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