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+if(!dojo._hasResource["dojox.gfx3d.matrix"]){ //_hasResource checks added by build. Do not use _hasResource directly in your code.
+dojo._hasResource["dojox.gfx3d.matrix"] = true;
+dojo.provide("dojox.gfx3d.matrix");
+
+// candidates for dojox.math:
+dojox.gfx3d.matrix._degToRad = function(degree){ return Math.PI * degree / 180; };
+dojox.gfx3d.matrix._radToDeg = function(radian){ return radian / Math.PI * 180; };
+
+dojox.gfx3d.matrix.Matrix3D = function(arg){
+ // summary: a 3D matrix object
+ // description: Normalizes a 3D matrix-like object. If arrays is passed,
+ // all objects of the array are normalized and multiplied sequentially.
+ // arg: Object
+ // a 3D matrix-like object, a number, or an array of such objects
+ if(arg){
+ if(typeof arg == "number"){
+ this.xx = this.yy = this.zz = arg;
+ }else if(arg instanceof Array){
+ if(arg.length > 0){
+ var m = dojox.gfx3d.matrix.normalize(arg[0]);
+ // combine matrices
+ for(var i = 1; i < arg.length; ++i){
+ var l = m;
+ var r = dojox.gfx3d.matrix.normalize(arg[i]);
+ m = new dojox.gfx3d.matrix.Matrix3D();
+ m.xx = l.xx * r.xx + l.xy * r.yx + l.xz * r.zx;
+ m.xy = l.xx * r.xy + l.xy * r.yy + l.xz * r.zy;
+ m.xz = l.xx * r.xz + l.xy * r.yz + l.xz * r.zz;
+ m.yx = l.yx * r.xx + l.yy * r.yx + l.yz * r.zx;
+ m.yy = l.yx * r.xy + l.yy * r.yy + l.yz * r.zy;
+ m.yz = l.yx * r.xz + l.yy * r.yz + l.yz * r.zz;
+ m.zx = l.zx * r.xx + l.zy * r.yx + l.zz * r.zx;
+ m.zy = l.zx * r.xy + l.zy * r.yy + l.zz * r.zy;
+ m.zz = l.zx * r.xz + l.zy * r.yz + l.zz * r.zz;
+ m.dx = l.xx * r.dx + l.xy * r.dy + l.xz * r.dz + l.dx;
+ m.dy = l.yx * r.dx + l.yy * r.dy + l.yz * r.dz + l.dy;
+ m.dz = l.zx * r.dx + l.zy * r.dy + l.zz * r.dz + l.dz;
+ }
+ dojo.mixin(this, m);
+ }
+ }else{
+ dojo.mixin(this, arg);
+ }
+ }
+};
+
+// the default (identity) matrix, which is used to fill in missing values
+dojo.extend(dojox.gfx3d.matrix.Matrix3D, {xx: 1, xy: 0, xz: 0, yx: 0, yy: 1, yz: 0, zx: 0, zy: 0, zz: 1, dx: 0, dy: 0, dz: 0});
+
+dojo.mixin(dojox.gfx3d.matrix, {
+ // summary: class constants, and methods of dojox.gfx3d.matrix
+
+ // matrix constants
+
+ // identity: dojox.gfx3d.matrix.Matrix3D
+ // an identity matrix constant: identity * (x, y, z) == (x, y, z)
+ identity: new dojox.gfx3d.matrix.Matrix3D(),
+
+ // matrix creators
+
+ translate: function(a, b, c){
+ // summary: forms a translation matrix
+ // description: The resulting matrix is used to translate (move) points by specified offsets.
+ // a: Number: an x coordinate value
+ // b: Number: a y coordinate value
+ // c: Number: a z coordinate value
+ if(arguments.length > 1){
+ return new dojox.gfx3d.matrix.Matrix3D({dx: a, dy: b, dz: c}); // dojox.gfx3d.matrix.Matrix3D
+ }
+ // branch
+ // a: Object: a point-like object, which specifies offsets for 3 dimensions
+ // b: null
+ return new dojox.gfx3d.matrix.Matrix3D({dx: a.x, dy: a.y, dz: a.z}); // dojox.gfx3d.matrix.Matrix3D
+ },
+ scale: function(a, b, c){
+ // summary: forms a scaling matrix
+ // description: The resulting matrix is used to scale (magnify) points by specified offsets.
+ // a: Number: a scaling factor used for the x coordinate
+ // b: Number: a scaling factor used for the y coordinate
+ // c: Number: a scaling factor used for the z coordinate
+ if(arguments.length > 1){
+ return new dojox.gfx3d.matrix.Matrix3D({xx: a, yy: b, zz: c}); // dojox.gfx3d.matrix.Matrix3D
+ }
+ if(typeof a == "number"){
+ // branch
+ // a: Number: a uniform scaling factor used for the all coordinates
+ // b: null
+ return new dojox.gfx3d.matrix.Matrix3D({xx: a, yy: a, zz: a}); // dojox.gfx3d.matrix.Matrix3D
+ }
+ // branch
+ // a: Object: a point-like object, which specifies scale factors for 3 dimensions
+ // b: null
+ return new dojox.gfx3d.matrix.Matrix3D({xx: a.x, yy: a.y, zz: a.z}); // dojox.gfx3d.matrix.Matrix3D
+ },
+ rotateX: function(angle){
+ // summary: forms a rotating matrix (about the x axis)
+ // description: The resulting matrix is used to rotate points
+ // around the origin of coordinates (0, 0) by specified angle.
+ // angle: Number: an angle of rotation in radians (>0 for CW)
+ var c = Math.cos(angle);
+ var s = Math.sin(angle);
+ return new dojox.gfx3d.matrix.Matrix3D({yy: c, yz: -s, zy: s, zz: c}); // dojox.gfx3d.matrix.Matrix3D
+ },
+ rotateXg: function(degree){
+ // summary: forms a rotating matrix (about the x axis)
+ // description: The resulting matrix is used to rotate points
+ // around the origin of coordinates (0, 0) by specified degree.
+ // See dojox.gfx3d.matrix.rotateX() for comparison.
+ // degree: Number: an angle of rotation in degrees (>0 for CW)
+ return dojox.gfx3d.matrix.rotateX(dojox.gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D
+ },
+ rotateY: function(angle){
+ // summary: forms a rotating matrix (about the y axis)
+ // description: The resulting matrix is used to rotate points
+ // around the origin of coordinates (0, 0) by specified angle.
+ // angle: Number: an angle of rotation in radians (>0 for CW)
+ var c = Math.cos(angle);
+ var s = Math.sin(angle);
+ return new dojox.gfx3d.matrix.Matrix3D({xx: c, xz: s, zx: -s, zz: c}); // dojox.gfx3d.matrix.Matrix3D
+ },
+ rotateYg: function(degree){
+ // summary: forms a rotating matrix (about the y axis)
+ // description: The resulting matrix is used to rotate points
+ // around the origin of coordinates (0, 0) by specified degree.
+ // See dojox.gfx3d.matrix.rotateY() for comparison.
+ // degree: Number: an angle of rotation in degrees (>0 for CW)
+ return dojox.gfx3d.matrix.rotateY(dojox.gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D
+ },
+ rotateZ: function(angle){
+ // summary: forms a rotating matrix (about the z axis)
+ // description: The resulting matrix is used to rotate points
+ // around the origin of coordinates (0, 0) by specified angle.
+ // angle: Number: an angle of rotation in radians (>0 for CW)
+ var c = Math.cos(angle);
+ var s = Math.sin(angle);
+ return new dojox.gfx3d.matrix.Matrix3D({xx: c, xy: -s, yx: s, yy: c}); // dojox.gfx3d.matrix.Matrix3D
+ },
+ rotateZg: function(degree){
+ // summary: forms a rotating matrix (about the z axis)
+ // description: The resulting matrix is used to rotate points
+ // around the origin of coordinates (0, 0) by specified degree.
+ // See dojox.gfx3d.matrix.rotateZ() for comparison.
+ // degree: Number: an angle of rotation in degrees (>0 for CW)
+ return dojox.gfx3d.matrix.rotateZ(dojox.gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D
+ },
+
+ // camera transformation
+ cameraTranslate: function(a, b, c){
+ // summary: forms a translation matrix
+ // description: The resulting matrix is used to translate (move) points by specified offsets.
+ // a: Number: an x coordinate value
+ // b: Number: a y coordinate value
+ // c: Number: a z coordinate value
+ if(arguments.length > 1){
+ return new dojox.gfx3d.matrix.Matrix3D({dx: -a, dy: -b, dz: -c}); // dojox.gfx3d.matrix.Matrix3D
+ }
+ // branch
+ // a: Object: a point-like object, which specifies offsets for 3 dimensions
+ // b: null
+ return new dojox.gfx3d.matrix.Matrix3D({dx: -a.x, dy: -a.y, dz: -a.z}); // dojox.gfx3d.matrix.Matrix3D
+ },
+ cameraRotateX: function(angle){
+ // summary: forms a rotating matrix (about the x axis) in cameraTransform manner
+ // description: The resulting matrix is used to rotate points
+ // around the origin of coordinates (0, 0) by specified angle.
+ // angle: Number: an angle of rotation in radians (>0 for CW)
+ var c = Math.cos(-angle);
+ var s = Math.sin(-angle);
+ return new dojox.gfx3d.matrix.Matrix3D({yy: c, yz: -s, zy: s, zz: c}); // dojox.gfx3d.matrix.Matrix3D
+ },
+ cameraRotateXg: function(degree){
+ // summary: forms a rotating matrix (about the x axis)in cameraTransform manner
+ // description: The resulting matrix is used to rotate points
+ // around the origin of coordinates (0, 0) by specified degree.
+ // See dojox.gfx3d.matrix.rotateX() for comparison.
+ // degree: Number: an angle of rotation in degrees (>0 for CW)
+ return dojox.gfx3d.matrix.rotateX(dojox.gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D
+ },
+ cameraRotateY: function(angle){
+ // summary: forms a rotating matrix (about the y axis) in cameraTransform manner
+ // description: The resulting matrix is used to rotate points
+ // around the origin of coordinates (0, 0) by specified angle.
+ // angle: Number: an angle of rotation in radians (>0 for CW)
+ var c = Math.cos(-angle);
+ var s = Math.sin(-angle);
+ return new dojox.gfx3d.matrix.Matrix3D({xx: c, xz: s, zx: -s, zz: c}); // dojox.gfx3d.matrix.Matrix3D
+ },
+ cameraRotateYg: function(degree){
+ // summary: forms a rotating matrix (about the y axis) in cameraTransform manner
+ // description: The resulting matrix is used to rotate points
+ // around the origin of coordinates (0, 0) by specified degree.
+ // See dojox.gfx3d.matrix.rotateY() for comparison.
+ // degree: Number: an angle of rotation in degrees (>0 for CW)
+ return dojox.gfx3d.matrix.rotateY(dojox.gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D
+ },
+ cameraRotateZ: function(angle){
+ // summary: forms a rotating matrix (about the z axis) in cameraTransform manner
+ // description: The resulting matrix is used to rotate points
+ // around the origin of coordinates (0, 0) by specified angle.
+ // angle: Number: an angle of rotation in radians (>0 for CW)
+ var c = Math.cos(-angle);
+ var s = Math.sin(-angle);
+ return new dojox.gfx3d.matrix.Matrix3D({xx: c, xy: -s, yx: s, yy: c}); // dojox.gfx3d.matrix.Matrix3D
+ },
+ cameraRotateZg: function(degree){
+ // summary: forms a rotating matrix (about the z axis) in cameraTransform manner
+ // description: The resulting matrix is used to rotate points
+ // around the origin of coordinates (0, 0) by specified degree.
+ // See dojox.gfx3d.matrix.rotateZ() for comparison.
+ // degree: Number: an angle of rotation in degrees (>0 for CW)
+ return dojox.gfx3d.matrix.rotateZ(dojox.gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D
+ },
+
+ // ensure matrix 3D conformance
+ normalize: function(matrix){
+ // summary: converts an object to a matrix, if necessary
+ // description: Converts any 3D matrix-like object or an array of
+ // such objects to a valid dojox.gfx3d.matrix.Matrix3D object.
+ // matrix: Object: an object, which is converted to a matrix, if necessary
+ return (matrix instanceof dojox.gfx3d.matrix.Matrix3D) ? matrix : new dojox.gfx3d.matrix.Matrix3D(matrix); // dojox.gfx3d.matrix.Matrix3D
+ },
+
+ // common operations
+
+ clone: function(matrix){
+ // summary: creates a copy of a 3D matrix
+ // matrix: dojox.gfx3d.matrix.Matrix3D: a 3D matrix-like object to be cloned
+ var obj = new dojox.gfx3d.matrix.Matrix3D();
+ for(var i in matrix){
+ if(typeof(matrix[i]) == "number" && typeof(obj[i]) == "number" && obj[i] != matrix[i]) obj[i] = matrix[i];
+ }
+ return obj; // dojox.gfx3d.matrix.Matrix3D
+ },
+ invert: function(matrix){
+ // summary: inverts a 2D matrix
+ // matrix: dojox.gfx.matrix.Matrix3D: a 2D matrix-like object to be inverted
+ var m = dojox.gfx3d.matrix.normalize(matrix);
+ var D = m.xx * m.yy * m.zz + m.xy * m.yz * m.zx + m.xz * m.yx * m.zy - m.xx * m.yz * m.zy - m.xy * m.yx * m.zz - m.xz * m.yy * m.zx;
+ var M = new dojox.gfx3d.matrix.Matrix3D({
+ xx: (m.yy * m.zz - m.yz * m.zy) / D,
+ xy: (m.xz * m.zy - m.xy * m.zz) / D,
+ xz: (m.xy * m.yz - m.xz * m.yy) / D,
+ yx: (m.yz * m.zx - m.yx * m.zz) / D,
+ yy: (m.xx * m.zz - m.xz * m.zx) / D,
+ yz: (m.xz * m.yx - m.xx * m.yz) / D,
+ zx: (m.yx * m.zy - m.yy * m.zx) / D,
+ zy: (m.xy * m.zx - m.xx * m.zy) / D,
+ zz: (m.xx * m.yy - m.xy * m.yx) / D,
+ dx: -1 * (m.xy * m.yz * m.dz + m.xz * m.dy * m.zy + m.dx * m.yy * m.zz - m.xy * m.dy * m.zz - m.xz * m.yy * m.dz - m.dx * m.yz * m.zy) / D,
+ dy: (m.xx * m.yz * m.dz + m.xz * m.dy * m.zx + m.dx * m.yx * m.zz - m.xx * m.dy * m.zz - m.xz * m.yx * m.dz - m.dx * m.yz * m.zx) / D,
+ dz: -1 * (m.xx * m.yy * m.dz + m.xy * m.dy * m.zx + m.dx * m.yx * m.zy - m.xx * m.dy * m.zy - m.xy * m.yx * m.dz - m.dx * m.yy * m.zx) / D
+ });
+ return M; // dojox.gfx3d.matrix.Matrix3D
+ },
+ _multiplyPoint: function(m, x, y, z){
+ // summary: applies a matrix to a point
+ // matrix: dojox.gfx3d.matrix.Matrix3D: a 3D matrix object to be applied
+ // x: Number: an x coordinate of a point
+ // y: Number: a y coordinate of a point
+ // z: Number: a z coordinate of a point
+ return {x: m.xx * x + m.xy * y + m.xz * z + m.dx, y: m.yx * x + m.yy * y + m.yz * z + m.dy, z: m.zx * x + m.zy * y + m.zz * z + m.dz}; // Object
+ },
+ multiplyPoint: function(matrix, /* Number||Point */ a, /* Number, optional */ b, /* Number, optional */ c){
+ // summary: applies a matrix to a point
+ // matrix: dojox.gfx3d.matrix.Matrix3D: a 3D matrix object to be applied
+ // a: Number: an x coordinate of a point
+ // b: Number: a y coordinate of a point
+ // c: Number: a z coordinate of a point
+ var m = dojox.gfx3d.matrix.normalize(matrix);
+ if(typeof a == "number" && typeof b == "number" && typeof c == "number"){
+ return dojox.gfx3d.matrix._multiplyPoint(m, a, b, c); // Object
+ }
+ // branch
+ // matrix: dojox.gfx3d.matrix.Matrix3D: a 3D matrix object to be applied
+ // a: Object: a point
+ // b: null
+ // c: null
+ return dojox.gfx3d.matrix._multiplyPoint(m, a.x, a.y, a.z); // Object
+ },
+ multiply: function(matrix){
+ // summary: combines matrices by multiplying them sequentially in the given order
+ // matrix: dojox.gfx3d.matrix.Matrix3D...: a 3D matrix-like object,
+ // all subsequent arguments are matrix-like objects too
+ var m = dojox.gfx3d.matrix.normalize(matrix);
+ // combine matrices
+ for(var i = 1; i < arguments.length; ++i){
+ var l = m;
+ var r = dojox.gfx3d.matrix.normalize(arguments[i]);
+ m = new dojox.gfx3d.matrix.Matrix3D();
+ m.xx = l.xx * r.xx + l.xy * r.yx + l.xz * r.zx;
+ m.xy = l.xx * r.xy + l.xy * r.yy + l.xz * r.zy;
+ m.xz = l.xx * r.xz + l.xy * r.yz + l.xz * r.zz;
+ m.yx = l.yx * r.xx + l.yy * r.yx + l.yz * r.zx;
+ m.yy = l.yx * r.xy + l.yy * r.yy + l.yz * r.zy;
+ m.yz = l.yx * r.xz + l.yy * r.yz + l.yz * r.zz;
+ m.zx = l.zx * r.xx + l.zy * r.yx + l.zz * r.zx;
+ m.zy = l.zx * r.xy + l.zy * r.yy + l.zz * r.zy;
+ m.zz = l.zx * r.xz + l.zy * r.yz + l.zz * r.zz;
+ m.dx = l.xx * r.dx + l.xy * r.dy + l.xz * r.dz + l.dx;
+ m.dy = l.yx * r.dx + l.yy * r.dy + l.yz * r.dz + l.dy;
+ m.dz = l.zx * r.dx + l.zy * r.dy + l.zz * r.dz + l.dz;
+ }
+ return m; // dojox.gfx3d.matrix.Matrix3D
+ },
+
+ _project: function(m, x, y, z){
+ // summary: applies a matrix to a point
+ // matrix: dojox.gfx3d.matrix.Matrix3D: a 3D matrix object to be applied
+ // x: Number: an x coordinate of a point
+ // y: Number: a y coordinate of a point
+ // z: Number: a z coordinate of a point
+ return { // Object
+ x: m.xx * x + m.xy * y + m.xz * z + m.dx,
+ y: m.yx * x + m.yy * y + m.yz * z + m.dy,
+ z: m.zx * x + m.zy * y + m.zz * z + m.dz};
+ },
+ project: function(matrix, /* Number||Point */ a, /* Number, optional */ b, /* Number, optional */ c){
+ // summary: applies a matrix to a point
+ // matrix: dojox.gfx3d.matrix.Matrix3D: a 3D matrix object to be applied
+ // a: Number: an x coordinate of a point
+ // b: Number: a y coordinate of a point
+ // c: Number: a z coordinate of a point
+ var m = dojox.gfx3d.matrix.normalize(matrix);
+ if(typeof a == "number" && typeof b == "number" && typeof c == "number"){
+ return dojox.gfx3d.matrix._project(m, a, b, c); // Object
+ }
+ // branch
+ // matrix: dojox.gfx3d.matrix.Matrix3D: a 3D matrix object to be applied
+ // a: Object: a point
+ // b: null
+ // c: null
+ return dojox.gfx3d.matrix._project(m, a.x, a.y, a.z); // Object
+ }
+});
+
+// propagate matrix up
+dojox.gfx3d.Matrix3D = dojox.gfx3d.matrix.Matrix3D;
+
+}