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📄 vector.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
💻 JS
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if(!dojo._hasResource["dojox.gfx3d.vector"]){ //_hasResource checks added by build. Do not use _hasResource directly in your code.dojo._hasResource["dojox.gfx3d.vector"] = true;dojo.provide("dojox.gfx3d.vector");dojo.mixin(dojox.gfx3d.vector, {	sum: function(){		// summary: sum of the vectors		var v = {x: 0, y: 0, z:0};		dojo.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 = dojox.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 && dojo.every(arguments, function(item){ return typeof item == "number"; })){			return dojox.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 dojox.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 && dojo.every(arguments, function(item){ return typeof item == "number"; })){			return dojox.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 dojox.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 = dojox.gfx3d.vector.substract(m, l);		var v = dojox.gfx3d.vector.substract(n, l);		return dojox.gfx3d.vector.crossProduct(u, v);	}});}

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