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three.js/src/core/Object3D.js
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JavaScript

/**
* @author mr.doob / http://mrdoob.com/
* @author mikael emtinger / http://gomo.se/
* @author alteredq / http://alteredqualia.com/
*/
THREE.Object3D = function() {
this.parent = undefined;
this.children = [];
this.up = new THREE.Vector3( 0, 1, 0 );
this.position = new THREE.Vector3();
this.rotation = new THREE.Vector3();
this.scale = new THREE.Vector3( 1, 1, 1 );
this.rotationAutoUpdate = true;
this.matrix = new THREE.Matrix4();
this.matrixWorld = new THREE.Matrix4();
this.matrixRotationWorld = new THREE.Matrix4();
this.matrixAutoUpdate = true;
this.matrixWorldNeedsUpdate = true;
this.quaternion = new THREE.Quaternion();
this.useQuaternion = false;
this.boundRadius = 0.0;
this.boundRadiusScale = 1.0;
this.visible = true;
this._vector = new THREE.Vector3();
this.name = "";
};
THREE.Object3D.prototype = {
translate : function ( distance, axis ) {
this.matrix.rotateAxis( axis );
this.position.addSelf( axis.multiplyScalar( distance ) );
},
translateX : function ( distance ) {
this.translate( distance, this._vector.set( 1, 0, 0 ) );
},
translateY : function ( distance ) {
this.translate( distance, this._vector.set( 0, 1, 0 ) );
},
translateZ : function ( distance ) {
this.translate( distance, this._vector.set( 0, 0, 1 ) );
},
lookAt : function ( vector ) {
// TODO: Add hierarchy support.
this.matrix.lookAt( vector, this.position, this.up );
if ( this.rotationAutoUpdate ) {
this.rotation.setRotationFromMatrix( this.matrix );
}
},
addChild: function ( child ) {
if ( this.children.indexOf( child ) === - 1 ) {
if( child.parent !== undefined ) {
child.parent.removeChild( child );
}
child.parent = this;
this.children.push( child );
// add to scene
var scene = this;
while ( scene instanceof THREE.Scene === false && scene !== undefined ) {
scene = scene.parent;
}
if ( scene !== undefined ) {
scene.addChildRecurse( child );
}
}
},
removeChild: function ( child ) {
var childIndex = this.children.indexOf( child );
if ( childIndex !== - 1 ) {
child.parent = undefined;
this.children.splice( childIndex, 1 );
}
},
getChildByName: function ( name, doRecurse ) {
var c, cl, child, recurseResult;
for( c = 0, cl = this.children.length; c < cl; c++ ) {
child = this.children[ c ];
if( child.name === name ) {
return child;
}
if( doRecurse ) {
recurseResult = child.getChildByName( name, doRecurse );
if( recurseResult !== undefined ) {
return recurseResult;
}
}
}
return undefined;
},
updateMatrix: function () {
this.matrix.setPosition( this.position );
if ( this.useQuaternion ) {
this.matrix.setRotationFromQuaternion( this.quaternion );
} else {
this.matrix.setRotationFromEuler( this.rotation );
}
if ( this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1 ) {
this.matrix.scale( this.scale );
this.boundRadiusScale = Math.max( this.scale.x, Math.max( this.scale.y, this.scale.z ) );
}
this.matrixWorldNeedsUpdate = true;
},
update: function ( parentMatrixWorld, forceUpdate, camera ) {
this.matrixAutoUpdate && this.updateMatrix();
// update matrixWorld
if ( this.matrixWorldNeedsUpdate || forceUpdate ) {
if ( parentMatrixWorld ) {
this.matrixWorld.multiply( parentMatrixWorld, this.matrix );
} else {
this.matrixWorld.copy( this.matrix );
}
this.matrixRotationWorld.extractRotation( this.matrixWorld, this.scale );
this.matrixWorldNeedsUpdate = false;
forceUpdate = true;
}
// update children
for ( var i = 0, l = this.children.length; i < l; i ++ ) {
this.children[ i ].update( this.matrixWorld, forceUpdate, camera );
}
}
};