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Boris Kocherov
sdkjs
Commits
ee6d36de
Commit
ee6d36de
authored
Dec 09, 2016
by
GoshaZotov
Browse files
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Plain Diff
change functions(for multiply matrix)
parent
d3d8345f
Changes
1
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Showing
1 changed file
with
193 additions
and
14 deletions
+193
-14
common/Charts/3DTransformation.js
common/Charts/3DTransformation.js
+193
-14
No files found.
common/Charts/3DTransformation.js
View file @
ee6d36de
...
@@ -103,6 +103,7 @@ function Processor3D(width, height, left, right, bottom, top, chartSpace, charts
...
@@ -103,6 +103,7 @@ function Processor3D(width, height, left, right, bottom, top, chartSpace, charts
this
.
matrixRotateOy
=
null
;
this
.
matrixRotateOy
=
null
;
this
.
matrixRotateAllAxis
=
null
;
this
.
matrixRotateAllAxis
=
null
;
this
.
matrixShearXY
=
null
;
this
.
matrixShearXY
=
null
;
this
.
projectMatrix
=
null
;
}
}
Processor3D
.
prototype
.
calaculate3DProperties
=
function
(
baseDepth
,
gapDepth
,
bIsCheck
)
Processor3D
.
prototype
.
calaculate3DProperties
=
function
(
baseDepth
,
gapDepth
,
bIsCheck
)
...
@@ -690,6 +691,20 @@ Processor3D.prototype.calculatePropertiesForPieCharts = function()
...
@@ -690,6 +691,20 @@ Processor3D.prototype.calculatePropertiesForPieCharts = function()
//***functions for matrix transformation***
//***functions for matrix transformation***
Processor3D
.
prototype
.
_shearXY
=
function
()
Processor3D
.
prototype
.
_shearXY
=
function
()
{
if
(
null
===
this
.
matrixShearXY
)
{
this
.
matrixShearXY
=
new
Matrix4D
();
this
.
matrixShearXY
.
a31
=
Math
.
sin
(
-
this
.
angleOy
);
this
.
matrixShearXY
.
a32
=
Math
.
sin
(
this
.
angleOx
);
this
.
matrixShearXY
.
a33
=
0
;
this
.
matrixShearXY
.
a44
=
0
;
}
return
this
.
matrixShearXY
;
};
Processor3D
.
prototype
.
_shearXY2
=
function
()
{
{
if
(
null
===
this
.
matrixShearXY
)
if
(
null
===
this
.
matrixShearXY
)
{
{
...
@@ -712,7 +727,7 @@ Processor3D.prototype._getMatrixRotateAllAxis = function()
...
@@ -712,7 +727,7 @@ Processor3D.prototype._getMatrixRotateAllAxis = function()
if
(
null
===
this
.
matrixRotateAllAxis
)
if
(
null
===
this
.
matrixRotateAllAxis
)
{
{
this
.
matrixRotateAllAxis
=
Point3D
.
prototype
.
multiplyMatrix
(
matrixRotateOY
,
matrixRotateOX
);
this
.
matrixRotateAllAxis
=
matrixRotateOY
.
multiply
(
matrixRotateOX
);
}
}
return
this
.
matrixRotateAllAxis
;
return
this
.
matrixRotateAllAxis
;
...
@@ -723,7 +738,16 @@ Processor3D.prototype._getMatrixRotateOx = function()
...
@@ -723,7 +738,16 @@ Processor3D.prototype._getMatrixRotateOx = function()
//todo посмотреть возможность заменить массивы на Float32Array
//todo посмотреть возможность заменить массивы на Float32Array
if
(
null
===
this
.
matrixRotateOx
)
if
(
null
===
this
.
matrixRotateOx
)
{
{
this
.
matrixRotateOx
=
[[
1
,
0
,
0
,
0
],
[
0
,
Math
.
cos
(
-
this
.
angleOx
),
Math
.
sin
(
-
this
.
angleOx
),
0
],
[
0
,
-
Math
.
sin
(
-
this
.
angleOx
),
Math
.
cos
(
-
this
.
angleOx
),
1
],
[
0
,
0
,
0
,
1
]];
this
.
matrixRotateOx
=
new
Matrix4D
()
/*[[1, 0, 0, 0], [0, Math.cos(-this.angleOx), Math.sin(-this.angleOx), 0], [0, - Math.sin(-this.angleOx), Math.cos(-this.angleOx), 1], [0, 0, 0, 1]]*/
;
var
cos
=
Math
.
cos
(
-
this
.
angleOx
);
var
sin
=
Math
.
sin
(
-
this
.
angleOx
);
this
.
matrixRotateOx
.
a22
=
cos
;
this
.
matrixRotateOx
.
a23
=
sin
;
this
.
matrixRotateOx
.
a32
=
-
sin
;
this
.
matrixRotateOx
.
a33
=
cos
;
this
.
matrixRotateOx
.
a34
=
1
;
}
}
return
this
.
matrixRotateOx
;
return
this
.
matrixRotateOx
;
...
@@ -733,18 +757,85 @@ Processor3D.prototype._getMatrixRotateOy = function()
...
@@ -733,18 +757,85 @@ Processor3D.prototype._getMatrixRotateOy = function()
{
{
if
(
null
===
this
.
matrixRotateOy
)
if
(
null
===
this
.
matrixRotateOy
)
{
{
this
.
matrixRotateOy
=
[[
Math
.
cos
(
-
this
.
angleOy
),
0
,
-
Math
.
sin
(
-
this
.
angleOy
),
0
],
[
0
,
1
,
0
,
0
],
[
Math
.
sin
(
-
this
.
angleOy
),
0
,
Math
.
cos
(
-
this
.
angleOy
),
1
],
[
0
,
0
,
0
,
1
]];
this
.
matrixRotateOy
=
new
Matrix4D
()
/*[[Math.cos(-this.angleOy), 0, -Math.sin(-this.angleOy), 0], [0, 1, 0, 0], [Math.sin(-this.angleOy), 0, Math.cos(-this.angleOy), 1], [0, 0, 0, 1]]*/
;
var
cos
=
Math
.
cos
(
-
this
.
angleOy
);
var
sin
=
Math
.
sin
(
-
this
.
angleOy
);
this
.
matrixRotateOy
.
a11
=
cos
;
this
.
matrixRotateOy
.
a13
=
-
sin
;
this
.
matrixRotateOy
.
a31
=
sin
;
this
.
matrixRotateOy
.
a33
=
cos
;
this
.
matrixRotateOy
.
a34
=
1
;
}
}
return
this
.
matrixRotateOy
;
return
this
.
matrixRotateOy
;
};
};
Processor3D
.
prototype
.
_getMatrixRotateAllAxis2
=
function
()
{
var
matrixRotateOY
=
this
.
_getMatrixRotateOy2
();
var
matrixRotateOX
=
this
.
_getMatrixRotateOx2
();
/*итоговая матрица
|cosOy 0 sinOy 0|
|sinOx * sinOy cosOx -sinOx * cosOy 0|
|-sinOy * cosOx sinOx cosOy * cosOx 0|
|-sinOy 0 (cosOy + 1) 1|*/
if
(
!
this
.
matrixRotateAllAxis2
)
{
this
.
matrixRotateAllAxis2
=
Point3D
.
prototype
.
multiplyMatrix
(
matrixRotateOY
,
matrixRotateOX
);
}
return
this
.
matrixRotateAllAxis2
;
};
Processor3D
.
prototype
.
_getMatrixRotateOx2
=
function
()
{
//todo посмотреть возможность заменить массивы на Float32Array
if
(
!
this
.
matrixRotateOx2
)
{
this
.
matrixRotateOx2
=
[[
1
,
0
,
0
,
0
],
[
0
,
Math
.
cos
(
-
this
.
angleOx
),
Math
.
sin
(
-
this
.
angleOx
),
0
],
[
0
,
-
Math
.
sin
(
-
this
.
angleOx
),
Math
.
cos
(
-
this
.
angleOx
),
1
],
[
0
,
0
,
0
,
1
]];
}
return
this
.
matrixRotateOx2
;
};
Processor3D
.
prototype
.
_getMatrixRotateOy2
=
function
()
{
if
(
!
this
.
matrixRotateOy2
)
{
this
.
matrixRotateOy2
=
[[
Math
.
cos
(
-
this
.
angleOy
),
0
,
-
Math
.
sin
(
-
this
.
angleOy
),
0
],
[
0
,
1
,
0
,
0
],
[
Math
.
sin
(
-
this
.
angleOy
),
0
,
Math
.
cos
(
-
this
.
angleOy
),
1
],
[
0
,
0
,
0
,
1
]];
}
return
this
.
matrixRotateOy2
;
};
Processor3D
.
prototype
.
_getMatrixRotateOz
=
function
()
Processor3D
.
prototype
.
_getMatrixRotateOz
=
function
()
{
{
return
[[
1
,
0
,
0
,
0
],
[
0
,
1
,
0
,
0
],
[
0
,
0
,
0
,
1
],
[
0
,
0
,
0
,
1
]];
return
[[
1
,
0
,
0
,
0
],
[
0
,
1
,
0
,
0
],
[
0
,
0
,
0
,
1
],
[
0
,
0
,
0
,
1
]];
};
};
Processor3D
.
prototype
.
_getPerspectiveProjectionMatrix
=
function
(
fov
)
Processor3D
.
prototype
.
_getPerspectiveProjectionMatrix
=
function
(
fov
)
{
/*var zf = this.rPerspective + this.depthPerspective;
var zn = this.rPerspective;
var q = zf / (zf - zn);
return [[1 / Math.tan(this.rPerspective / 2), 0, 0, 0], [0, 1 / Math.tan(this.rPerspective / 2), 0, 0], [0, 0, q, 1], [0, 0, -q * zn, 0]];*/
//[[1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 0, 1 / fov], [0, 0, 0, 1]]
if
(
null
===
this
.
projectMatrix
)
{
this
.
projectMatrix
=
new
Matrix4D
();
this
.
projectMatrix
.
a33
=
0
;
this
.
projectMatrix
.
a34
=
1
/
fov
;
}
return
this
.
projectMatrix
;
};
Processor3D
.
prototype
.
_getPerspectiveProjectionMatrix2
=
function
(
fov
)
{
{
/*var zf = this.rPerspective + this.depthPerspective;
/*var zf = this.rPerspective + this.depthPerspective;
var zn = this.rPerspective;
var zn = this.rPerspective;
...
@@ -2368,6 +2459,8 @@ function Point3D(x, y, z, chartsDrawer)
...
@@ -2368,6 +2459,8 @@ function Point3D(x, y, z, chartsDrawer)
this
.
x
=
x
;
this
.
x
=
x
;
this
.
y
=
y
;
this
.
y
=
y
;
this
.
z
=
z
;
this
.
z
=
z
;
this
.
t
=
1
;
if
(
chartsDrawer
)
if
(
chartsDrawer
)
{
{
this
.
chartProp
=
chartsDrawer
.
calcProp
;
this
.
chartProp
=
chartsDrawer
.
calcProp
;
...
@@ -2407,11 +2500,11 @@ Point3D.prototype =
...
@@ -2407,11 +2500,11 @@ Point3D.prototype =
project
:
function
(
matrix
)
project
:
function
(
matrix
)
{
{
//умножаем
//умножаем
var
projectPoint
=
this
.
multiplyPointOnMatrix
(
matrix
);
var
projectPoint
=
matrix
.
multiplyPoint
(
this
);
//делим на 4 коэффициэнт
//делим на 4 коэффициэнт
var
newX
=
projectPoint
[
0
][
0
]
/
projectPoint
[
0
][
3
]
;
var
newX
=
projectPoint
.
x
/
projectPoint
.
t
;
var
newY
=
projectPoint
[
0
][
1
]
/
projectPoint
[
0
][
3
]
;
var
newY
=
projectPoint
.
y
/
projectPoint
.
t
;
this
.
x
=
newX
;
this
.
x
=
newX
;
this
.
y
=
newY
;
this
.
y
=
newY
;
...
@@ -2437,24 +2530,25 @@ Point3D.prototype =
...
@@ -2437,24 +2530,25 @@ Point3D.prototype =
return
this
;
return
this
;
},
},
multiplyPointOnMatrix
:
function
(
matrix
)
multiplyPointOnMatrix
1
:
function
(
matrix
)
{
{
var
pointMatrix
=
[[
this
.
x
,
this
.
y
,
this
.
z
,
1
]];
var
multiplyMatrix
=
matrix
.
multiplyPoint
(
this
);
this
.
x
=
multiplyMatrix
.
x
;
return
this
.
multiplyMatrix
(
pointMatrix
,
matrix
);
this
.
y
=
multiplyMatrix
.
y
;
this
.
z
=
multiplyMatrix
.
z
;
},
},
multiplyPointOnMatrix1
:
function
(
matrix
)
multiplyPointOnMatrix1
2
:
function
(
matrix
)
{
{
var
pointMatrix
=
[[
this
.
x
,
this
.
y
,
this
.
z
,
1
]];
var
pointMatrix
=
[[
this
.
x
,
this
.
y
,
this
.
z
,
1
]];
var
multiplyMatrix
=
this
.
multiplyMatrix
(
pointMatrix
,
matrix
);
var
multiplyMatrix
=
this
.
multiplyMatrix
(
pointMatrix
,
matrix
,
true
);
this
.
x
=
multiplyMatrix
[
0
][
0
];
this
.
x
=
multiplyMatrix
[
0
][
0
];
this
.
y
=
multiplyMatrix
[
0
][
1
];
this
.
y
=
multiplyMatrix
[
0
][
1
];
this
.
z
=
multiplyMatrix
[
0
][
2
];
this
.
z
=
multiplyMatrix
[
0
][
2
];
},
},
multiplyMatrix
:
function
(
A
,
B
)
multiplyMatrix
2
:
function
(
A
,
B
)
{
{
var
rowsA
=
A
.
length
,
colsA
=
A
[
0
].
length
,
var
rowsA
=
A
.
length
,
colsA
=
A
[
0
].
length
,
rowsB
=
B
.
length
,
colsB
=
B
[
0
].
length
,
rowsB
=
B
.
length
,
colsB
=
B
[
0
].
length
,
...
@@ -2481,7 +2575,7 @@ Point3D.prototype =
...
@@ -2481,7 +2575,7 @@ Point3D.prototype =
return
C
;
return
C
;
},
},
multiplyMatrix
2
:
function
(
A
,
B
,
pointOnMatrtix
)
multiplyMatrix
:
function
(
A
,
B
,
pointOnMatrtix
)
{
{
var
C
=
[];
var
C
=
[];
...
@@ -2542,6 +2636,91 @@ Point3D.prototype =
...
@@ -2542,6 +2636,91 @@ Point3D.prototype =
}
}
};
};
function
Matrix4D
()
{
this
.
a11
=
1.0
;
this
.
a12
=
0.0
;
this
.
a13
=
0.0
;
this
.
a14
=
0.0
;
this
.
a21
=
0.0
;
this
.
a22
=
1.0
;
this
.
a23
=
0.0
;
this
.
a24
=
0.0
;
this
.
a31
=
0.0
;
this
.
a32
=
0.0
;
this
.
a33
=
1.0
;
this
.
a34
=
0.0
;
this
.
a41
=
0.0
;
this
.
a42
=
0.0
;
this
.
a43
=
0.0
;
this
.
a44
=
1.0
;
return
this
;
}
Matrix4D
.
prototype
.
reset
=
function
()
{
this
.
a11
=
1.0
;
this
.
a12
=
0.0
;
this
.
a13
=
0.0
;
this
.
a14
=
0.0
;
this
.
a21
=
0.0
;
this
.
a22
=
1.0
;
this
.
a23
=
0.0
;
this
.
a24
=
0.0
;
this
.
a31
=
0.0
;
this
.
a32
=
0.0
;
this
.
a33
=
1.0
;
this
.
a34
=
0.0
;
this
.
a41
=
0.0
;
this
.
a42
=
0.0
;
this
.
a43
=
0.0
;
this
.
a44
=
1.0
;
};
Matrix4D
.
prototype
.
multiply
=
function
(
m
)
{
var
res
=
new
Matrix4D
();
res
.
a11
=
this
.
a11
*
m
.
a11
+
this
.
a12
*
m
.
a21
+
this
.
a13
*
m
.
a31
+
this
.
a14
*
m
.
a41
;
res
.
a12
=
this
.
a11
*
m
.
a12
+
this
.
a12
*
m
.
a22
+
this
.
a13
*
m
.
a32
+
this
.
a14
*
m
.
a42
;
res
.
a13
=
this
.
a11
*
m
.
a13
+
this
.
a12
*
m
.
a23
+
this
.
a13
*
m
.
a33
+
this
.
a14
*
m
.
a43
;
res
.
a14
=
this
.
a11
*
m
.
a14
+
this
.
a12
*
m
.
a24
+
this
.
a13
*
m
.
a34
+
this
.
a14
*
m
.
a44
;
res
.
a21
=
this
.
a21
*
m
.
a11
+
this
.
a22
*
m
.
a21
+
this
.
a23
*
m
.
a31
+
this
.
a24
*
m
.
a41
;
res
.
a22
=
this
.
a21
*
m
.
a12
+
this
.
a22
*
m
.
a22
+
this
.
a23
*
m
.
a32
+
this
.
a24
*
m
.
a42
;
res
.
a23
=
this
.
a21
*
m
.
a13
+
this
.
a22
*
m
.
a23
+
this
.
a23
*
m
.
a33
+
this
.
a24
*
m
.
a43
;
res
.
a24
=
this
.
a21
*
m
.
a14
+
this
.
a22
*
m
.
a24
+
this
.
a23
*
m
.
a34
+
this
.
a24
*
m
.
a44
;
res
.
a31
=
this
.
a31
*
m
.
a11
+
this
.
a32
*
m
.
a21
+
this
.
a33
*
m
.
a31
+
this
.
a34
*
m
.
a41
;
res
.
a32
=
this
.
a31
*
m
.
a12
+
this
.
a32
*
m
.
a22
+
this
.
a33
*
m
.
a32
+
this
.
a34
*
m
.
a42
;
res
.
a33
=
this
.
a31
*
m
.
a13
+
this
.
a32
*
m
.
a23
+
this
.
a33
*
m
.
a33
+
this
.
a34
*
m
.
a43
;
res
.
a34
=
this
.
a31
*
m
.
a14
+
this
.
a32
*
m
.
a24
+
this
.
a33
*
m
.
a34
+
this
.
a34
*
m
.
a44
;
res
.
a41
=
this
.
a41
*
m
.
a11
+
this
.
a42
*
m
.
a21
+
this
.
a43
*
m
.
a31
+
this
.
a44
*
m
.
a41
;
res
.
a42
=
this
.
a41
*
m
.
a12
+
this
.
a42
*
m
.
a22
+
this
.
a43
*
m
.
a32
+
this
.
a44
*
m
.
a42
;
res
.
a43
=
this
.
a41
*
m
.
a13
+
this
.
a42
*
m
.
a23
+
this
.
a43
*
m
.
a33
+
this
.
a44
*
m
.
a43
;
res
.
a44
=
this
.
a41
*
m
.
a14
+
this
.
a42
*
m
.
a24
+
this
.
a43
*
m
.
a34
+
this
.
a44
*
m
.
a44
;
return
res
;
};
Matrix4D
.
prototype
.
multiplyPoint
=
function
(
p
)
{
var
res
=
new
Point3D
();
res
.
x
=
p
.
x
*
this
.
a11
+
p
.
y
*
this
.
a21
+
p
.
z
*
this
.
a31
+
this
.
a41
;
res
.
y
=
p
.
x
*
this
.
a12
+
p
.
y
*
this
.
a22
+
p
.
z
*
this
.
a32
+
this
.
a42
;
res
.
z
=
p
.
x
*
this
.
a13
+
p
.
y
*
this
.
a23
+
p
.
z
*
this
.
a33
+
this
.
a43
;
res
.
t
=
p
.
x
*
this
.
a14
+
p
.
y
*
this
.
a24
+
p
.
z
*
this
.
a34
+
this
.
a44
;
return
res
;
};
//----------------------------------------------------------export----------------------------------------------------
//----------------------------------------------------------export----------------------------------------------------
window
[
'
AscFormat
'
]
=
window
[
'
AscFormat
'
]
||
{};
window
[
'
AscFormat
'
]
=
window
[
'
AscFormat
'
]
||
{};
window
[
'
AscFormat
'
].
Processor3D
=
Processor3D
;
window
[
'
AscFormat
'
].
Processor3D
=
Processor3D
;
...
...
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