- 24 Feb, 2012 19 commits
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alteredq authored
This adds Vector3.getRotationFromQuaternion and changes Object3D.applyMatrix to use Matrix4.decompose. Also added SceneUtils.attach / detach and cleaned up unused vector parameter in Geometry.applyMatrix.
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alteredq authored
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Mr.doob authored
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Mr.doob authored
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Mr.doob authored
Renamed Vector3.setRotationFromMatrix() to Vector3.getRotationFromMatrix(). Added Vector3.getScaleFromMatrix().
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Mr.doob authored
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Mr.doob authored
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Mr.doob authored
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Mr.doob authored
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Mr.doob authored
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Mr.doob authored
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Mr.doob authored
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Mr.doob authored
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Mr.doob authored
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Mr.doob authored
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Mr.doob authored
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Mr.doob authored
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Mr.doob authored
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Mr.doob authored
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- 23 Feb, 2012 8 commits
- 21 Feb, 2012 6 commits
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alteredq authored
As usual, it's up to caller to cache the value if it's not used right away. Had to use Matrix4's internal matrix to avoid circular cross-dependency between Vector3 and Matrix4 (added extra internal matrix m3 for this not used anywhere in Matrix4 itself to minimize chances of messing up something).
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Mr.doob authored
Added Vector3.absoluteToRelative and Vector3.relativeToAbsolute. Thanks to @G3z for the initial suggestion. Thanks to @em for the naming hint. Fixes #1043.
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Mr.doob authored
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Mr.doob authored
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Mr.doob authored
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Mr.doob authored
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- 20 Feb, 2012 7 commits