8398c9048d
code was modified slightly, so the code differs from the original downloadable 1.9.5 version
106 lines
3.7 KiB
JavaScript
106 lines
3.7 KiB
JavaScript
dojo.provide("dojox.gfx3d.vector");
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dojo.mixin(dojox.gfx3d.vector, {
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sum: function(){
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// summary: sum of the vectors
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var v = {x: 0, y: 0, z:0};
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dojo.forEach(arguments, function(item){ v.x += item.x; v.y += item.y; v.z += item.z; });
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return v;
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},
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center: function(){
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// summary: center of the vectors
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var l = arguments.length;
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if(l == 0){
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return {x: 0, y: 0, z: 0};
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}
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var v = dojox.gfx3d.vector.sum(arguments);
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return {x: v.x/l, y: v.y/l, z: v.z/l};
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},
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substract: function(/* Pointer */a, /* Pointer */b){
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return {x: a.x - b.x, y: a.y - b.y, z: a.z - b.z};
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},
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_crossProduct: function(x, y, z, u, v, w){
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// summary: applies a cross product of two vectorss, (x, y, z) and (u, v, w)
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// x: Number: an x coordinate of a point
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// y: Number: a y coordinate of a point
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// z: Number: a z coordinate of a point
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// u: Number: an x coordinate of a point
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// v: Number: a y coordinate of a point
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// w: Number: a z coordinate of a point
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return {x: y * w - z * v, y: z * u - x * w, z: x * v - y * u}; // Object
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},
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crossProduct: function(/* Number||Point */ a, /* Number||Point */ b, /* Number, optional */ c, /* Number, optional */ d, /* Number, optional */ e, /* Number, optional */ f){
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// summary: applies a matrix to a point
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// matrix: dojox.gfx3d.matrix.Matrix3D: a 3D matrix object to be applied
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// a: Number: an x coordinate of a point
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// b: Number: a y coordinate of a point
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// c: Number: a z coordinate of a point
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// d: Number: an x coordinate of a point
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// e: Number: a y coordinate of a point
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// f: Number: a z coordinate of a point
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if(arguments.length == 6 && dojo.every(arguments, function(item){ return typeof item == "number"; })){
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return dojox.gfx3d.vector._crossProduct(a, b, c, d, e, f); // Object
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}
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// branch
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// a: Object: a point
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// b: Object: a point
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// c: null
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// d: null
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// e: null
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// f: null
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return dojox.gfx3d.vector._crossProduct(a.x, a.y, a.z, b.x, b.y, b.z); // Object
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},
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_dotProduct: function(x, y, z, u, v, w){
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// summary: applies a cross product of two vectorss, (x, y, z) and (u, v, w)
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// x: Number: an x coordinate of a point
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// y: Number: a y coordinate of a point
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// z: Number: a z coordinate of a point
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// u: Number: an x coordinate of a point
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// v: Number: a y coordinate of a point
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// w: Number: a z coordinate of a point
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return x * u + y * v + z * w; // Number
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},
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dotProduct: function(/* Number||Point */ a, /* Number||Point */ b, /* Number, optional */ c, /* Number, optional */ d, /* Number, optional */ e, /* Number, optional */ f){
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// summary: applies a matrix to a point
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// matrix: dojox.gfx3d.matrix.Matrix3D: a 3D matrix object to be applied
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// a: Number: an x coordinate of a point
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// b: Number: a y coordinate of a point
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// c: Number: a z coordinate of a point
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// d: Number: an x coordinate of a point
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// e: Number: a y coordinate of a point
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// f: Number: a z coordinate of a point
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if(arguments.length == 6 && dojo.every(arguments, function(item){ return typeof item == "number"; })){
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return dojox.gfx3d.vector._dotProduct(a, b, c, d, e, f); // Object
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}
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// branch
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// a: Object: a point
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// b: Object: a point
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// c: null
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// d: null
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// e: null
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// f: null
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return dojox.gfx3d.vector._dotProduct(a.x, a.y, a.z, b.x, b.y, b.z); // Object
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},
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normalize: function(/* Point||Array*/ a, /* Point */ b, /* Point */ c){
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// summary: find the normal of the implicit surface
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// a: Object: a point
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// b: Object: a point
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// c: Object: a point
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var l, m, n;
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if(a instanceof Array){
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l = a[0]; m = a[1]; n = a[2];
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}else{
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l = a; m = b; n = c;
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}
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var u = dojox.gfx3d.vector.substract(m, l);
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var v = dojox.gfx3d.vector.substract(n, l);
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return dojox.gfx3d.vector.crossProduct(u, v);
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}
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});
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