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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;
-
-}