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