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404 lines
15 KiB
404 lines
15 KiB
define(["dojo/_base/lang", "./_base"], function(lang, gfx3d){ |
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// candidates for dojox.math: |
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gfx3d.matrix = { |
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_degToRad : function(degree){ return Math.PI * degree / 180; }, |
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_radToDeg : function(radian){ return radian / Math.PI * 180; } |
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}; |
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gfx3d.matrix.Matrix3D = function(arg){ |
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// summary: |
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// a 3D matrix object |
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// description: |
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// Normalizes a 3D matrix-like object. If arrays is passed, |
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// all objects of the array are normalized and multiplied sequentially. |
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// arg: Object |
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// a 3D matrix-like object, a number, or an array of such objects |
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if(arg){ |
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if(typeof arg == "number"){ |
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this.xx = this.yy = this.zz = arg; |
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}else if(arg instanceof Array){ |
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if(arg.length > 0){ |
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var m = gfx3d.matrix.normalize(arg[0]); |
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// combine matrices |
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for(var i = 1; i < arg.length; ++i){ |
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var l = m; |
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var r = gfx3d.matrix.normalize(arg[i]); |
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m = new gfx3d.matrix.Matrix3D(); |
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m.xx = l.xx * r.xx + l.xy * r.yx + l.xz * r.zx; |
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m.xy = l.xx * r.xy + l.xy * r.yy + l.xz * r.zy; |
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m.xz = l.xx * r.xz + l.xy * r.yz + l.xz * r.zz; |
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m.yx = l.yx * r.xx + l.yy * r.yx + l.yz * r.zx; |
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m.yy = l.yx * r.xy + l.yy * r.yy + l.yz * r.zy; |
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m.yz = l.yx * r.xz + l.yy * r.yz + l.yz * r.zz; |
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m.zx = l.zx * r.xx + l.zy * r.yx + l.zz * r.zx; |
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m.zy = l.zx * r.xy + l.zy * r.yy + l.zz * r.zy; |
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m.zz = l.zx * r.xz + l.zy * r.yz + l.zz * r.zz; |
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m.dx = l.xx * r.dx + l.xy * r.dy + l.xz * r.dz + l.dx; |
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m.dy = l.yx * r.dx + l.yy * r.dy + l.yz * r.dz + l.dy; |
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m.dz = l.zx * r.dx + l.zy * r.dy + l.zz * r.dz + l.dz; |
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} |
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lang.mixin(this, m); |
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} |
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}else{ |
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lang.mixin(this, arg); |
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} |
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} |
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}; |
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// the default (identity) matrix, which is used to fill in missing values |
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lang.extend(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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lang.mixin(gfx3d.matrix, { |
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// summary: |
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// class constants, and methods of dojox.gfx3d.matrix |
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// matrix constants |
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// identity: dojox.gfx3d.matrix.Matrix3D |
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// an identity matrix constant: identity * (x, y, z) == (x, y, z) |
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identity: new gfx3d.matrix.Matrix3D(), |
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// matrix creators |
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translate: function(a, b, c){ |
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// summary: |
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// forms a translation matrix |
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// description: |
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// The resulting matrix is used to translate (move) points by specified offsets. |
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// a: Number|Object |
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// an x coordinate value, or a point-like object, which specifies offsets for 3 dimensions |
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// b: Number? |
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// a y coordinate value |
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// c: Number? |
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// a z coordinate value |
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if(arguments.length > 1){ |
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return new gfx3d.matrix.Matrix3D({dx: a, dy: b, dz: c}); // dojox.gfx3d.matrix.Matrix3D |
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} |
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return new gfx3d.matrix.Matrix3D({dx: a.x, dy: a.y, dz: a.z}); // dojox.gfx3d.matrix.Matrix3D |
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}, |
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scale: function(a, b, c){ |
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// summary: |
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// forms a scaling matrix |
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// description: |
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// The resulting matrix is used to scale (magnify) points by specified offsets. |
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// a: Number|Object |
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// a scaling factor used for the x coordinate, or a uniform scaling factor used for the all coordinates, |
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// or a point-like object, which specifies scale factors for 3 dimensions |
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// b: Number? |
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// a scaling factor used for the y coordinate |
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// c: Number? |
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// a scaling factor used for the z coordinate |
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if(arguments.length > 1){ |
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return new gfx3d.matrix.Matrix3D({xx: a, yy: b, zz: c}); // dojox.gfx3d.matrix.Matrix3D |
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} |
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if(typeof a == "number"){ |
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return new gfx3d.matrix.Matrix3D({xx: a, yy: a, zz: a}); // dojox.gfx3d.matrix.Matrix3D |
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} |
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return new gfx3d.matrix.Matrix3D({xx: a.x, yy: a.y, zz: a.z}); // dojox.gfx3d.matrix.Matrix3D |
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}, |
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rotateX: function(angle){ |
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// summary: |
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// forms a rotating matrix (about the x axis) |
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// description: |
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// The resulting matrix is used to rotate points |
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// around the origin of coordinates (0, 0) by specified angle. |
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// angle: Number |
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// an angle of rotation in radians (>0 for CW) |
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var c = Math.cos(angle); |
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var s = Math.sin(angle); |
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return new gfx3d.matrix.Matrix3D({yy: c, yz: -s, zy: s, zz: c}); // dojox.gfx3d.matrix.Matrix3D |
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}, |
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rotateXg: function(degree){ |
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// summary: |
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// forms a rotating matrix (about the x axis) |
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// description: |
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// The resulting matrix is used to rotate points |
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// around the origin of coordinates (0, 0) by specified degree. |
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// See dojox.gfx3d.matrix.rotateX() for comparison. |
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// degree: Number |
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// an angle of rotation in degrees (>0 for CW) |
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return gfx3d.matrix.rotateX(gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D |
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}, |
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rotateY: function(angle){ |
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// summary: |
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// forms a rotating matrix (about the y axis) |
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// description: |
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// The resulting matrix is used to rotate points |
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// around the origin of coordinates (0, 0) by specified angle. |
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// angle: Number |
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// an angle of rotation in radians (>0 for CW) |
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var c = Math.cos(angle); |
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var s = Math.sin(angle); |
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return new gfx3d.matrix.Matrix3D({xx: c, xz: s, zx: -s, zz: c}); // dojox.gfx3d.matrix.Matrix3D |
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}, |
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rotateYg: function(degree){ |
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// summary: |
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// forms a rotating matrix (about the y axis) |
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// description: |
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// The resulting matrix is used to rotate points |
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// around the origin of coordinates (0, 0) by specified degree. |
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// See dojox.gfx3d.matrix.rotateY() for comparison. |
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// degree: Number |
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// an angle of rotation in degrees (>0 for CW) |
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return gfx3d.matrix.rotateY(gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D |
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}, |
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rotateZ: function(angle){ |
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// summary: |
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// forms a rotating matrix (about the z axis) |
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// description: |
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// The resulting matrix is used to rotate points |
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// around the origin of coordinates (0, 0) by specified angle. |
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// angle: Number |
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// an angle of rotation in radians (>0 for CW) |
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var c = Math.cos(angle); |
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var s = Math.sin(angle); |
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return new gfx3d.matrix.Matrix3D({xx: c, xy: -s, yx: s, yy: c}); // dojox.gfx3d.matrix.Matrix3D |
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}, |
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rotateZg: function(degree){ |
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// summary: |
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// forms a rotating matrix (about the z axis) |
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// description: |
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// The resulting matrix is used to rotate points |
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// around the origin of coordinates (0, 0) by specified degree. |
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// See dojox.gfx3d.matrix.rotateZ() for comparison. |
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// degree: Number |
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// an angle of rotation in degrees (>0 for CW) |
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return gfx3d.matrix.rotateZ(gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D |
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}, |
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// camera transformation |
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cameraTranslate: function(a, b, c){ |
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// summary: |
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// forms a translation matrix |
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// description: |
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// The resulting matrix is used to translate (move) points by specified offsets. |
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// a: Number|Object |
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// an x coordinate value, or a point-like object, which specifies offsets for 3 dimensions |
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// b: Number? |
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// a y coordinate value |
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// c: Number? |
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// a z coordinate value |
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if(arguments.length > 1){ |
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return new gfx3d.matrix.Matrix3D({dx: -a, dy: -b, dz: -c}); // dojox.gfx3d.matrix.Matrix3D |
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} |
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return new gfx3d.matrix.Matrix3D({dx: -a.x, dy: -a.y, dz: -a.z}); // dojox.gfx3d.matrix.Matrix3D |
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}, |
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cameraRotateX: function(angle){ |
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// summary: |
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// forms a rotating matrix (about the x axis) in cameraTransform manner |
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// description: |
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// The resulting matrix is used to rotate points |
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// around the origin of coordinates (0, 0) by specified angle. |
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// angle: Number |
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// an angle of rotation in radians (>0 for CW) |
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var c = Math.cos(-angle); |
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var s = Math.sin(-angle); |
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return new gfx3d.matrix.Matrix3D({yy: c, yz: -s, zy: s, zz: c}); // dojox.gfx3d.matrix.Matrix3D |
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}, |
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cameraRotateXg: function(degree){ |
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// summary: |
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// forms a rotating matrix (about the x axis)in cameraTransform manner |
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// description: |
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// The resulting matrix is used to rotate points |
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// around the origin of coordinates (0, 0) by specified degree. |
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// See dojox.gfx3d.matrix.rotateX() for comparison. |
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// degree: Number |
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// an angle of rotation in degrees (>0 for CW) |
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return gfx3d.matrix.rotateX(gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D |
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}, |
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cameraRotateY: function(angle){ |
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// summary: |
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// forms a rotating matrix (about the y axis) in cameraTransform manner |
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// description: |
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// The resulting matrix is used to rotate points |
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// around the origin of coordinates (0, 0) by specified angle. |
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// angle: Number |
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// an angle of rotation in radians (>0 for CW) |
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var c = Math.cos(-angle); |
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var s = Math.sin(-angle); |
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return new gfx3d.matrix.Matrix3D({xx: c, xz: s, zx: -s, zz: c}); // dojox.gfx3d.matrix.Matrix3D |
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}, |
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cameraRotateYg: function(degree){ |
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// summary: |
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// forms a rotating matrix (about the y axis) in cameraTransform manner |
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// description: |
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// The resulting matrix is used to rotate points |
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// around the origin of coordinates (0, 0) by specified degree. |
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// See dojox.gfx3d.matrix.rotateY() for comparison. |
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// degree: Number |
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// an angle of rotation in degrees (>0 for CW) |
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return gfx3d.matrix.rotateY(dojox.gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D |
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}, |
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cameraRotateZ: function(angle){ |
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// summary: |
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// forms a rotating matrix (about the z axis) in cameraTransform manner |
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// description: |
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// The resulting matrix is used to rotate points |
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// around the origin of coordinates (0, 0) by specified angle. |
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// angle: Number |
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// an angle of rotation in radians (>0 for CW) |
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var c = Math.cos(-angle); |
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var s = Math.sin(-angle); |
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return new gfx3d.matrix.Matrix3D({xx: c, xy: -s, yx: s, yy: c}); // dojox.gfx3d.matrix.Matrix3D |
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}, |
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cameraRotateZg: function(degree){ |
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// summary: |
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// forms a rotating matrix (about the z axis) in cameraTransform manner |
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// description: |
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// The resulting matrix is used to rotate points |
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// around the origin of coordinates (0, 0) by specified degree. |
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// See dojox.gfx3d.matrix.rotateZ() for comparison. |
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// degree: Number |
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// an angle of rotation in degrees (>0 for CW) |
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return gfx3d.matrix.rotateZ(gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D |
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}, |
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// ensure matrix 3D conformance |
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normalize: function(matrix){ |
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// summary: |
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// converts an object to a matrix, if necessary |
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// description: |
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// Converts any 3D matrix-like object or an array of |
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// such objects to a valid dojox.gfx3d.matrix.Matrix3D object. |
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// matrix: Object |
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// an object, which is converted to a matrix, if necessary |
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return (matrix instanceof gfx3d.matrix.Matrix3D) ? matrix : new gfx3d.matrix.Matrix3D(matrix); // dojox.gfx3d.matrix.Matrix3D |
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}, |
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// common operations |
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clone: function(matrix){ |
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// summary: |
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// creates a copy of a 3D matrix |
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// matrix: dojox.gfx3d.matrix.Matrix3D |
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// a 3D matrix-like object to be cloned |
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var obj = new gfx3d.matrix.Matrix3D(); |
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for(var i in matrix){ |
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if(typeof(matrix[i]) == "number" && typeof(obj[i]) == "number" && obj[i] != matrix[i]) obj[i] = matrix[i]; |
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} |
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return obj; // dojox.gfx3d.matrix.Matrix3D |
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}, |
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invert: function(matrix){ |
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// summary: |
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// inverts a 2D matrix |
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// matrix: dojox.gfx.matrix.Matrix3D |
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// a 2D matrix-like object to be inverted |
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var m = gfx3d.matrix.normalize(matrix); |
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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; |
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var M = new gfx3d.matrix.Matrix3D({ |
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xx: (m.yy * m.zz - m.yz * m.zy) / D, |
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xy: (m.xz * m.zy - m.xy * m.zz) / D, |
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xz: (m.xy * m.yz - m.xz * m.yy) / D, |
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yx: (m.yz * m.zx - m.yx * m.zz) / D, |
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yy: (m.xx * m.zz - m.xz * m.zx) / D, |
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yz: (m.xz * m.yx - m.xx * m.yz) / D, |
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zx: (m.yx * m.zy - m.yy * m.zx) / D, |
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zy: (m.xy * m.zx - m.xx * m.zy) / D, |
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zz: (m.xx * m.yy - m.xy * m.yx) / D, |
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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, |
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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, |
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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 |
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}); |
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return M; // dojox.gfx3d.matrix.Matrix3D |
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}, |
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_multiplyPoint: function(m, x, y, z){ |
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// summary: |
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// applies a matrix to a point |
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// matrix: dojox.gfx3d.matrix.Matrix3D |
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// a 3D matrix object to be applied |
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// x: Number |
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// an x coordinate of a point |
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// y: Number |
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// a y coordinate of a point |
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// z: Number |
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// a z coordinate of a point |
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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 |
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}, |
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multiplyPoint: function(matrix, a, b, c){ |
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// summary: |
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// applies a matrix to a point |
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// matrix: dojox.gfx3d.matrix.Matrix3D |
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// a 3D matrix object to be applied |
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// a: Number|Object |
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// an x coordinate of a point, or an Object specifying the whole point |
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// b: Number? |
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// a y coordinate of a point |
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// c: Number? |
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// a z coordinate of a point |
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var m = gfx3d.matrix.normalize(matrix); |
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if(typeof a == "number" && typeof b == "number" && typeof c == "number"){ |
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return gfx3d.matrix._multiplyPoint(m, a, b, c); // Object |
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} |
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return gfx3d.matrix._multiplyPoint(m, a.x, a.y, a.z); // Object |
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}, |
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multiply: function(matrix){ |
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// summary: |
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// combines matrices by multiplying them sequentially in the given order |
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// matrix: dojox.gfx3d.matrix.Matrix3D |
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// a 3D matrix-like object, |
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// all subsequent arguments are matrix-like objects too |
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var m = gfx3d.matrix.normalize(matrix); |
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// combine matrices |
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for(var i = 1; i < arguments.length; ++i){ |
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var l = m; |
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var r = gfx3d.matrix.normalize(arguments[i]); |
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m = new gfx3d.matrix.Matrix3D(); |
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m.xx = l.xx * r.xx + l.xy * r.yx + l.xz * r.zx; |
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m.xy = l.xx * r.xy + l.xy * r.yy + l.xz * r.zy; |
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m.xz = l.xx * r.xz + l.xy * r.yz + l.xz * r.zz; |
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m.yx = l.yx * r.xx + l.yy * r.yx + l.yz * r.zx; |
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m.yy = l.yx * r.xy + l.yy * r.yy + l.yz * r.zy; |
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m.yz = l.yx * r.xz + l.yy * r.yz + l.yz * r.zz; |
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m.zx = l.zx * r.xx + l.zy * r.yx + l.zz * r.zx; |
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m.zy = l.zx * r.xy + l.zy * r.yy + l.zz * r.zy; |
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m.zz = l.zx * r.xz + l.zy * r.yz + l.zz * r.zz; |
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m.dx = l.xx * r.dx + l.xy * r.dy + l.xz * r.dz + l.dx; |
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m.dy = l.yx * r.dx + l.yy * r.dy + l.yz * r.dz + l.dy; |
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m.dz = l.zx * r.dx + l.zy * r.dy + l.zz * r.dz + l.dz; |
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} |
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return m; // dojox.gfx3d.matrix.Matrix3D |
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}, |
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_project: function(m, x, y, z){ |
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// summary: |
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// applies a matrix to a point |
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// matrix: dojox.gfx3d.matrix.Matrix3D |
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// a 3D matrix object to be applied |
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// x: Number |
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// an x coordinate of a point |
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// y: Number |
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// a y coordinate of a point |
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// z: Number |
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// a z coordinate of a point |
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return { // Object |
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x: m.xx * x + m.xy * y + m.xz * z + m.dx, |
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y: m.yx * x + m.yy * y + m.yz * z + m.dy, |
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z: m.zx * x + m.zy * y + m.zz * z + m.dz}; |
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}, |
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project: function(matrix, a, b, c){ |
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// summary: |
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// applies a matrix to a point |
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// matrix: dojox.gfx3d.matrix.Matrix3D |
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// a 3D matrix object to be applied |
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// a: Number|Point |
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// an x coordinate of a point, or an Object specifying the whole point |
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// b: Number? |
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// a y coordinate of a point |
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// c: Number? |
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// a z coordinate of a point |
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var m = gfx3d.matrix.normalize(matrix); |
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if(typeof a == "number" && typeof b == "number" && typeof c == "number"){ |
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return gfx3d.matrix._project(m, a, b, c); // Object |
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} |
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return gfx3d.matrix._project(m, a.x, a.y, a.z); // Object |
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} |
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}); |
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// propagate matrix up |
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gfx3d.Matrix3D = gfx3d.matrix.Matrix3D; |
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return gfx3d.matrix; |
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}); |