Subversion Repositories Applications.papyrus

Rev

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 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;

}