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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);
}
});
}
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