From 84332ab81c1b445195f1d9be8bbeae0725c8e758 Mon Sep 17 00:00:00 2001 From: Valerio Virgillito Date: Tue, 6 Mar 2012 10:58:25 -0800 Subject: Squashed commit of preload-fix into Master - Requiring all the previously pre-loaded files - RDGE, Codemirror and gl-matrix are not included via a script tag. Signed-off-by: Valerio Virgillito --- js/helper-classes/3D/glUtils.js | 319 ---------------------------------------- 1 file changed, 319 deletions(-) delete mode 100755 js/helper-classes/3D/glUtils.js (limited to 'js/helper-classes/3D/glUtils.js') diff --git a/js/helper-classes/3D/glUtils.js b/js/helper-classes/3D/glUtils.js deleted file mode 100755 index f6d075f8..00000000 --- a/js/helper-classes/3D/glUtils.js +++ /dev/null @@ -1,319 +0,0 @@ -/* -This file contains proprietary software owned by Motorola Mobility, Inc.
-No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
-(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. -
*/ - -// Constructor function -function Vector() {} -Vector.create = function(elements) -{ - var rtn; - if (elements) - rtn = elements.slice( 0 ); - else - rtn = []; - - return rtn; -}; - -Vector.dup = function(srcPt) -{ - return srcPt.slice(0); -} - - - -function Matrix() {} - -Matrix.create = function( rowArray ) -{ - var mat = Matrix.I(4); - var index = 0; - for(var j=0; j<4; j++) - { - for (var i=0; i<4; i++) - { - mat[index] = rowArray[i][j]; - index++; - } - } - - return mat; -} -Matrix.I = function(dimen) -{ - var mat = []; - for (var i=0; i 4 || - this.elements[0].length > 4) - return null; - - for (var i = 0; i < this.elements.length; i++) { - for (var j = this.elements[i].length; j < 4; j++) { - if (i == j) - this.elements[i].push(1); - else - this.elements[i].push(0); - } - } - - for (var i = this.elements.length; i < 4; i++) { - if (i == 0) - this.elements.push([1, 0, 0, 0]); - else if (i == 1) - this.elements.push([0, 1, 0, 0]); - else if (i == 2) - this.elements.push([0, 0, 1, 0]); - else if (i == 3) - this.elements.push([0, 0, 0, 1]); - } - - return this; -}; - -Matrix.prototype.make3x3 = function() -{ - if (this.elements.length != 4 || - this.elements[0].length != 4) - return null; - - return Matrix.create([[this.elements[0][0], this.elements[0][1], this.elements[0][2]], - [this.elements[1][0], this.elements[1][1], this.elements[1][2]], - [this.elements[2][0], this.elements[2][1], this.elements[2][2]]]); -}; -*/ - -/* -///////////////////////////////////////////////////////////////////////////////////////////// -// SMatrix - -SMatrix.Translation = function (vec) -{ - var mat = SMatrix.I(4); - mat.elements[0][3] = vec[0]; - mat.elements[1][3] = vec[1]; - mat.elements[2][3] = vec[2]; - return mat; -} - -SMatrix.RotationX = function( angle ) -{ - var mat = SMatrix.I(4); - mat.rotateX(angle); - return mat; -} - -SMatrix.RotationY = function( angle ) -{ - var mat = SMatrix.I(4); - mat.rotateX(angle); - return mat; -} - -SMatrix.RotationZ = function( angle ) -{ - var mat = SMatrix.I(4); - mat.rotateZ(angle); - return mat; -} - -SMatrix.MatrixtoSMatrix = function( mat ) -{ - var smat = SMatrix.I(4); - var index = 0; - for (var j=0; j<4; j++) - { - for (var i=0; i<4; i++) - { - smat.elements[i][j] = mat[index]; - index++; - } - } - - return smat; -} - -SMatrix.MatEqSMat = function( mat, sMat ) -{ - var index = 0; - for (var j=0; j<4; j++) - { - for (var i=0; i<4; i++) - { - var m = mat[index]; - var s = smat.elements[i][j]; - if ( MathUtils.fpCmp(m,s) != 0) - throw new Error( "mat != smat" ); - index++; - } - } -} - -// Matrix -///////////////////////////////////////////////////////////////////////////////////////////// -*/ - -Vector.prototype.flatten = function () -{ - return this.elements; -}; - -function mht(m) { - var s = ""; - if (m.length == 16) { - for (var i = 0; i < 4; i++) { - s += "[" + m[i*4+0].toFixed(4) + "," + m[i*4+1].toFixed(4) + "," + m[i*4+2].toFixed(4) + "," + m[i*4+3].toFixed(4) + "]
"; - } - } else if (m.length == 9) { - for (var i = 0; i < 3; i++) { - s += "[" + m[i*3+0].toFixed(4) + "," + m[i*3+1].toFixed(4) + "," + m[i*3+2].toFixed(4) + "]
"; - } - } else { - return m.toString(); - } - return s; -} - -// -// gluLookAt -// -function makeLookAt(ex, ey, ez, - cx, cy, cz, - ux, uy, uz) -{ - var eye = $V([ex, ey, ez]); - var center = $V([cx, cy, cz]); - var up = $V([ux, uy, uz]); - - var mag; - - var z = eye.subtract(center).toUnitVector(); - var x = up.cross(z).toUnitVector(); - var y = z.cross(x).toUnitVector(); - - var m = $M([[x.e(1), x.e(2), x.e(3), 0], - [y.e(1), y.e(2), y.e(3), 0], - [z.e(1), z.e(2), z.e(3), 0], - [0, 0, 0, 1]]); - - var t = $M([[1, 0, 0, -ex], - [0, 1, 0, -ey], - [0, 0, 1, -ez], - [0, 0, 0, 1]]); - return m.x(t); -} - -// -// gluPerspective -// -function makePerspective(fovy, aspect, znear, zfar) -{ - var ymax = znear * Math.tan(fovy * Math.PI / 360.0); - var ymin = -ymax; - var xmin = ymin * aspect; - var xmax = ymax * aspect; - - return makeFrustum(xmin, xmax, ymin, ymax, znear, zfar); -} - -// -// glFrustum -// -function makeFrustum(left, right, - bottom, top, - znear, zfar) -{ - var X = 2*znear/(right-left); - var Y = 2*znear/(top-bottom); - var A = (right+left)/(right-left); - var B = (top+bottom)/(top-bottom); - var C = -(zfar+znear)/(zfar-znear); - var D = -2*zfar*znear/(zfar-znear); - - return Matrix.create([[X, 0, A, 0], - [0, Y, B, 0], - [0, 0, C, D], - [0, 0, -1, 0]]); -} - -// -// glOrtho -// -function makeOrtho(left, right, bottom, top, znear, zfar) -{ - var tx = - (right + left) / (right - left); - var ty = - (top + bottom) / (top - bottom); - var tz = - (zfar + znear) / (zfar - znear); - - return $M([[2 / (right - left), 0, 0, tx], - [0, 2 / (top - bottom), 0, ty], - [0, 0, -2 / (zfar - znear), tz], - [0, 0, 0, 1]]); -} -- cgit v1.2.3