111 lines
3.8 KiB
JavaScript
111 lines
3.8 KiB
JavaScript
//>>built
|
|
define("dojox/gfx3d/vector", ["dojo/_base/lang", "dojo/_base/array", "./_base"],function(lang, arrayUtil, gfx3d) {
|
|
|
|
gfx3d.vector = {
|
|
|
|
sum: function(){
|
|
// summary: sum of the vectors
|
|
var v = {x: 0, y: 0, z:0};
|
|
arrayUtil.forEach(arguments, function(item){ v.x += item.x; v.y += item.y; v.z += item.z; });
|
|
return v;
|
|
},
|
|
|
|
center: function(){
|
|
// summary: center of the vectors
|
|
var l = arguments.length;
|
|
if(l == 0){
|
|
return {x: 0, y: 0, z: 0};
|
|
}
|
|
var v = gfx3d.vector.sum(arguments);
|
|
return {x: v.x/l, y: v.y/l, z: v.z/l};
|
|
},
|
|
|
|
substract: function(/* Pointer */a, /* Pointer */b){
|
|
return {x: a.x - b.x, y: a.y - b.y, z: a.z - b.z};
|
|
},
|
|
|
|
_crossProduct: function(x, y, z, u, v, w){
|
|
// summary: applies a cross product of two vectorss, (x, y, z) and (u, v, w)
|
|
// x: Number: an x coordinate of a point
|
|
// y: Number: a y coordinate of a point
|
|
// z: Number: a z coordinate of a point
|
|
// u: Number: an x coordinate of a point
|
|
// v: Number: a y coordinate of a point
|
|
// w: Number: a z coordinate of a point
|
|
return {x: y * w - z * v, y: z * u - x * w, z: x * v - y * u}; // Object
|
|
},
|
|
|
|
crossProduct: function(/* Number||Point */ a, /* Number||Point */ b, /* Number, optional */ c, /* Number, optional */ d, /* Number, optional */ e, /* Number, optional */ f){
|
|
// summary: applies a matrix to a point
|
|
// matrix: dojox.gfx3d.matrix.Matrix3D: a 3D matrix object to be applied
|
|
// a: Number: an x coordinate of a point
|
|
// b: Number: a y coordinate of a point
|
|
// c: Number: a z coordinate of a point
|
|
// d: Number: an x coordinate of a point
|
|
// e: Number: a y coordinate of a point
|
|
// f: Number: a z coordinate of a point
|
|
if(arguments.length == 6 && arrayUtil.every(arguments, function(item){ return typeof item == "number"; })){
|
|
return gfx3d.vector._crossProduct(a, b, c, d, e, f); // Object
|
|
}
|
|
// branch
|
|
// a: Object: a point
|
|
// b: Object: a point
|
|
// c: null
|
|
// d: null
|
|
// e: null
|
|
// f: null
|
|
return gfx3d.vector._crossProduct(a.x, a.y, a.z, b.x, b.y, b.z); // Object
|
|
},
|
|
|
|
_dotProduct: function(x, y, z, u, v, w){
|
|
// summary: applies a cross product of two vectorss, (x, y, z) and (u, v, w)
|
|
// x: Number: an x coordinate of a point
|
|
// y: Number: a y coordinate of a point
|
|
// z: Number: a z coordinate of a point
|
|
// u: Number: an x coordinate of a point
|
|
// v: Number: a y coordinate of a point
|
|
// w: Number: a z coordinate of a point
|
|
return x * u + y * v + z * w; // Number
|
|
},
|
|
dotProduct: function(/* Number||Point */ a, /* Number||Point */ b, /* Number, optional */ c, /* Number, optional */ d, /* Number, optional */ e, /* Number, optional */ f){
|
|
// summary: applies a matrix to a point
|
|
// matrix: dojox.gfx3d.matrix.Matrix3D: a 3D matrix object to be applied
|
|
// a: Number: an x coordinate of a point
|
|
// b: Number: a y coordinate of a point
|
|
// c: Number: a z coordinate of a point
|
|
// d: Number: an x coordinate of a point
|
|
// e: Number: a y coordinate of a point
|
|
// f: Number: a z coordinate of a point
|
|
if(arguments.length == 6 && arrayUtil.every(arguments, function(item){ return typeof item == "number"; })){
|
|
return gfx3d.vector._dotProduct(a, b, c, d, e, f); // Object
|
|
}
|
|
// branch
|
|
// a: Object: a point
|
|
// b: Object: a point
|
|
// c: null
|
|
// d: null
|
|
// e: null
|
|
// f: null
|
|
return gfx3d.vector._dotProduct(a.x, a.y, a.z, b.x, b.y, b.z); // Object
|
|
},
|
|
|
|
normalize: function(/* Point||Array*/ a, /* Point */ b, /* Point */ c){
|
|
// summary: find the normal of the implicit surface
|
|
// a: Object: a point
|
|
// b: Object: a point
|
|
// c: Object: a point
|
|
var l, m, n;
|
|
if(a instanceof Array){
|
|
l = a[0]; m = a[1]; n = a[2];
|
|
}else{
|
|
l = a; m = b; n = c;
|
|
}
|
|
|
|
var u = gfx3d.vector.substract(m, l);
|
|
var v = gfx3d.vector.substract(n, l);
|
|
return gfx3d.vector.crossProduct(u, v);
|
|
}
|
|
};
|
|
return gfx3d.vector;
|
|
});
|