@@ -299,18 +299,18 @@ THREE.Vector4.prototype = {
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m21 = te [ 1 ] , m22 = te [ 5 ] , m23 = te [ 9 ] ,
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m31 = te [ 2 ] , m32 = te [ 6 ] , m33 = te [ 10 ] ;
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- if ( ( Math . abs ( m12 - m21 ) < epsilon )
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- && ( Math . abs ( m13 - m31 ) < epsilon )
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- && ( Math . abs ( m23 - m32 ) < epsilon ) ) {
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+ if ( ( Math . abs ( m12 - m21 ) < epsilon ) &&
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+ ( Math . abs ( m13 - m31 ) < epsilon ) &&
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+ ( Math . abs ( m23 - m32 ) < epsilon ) ) {
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// singularity found
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// first check for identity matrix which must have +1 for all terms
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// in leading diagonal and zero in other terms
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- if ( ( Math . abs ( m12 + m21 ) < epsilon2 )
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- && ( Math . abs ( m13 + m31 ) < epsilon2 )
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- && ( Math . abs ( m23 + m32 ) < epsilon2 )
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- && ( Math . abs ( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
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+ if ( ( Math . abs ( m12 + m21 ) < epsilon2 ) &&
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+ ( Math . abs ( m13 + m31 ) < epsilon2 ) &&
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+ ( Math . abs ( m23 + m32 ) < epsilon2 ) &&
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+ ( Math . abs ( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
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// this singularity is identity matrix so angle = 0
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@@ -395,9 +395,9 @@ THREE.Vector4.prototype = {
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// as we have reached here there are no singularities so we can handle normally
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- var s = Math . sqrt ( ( m32 - m23 ) * ( m32 - m23 )
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- + ( m13 - m31 ) * ( m13 - m31 )
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- + ( m21 - m12 ) * ( m21 - m12 ) ) ; // used to normalize
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+ var s = Math . sqrt ( ( m32 - m23 ) * ( m32 - m23 ) +
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+ ( m13 - m31 ) * ( m13 - m31 ) +
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+ ( m21 - m12 ) * ( m21 - m12 ) ) ; // used to normalize
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if ( Math . abs ( s ) < 0.001 ) s = 1 ;
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