New file |
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"); |
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// 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; }; |
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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); |
} |
} |
}; |
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// 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}); |
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dojo.mixin(dojox.gfx3d.matrix, { |
// summary: class constants, and methods of dojox.gfx3d.matrix |
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// matrix constants |
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// identity: dojox.gfx3d.matrix.Matrix3D |
// an identity matrix constant: identity * (x, y, z) == (x, y, z) |
identity: new dojox.gfx3d.matrix.Matrix3D(), |
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// matrix creators |
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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 |
}, |
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// 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 |
}, |
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// common operations |
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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 |
}, |
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_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 |
} |
}); |
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// propagate matrix up |
dojox.gfx3d.Matrix3D = dojox.gfx3d.matrix.Matrix3D; |
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} |