aboutsummaryrefslogtreecommitdiff
path: root/js/helper-classes/RDGE/src/core/script/math/mat4.js
diff options
context:
space:
mode:
authorKris Kowal2012-07-06 11:53:10 -0700
committerKris Kowal2012-07-06 15:01:48 -0700
commit04343eda8c2f870b0da55cfdc8003c99fe1cc4de (patch)
tree0a6048889b65bb16ff58822e55bc1346e9eb07bd /js/helper-classes/RDGE/src/core/script/math/mat4.js
parent648ee61ae84216d0236e0dbc211addc13b2cfa3a (diff)
downloadninja-04343eda8c2f870b0da55cfdc8003c99fe1cc4de.tar.gz
Remove trailing spaces
Diffstat (limited to 'js/helper-classes/RDGE/src/core/script/math/mat4.js')
-rwxr-xr-xjs/helper-classes/RDGE/src/core/script/math/mat4.js26
1 files changed, 13 insertions, 13 deletions
diff --git a/js/helper-classes/RDGE/src/core/script/math/mat4.js b/js/helper-classes/RDGE/src/core/script/math/mat4.js
index e2907272..d5cd7039 100755
--- a/js/helper-classes/RDGE/src/core/script/math/mat4.js
+++ b/js/helper-classes/RDGE/src/core/script/math/mat4.js
@@ -29,8 +29,8 @@ POSSIBILITY OF SUCH DAMAGE.
29</copyright> */ 29</copyright> */
30 30
31/** 31/**
32* This library contains functions for operating on 4x4 matrices. Any JS array 32* This library contains functions for operating on 4x4 matrices. Any JS array
33* containing at least 16 numeric components can represent a 4x4 matrix. 33* containing at least 16 numeric components can represent a 4x4 matrix.
34* 34*
35* For example, all of these are valid matrix construction methods: 35* For example, all of these are valid matrix construction methods:
36* ... 36* ...
@@ -39,15 +39,15 @@ POSSIBILITY OF SUCH DAMAGE.
39* var c = mat4.lookAt( [0, 0, 0], [1, 0, 0], [ 0, 1, 0 ] ); 39* var c = mat4.lookAt( [0, 0, 0], [1, 0, 0], [ 0, 1, 0 ] );
40* var d = mat4.basis( [1, 0, 0], [0, 1, 0], [ 0, 0, 1 ] ); 40* var d = mat4.basis( [1, 0, 0], [0, 1, 0], [ 0, 0, 1 ] );
41* 41*
42* This library is implemented assuming components are arranged 42* This library is implemented assuming components are arranged
43* contiguously in memory as such: 43* contiguously in memory as such:
44* M = [ x0, x1, x2, x3, 44* M = [ x0, x1, x2, x3,
45* y0, y1, y2, y3, 45* y0, y1, y2, y3,
46* z0, z1, z2, z3, 46* z0, z1, z2, z3,
47* w0, w1, w2, w3 ]; 47* w0, w1, w2, w3 ];
48* The translation components of a transformation matrix would be stored in 48* The translation components of a transformation matrix would be stored in
49* w0, w1, w2, or at indices 12, 13, and 14 of the array, as is consistent 49* w0, w1, w2, or at indices 12, 13, and 14 of the array, as is consistent
50* with OpenGL. 50* with OpenGL.
51*/ 51*/
52// RDGE namespaces 52// RDGE namespaces
53var RDGE = RDGE || {}; 53var RDGE = RDGE || {};
@@ -81,7 +81,7 @@ RDGE.mat4.toCSSString = function (m, conversionConstant) {
81 81
82/** 82/**
83* RDGE.mat4.verify 83* RDGE.mat4.verify
84* This function is provided for debugging purposes only. It is not recommended 84* This function is provided for debugging purposes only. It is not recommended
85* to be used in performance critical areas of the code. 85* to be used in performance critical areas of the code.
86*/ 86*/
87RDGE.mat4.verify = function (m) { 87RDGE.mat4.verify = function (m) {
@@ -231,10 +231,10 @@ RDGE.mat4.angleAxis = function (angle, axis) {
231RDGE.mat4.lookAt = function (eye, at, up) { 231RDGE.mat4.lookAt = function (eye, at, up) {
232 /* 232 /*
233 var w_axis = new RDGE.vec3(posVec.x, posVec.y, posVec.z); 233 var w_axis = new RDGE.vec3(posVec.x, posVec.y, posVec.z);
234 234
235 var z_axis = subVec3(targetVec, w_axis); 235 var z_axis = subVec3(targetVec, w_axis);
236 z_axis.normalize(); 236 z_axis.normalize();
237 237
238 var x_axis = crossVec3(upVec, z_axis); 238 var x_axis = crossVec3(upVec, z_axis);
239 x_axis.normalize(); 239 x_axis.normalize();
240 240
@@ -522,7 +522,7 @@ RDGE.mat4._adjoint = function (m) {
522*/ 522*/
523RDGE.mat4.inverse = function (m) { 523RDGE.mat4.inverse = function (m) {
524 // Calculate the 4x4 determinant 524 // Calculate the 4x4 determinant
525 // If the determinant is zero, 525 // If the determinant is zero,
526 // then the inverse matrix is not unique. 526 // then the inverse matrix is not unique.
527 var det = RDGE.mat4._det4x4(m); 527 var det = RDGE.mat4._det4x4(m);
528 528
@@ -580,7 +580,7 @@ RDGE.mat4.transformPoint = function (m, v) {
580 m[1] * x + m[5] * y + m[9] * z + m[13] * w, 580 m[1] * x + m[5] * y + m[9] * z + m[13] * w,
581 m[2] * x + m[6] * y + m[10] * z + m[14] * w, 581 m[2] * x + m[6] * y + m[10] * z + m[14] * w,
582 m[3] * x + m[7] * y + m[11] * z + m[15] * w]; 582 m[3] * x + m[7] * y + m[11] * z + m[15] * w];
583 // 12 adds, 16 multiplies, 16 lookups. 583 // 12 adds, 16 multiplies, 16 lookups.
584}; 584};
585 585
586/** 586/**
@@ -589,7 +589,7 @@ RDGE.mat4.transformPoint = function (m, v) {
589RDGE.mat4.transformVector = function (m, v) { 589RDGE.mat4.transformVector = function (m, v) {
590 m = RDGE.mat4.inverse(m); 590 m = RDGE.mat4.inverse(m);
591 var x = v[0], y = v[1], z = v[2], w = v.length >= 4 ? v[3] : 0.0; 591 var x = v[0], y = v[1], z = v[2], w = v.length >= 4 ? v[3] : 0.0;
592 // 12 adds, 16 multiplies, 16 lookups. 592 // 12 adds, 16 multiplies, 16 lookups.
593 // transpose multiply 593 // transpose multiply
594 return [m[0] * x + m[1] * y + m[2] * z + m[3] * w, 594 return [m[0] * x + m[1] * y + m[2] * z + m[3] * w,
595 m[4] * x + m[5] * y + m[6] * z + m[7] * w, 595 m[4] * x + m[5] * y + m[6] * z + m[7] * w,