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📄 matrix.js

📁 这是一个ajax的例子大家好好的看看就是一个鱼眼的效果
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if(!dojo._hasResource["dojox.gfx3d.matrix"]){ //_hasResource checks added by build. Do not use _hasResource directly in your code.dojo._hasResource["dojox.gfx3d.matrix"] = true;dojo.provide("dojox.gfx3d.matrix");// candidates for dojox.math:dojox.gfx3d.matrix._degToRad = function(degree){ return Math.PI * degree / 180; };dojox.gfx3d.matrix._radToDeg = function(radian){ return radian / Math.PI * 180; };dojox.gfx3d.matrix.Matrix3D = function(arg){	// summary: a 3D matrix object	// description: Normalizes a 3D matrix-like object. If arrays is passed, 	//		all objects of the array are normalized and multiplied sequentially.	// arg: Object	//		a 3D matrix-like object, a number, or an array of such objects	if(arg){		if(typeof arg == "number"){			this.xx = this.yy = this.zz = arg;		}else if(arg instanceof Array){			if(arg.length > 0){				var m = dojox.gfx3d.matrix.normalize(arg[0]);				// combine matrices				for(var i = 1; i < arg.length; ++i){					var l = m;					var r = dojox.gfx3d.matrix.normalize(arg[i]);					m = new dojox.gfx3d.matrix.Matrix3D();					m.xx = l.xx * r.xx + l.xy * r.yx + l.xz * r.zx;					m.xy = l.xx * r.xy + l.xy * r.yy + l.xz * r.zy;					m.xz = l.xx * r.xz + l.xy * r.yz + l.xz * r.zz;					m.yx = l.yx * r.xx + l.yy * r.yx + l.yz * r.zx;					m.yy = l.yx * r.xy + l.yy * r.yy + l.yz * r.zy;					m.yz = l.yx * r.xz + l.yy * r.yz + l.yz * r.zz;					m.zx = l.zx * r.xx + l.zy * r.yx + l.zz * r.zx;					m.zy = l.zx * r.xy + l.zy * r.yy + l.zz * r.zy;					m.zz = l.zx * r.xz + l.zy * r.yz + l.zz * r.zz;					m.dx = l.xx * r.dx + l.xy * r.dy + l.xz * r.dz + l.dx;					m.dy = l.yx * r.dx + l.yy * r.dy + l.yz * r.dz + l.dy;					m.dz = l.zx * r.dx + l.zy * r.dy + l.zz * r.dz + l.dz;				}				dojo.mixin(this, m);			}		}else{			dojo.mixin(this, arg);		}	}};// the default (identity) matrix, which is used to fill in missing valuesdojo.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});dojo.mixin(dojox.gfx3d.matrix, {	// summary: class constants, and methods of dojox.gfx3d.matrix		// matrix constants		// identity: dojox.gfx3d.matrix.Matrix3D	//		an identity matrix constant: identity * (x, y, z) == (x, y, z)	identity: new dojox.gfx3d.matrix.Matrix3D(),		// matrix creators		translate: function(a, b, c){		// summary: forms a translation matrix		// description: The resulting matrix is used to translate (move) points by specified offsets.		// a: Number: an x coordinate value		// b: Number: a y coordinate value		// c: Number: a z coordinate value		if(arguments.length > 1){			return new dojox.gfx3d.matrix.Matrix3D({dx: a, dy: b, dz: c}); // dojox.gfx3d.matrix.Matrix3D		}		// branch		// a: Object: a point-like object, which specifies offsets for 3 dimensions		// b: null		return new dojox.gfx3d.matrix.Matrix3D({dx: a.x, dy: a.y, dz: a.z}); // dojox.gfx3d.matrix.Matrix3D	},	scale: function(a, b, c){		// summary: forms a scaling matrix		// description: The resulting matrix is used to scale (magnify) points by specified offsets.		// a: Number: a scaling factor used for the x coordinate		// b: Number: a scaling factor used for the y coordinate		// c: Number: a scaling factor used for the z coordinate		if(arguments.length > 1){			return new dojox.gfx3d.matrix.Matrix3D({xx: a, yy: b, zz: c}); // dojox.gfx3d.matrix.Matrix3D		}		if(typeof a == "number"){			// branch			// a: Number: a uniform scaling factor used for the all coordinates			// b: null			return new dojox.gfx3d.matrix.Matrix3D({xx: a, yy: a, zz: a}); // dojox.gfx3d.matrix.Matrix3D		}		// branch		// a: Object: a point-like object, which specifies scale factors for 3 dimensions		// b: null		return new dojox.gfx3d.matrix.Matrix3D({xx: a.x, yy: a.y, zz: a.z}); // dojox.gfx3d.matrix.Matrix3D	},	rotateX: function(angle){		// summary: forms a rotating matrix (about the x axis)		// description: The resulting matrix is used to rotate points 		//		around the origin of coordinates (0, 0) by specified angle.		// angle: Number: an angle of rotation in radians (>0 for CW)		var c = Math.cos(angle);		var s = Math.sin(angle);		return new dojox.gfx3d.matrix.Matrix3D({yy: c, yz: -s, zy: s, zz: c}); // dojox.gfx3d.matrix.Matrix3D	},	rotateXg: function(degree){		// summary: forms a rotating matrix (about the x axis)		// description: The resulting matrix is used to rotate points		//		around the origin of coordinates (0, 0) by specified degree.		//		See dojox.gfx3d.matrix.rotateX() for comparison.		// degree: Number: an angle of rotation in degrees (>0 for CW)		return dojox.gfx3d.matrix.rotateX(dojox.gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D	},	rotateY: function(angle){		// summary: forms a rotating matrix (about the y axis)		// description: The resulting matrix is used to rotate points 		//		around the origin of coordinates (0, 0) by specified angle.		// angle: Number: an angle of rotation in radians (>0 for CW)		var c = Math.cos(angle);		var s = Math.sin(angle);		return new dojox.gfx3d.matrix.Matrix3D({xx: c, xz: s, zx: -s, zz: c}); // dojox.gfx3d.matrix.Matrix3D	},	rotateYg: function(degree){		// summary: forms a rotating matrix (about the y axis)		// description: The resulting matrix is used to rotate points		//		around the origin of coordinates (0, 0) by specified degree.		//		See dojox.gfx3d.matrix.rotateY() for comparison.		// degree: Number: an angle of rotation in degrees (>0 for CW)		return dojox.gfx3d.matrix.rotateY(dojox.gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D	},	rotateZ: function(angle){		// summary: forms a rotating matrix (about the z axis)		// description: The resulting matrix is used to rotate points 		//		around the origin of coordinates (0, 0) by specified angle.		// angle: Number: an angle of rotation in radians (>0 for CW)		var c = Math.cos(angle);		var s = Math.sin(angle);		return new dojox.gfx3d.matrix.Matrix3D({xx: c, xy: -s, yx: s, yy: c}); // dojox.gfx3d.matrix.Matrix3D	},	rotateZg: function(degree){		// summary: forms a rotating matrix (about the z axis)		// description: The resulting matrix is used to rotate points		//		around the origin of coordinates (0, 0) by specified degree.		//		See dojox.gfx3d.matrix.rotateZ() for comparison.		// degree: Number: an angle of rotation in degrees (>0 for CW)		return dojox.gfx3d.matrix.rotateZ(dojox.gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D	},	// camera transformation	cameraTranslate: function(a, b, c){		// summary: forms a translation matrix		// description: The resulting matrix is used to translate (move) points by specified offsets.		// a: Number: an x coordinate value		// b: Number: a y coordinate value		// c: Number: a z coordinate value		if(arguments.length > 1){			return new dojox.gfx3d.matrix.Matrix3D({dx: -a, dy: -b, dz: -c}); // dojox.gfx3d.matrix.Matrix3D		}		// branch		// a: Object: a point-like object, which specifies offsets for 3 dimensions		// b: null		return new dojox.gfx3d.matrix.Matrix3D({dx: -a.x, dy: -a.y, dz: -a.z}); // dojox.gfx3d.matrix.Matrix3D	},	cameraRotateX: function(angle){		// summary: forms a rotating matrix (about the x axis) in cameraTransform manner		// description: The resulting matrix is used to rotate points 		//		around the origin of coordinates (0, 0) by specified angle.		// angle: Number: an angle of rotation in radians (>0 for CW)		var c = Math.cos(-angle);		var s = Math.sin(-angle);		return new dojox.gfx3d.matrix.Matrix3D({yy: c, yz: -s, zy: s, zz: c}); // dojox.gfx3d.matrix.Matrix3D	},

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