Blame | Last modification | View Log | RSS feed
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 objectsif(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 matricesfor(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 valuesdojo.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 creatorstranslate: 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 valueif(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: nullreturn 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 coordinateif(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: nullreturn 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: nullreturn 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 transformationcameraTranslate: 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 valueif(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: nullreturn 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 conformancenormalize: 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 necessaryreturn (matrix instanceof dojox.gfx3d.matrix.Matrix3D) ? matrix : new dojox.gfx3d.matrix.Matrix3D(matrix); // dojox.gfx3d.matrix.Matrix3D},// common operationsclone: function(matrix){// summary: creates a copy of a 3D matrix// matrix: dojox.gfx3d.matrix.Matrix3D: a 3D matrix-like object to be clonedvar 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 invertedvar 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 pointreturn {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 pointvar 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: nullreturn 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 toovar m = dojox.gfx3d.matrix.normalize(matrix);// combine matricesfor(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 pointreturn { // Objectx: 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 pointvar 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: nullreturn dojox.gfx3d.matrix._project(m, a.x, a.y, a.z); // Object}});// propagate matrix updojox.gfx3d.Matrix3D = dojox.gfx3d.matrix.Matrix3D;}