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11 changes: 1 addition & 10 deletions build/three.core.js
Original file line number Diff line number Diff line change
Expand Up @@ -10629,8 +10629,6 @@ class Matrix4 {
/**
* Computes and returns the determinant of this matrix.
*
* Based on the method outlined [here](http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html).
*
* @return {number} The determinant.
*/
determinant() {
Expand Down Expand Up @@ -10946,17 +10944,12 @@ class Matrix4 {
* Sets this matrix as a rotational transformation around the given axis by
* the given angle.
*
* This is a somewhat controversial but mathematically sound alternative to
* rotating via Quaternions. See the discussion [here](https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199).
*
* @param {Vector3} axis - The normalized rotation axis.
* @param {number} angle - The rotation in radians.
* @return {Matrix4} A reference to this matrix.
*/
makeRotationAxis( axis, angle ) {

// Based on http://www.gamedev.net/reference/articles/article1199.asp

const c = Math.cos( angle );
const s = Math.sin( angle );
const t = 1 - c;
Expand Down Expand Up @@ -15469,8 +15462,6 @@ class Triangle {
*/
static getBarycoord( point, a, b, c, target ) {

// based on: http://www.blackpawn.com/texts/pointinpoly/default.html

_v0$2.subVectors( c, a );
_v1$5.subVectors( b, a );
_v2$4.subVectors( point, a );
Expand Down Expand Up @@ -20686,7 +20677,7 @@ const _normalMatrix = /*@__PURE__*/ new Matrix3();

/**
* A two dimensional surface that extends infinitely in 3D space, represented
* in [Hessian normal form](http://mathworld.wolfram.com/HessianNormalForm.html)
* in [Hessian normal form](https://mathworld.wolfram.com/HessianNormalForm.html)
* by a unit length normal vector and a constant.
*/
class Plane {
Expand Down
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