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slight speedup in Matrix4.rotationAngleAxisMatrix by cutting down object lookups and redundant multiplications
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+10
-9
@@ -373,16 +373,17 @@ THREE.Matrix4.rotationAxisAngleMatrix = function ( axis, angle ) {
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c = Math.cos( angle ),
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s = Math.sin( angle ),
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t = 1 - c,
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x = axis.x, y = axis.y, z = axis.z;
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x = axis.x, y = axis.y, z = axis.z,
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tx = t * x, ty = t * y;
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rot.n11 = t * x * x + c;
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rot.n12 = t * x * y - s * z;
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rot.n13 = t * x * z + s * y;
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rot.n21 = t * x * y + s * z;
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rot.n22 = t * y * y + c;
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rot.n23 = t * y * z - s * x;
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rot.n31 = t * x * z - s * y;
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rot.n32 = t * y * z + s * x;
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rot.n11 = tx * x + c;
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rot.n12 = tx * y - s * z;
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rot.n13 = tx * z + s * y;
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rot.n21 = tx * y + s * z;
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rot.n22 = ty * y + c;
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rot.n23 = ty * z - s * x;
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rot.n31 = tx * z - s * y;
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rot.n32 = ty * z + s * x;
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rot.n33 = t * z * z + c;
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return rot;
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