import { Object3D, Quaternion, Vector3 } from 'three'; const _translationObject = new Vector3(); const _quaternionObject = new Quaternion(); const _scaleObject = new Vector3(); const _translationWorld = new Vector3(); const _quaternionWorld = new Quaternion(); const _scaleWorld = new Vector3(); class Gyroscope extends Object3D { constructor() { super(); } updateMatrixWorld( force ) { this.matrixAutoUpdate && this.updateMatrix(); // update matrixWorld if ( this.matrixWorldNeedsUpdate || force ) { if ( this.parent !== null ) { this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); this.matrixWorld.decompose( _translationWorld, _quaternionWorld, _scaleWorld ); this.matrix.decompose( _translationObject, _quaternionObject, _scaleObject ); this.matrixWorld.compose( _translationWorld, _quaternionObject, _scaleWorld ); } else { this.matrixWorld.copy( this.matrix ); } this.matrixWorldNeedsUpdate = false; force = true; } // update children for ( let i = 0, l = this.children.length; i < l; i ++ ) { this.children[ i ].updateMatrixWorld( force ); } } } export { Gyroscope };