1 | define(["dojo/_base/lang", "./_base"], function(lang, gfx3d){ |
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2 | |
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3 | // candidates for dojox.math: |
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4 | gfx3d.matrix = { |
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5 | _degToRad : function(degree){ return Math.PI * degree / 180; }, |
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6 | _radToDeg : function(radian){ return radian / Math.PI * 180; } |
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7 | }; |
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8 | |
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9 | gfx3d.matrix.Matrix3D = function(arg){ |
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10 | // summary: a 3D matrix object |
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11 | // description: Normalizes a 3D matrix-like object. If arrays is passed, |
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12 | // all objects of the array are normalized and multiplied sequentially. |
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13 | // arg: Object |
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14 | // a 3D matrix-like object, a number, or an array of such objects |
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15 | if(arg){ |
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16 | if(typeof arg == "number"){ |
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17 | this.xx = this.yy = this.zz = arg; |
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18 | }else if(arg instanceof Array){ |
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19 | if(arg.length > 0){ |
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20 | var m = gfx3d.matrix.normalize(arg[0]); |
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21 | // combine matrices |
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22 | for(var i = 1; i < arg.length; ++i){ |
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23 | var l = m; |
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24 | var r = gfx3d.matrix.normalize(arg[i]); |
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25 | m = new gfx3d.matrix.Matrix3D(); |
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26 | m.xx = l.xx * r.xx + l.xy * r.yx + l.xz * r.zx; |
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27 | m.xy = l.xx * r.xy + l.xy * r.yy + l.xz * r.zy; |
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28 | m.xz = l.xx * r.xz + l.xy * r.yz + l.xz * r.zz; |
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29 | m.yx = l.yx * r.xx + l.yy * r.yx + l.yz * r.zx; |
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30 | m.yy = l.yx * r.xy + l.yy * r.yy + l.yz * r.zy; |
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31 | m.yz = l.yx * r.xz + l.yy * r.yz + l.yz * r.zz; |
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32 | m.zx = l.zx * r.xx + l.zy * r.yx + l.zz * r.zx; |
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33 | m.zy = l.zx * r.xy + l.zy * r.yy + l.zz * r.zy; |
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34 | m.zz = l.zx * r.xz + l.zy * r.yz + l.zz * r.zz; |
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35 | m.dx = l.xx * r.dx + l.xy * r.dy + l.xz * r.dz + l.dx; |
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36 | m.dy = l.yx * r.dx + l.yy * r.dy + l.yz * r.dz + l.dy; |
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37 | m.dz = l.zx * r.dx + l.zy * r.dy + l.zz * r.dz + l.dz; |
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38 | } |
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39 | lang.mixin(this, m); |
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40 | } |
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41 | }else{ |
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42 | lang.mixin(this, arg); |
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43 | } |
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44 | } |
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45 | }; |
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46 | |
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47 | // the default (identity) matrix, which is used to fill in missing values |
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48 | 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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49 | |
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50 | lang.mixin(gfx3d.matrix, { |
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51 | // summary: class constants, and methods of dojox.gfx3d.matrix |
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52 | |
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53 | // matrix constants |
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54 | |
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55 | // identity: dojox.gfx3d.matrix.Matrix3D |
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56 | // an identity matrix constant: identity * (x, y, z) == (x, y, z) |
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57 | identity: new gfx3d.matrix.Matrix3D(), |
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58 | |
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59 | // matrix creators |
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60 | |
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61 | translate: function(a, b, c){ |
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62 | // summary: forms a translation matrix |
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63 | // description: The resulting matrix is used to translate (move) points by specified offsets. |
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64 | // a: Number: an x coordinate value |
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65 | // b: Number: a y coordinate value |
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66 | // c: Number: a z coordinate value |
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67 | if(arguments.length > 1){ |
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68 | return new gfx3d.matrix.Matrix3D({dx: a, dy: b, dz: c}); // dojox.gfx3d.matrix.Matrix3D |
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69 | } |
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70 | // branch |
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71 | // a: Object: a point-like object, which specifies offsets for 3 dimensions |
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72 | // b: null |
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73 | return new gfx3d.matrix.Matrix3D({dx: a.x, dy: a.y, dz: a.z}); // dojox.gfx3d.matrix.Matrix3D |
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74 | }, |
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75 | scale: function(a, b, c){ |
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76 | // summary: forms a scaling matrix |
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77 | // description: The resulting matrix is used to scale (magnify) points by specified offsets. |
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78 | // a: Number: a scaling factor used for the x coordinate |
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79 | // b: Number: a scaling factor used for the y coordinate |
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80 | // c: Number: a scaling factor used for the z coordinate |
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81 | if(arguments.length > 1){ |
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82 | return new gfx3d.matrix.Matrix3D({xx: a, yy: b, zz: c}); // dojox.gfx3d.matrix.Matrix3D |
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83 | } |
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84 | if(typeof a == "number"){ |
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85 | // branch |
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86 | // a: Number: a uniform scaling factor used for the all coordinates |
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87 | // b: null |
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88 | return new gfx3d.matrix.Matrix3D({xx: a, yy: a, zz: a}); // dojox.gfx3d.matrix.Matrix3D |
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89 | } |
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90 | // branch |
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91 | // a: Object: a point-like object, which specifies scale factors for 3 dimensions |
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92 | // b: null |
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93 | return new gfx3d.matrix.Matrix3D({xx: a.x, yy: a.y, zz: a.z}); // dojox.gfx3d.matrix.Matrix3D |
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94 | }, |
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95 | rotateX: function(angle){ |
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96 | // summary: forms a rotating matrix (about the x axis) |
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97 | // description: The resulting matrix is used to rotate points |
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98 | // around the origin of coordinates (0, 0) by specified angle. |
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99 | // angle: Number: an angle of rotation in radians (>0 for CW) |
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100 | var c = Math.cos(angle); |
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101 | var s = Math.sin(angle); |
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102 | return new gfx3d.matrix.Matrix3D({yy: c, yz: -s, zy: s, zz: c}); // dojox.gfx3d.matrix.Matrix3D |
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103 | }, |
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104 | rotateXg: function(degree){ |
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105 | // summary: forms a rotating matrix (about the x axis) |
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106 | // description: The resulting matrix is used to rotate points |
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107 | // around the origin of coordinates (0, 0) by specified degree. |
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108 | // See dojox.gfx3d.matrix.rotateX() for comparison. |
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109 | // degree: Number: an angle of rotation in degrees (>0 for CW) |
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110 | return gfx3d.matrix.rotateX(gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D |
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111 | }, |
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112 | rotateY: function(angle){ |
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113 | // summary: forms a rotating matrix (about the y axis) |
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114 | // description: The resulting matrix is used to rotate points |
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115 | // around the origin of coordinates (0, 0) by specified angle. |
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116 | // angle: Number: an angle of rotation in radians (>0 for CW) |
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117 | var c = Math.cos(angle); |
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118 | var s = Math.sin(angle); |
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119 | return new gfx3d.matrix.Matrix3D({xx: c, xz: s, zx: -s, zz: c}); // dojox.gfx3d.matrix.Matrix3D |
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120 | }, |
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121 | rotateYg: function(degree){ |
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122 | // summary: forms a rotating matrix (about the y axis) |
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123 | // description: The resulting matrix is used to rotate points |
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124 | // around the origin of coordinates (0, 0) by specified degree. |
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125 | // See dojox.gfx3d.matrix.rotateY() for comparison. |
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126 | // degree: Number: an angle of rotation in degrees (>0 for CW) |
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127 | return gfx3d.matrix.rotateY(gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D |
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128 | }, |
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129 | rotateZ: function(angle){ |
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130 | // summary: forms a rotating matrix (about the z axis) |
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131 | // description: The resulting matrix is used to rotate points |
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132 | // around the origin of coordinates (0, 0) by specified angle. |
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133 | // angle: Number: an angle of rotation in radians (>0 for CW) |
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134 | var c = Math.cos(angle); |
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135 | var s = Math.sin(angle); |
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136 | return new gfx3d.matrix.Matrix3D({xx: c, xy: -s, yx: s, yy: c}); // dojox.gfx3d.matrix.Matrix3D |
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137 | }, |
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138 | rotateZg: function(degree){ |
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139 | // summary: forms a rotating matrix (about the z axis) |
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140 | // description: The resulting matrix is used to rotate points |
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141 | // around the origin of coordinates (0, 0) by specified degree. |
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142 | // See dojox.gfx3d.matrix.rotateZ() for comparison. |
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143 | // degree: Number: an angle of rotation in degrees (>0 for CW) |
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144 | return gfx3d.matrix.rotateZ(gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D |
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145 | }, |
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146 | |
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147 | // camera transformation |
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148 | cameraTranslate: function(a, b, c){ |
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149 | // summary: forms a translation matrix |
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150 | // description: The resulting matrix is used to translate (move) points by specified offsets. |
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151 | // a: Number: an x coordinate value |
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152 | // b: Number: a y coordinate value |
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153 | // c: Number: a z coordinate value |
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154 | if(arguments.length > 1){ |
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155 | return new gfx3d.matrix.Matrix3D({dx: -a, dy: -b, dz: -c}); // dojox.gfx3d.matrix.Matrix3D |
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156 | } |
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157 | // branch |
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158 | // a: Object: a point-like object, which specifies offsets for 3 dimensions |
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159 | // b: null |
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160 | return new gfx3d.matrix.Matrix3D({dx: -a.x, dy: -a.y, dz: -a.z}); // dojox.gfx3d.matrix.Matrix3D |
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161 | }, |
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162 | cameraRotateX: function(angle){ |
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163 | // summary: forms a rotating matrix (about the x axis) in cameraTransform manner |
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164 | // description: The resulting matrix is used to rotate points |
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165 | // around the origin of coordinates (0, 0) by specified angle. |
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166 | // angle: Number: an angle of rotation in radians (>0 for CW) |
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167 | var c = Math.cos(-angle); |
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168 | var s = Math.sin(-angle); |
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169 | return new gfx3d.matrix.Matrix3D({yy: c, yz: -s, zy: s, zz: c}); // dojox.gfx3d.matrix.Matrix3D |
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170 | }, |
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171 | cameraRotateXg: function(degree){ |
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172 | // summary: forms a rotating matrix (about the x axis)in cameraTransform manner |
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173 | // description: The resulting matrix is used to rotate points |
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174 | // around the origin of coordinates (0, 0) by specified degree. |
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175 | // See dojox.gfx3d.matrix.rotateX() for comparison. |
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176 | // degree: Number: an angle of rotation in degrees (>0 for CW) |
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177 | return gfx3d.matrix.rotateX(gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D |
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178 | }, |
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179 | cameraRotateY: function(angle){ |
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180 | // summary: forms a rotating matrix (about the y axis) in cameraTransform manner |
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181 | // description: The resulting matrix is used to rotate points |
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182 | // around the origin of coordinates (0, 0) by specified angle. |
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183 | // angle: Number: an angle of rotation in radians (>0 for CW) |
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184 | var c = Math.cos(-angle); |
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185 | var s = Math.sin(-angle); |
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186 | return new gfx3d.matrix.Matrix3D({xx: c, xz: s, zx: -s, zz: c}); // dojox.gfx3d.matrix.Matrix3D |
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187 | }, |
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188 | cameraRotateYg: function(degree){ |
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189 | // summary: forms a rotating matrix (about the y axis) in cameraTransform manner |
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190 | // description: The resulting matrix is used to rotate points |
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191 | // around the origin of coordinates (0, 0) by specified degree. |
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192 | // See dojox.gfx3d.matrix.rotateY() for comparison. |
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193 | // degree: Number: an angle of rotation in degrees (>0 for CW) |
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194 | return gfx3d.matrix.rotateY(dojox.gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D |
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195 | }, |
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196 | cameraRotateZ: function(angle){ |
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197 | // summary: forms a rotating matrix (about the z axis) in cameraTransform manner |
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198 | // description: The resulting matrix is used to rotate points |
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199 | // around the origin of coordinates (0, 0) by specified angle. |
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200 | // angle: Number: an angle of rotation in radians (>0 for CW) |
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201 | var c = Math.cos(-angle); |
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202 | var s = Math.sin(-angle); |
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203 | return new gfx3d.matrix.Matrix3D({xx: c, xy: -s, yx: s, yy: c}); // dojox.gfx3d.matrix.Matrix3D |
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204 | }, |
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205 | cameraRotateZg: function(degree){ |
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206 | // summary: forms a rotating matrix (about the z axis) in cameraTransform manner |
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207 | // description: The resulting matrix is used to rotate points |
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208 | // around the origin of coordinates (0, 0) by specified degree. |
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209 | // See dojox.gfx3d.matrix.rotateZ() for comparison. |
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210 | // degree: Number: an angle of rotation in degrees (>0 for CW) |
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211 | return gfx3d.matrix.rotateZ(gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D |
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212 | }, |
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213 | |
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214 | // ensure matrix 3D conformance |
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215 | normalize: function(matrix){ |
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216 | // summary: converts an object to a matrix, if necessary |
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217 | // description: Converts any 3D matrix-like object or an array of |
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218 | // such objects to a valid dojox.gfx3d.matrix.Matrix3D object. |
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219 | // matrix: Object: an object, which is converted to a matrix, if necessary |
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220 | return (matrix instanceof gfx3d.matrix.Matrix3D) ? matrix : new gfx3d.matrix.Matrix3D(matrix); // dojox.gfx3d.matrix.Matrix3D |
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221 | }, |
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222 | |
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223 | // common operations |
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224 | |
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225 | clone: function(matrix){ |
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226 | // summary: creates a copy of a 3D matrix |
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227 | // matrix: dojox.gfx3d.matrix.Matrix3D: a 3D matrix-like object to be cloned |
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228 | var obj = new gfx3d.matrix.Matrix3D(); |
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229 | for(var i in matrix){ |
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230 | if(typeof(matrix[i]) == "number" && typeof(obj[i]) == "number" && obj[i] != matrix[i]) obj[i] = matrix[i]; |
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231 | } |
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232 | return obj; // dojox.gfx3d.matrix.Matrix3D |
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233 | }, |
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234 | invert: function(matrix){ |
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235 | // summary: inverts a 2D matrix |
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236 | // matrix: dojox.gfx.matrix.Matrix3D: a 2D matrix-like object to be inverted |
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237 | var m = gfx3d.matrix.normalize(matrix); |
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238 | 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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239 | var M = new gfx3d.matrix.Matrix3D({ |
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240 | xx: (m.yy * m.zz - m.yz * m.zy) / D, |
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241 | xy: (m.xz * m.zy - m.xy * m.zz) / D, |
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242 | xz: (m.xy * m.yz - m.xz * m.yy) / D, |
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243 | yx: (m.yz * m.zx - m.yx * m.zz) / D, |
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244 | yy: (m.xx * m.zz - m.xz * m.zx) / D, |
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245 | yz: (m.xz * m.yx - m.xx * m.yz) / D, |
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246 | zx: (m.yx * m.zy - m.yy * m.zx) / D, |
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247 | zy: (m.xy * m.zx - m.xx * m.zy) / D, |
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248 | zz: (m.xx * m.yy - m.xy * m.yx) / D, |
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249 | 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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250 | 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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251 | 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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252 | }); |
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253 | return M; // dojox.gfx3d.matrix.Matrix3D |
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254 | }, |
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255 | _multiplyPoint: function(m, x, y, z){ |
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256 | // summary: applies a matrix to a point |
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257 | // matrix: dojox.gfx3d.matrix.Matrix3D: a 3D matrix object to be applied |
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258 | // x: Number: an x coordinate of a point |
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259 | // y: Number: a y coordinate of a point |
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260 | // z: Number: a z coordinate of a point |
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261 | 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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262 | }, |
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263 | multiplyPoint: function(matrix, /* Number||Point */ a, /* Number, optional */ b, /* Number, optional */ c){ |
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264 | // summary: applies a matrix to a point |
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265 | // matrix: dojox.gfx3d.matrix.Matrix3D: a 3D matrix object to be applied |
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266 | // a: Number: an x coordinate of a point |
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267 | // b: Number: a y coordinate of a point |
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268 | // c: Number: a z coordinate of a point |
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269 | var m = gfx3d.matrix.normalize(matrix); |
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270 | if(typeof a == "number" && typeof b == "number" && typeof c == "number"){ |
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271 | return gfx3d.matrix._multiplyPoint(m, a, b, c); // Object |
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272 | } |
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273 | // branch |
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274 | // matrix: dojox.gfx3d.matrix.Matrix3D: a 3D matrix object to be applied |
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275 | // a: Object: a point |
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276 | // b: null |
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277 | // c: null |
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278 | return gfx3d.matrix._multiplyPoint(m, a.x, a.y, a.z); // Object |
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279 | }, |
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280 | multiply: function(matrix){ |
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281 | // summary: combines matrices by multiplying them sequentially in the given order |
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282 | // matrix: dojox.gfx3d.matrix.Matrix3D...: a 3D matrix-like object, |
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283 | // all subsequent arguments are matrix-like objects too |
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284 | var m = gfx3d.matrix.normalize(matrix); |
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285 | // combine matrices |
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286 | for(var i = 1; i < arguments.length; ++i){ |
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287 | var l = m; |
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288 | var r = gfx3d.matrix.normalize(arguments[i]); |
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289 | m = new gfx3d.matrix.Matrix3D(); |
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290 | m.xx = l.xx * r.xx + l.xy * r.yx + l.xz * r.zx; |
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291 | m.xy = l.xx * r.xy + l.xy * r.yy + l.xz * r.zy; |
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292 | m.xz = l.xx * r.xz + l.xy * r.yz + l.xz * r.zz; |
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293 | m.yx = l.yx * r.xx + l.yy * r.yx + l.yz * r.zx; |
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294 | m.yy = l.yx * r.xy + l.yy * r.yy + l.yz * r.zy; |
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295 | m.yz = l.yx * r.xz + l.yy * r.yz + l.yz * r.zz; |
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296 | m.zx = l.zx * r.xx + l.zy * r.yx + l.zz * r.zx; |
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297 | m.zy = l.zx * r.xy + l.zy * r.yy + l.zz * r.zy; |
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298 | m.zz = l.zx * r.xz + l.zy * r.yz + l.zz * r.zz; |
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299 | m.dx = l.xx * r.dx + l.xy * r.dy + l.xz * r.dz + l.dx; |
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300 | m.dy = l.yx * r.dx + l.yy * r.dy + l.yz * r.dz + l.dy; |
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301 | m.dz = l.zx * r.dx + l.zy * r.dy + l.zz * r.dz + l.dz; |
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302 | } |
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303 | return m; // dojox.gfx3d.matrix.Matrix3D |
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304 | }, |
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305 | |
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306 | _project: function(m, x, y, z){ |
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307 | // summary: applies a matrix to a point |
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308 | // matrix: dojox.gfx3d.matrix.Matrix3D: a 3D matrix object to be applied |
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309 | // x: Number: an x coordinate of a point |
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310 | // y: Number: a y coordinate of a point |
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311 | // z: Number: a z coordinate of a point |
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312 | return { // Object |
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313 | x: m.xx * x + m.xy * y + m.xz * z + m.dx, |
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314 | y: m.yx * x + m.yy * y + m.yz * z + m.dy, |
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315 | z: m.zx * x + m.zy * y + m.zz * z + m.dz}; |
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316 | }, |
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317 | project: function(matrix, /* Number||Point */ a, /* Number, optional */ b, /* Number, optional */ c){ |
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318 | // summary: applies a matrix to a point |
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319 | // matrix: dojox.gfx3d.matrix.Matrix3D: a 3D matrix object to be applied |
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320 | // a: Number: an x coordinate of a point |
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321 | // b: Number: a y coordinate of a point |
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322 | // c: Number: a z coordinate of a point |
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323 | var m = gfx3d.matrix.normalize(matrix); |
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324 | if(typeof a == "number" && typeof b == "number" && typeof c == "number"){ |
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325 | return gfx3d.matrix._project(m, a, b, c); // Object |
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326 | } |
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327 | // branch |
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328 | // matrix: dojox.gfx3d.matrix.Matrix3D: a 3D matrix object to be applied |
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329 | // a: Object: a point |
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330 | // b: null |
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331 | // c: null |
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332 | return gfx3d.matrix._project(m, a.x, a.y, a.z); // Object |
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333 | } |
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334 | }); |
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335 | |
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336 | // propagate matrix up |
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337 | gfx3d.Matrix3D = gfx3d.matrix.Matrix3D; |
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338 | |
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339 | return gfx3d.matrix; |
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340 | }); |
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