[483] | 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: |
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| 11 | // a 3D matrix object |
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| 12 | // description: |
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| 13 | // Normalizes a 3D matrix-like object. If arrays is passed, |
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| 14 | // all objects of the array are normalized and multiplied sequentially. |
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| 15 | // arg: Object |
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| 16 | // a 3D matrix-like object, a number, or an array of such objects |
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| 17 | if(arg){ |
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| 18 | if(typeof arg == "number"){ |
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| 19 | this.xx = this.yy = this.zz = arg; |
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| 20 | }else if(arg instanceof Array){ |
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| 21 | if(arg.length > 0){ |
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| 22 | var m = gfx3d.matrix.normalize(arg[0]); |
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| 23 | // combine matrices |
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| 24 | for(var i = 1; i < arg.length; ++i){ |
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| 25 | var l = m; |
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| 26 | var r = gfx3d.matrix.normalize(arg[i]); |
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| 27 | m = new gfx3d.matrix.Matrix3D(); |
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| 28 | m.xx = l.xx * r.xx + l.xy * r.yx + l.xz * r.zx; |
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| 29 | m.xy = l.xx * r.xy + l.xy * r.yy + l.xz * r.zy; |
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| 30 | m.xz = l.xx * r.xz + l.xy * r.yz + l.xz * r.zz; |
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| 31 | m.yx = l.yx * r.xx + l.yy * r.yx + l.yz * r.zx; |
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| 32 | m.yy = l.yx * r.xy + l.yy * r.yy + l.yz * r.zy; |
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| 33 | m.yz = l.yx * r.xz + l.yy * r.yz + l.yz * r.zz; |
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| 34 | m.zx = l.zx * r.xx + l.zy * r.yx + l.zz * r.zx; |
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| 35 | m.zy = l.zx * r.xy + l.zy * r.yy + l.zz * r.zy; |
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| 36 | m.zz = l.zx * r.xz + l.zy * r.yz + l.zz * r.zz; |
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| 37 | m.dx = l.xx * r.dx + l.xy * r.dy + l.xz * r.dz + l.dx; |
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| 38 | m.dy = l.yx * r.dx + l.yy * r.dy + l.yz * r.dz + l.dy; |
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| 39 | m.dz = l.zx * r.dx + l.zy * r.dy + l.zz * r.dz + l.dz; |
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| 40 | } |
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| 41 | lang.mixin(this, m); |
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| 42 | } |
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| 43 | }else{ |
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| 44 | lang.mixin(this, arg); |
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| 45 | } |
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| 46 | } |
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| 47 | }; |
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| 48 | |
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| 49 | // the default (identity) matrix, which is used to fill in missing values |
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| 50 | 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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| 51 | |
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| 52 | lang.mixin(gfx3d.matrix, { |
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| 53 | // summary: |
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| 54 | // class constants, and methods of dojox.gfx3d.matrix |
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| 55 | |
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| 56 | // matrix constants |
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| 57 | |
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| 58 | // identity: dojox.gfx3d.matrix.Matrix3D |
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| 59 | // an identity matrix constant: identity * (x, y, z) == (x, y, z) |
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| 60 | identity: new gfx3d.matrix.Matrix3D(), |
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| 61 | |
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| 62 | // matrix creators |
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| 63 | |
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| 64 | translate: function(a, b, c){ |
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| 65 | // summary: |
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| 66 | // forms a translation matrix |
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| 67 | // description: |
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| 68 | // The resulting matrix is used to translate (move) points by specified offsets. |
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| 69 | // a: Number|Object |
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| 70 | // an x coordinate value, or a point-like object, which specifies offsets for 3 dimensions |
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| 71 | // b: Number? |
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| 72 | // a y coordinate value |
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| 73 | // c: Number? |
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| 74 | // a z coordinate value |
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| 75 | |
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| 76 | if(arguments.length > 1){ |
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| 77 | return new gfx3d.matrix.Matrix3D({dx: a, dy: b, dz: c}); // dojox.gfx3d.matrix.Matrix3D |
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| 78 | } |
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| 79 | |
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| 80 | return new gfx3d.matrix.Matrix3D({dx: a.x, dy: a.y, dz: a.z}); // dojox.gfx3d.matrix.Matrix3D |
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| 81 | }, |
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| 82 | scale: function(a, b, c){ |
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| 83 | // summary: |
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| 84 | // forms a scaling matrix |
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| 85 | // description: |
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| 86 | // The resulting matrix is used to scale (magnify) points by specified offsets. |
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| 87 | // a: Number|Object |
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| 88 | // a scaling factor used for the x coordinate, or a uniform scaling factor used for the all coordinates, |
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| 89 | // or a point-like object, which specifies scale factors for 3 dimensions |
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| 90 | // b: Number? |
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| 91 | // a scaling factor used for the y coordinate |
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| 92 | // c: Number? |
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| 93 | // a scaling factor used for the z coordinate |
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| 94 | if(arguments.length > 1){ |
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| 95 | return new gfx3d.matrix.Matrix3D({xx: a, yy: b, zz: c}); // dojox.gfx3d.matrix.Matrix3D |
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| 96 | } |
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| 97 | if(typeof a == "number"){ |
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| 98 | return new gfx3d.matrix.Matrix3D({xx: a, yy: a, zz: a}); // dojox.gfx3d.matrix.Matrix3D |
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| 99 | } |
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| 100 | return new gfx3d.matrix.Matrix3D({xx: a.x, yy: a.y, zz: a.z}); // dojox.gfx3d.matrix.Matrix3D |
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| 101 | }, |
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| 102 | rotateX: function(angle){ |
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| 103 | // summary: |
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| 104 | // forms a rotating matrix (about the x axis) |
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| 105 | // description: |
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| 106 | // The resulting matrix is used to rotate points |
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| 107 | // around the origin of coordinates (0, 0) by specified angle. |
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| 108 | // angle: Number |
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| 109 | // an angle of rotation in radians (>0 for CW) |
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| 110 | var c = Math.cos(angle); |
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| 111 | var s = Math.sin(angle); |
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| 112 | return new gfx3d.matrix.Matrix3D({yy: c, yz: -s, zy: s, zz: c}); // dojox.gfx3d.matrix.Matrix3D |
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| 113 | }, |
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| 114 | rotateXg: function(degree){ |
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| 115 | // summary: |
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| 116 | // forms a rotating matrix (about the x axis) |
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| 117 | // description: |
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| 118 | // The resulting matrix is used to rotate points |
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| 119 | // around the origin of coordinates (0, 0) by specified degree. |
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| 120 | // See dojox.gfx3d.matrix.rotateX() for comparison. |
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| 121 | // degree: Number |
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| 122 | // an angle of rotation in degrees (>0 for CW) |
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| 123 | return gfx3d.matrix.rotateX(gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D |
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| 124 | }, |
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| 125 | rotateY: function(angle){ |
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| 126 | // summary: |
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| 127 | // forms a rotating matrix (about the y axis) |
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| 128 | // description: |
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| 129 | // The resulting matrix is used to rotate points |
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| 130 | // around the origin of coordinates (0, 0) by specified angle. |
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| 131 | // angle: Number |
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| 132 | // an angle of rotation in radians (>0 for CW) |
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| 133 | var c = Math.cos(angle); |
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| 134 | var s = Math.sin(angle); |
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| 135 | return new gfx3d.matrix.Matrix3D({xx: c, xz: s, zx: -s, zz: c}); // dojox.gfx3d.matrix.Matrix3D |
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| 136 | }, |
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| 137 | rotateYg: function(degree){ |
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| 138 | // summary: |
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| 139 | // forms a rotating matrix (about the y axis) |
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| 140 | // description: |
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| 141 | // The resulting matrix is used to rotate points |
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| 142 | // around the origin of coordinates (0, 0) by specified degree. |
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| 143 | // See dojox.gfx3d.matrix.rotateY() for comparison. |
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| 144 | // degree: Number |
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| 145 | // an angle of rotation in degrees (>0 for CW) |
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| 146 | return gfx3d.matrix.rotateY(gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D |
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| 147 | }, |
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| 148 | rotateZ: function(angle){ |
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| 149 | // summary: |
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| 150 | // forms a rotating matrix (about the z axis) |
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| 151 | // description: |
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| 152 | // The resulting matrix is used to rotate points |
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| 153 | // around the origin of coordinates (0, 0) by specified angle. |
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| 154 | // angle: Number |
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| 155 | // an angle of rotation in radians (>0 for CW) |
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| 156 | var c = Math.cos(angle); |
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| 157 | var s = Math.sin(angle); |
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| 158 | return new gfx3d.matrix.Matrix3D({xx: c, xy: -s, yx: s, yy: c}); // dojox.gfx3d.matrix.Matrix3D |
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| 159 | }, |
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| 160 | rotateZg: function(degree){ |
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| 161 | // summary: |
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| 162 | // forms a rotating matrix (about the z axis) |
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| 163 | // description: |
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| 164 | // The resulting matrix is used to rotate points |
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| 165 | // around the origin of coordinates (0, 0) by specified degree. |
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| 166 | // See dojox.gfx3d.matrix.rotateZ() for comparison. |
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| 167 | // degree: Number |
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| 168 | // an angle of rotation in degrees (>0 for CW) |
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| 169 | return gfx3d.matrix.rotateZ(gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D |
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| 170 | }, |
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| 171 | |
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| 172 | // camera transformation |
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| 173 | cameraTranslate: function(a, b, c){ |
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| 174 | // summary: |
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| 175 | // forms a translation matrix |
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| 176 | // description: |
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| 177 | // The resulting matrix is used to translate (move) points by specified offsets. |
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| 178 | // a: Number|Object |
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| 179 | // an x coordinate value, or a point-like object, which specifies offsets for 3 dimensions |
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| 180 | // b: Number? |
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| 181 | // a y coordinate value |
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| 182 | // c: Number? |
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| 183 | // a z coordinate value |
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| 184 | if(arguments.length > 1){ |
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| 185 | return new gfx3d.matrix.Matrix3D({dx: -a, dy: -b, dz: -c}); // dojox.gfx3d.matrix.Matrix3D |
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| 186 | } |
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| 187 | return new gfx3d.matrix.Matrix3D({dx: -a.x, dy: -a.y, dz: -a.z}); // dojox.gfx3d.matrix.Matrix3D |
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| 188 | }, |
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| 189 | cameraRotateX: function(angle){ |
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| 190 | // summary: |
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| 191 | // forms a rotating matrix (about the x axis) in cameraTransform manner |
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| 192 | // description: |
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| 193 | // The resulting matrix is used to rotate points |
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| 194 | // around the origin of coordinates (0, 0) by specified angle. |
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| 195 | // angle: Number |
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| 196 | // an angle of rotation in radians (>0 for CW) |
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| 197 | var c = Math.cos(-angle); |
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| 198 | var s = Math.sin(-angle); |
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| 199 | return new gfx3d.matrix.Matrix3D({yy: c, yz: -s, zy: s, zz: c}); // dojox.gfx3d.matrix.Matrix3D |
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| 200 | }, |
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| 201 | cameraRotateXg: function(degree){ |
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| 202 | // summary: |
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| 203 | // forms a rotating matrix (about the x axis)in cameraTransform manner |
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| 204 | // description: |
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| 205 | // The resulting matrix is used to rotate points |
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| 206 | // around the origin of coordinates (0, 0) by specified degree. |
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| 207 | // See dojox.gfx3d.matrix.rotateX() for comparison. |
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| 208 | // degree: Number |
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| 209 | // an angle of rotation in degrees (>0 for CW) |
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| 210 | return gfx3d.matrix.rotateX(gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D |
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| 211 | }, |
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| 212 | cameraRotateY: function(angle){ |
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| 213 | // summary: |
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| 214 | // forms a rotating matrix (about the y axis) in cameraTransform manner |
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| 215 | // description: |
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| 216 | // The resulting matrix is used to rotate points |
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| 217 | // around the origin of coordinates (0, 0) by specified angle. |
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| 218 | // angle: Number |
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| 219 | // an angle of rotation in radians (>0 for CW) |
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| 220 | var c = Math.cos(-angle); |
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| 221 | var s = Math.sin(-angle); |
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| 222 | return new gfx3d.matrix.Matrix3D({xx: c, xz: s, zx: -s, zz: c}); // dojox.gfx3d.matrix.Matrix3D |
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| 223 | }, |
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| 224 | cameraRotateYg: function(degree){ |
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| 225 | // summary: |
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| 226 | // forms a rotating matrix (about the y axis) in cameraTransform manner |
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| 227 | // description: |
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| 228 | // The resulting matrix is used to rotate points |
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| 229 | // around the origin of coordinates (0, 0) by specified degree. |
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| 230 | // See dojox.gfx3d.matrix.rotateY() for comparison. |
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| 231 | // degree: Number |
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| 232 | // an angle of rotation in degrees (>0 for CW) |
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| 233 | return gfx3d.matrix.rotateY(dojox.gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D |
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| 234 | }, |
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| 235 | cameraRotateZ: function(angle){ |
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| 236 | // summary: |
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| 237 | // forms a rotating matrix (about the z axis) in cameraTransform manner |
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| 238 | // description: |
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| 239 | // The resulting matrix is used to rotate points |
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| 240 | // around the origin of coordinates (0, 0) by specified angle. |
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| 241 | // angle: Number |
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| 242 | // an angle of rotation in radians (>0 for CW) |
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| 243 | var c = Math.cos(-angle); |
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| 244 | var s = Math.sin(-angle); |
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| 245 | return new gfx3d.matrix.Matrix3D({xx: c, xy: -s, yx: s, yy: c}); // dojox.gfx3d.matrix.Matrix3D |
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| 246 | }, |
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| 247 | cameraRotateZg: function(degree){ |
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| 248 | // summary: |
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| 249 | // forms a rotating matrix (about the z axis) in cameraTransform manner |
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| 250 | // description: |
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| 251 | // The resulting matrix is used to rotate points |
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| 252 | // around the origin of coordinates (0, 0) by specified degree. |
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| 253 | // See dojox.gfx3d.matrix.rotateZ() for comparison. |
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| 254 | // degree: Number |
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| 255 | // an angle of rotation in degrees (>0 for CW) |
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| 256 | return gfx3d.matrix.rotateZ(gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D |
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| 257 | }, |
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| 258 | |
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| 259 | // ensure matrix 3D conformance |
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| 260 | normalize: function(matrix){ |
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| 261 | // summary: |
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| 262 | // converts an object to a matrix, if necessary |
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| 263 | // description: |
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| 264 | // Converts any 3D matrix-like object or an array of |
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| 265 | // such objects to a valid dojox.gfx3d.matrix.Matrix3D object. |
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| 266 | // matrix: Object |
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| 267 | // an object, which is converted to a matrix, if necessary |
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| 268 | return (matrix instanceof gfx3d.matrix.Matrix3D) ? matrix : new gfx3d.matrix.Matrix3D(matrix); // dojox.gfx3d.matrix.Matrix3D |
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| 269 | }, |
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| 270 | |
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| 271 | // common operations |
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| 272 | |
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| 273 | clone: function(matrix){ |
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| 274 | // summary: |
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| 275 | // creates a copy of a 3D matrix |
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| 276 | // matrix: dojox.gfx3d.matrix.Matrix3D |
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| 277 | // a 3D matrix-like object to be cloned |
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| 278 | var obj = new gfx3d.matrix.Matrix3D(); |
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| 279 | for(var i in matrix){ |
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| 280 | if(typeof(matrix[i]) == "number" && typeof(obj[i]) == "number" && obj[i] != matrix[i]) obj[i] = matrix[i]; |
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| 281 | } |
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| 282 | return obj; // dojox.gfx3d.matrix.Matrix3D |
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| 283 | }, |
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| 284 | invert: function(matrix){ |
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| 285 | // summary: |
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| 286 | // inverts a 2D matrix |
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| 287 | // matrix: dojox.gfx.matrix.Matrix3D |
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| 288 | // a 2D matrix-like object to be inverted |
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| 289 | var m = gfx3d.matrix.normalize(matrix); |
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| 290 | 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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| 291 | var M = new gfx3d.matrix.Matrix3D({ |
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| 292 | xx: (m.yy * m.zz - m.yz * m.zy) / D, |
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| 293 | xy: (m.xz * m.zy - m.xy * m.zz) / D, |
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| 294 | xz: (m.xy * m.yz - m.xz * m.yy) / D, |
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| 295 | yx: (m.yz * m.zx - m.yx * m.zz) / D, |
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| 296 | yy: (m.xx * m.zz - m.xz * m.zx) / D, |
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| 297 | yz: (m.xz * m.yx - m.xx * m.yz) / D, |
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| 298 | zx: (m.yx * m.zy - m.yy * m.zx) / D, |
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| 299 | zy: (m.xy * m.zx - m.xx * m.zy) / D, |
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| 300 | zz: (m.xx * m.yy - m.xy * m.yx) / D, |
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| 301 | 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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| 302 | 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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| 303 | 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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| 304 | }); |
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| 305 | return M; // dojox.gfx3d.matrix.Matrix3D |
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| 306 | }, |
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| 307 | _multiplyPoint: function(m, x, y, z){ |
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| 308 | // summary: |
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| 309 | // applies a matrix to a point |
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| 310 | // matrix: dojox.gfx3d.matrix.Matrix3D |
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| 311 | // a 3D matrix object to be applied |
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| 312 | // x: Number |
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| 313 | // an x coordinate of a point |
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| 314 | // y: Number |
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| 315 | // a y coordinate of a point |
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| 316 | // z: Number |
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| 317 | // a z coordinate of a point |
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| 318 | 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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| 319 | }, |
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| 320 | multiplyPoint: function(matrix, a, b, c){ |
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| 321 | // summary: |
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| 322 | // applies a matrix to a point |
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| 323 | // matrix: dojox.gfx3d.matrix.Matrix3D |
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| 324 | // a 3D matrix object to be applied |
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| 325 | // a: Number|Object |
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| 326 | // an x coordinate of a point, or an Object specifying the whole point |
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| 327 | // b: Number? |
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| 328 | // a y coordinate of a point |
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| 329 | // c: Number? |
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| 330 | // a z coordinate of a point |
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| 331 | var m = gfx3d.matrix.normalize(matrix); |
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| 332 | if(typeof a == "number" && typeof b == "number" && typeof c == "number"){ |
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| 333 | return gfx3d.matrix._multiplyPoint(m, a, b, c); // Object |
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| 334 | } |
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| 335 | return gfx3d.matrix._multiplyPoint(m, a.x, a.y, a.z); // Object |
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| 336 | }, |
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| 337 | multiply: function(matrix){ |
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| 338 | // summary: |
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| 339 | // combines matrices by multiplying them sequentially in the given order |
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| 340 | // matrix: dojox.gfx3d.matrix.Matrix3D |
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| 341 | // a 3D matrix-like object, |
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| 342 | // all subsequent arguments are matrix-like objects too |
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| 343 | var m = gfx3d.matrix.normalize(matrix); |
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| 344 | // combine matrices |
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| 345 | for(var i = 1; i < arguments.length; ++i){ |
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| 346 | var l = m; |
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| 347 | var r = gfx3d.matrix.normalize(arguments[i]); |
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| 348 | m = new gfx3d.matrix.Matrix3D(); |
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| 349 | m.xx = l.xx * r.xx + l.xy * r.yx + l.xz * r.zx; |
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| 350 | m.xy = l.xx * r.xy + l.xy * r.yy + l.xz * r.zy; |
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| 351 | m.xz = l.xx * r.xz + l.xy * r.yz + l.xz * r.zz; |
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| 352 | m.yx = l.yx * r.xx + l.yy * r.yx + l.yz * r.zx; |
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| 353 | m.yy = l.yx * r.xy + l.yy * r.yy + l.yz * r.zy; |
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| 354 | m.yz = l.yx * r.xz + l.yy * r.yz + l.yz * r.zz; |
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| 355 | m.zx = l.zx * r.xx + l.zy * r.yx + l.zz * r.zx; |
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| 356 | m.zy = l.zx * r.xy + l.zy * r.yy + l.zz * r.zy; |
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| 357 | m.zz = l.zx * r.xz + l.zy * r.yz + l.zz * r.zz; |
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| 358 | m.dx = l.xx * r.dx + l.xy * r.dy + l.xz * r.dz + l.dx; |
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| 359 | m.dy = l.yx * r.dx + l.yy * r.dy + l.yz * r.dz + l.dy; |
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| 360 | m.dz = l.zx * r.dx + l.zy * r.dy + l.zz * r.dz + l.dz; |
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| 361 | } |
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| 362 | return m; // dojox.gfx3d.matrix.Matrix3D |
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| 363 | }, |
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| 364 | |
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| 365 | _project: function(m, x, y, z){ |
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| 366 | // summary: |
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| 367 | // applies a matrix to a point |
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| 368 | // matrix: dojox.gfx3d.matrix.Matrix3D |
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| 369 | // a 3D matrix object to be applied |
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| 370 | // x: Number |
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| 371 | // an x coordinate of a point |
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| 372 | // y: Number |
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| 373 | // a y coordinate of a point |
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| 374 | // z: Number |
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| 375 | // a z coordinate of a point |
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| 376 | return { // Object |
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| 377 | x: m.xx * x + m.xy * y + m.xz * z + m.dx, |
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| 378 | y: m.yx * x + m.yy * y + m.yz * z + m.dy, |
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| 379 | z: m.zx * x + m.zy * y + m.zz * z + m.dz}; |
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| 380 | }, |
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| 381 | project: function(matrix, a, b, c){ |
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| 382 | // summary: |
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| 383 | // applies a matrix to a point |
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| 384 | // matrix: dojox.gfx3d.matrix.Matrix3D |
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| 385 | // a 3D matrix object to be applied |
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| 386 | // a: Number|Point |
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| 387 | // an x coordinate of a point, or an Object specifying the whole point |
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| 388 | // b: Number? |
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| 389 | // a y coordinate of a point |
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| 390 | // c: Number? |
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| 391 | // a z coordinate of a point |
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| 392 | var m = gfx3d.matrix.normalize(matrix); |
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| 393 | if(typeof a == "number" && typeof b == "number" && typeof c == "number"){ |
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| 394 | return gfx3d.matrix._project(m, a, b, c); // Object |
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| 395 | } |
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| 396 | return gfx3d.matrix._project(m, a.x, a.y, a.z); // Object |
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| 397 | } |
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| 398 | }); |
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| 399 | |
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| 400 | // propagate matrix up |
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| 401 | gfx3d.Matrix3D = gfx3d.matrix.Matrix3D; |
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| 402 | |
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| 403 | return gfx3d.matrix; |
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| 404 | }); |
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