这是去年五月份为偶的3d引擎写的一个类.可惜那些东西离校的时候遗失在学校工作室了.在帝国论坛上看到以前发过的, 也不知道是哪一版本. 回家猛看了一下图形学的书, 发现线代已经扔给老师了(不应该说老师,偶从来没上过线代课),呵呵。不过后面还是适应了,毕竟线代学得还可以 以后有时间一定再搞一搞3d的,最近收集了好多资料
function Matrix() {
function constructor() {
var i;
t = new Array();
for (i=0; i<4; i++) {
t[i] = new Array();
}
return t;
}
this.mat = constructor();
function ValueDim(a) {
var num1, num2;
num1 = a[0][0]*a[1][1]*a[2][2]+a[0][1]*a[1][2]*a[2][0]+a[0][2]*a[1][0]*a[2][1];
num2 = a[0][2]*a[1][1]*a[2][0]+a[0][1]*a[1][0]*a[2][2]+a[0][0]*a[1][2]*a[2][1];
return (num1-num2);
}
}
Matrix.prototype.ZeroMatrix = function() {
var i, j;
for (i=0; i<4; i++) {
mat[i] = new Array();
for (j=0; j<4; j++) {
mat[i][j] = 0;
}
}
};
Matrix.prototype.LoadIndetity = function() {
var i;
ZeroMatrix();
for (i=0; i<4; i++) {
mat[i][i] = 1;
}
};
Matrix.prototype.Rotate3d = function(m, theta) {
var m1, m2;
var c, s;
LoadIdentity();
mat[m-1][m-1] = 1;
mat[3][3] = 1;
m1 = (m%3)+1;
m2 = (m1%3)+1;
m1 -= 1;
c = Math.cos(theta);
s = Math.sin(theta);
mat[m1][m1] = c;
mat[m1][m2] = -s;
mat[m2][m2] = c;
mat[m2][m1] = s;
};
Matrix.prototype.Translate3d = function(tx, ty, tz) {
LoadIdentity();
mat[0][3] = tx;
mat[1][3] = ty;
mat[2][3] = tz;
};
Matrix.prototype.Scaled3d = function(sx, sy, sz) {
LoadIdentity();
mat[0][0] = sx;
mat[1][1] = sy;
mat[2][2] = sz;
};
Matrix.prototype.RotComponet = function() {
mat[0][3] = 0;
mat[1][3] = 0;
mat[2][3] = 0;
mat[3][0] = 0;
mat[3][1] = 0;
mat[3][2] = 0;
};
Matrix.prototype.VertDim = function(b) {
var i, j, lin, col, i1, j1;
var d, deta1;
var c = new Array();
for (i=0; i<4; i++) {
for (j=0; j<4; j++) {
lin = 0;
col = 0;
for (i1=0; i1<4; i1++) {
if (i1 != i) {
c[lin] = new Array();
for (j1=0; j1<4; j1++) {
if (j1 != j) {
c[lin][col] = mat[i][i];
col += 1;
}
}
lin += 1;
col = 0;
}
}
deta1 = ValueDim(c);
if ((i+j)%2 == 0) {
b.mat[j][i] = deta1;
} else {
b.mat[j][i] = -deta1;
}
}
}
d = 0;
for (i=0; i<4; i++) {
d += mat[0][i]*b.mat[i][0];
}
if (d == 0) {
return;
}
for (i=0; i<4; i++) {
for (j=0; j<4; j++) {
b.mat[i][j] /= d;
}
}
};
Matrix.prototype.Matrix4x4 = function(v1, v2) {
var i, j, k;
for (i=0; i<4; i++) {
for (j=0; j<4; j++) {
mat[i][j] = 0;
for (k=0; k<4; k++) {
mat[i][j] += v1.mat[i][k]*v2.mat[k][j];
}
}
}
};
Matrix.prototype.CopyMatrix = function(v1) {
var i, j;
for (i=0; i<4; i++) {
for (j=0; j<4; j++) {
mat[i][j] = v1.mat[i][j];
}
}
};
Matrix.prototype.MakeRotateAxis = function(pbeg, pend, angle, key) {
var r = 0, spsi, cpsi;
var i;
p = new Cvector();
mat1 = new Matrix();
ma = new Matrix();
rx = new Matrix();
ry = new Matrix();
rz = new Matrix();
rx1 = new Matrix();
ry1 = new Matrix();
mt1 = new Matrix();
if (key != 1) {
p.VectorPointMinus(pend, pbeg);
p.Norvec();
} else {
p.Copy(pend);
p.Norvec();
}
for (i=0; i<4; i++) {
ma.mat[i][i] = 1;
}
ma.mat[0][3] = -pbeg[0];
ma.mat[1][3] = -pbeg[1];
ma.mat[2][3] = -pbeg[2];
for (i=0; i<4; i++) {
mt1.mat[i][i] = 1;
}
mt1.mat[0][3] = pbeg[0];
mt1.mat[1][3] = pbeg[1];
mt1.mat[2][3] = -pbeg[2];
spsi = 0;
cpsi = 1;
r = Math.sqrt(p.y*py+p.z*p.z);
if (r>=1.e-5) {
spsi = p.y/r;
cpsi = p.z/r;
} else {
r = 0;
}
for (i=0; i<4; i++) {
rx.mat[i][i] = 1;
}
rx.mat[1][1] = cpsi;
rx.mat[1][2] = -spsi;
rx.mat[2][1] = spsi;
rx.mat[2][2] = cpsi;
for (i=0; i<4; i++) {
rx1.mat[i][i] = 1;
}
rx1.mat[1][1] = cpsi;
rx1.mat[1][2] = spsi;
rx1.mat[2][1] = -spsi;
rx1.mat[2][2] = cpsi;
for (i=0; i<4; i++) {
ry.mat[i][i] = 1;
}
spsi = -p.x;
cpsi = r;
ry.mat[0][0] = cpsi;
ry.mat[0][2] = -spsi;
ry.mat[2][0] = spsi;
ry.mat[2][2] = cpsi;
for (i=0; i<4; i++) {
ry1.mat[i][i] = 1;
}
ry1.mat[0][0] = cpsi;
ry1.mat[0][2] = spsi;
ry1.mat[2][0] = -spsi;
ry1.mat[2][2] = cpsi;
for (i=0; i<4; i++) {
rz.mat[i][i] = 1;
}
spsi = Math.sin(angle);
cpsi = Math.cos(angle);
rz.mat[0][0] = cpsi;
rz.mat[0][1] = -spsi;
rz.mat[1][0] = spsi;
rz.mat[1][1] = cpsi;
mat1.Matrix4x4(mt1, rx1);
mt1.Matrix4x4(mat1, ry1);
mat1.Matrix4x4(mt1, rz);
mt1.Matrix4x4(mat1, ry);
mat1.Matrix4x4(mt1, rx);
mt1.Matrix4x4(mat1, ma);
CopyMatrix(mt1);
};
Matrix.prototype.MakeReflectaxis = function(pbeg, pend, key) {
var r = 0, spsi, cpsi;
var i, j;
p = new CVector();
mat = new Matrix();
ma = new Matrix();
rx = new Matrix();
rx1 = new Matrix();
mt1 = new Matrix();
if (key != 1) {
p.VectorPointMinus(pend, pbeg);
p.Norvec();
} else {
p.Copy(pend);
p.Norvec();
}
for (i=0; i<4; i++) {
ma.mat[i][i] = 1;
}
ma.mat[0][3] = -pbeg[0];
ma.mat[1][3] = -pbeg[1];
ma.mat[2][3] = -pbeg[2];
for (i=0; i<4; i++) {
mt1.mat[i][i] = 1;
}
mt1.mat[0][3] = pbeg[0];
mt1.mat[1][3] = pbeg[1];
mt1.mat[2][3] = pbeg[2];
spsi = 0;
cpsi = 1;
r = Math.sqrt(p.x*p.x+p.y*p.y);
if (r>1.e-5) {
spsi = p.y/r;
cpsi = p.x/r;
} else {
r = 0;
}
for (i=0; i<4; i++) {
rx.mat[i][i] = 1;
}
rx.mat[0][0] = cpsi;
rx.mat[0][1] = spsi;
rx.mat[1][0] = -spsi;
rx.mat[1][1] = cpsi;
for (i=0; i<4; i++) {
rx1.mat[i][i] = 1;
}
rx1.mat[0][0] = cpsi;
rx1.mat[0][1] = -spsi;
rx1.mat[1][0] = spsi;
rx1.mat[1][1] = cpsi;
for (i=0; i<4; i++) {
rs.mat[i][i] = 1;
}
rs.mat[0][0] = 1;
rs.mat[0][1] = 0;
rs.mat[1][0] = 0;
rs.mat[1][1] = -1;
mat.Matrix4x4(mt1, rx1);
mt1.Matrix4x4(mat, rs);
mat.Matrix4x4(mt1, rx);
mt1.Matrix4x4(mat, ma);
CopyMatrix(mt1);
};

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