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Diffstat (limited to 'includes/js/dojox/gfx3d/matrix.js')
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1 files changed, 339 insertions, 0 deletions
diff --git a/includes/js/dojox/gfx3d/matrix.js b/includes/js/dojox/gfx3d/matrix.js new file mode 100644 index 0000000..277b7d5 --- /dev/null +++ b/includes/js/dojox/gfx3d/matrix.js @@ -0,0 +1,339 @@ +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; + +} |