposes this matrix. | |
| */ | |
| transpose(): Matrix4; | |
| /** | |
| * Sets the position component for this matrix from vector v. | |
| */ | |
| setPosition(v: Vector3): Matrix4; | |
| /** | |
| * Sets this matrix to the inverse of matrix m. | |
| * Based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm. | |
| */ | |
| getInverse(m: Matrix4, throwOnDegeneratee?: boolean): Matrix4; | |
| /** | |
| * Multiplies the columns of this matrix by vector v. | |
| */ | |
| scale(v: Vector3): Matrix4; | |
| getMaxScaleOnAxis(): number; | |
| /** | |
| * Sets this matrix as translation transform. | |
| */ | |
| makeTranslation(x: number, y: number, z: number): Matrix4; | |
| /** | |
| * Sets this matrix as rotation transform around x axis by theta radians. | |
| * | |
| * @param theta Rotation angle in radians. | |
| */ | |
| makeRotationX(theta: number): Matrix4; | |
| /** | |
| * Sets this matrix as rotation transform around y axis by theta radians. | |
| * | |
| * @param theta Rotation angle in radians. | |
| */ | |
| makeRotationY(theta: number): Matrix4; | |
| /** | |
| * Sets this matrix as rotation transform around z axis by theta radians. | |
| * | |
| * @param theta Rotation angle in radians. | |
| */ | |
| makeRotationZ(theta: number): Matrix4; | |
| /** | |
| * Sets this matrix as rotation transform around axis by angle radians. | |
| * Based on http://www.gamedev.net/reference/articles/article1199.asp. | |
| * | |
| * @param axis Rotation axis. | |
| * @param theta Rotation angle in radians. | |
| */ | |
| makeRotationAxis(axis: Vector3, angle: number): Matrix4; | |
| /** | |
| * Sets this matrix as scale transform. | |
| */ | |
| makeScale(x: number, y: number, z: number): Matrix4; | |
| /** | |
| * Sets this matrix to the transformation composed of translation, rotation and scale. | |
| */ | |
| compose(translation: Vector3, rotation: Quaternion, scale: Vector3): Matrix4; | |
| /** | |
| * Decomposes this matrix into the translation, rotation and scale components. | |
| * If parameters are not passed, new instances will be created. | |
| */ | |
| decompose( | |
| translation?: Vector3, | |
| rotation?: Quaternion, | |
| scale?: Vector3 | |
| ): Object[]; // [Vector3, Quaternion, Vector3] | |
| /** | |
| * Creates a frustum matrix. | |
| */ | |
| makePerspective( | |
| left: number, | |
| right: number, | |
| bottom: number, | |
| top: number, | |
| near: number, | |
| far: number | |
| ): Matrix4; | |
| /** | |
| * Creates a perspective projection matrix. | |
| */ | |
| makePerspective( | |
| fov: number, | |
| aspect: number, | |
| near: number, | |
| far: number | |
| ): Matrix4; | |
| /** | |
| * Creates an orthographic projection matrix. | |
| */ | |
| makeOrthographic( | |
| left: number, | |
| right: number, | |
| top: number, | |
| bottom: number, | |
| near: number, | |
| far: number | |
| ): Matrix4; | |
| equals(matrix: Matrix4): boolean; | |
| fromArray(array: number[], offset?: number): Matrix4; | |
| toArray(): number[]; | |
| /** | |
| * @deprecated Use {@link Matrix4#copyPosition .copyPosition()} instead. | |
| */ | |
| extractPosition(m: Matrix4): Matrix4; | |
| /** | |
| * @deprecated Use {@link Matrix4#makeRotationFromQuaternion .makeRotationFromQuaternion()} instead. | |
| */ | |
| setRotationFromQuaternion(q: Quaternion): Matrix4; | |
| /** | |
| * @deprecated Use {@link Vector3#applyMatrix4 vector.applyMatrix4( matrix )} instead. | |
| */ | |
| multiplyVector3(v: any): any; | |
| /** | |
| * @deprecated Use {@link Vector4#applyMatrix4 vector.applyMatrix4( matrix )} instead. | |
| */ | |
| multiplyVector4(v: any): any; | |
| /** | |
| * @deprecated This method has been removed completely. | |
| */ | |
| multiplyVector3Array(array: number[]): number[]; | |
| /** | |
| * @deprecated Use {@link Vector3#transformDirection Vector3.transformDirection( matrix )} instead. | |
| */ | |
| rotateAxis(v: any): void; | |
| /** | |
| * @deprecated Use {@link Vector3#applyMatrix4 vector.applyMatrix4( matrix )} instead. | |
| */ | |
| crossVector(v: any): void; | |
| /** | |
| * @deprecated Use {@link Matrix4#toArray .toArray()} instead. | |
| */ | |
| flattenToArrayOffset(array: number[], offset: number): number[]; | |
| } | |