if(!dojo._hasResource["dojox.gfx3d.vector"]){ //_hasResource checks added by build. Do not use _hasResource directly in your code. dojo._hasResource["dojox.gfx3d.vector"] = true; dojo.provide("dojox.gfx3d.vector"); dojo.mixin(dojox.gfx3d.vector, { sum: function(){ // summary: sum of the vectors var v = {x: 0, y: 0, z:0}; dojo.forEach(arguments, function(item){ v.x += item.x; v.y += item.y; v.z += item.z; }); return v; }, center: function(){ // summary: center of the vectors var l = arguments.length; if(l == 0){ return {x: 0, y: 0, z: 0}; } var v = dojox.gfx3d.vector.sum(arguments); return {x: v.x/l, y: v.y/l, z: v.z/l}; }, substract: function(/* Pointer */a, /* Pointer */b){ return {x: a.x - b.x, y: a.y - b.y, z: a.z - b.z}; }, _crossProduct: function(x, y, z, u, v, w){ // summary: applies a cross product of two vectorss, (x, y, z) and (u, v, w) // x: Number: an x coordinate of a point // y: Number: a y coordinate of a point // z: Number: a z coordinate of a point // u: Number: an x coordinate of a point // v: Number: a y coordinate of a point // w: Number: a z coordinate of a point return {x: y * w - z * v, y: z * u - x * w, z: x * v - y * u}; // Object }, crossProduct: function(/* Number||Point */ a, /* Number||Point */ b, /* Number, optional */ c, /* Number, optional */ d, /* Number, optional */ e, /* Number, optional */ f){ // 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 // d: Number: an x coordinate of a point // e: Number: a y coordinate of a point // f: Number: a z coordinate of a point if(arguments.length == 6 && dojo.every(arguments, function(item){ return typeof item == "number"; })){ return dojox.gfx3d.vector._crossProduct(a, b, c, d, e, f); // Object } // branch // a: Object: a point // b: Object: a point // c: null // d: null // e: null // f: null return dojox.gfx3d.vector._crossProduct(a.x, a.y, a.z, b.x, b.y, b.z); // Object }, _dotProduct: function(x, y, z, u, v, w){ // summary: applies a cross product of two vectorss, (x, y, z) and (u, v, w) // x: Number: an x coordinate of a point // y: Number: a y coordinate of a point // z: Number: a z coordinate of a point // u: Number: an x coordinate of a point // v: Number: a y coordinate of a point // w: Number: a z coordinate of a point return x * u + y * v + z * w; // Number }, dotProduct: function(/* Number||Point */ a, /* Number||Point */ b, /* Number, optional */ c, /* Number, optional */ d, /* Number, optional */ e, /* Number, optional */ f){ // 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 // d: Number: an x coordinate of a point // e: Number: a y coordinate of a point // f: Number: a z coordinate of a point if(arguments.length == 6 && dojo.every(arguments, function(item){ return typeof item == "number"; })){ return dojox.gfx3d.vector._dotProduct(a, b, c, d, e, f); // Object } // branch // a: Object: a point // b: Object: a point // c: null // d: null // e: null // f: null return dojox.gfx3d.vector._dotProduct(a.x, a.y, a.z, b.x, b.y, b.z); // Object }, normalize: function(/* Point||Array*/ a, /* Point */ b, /* Point */ c){ // summary: find the normal of the implicit surface // a: Object: a point // b: Object: a point // c: Object: a point var l, m, n; if(a instanceof Array){ l = a[0]; m = a[1]; n = a[2]; }else{ l = a; m = b; n = c; } var u = dojox.gfx3d.vector.substract(m, l); var v = dojox.gfx3d.vector.substract(n, l); return dojox.gfx3d.vector.crossProduct(u, v); } }); }