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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
parent648ee61ae84216d0236e0dbc211addc13b2cfa3a (diff)
downloadninja-04343eda8c2f870b0da55cfdc8003c99fe1cc4de.tar.gz
Remove trailing spaces
Diffstat (limited to 'js/helper-classes/RDGE/src/core/script/math')
-rwxr-xr-xjs/helper-classes/RDGE/src/core/script/math/mat4.js26
-rwxr-xr-xjs/helper-classes/RDGE/src/core/script/math/quat.js6
-rwxr-xr-xjs/helper-classes/RDGE/src/core/script/math/vec2.js6
-rwxr-xr-xjs/helper-classes/RDGE/src/core/script/math/vec3.js22
-rwxr-xr-xjs/helper-classes/RDGE/src/core/script/math/vec4.js4
5 files changed, 32 insertions, 32 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,
diff --git a/js/helper-classes/RDGE/src/core/script/math/quat.js b/js/helper-classes/RDGE/src/core/script/math/quat.js
index d243a7ba..d3a3db5c 100755
--- a/js/helper-classes/RDGE/src/core/script/math/quat.js
+++ b/js/helper-classes/RDGE/src/core/script/math/quat.js
@@ -33,9 +33,9 @@ POSSIBILITY OF SUCH DAMAGE.
33* RDGE.quat = {} 33* RDGE.quat = {}
34* This library contains utility functions for operating on quaternions. 34* This library contains utility functions for operating on quaternions.
35* -- 35* --
36* TODO: 36* TODO:
37* -need to add more helper functions for generating quaternions from 37* -need to add more helper functions for generating quaternions from
38* other representations (i.e. - eulers, angle-axis). 38* other representations (i.e. - eulers, angle-axis).
39*/ 39*/
40var RDGE = RDGE || {}; 40var RDGE = RDGE || {};
41RDGE.quat = {}; 41RDGE.quat = {};
diff --git a/js/helper-classes/RDGE/src/core/script/math/vec2.js b/js/helper-classes/RDGE/src/core/script/math/vec2.js
index a003130d..e5c7df06 100755
--- a/js/helper-classes/RDGE/src/core/script/math/vec2.js
+++ b/js/helper-classes/RDGE/src/core/script/math/vec2.js
@@ -31,8 +31,8 @@ POSSIBILITY OF SUCH DAMAGE.
31 31
32/** 32/**
33* RDGE.vec2 = {} 33* RDGE.vec2 = {}
34* This library contains functions for operating on 2D vectors. 34* This library contains functions for operating on 2D vectors.
35* A 2D vector can be any array containing at least 2 numeric components. 35* A 2D vector can be any array containing at least 2 numeric components.
36* All of the following are valid methods for declaring a RDGE.vec2: 36* All of the following are valid methods for declaring a RDGE.vec2:
37* var a = [0, 1]; 37* var a = [0, 1];
38* var b = RDGE.vec2.zero(); 38* var b = RDGE.vec2.zero();
@@ -50,7 +50,7 @@ RDGE.vec2.string = function (v) {
50 50
51/** 51/**
52* RDGE.vec2.verify 52* RDGE.vec2.verify
53* This function is provided for debugging purposes only. It is not recommended 53* This function is provided for debugging purposes only. It is not recommended
54* to be used in performance critical areas of the code. 54* to be used in performance critical areas of the code.
55*/ 55*/
56RDGE.vec2.verify = function (v) { 56RDGE.vec2.verify = function (v) {
diff --git a/js/helper-classes/RDGE/src/core/script/math/vec3.js b/js/helper-classes/RDGE/src/core/script/math/vec3.js
index 72662513..86d17e04 100755
--- a/js/helper-classes/RDGE/src/core/script/math/vec3.js
+++ b/js/helper-classes/RDGE/src/core/script/math/vec3.js
@@ -31,8 +31,8 @@ POSSIBILITY OF SUCH DAMAGE.
31 31
32/** 32/**
33 * RDGE.vec3 = {} 33 * RDGE.vec3 = {}
34 * This library contains functions for operating on 3D vectors. Any JS array 34 * This library contains functions for operating on 3D vectors. Any JS array
35 * containing at least 3 numeric components can represent a 3D vector. 35 * containing at least 3 numeric components can represent a 3D vector.
36 * 36 *
37 * For example, all of these are valid RDGE.vec3 declarations: 37 * For example, all of these are valid RDGE.vec3 declarations:
38 * var a = [0, 0, 1]; 38 * var a = [0, 0, 1];
@@ -52,7 +52,7 @@ RDGE.vec3.string = function (v) {
52 52
53/** 53/**
54 * RDGE.vec3.verify 54 * RDGE.vec3.verify
55 * This function is provided for debugging purposes only. It is not recommended 55 * This function is provided for debugging purposes only. It is not recommended
56 * to be used in performance critical areas of the code. 56 * to be used in performance critical areas of the code.
57 */ 57 */
58RDGE.vec3.verify = function (v) { 58RDGE.vec3.verify = function (v) {
@@ -94,7 +94,7 @@ RDGE.vec3.translation = function (m) {
94}; 94};
95 95
96/** 96/**
97* RDGE.vec3.basisX = function( m ) 97* RDGE.vec3.basisX = function( m )
98* description : returns a vector containing the translation vector of m. 98* description : returns a vector containing the translation vector of m.
99*/ 99*/
100RDGE.vec3.basisX = function (m) { 100RDGE.vec3.basisX = function (m) {
@@ -102,7 +102,7 @@ RDGE.vec3.basisX = function (m) {
102}; 102};
103 103
104/** 104/**
105* RDGE.vec3.basisY = function( m ) 105* RDGE.vec3.basisY = function( m )
106* description : returns a vector containing the translation vector of m. 106* description : returns a vector containing the translation vector of m.
107*/ 107*/
108RDGE.vec3.basisY = function (m) { 108RDGE.vec3.basisY = function (m) {
@@ -110,7 +110,7 @@ RDGE.vec3.basisY = function (m) {
110}; 110};
111 111
112/** 112/**
113* RDGE.vec3.basisZ = function( m ) 113* RDGE.vec3.basisZ = function( m )
114* description : returns a vector containing the translation vector of m. 114* description : returns a vector containing the translation vector of m.
115*/ 115*/
116RDGE.vec3.basisZ = function (m) { 116RDGE.vec3.basisZ = function (m) {
@@ -155,14 +155,14 @@ RDGE.vec3.random = function (min, max) {
155}; 155};
156