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Added license, add core/geom/Matrix4x4.js, all code now uses John Res…

…ig's simple inheritance solution
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+ GNU LESSER GENERAL PUBLIC LICENSE
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View
9 README.md
@@ -0,0 +1,9 @@
+Toxiclibs.js is a javascript port of Karsten Schmidt's Toxiclibs for Java and Processing. Toxiclibs.js works great with the Processing.js visualization library for <canvas> but is not dependent on it. It can be used with other libraries such as Raphael.js, or by itself.
+
+
+* Examples of the original library can be found at http://toxiclibs.org
+* Examples of toxiclibs.js can be found at http://haptic-data.com/toxiclibsjs
+
+
+
+Toxiclibs.js was initiated on 1/5/2011 by Kyle Phillips http://workofkylephillips.com
View
532 src/core/geom/Matrix4x4.js
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+/**
+ * Implements a simple row-major 4x4 matrix class, all matrix operations are
+ * applied to new instances. Use {@link #transpose()} to convert from
+ * column-major formats...
+ */
+
+var Matrix4x4 = Class.extend({
+ init: function(v11,v12,v13,v14,v21,v22,v23,v24,v31,v32,v33,v34,v41,v42,v43,v44){
+ this.temp = [];
+ if(v11 == undefined) //if no variables were supplied
+ {
+ this.matrix = [];
+ this.matrix[0] = [1,0,0,0];
+ this.matrix[1] = [0,1,0,0];
+ this.matrix[2] = [0,0,1,0];
+ this.matrix[3] = [0,0,0,1];
+ }
+ else if(typeof(v11) == "number"){ //if the variables were numbers
+ var m1 = [v11,v12,v13,v14];
+ var m2 = [v21,v22,v23,v24];
+ var m3 = [v31,v32,v33,v34];
+ var m4 = [v41,v42,v43,v44];
+ this.matrix = [m1,m2,m3,m4];
+ }
+ else if(v11 instanceof Array) //if it was sent in as one array
+ {
+ var array = v11;
+ if (array.length != 9 && array.length != 16) {
+ throw new Error("Matrix4x4: Array length must == 9 or 16");
+ }
+ if (array.length == 16) {
+ this.matrix = [];
+ this.matrix[0] = array.slice(0,4);
+ this.matrix[1] = array.slice(4,8);
+ this.matrix[2] = array.slice(8,12);
+ this.matrix[3] = array.slice(12);
+ } else {
+ this.matrix[0] = array.slice(0,3);
+ this.matrix[0][3] =NaN;
+ this.matrix[1] = array.slice(3,6);
+ this.matrix[1][3] = NaN;
+ this.matrix[2] = array.slice(6,9);
+ this.matrix[2][3] = NaN;
+ this.matrix[3] = [NaN,NaN,NaN,NaN];
+ }
+
+ }
+ else {
+ //else it should've been a Matrix4x4 that was passed in
+
+ var m = v11;
+ if(m.length == 16)
+ {
+ for(var i=0;i<4;i++)
+ {
+ this.matrix[i] = [m.matrix[i][0], m.matrix[i][1],m.matrix[i][2],m.matrix[i][3]];
+ }
+ }
+ else {
+ //should be a length of 9
+ for(var i=0;i<3;i++)
+ {
+ this.matrix[i] = [m.matrix[i][0], m.matrix[i][1],m.matrix[i][2],NaN];
+ }
+ this.matrix[3] = [NaN,NaN,NaN,NaN];
+ }
+
+ }
+
+ },
+
+ add: function(rhs) {
+ var result = new Matrix4x4(this);
+ return result.addSelf(rhs);
+ },
+
+ addSelf: function(m) {
+ for (var i = 0; i < 4; i++) {
+ var mi = this.matrix[i];
+ var rhsm = m.matrix[i];
+ mi[0] += rhsm[0];
+ mi[1] += rhsm[1];
+ mi[2] += rhsm[2];
+ mi[3] += rhsm[3];
+ }
+ return this;
+ },
+
+ /**
+ * Creates a copy of the given vector, transformed by this matrix.
+ *
+ * @param v
+ * @return transformed vector
+ */
+ applyTo: function(v) {
+ return this.applyToSelf(new Vec3D(v));
+ },
+
+ applyToSelf: function(v) {
+ for (var i = 0; i < 4; i++) {
+ var m = this.matrix[i];
+ this.temp[i] = v.x * m[0] + v.y * m[1] + v.z * m[2] + m[3];
+ }
+ v.set(this.temp[0], this.temp[1], this.temp[2]).scaleSelf((1.0 / this.temp[3]));
+ return v;
+ },
+
+ copy: function() {
+ return new Matrix4x4(this);
+ },
+
+ getInverted: function() {
+ return new Matrix4x4(this).invert();
+ },
+
+ getRotatedAroundAxis: function(axis,theta) {
+ return new Matrix4x4(this).rotateAroundAxis(axis, theta);
+ },
+
+ getRotatedX: function(theta) {
+ return new Matrix4x4(this).rotateX(theta);
+ },
+
+ getRotatedY: function(theta) {
+ return new Matrix4x4(this).rotateY(theta);
+ },
+
+ getRotatedZ: function(theta) {
+ return new Matrix4x4(this).rotateZ(theta);
+ },
+
+ getTransposed: function() {
+ return new Matrix4x4(this).transpose();
+ },
+
+ identity: function() {
+ var m = this.matrix[0];
+ m[1] = m[2] = m[3] = 0;
+ m = this.matrix[1];
+ m[0] = m[2] = m[3] = 0;
+ m = this.matrix[2];
+ m[0] = m[1] = m[3] = 0;
+ m = this.matrix[3];
+ m[0] = m[1] = m[2] = 0;
+ this.matrix[0][0] = 1;
+ this.matrix[1][1] = 1;
+ this.matrix[2][2] = 1;
+ this.matrix[3][3] = 1;
+ return this;
+ },
+
+ /**
+ * Matrix Inversion using Cramer's Method Computes Adjoint matrix divided by
+ * determinant Code modified from
+ * http://www.intel.com/design/pentiumiii/sml/24504301.pdf
+ *
+ * @return itself
+ */
+ invert: function() {
+ var tmp = []; //12
+ var src = []; //16
+ var dst = []; //16
+ var mat = this.toArray(null);
+
+ for (var i = 0; i < 4; i++) {
+ var i4 = i << 2;
+ src[i] = mat[i4];
+ src[i + 4] = mat[i4 + 1];
+ src[i + 8] = mat[i4 + 2];
+ src[i + 12] = mat[i4 + 3];
+ }
+
+ // calculate pairs for first 8 elements (cofactors)
+ tmp[0] = src[10] * src[15];
+ tmp[1] = src[11] * src[14];
+ tmp[2] = src[9] * src[15];
+ tmp[3] = src[11] * src[13];
+ tmp[4] = src[9] * src[14];
+ tmp[5] = src[10] * src[13];
+ tmp[6] = src[8] * src[15];
+ tmp[7] = src[11] * src[12];
+ tmp[8] = src[8] * src[14];
+ tmp[9] = src[10] * src[12];
+ tmp[10] = src[8] * src[13];
+ tmp[11] = src[9] * src[12];
+
+ // calculate first 8 elements (cofactors)
+ var src0 = src[0];
+ var src1 = src[1];
+ var src2 = src[2];
+ var src3 = src[3];
+ var src4 = src[4];
+ var src5 = src[5];
+ var src6 = src[6];
+ var src7 = src[7];
+ dst[0] = tmp[0] * src5 + tmp[3] * src6 + tmp[4] * src7;
+ dst[0] -= tmp[1] * src5 + tmp[2] * src6 + tmp[5] * src7;
+ dst[1] = tmp[1] * src4 + tmp[6] * src6 + tmp[9] * src7;
+ dst[1] -= tmp[0] * src4 + tmp[7] * src6 + tmp[8] * src7;
+ dst[2] = tmp[2] * src4 + tmp[7] * src5 + tmp[10] * src7;
+ dst[2] -= tmp[3] * src4 + tmp[6] * src5 + tmp[11] * src7;
+ dst[3] = tmp[5] * src4 + tmp[8] * src5 + tmp[11] * src6;
+ dst[3] -= tmp[4] * src4 + tmp[9] * src5 + tmp[10] * src6;
+ dst[4] = tmp[1] * src1 + tmp[2] * src2 + tmp[5] * src3;
+ dst[4] -= tmp[0] * src1 + tmp[3] * src2 + tmp[4] * src3;
+ dst[5] = tmp[0] * src0 + tmp[7] * src2 + tmp[8] * src3;
+ dst[5] -= tmp[1] * src0 + tmp[6] * src2 + tmp[9] * src3;
+ dst[6] = tmp[3] * src0 + tmp[6] * src1 + tmp[11] * src3;
+ dst[6] -= tmp[2] * src0 + tmp[7] * src1 + tmp[10] * src3;
+ dst[7] = tmp[4] * src0 + tmp[9] * src1 + tmp[10] * src2;
+ dst[7] -= tmp[5] * src0 + tmp[8] * src1 + tmp[11] * src2;
+
+ // calculate pairs for second 8 elements (cofactors)
+ tmp[0] = src2 * src7;
+ tmp[1] = src3 * src6;
+ tmp[2] = src1 * src7;
+ tmp[3] = src3 * src5;
+ tmp[4] = src1 * src6;
+ tmp[5] = src2 * src5;
+ tmp[6] = src0 * src7;
+ tmp[7] = src3 * src4;
+ tmp[8] = src0 * src6;
+ tmp[9] = src2 * src4;
+ tmp[10] = src0 * src5;
+ tmp[11] = src1 * src4;
+
+ // calculate second 8 elements (cofactors)
+ src0 = src[8];
+ src1 = src[9];
+ src2 = src[10];
+ src3 = src[11];
+ src4 = src[12];
+ src5 = src[13];
+ src6 = src[14];
+ src7 = src[15];
+ dst[8] = tmp[0] * src5 + tmp[3] * src6 + tmp[4] * src7;
+ dst[8] -= tmp[1] * src5 + tmp[2] * src6 + tmp[5] * src7;
+ dst[9] = tmp[1] * src4 + tmp[6] * src6 + tmp[9] * src7;
+ dst[9] -= tmp[0] * src4 + tmp[7] * src6 + tmp[8] * src7;
+ dst[10] = tmp[2] * src4 + tmp[7] * src5 + tmp[10] * src7;
+ dst[10] -= tmp[3] * src4 + tmp[6] * src5 + tmp[11] * src7;
+ dst[11] = tmp[5] * src4 + tmp[8] * src5 + tmp[11] * src6;
+ dst[11] -= tmp[4] * src4 + tmp[9] * src5 + tmp[10] * src6;
+ dst[12] = tmp[2] * src2 + tmp[5] * src3 + tmp[1] * src1;
+ dst[12] -= tmp[4] * src3 + tmp[0] * src1 + tmp[3] * src2;
+ dst[13] = tmp[8] * src3 + tmp[0] * src0 + tmp[7] * src2;
+ dst[13] -= tmp[6] * src2 + tmp[9] * src3 + tmp[1] * src0;
+ dst[14] = tmp[6] * src1 + tmp[11] * src3 + tmp[3] * src0;
+ dst[14] -= tmp[10] * src3 + tmp[2] * src0 + tmp[7] * src1;
+ dst[15] = tmp[10] * src2 + tmp[4] * src0 + tmp[9] * src1;
+ dst[15] -= tmp[8] * src1 + tmp[11] * src2 + tmp[5] * src0;
+
+ var det =
+ 1.0 / (src[0] * dst[0] + src[1] * dst[1] + src[2] * dst[2] + src[3]
+ * dst[3]);
+
+ for (var i = 0, k = 0; i < 4; i++) {
+ var m = this.matrix[i];
+ for (var j = 0; j < 4; j++) {
+ m[j] = dst[k++] * det;
+ }
+ }
+ return this;
+ },
+
+ multiply: function(a) {
+ if(typeof(a) == "number"){
+ return new Matrix4x4(this).multiply(a);
+ }
+ //otherwise it should be a Matrix4x4
+ return new Matrix4x4(this).multiplySelf(a);
+ },
+
+ multiplySelf: function(a) {
+ if(typeof(a) == "number")
+ {
+ for (var i = 0; i < 4; i++) {
+ var m = matrix[i];
+ m[0] *= a;
+ m[1] *= a;
+ m[2] *= a;
+ m[3] *= a;
+ }
+ return this;
+ }
+ //otherwise it should be a matrix4x4
+ var mm0 = a.matrix[0];
+ var mm1 = a.matrix[1];
+ var mm2 = a.matrix[2];
+ var mm3 = a.matrix[3];
+ for (var i = 0; i < 4; i++) {
+ var m = this.matrix[i];
+ for (var j = 0; j < 4; j++) {
+ this.temp[j] =
+ m[0] * mm0[j] + m[1] * mm1[j] + m[2] * mm2[j] + m[3]
+ * mm3[j];
+ }
+ m[0] = temp[0];
+ m[1] = temp[1];
+ m[2] = temp[2];
+ m[3] = temp[3];
+ }
+ return this;
+ },
+
+
+ /**
+ * Applies rotation about arbitrary axis to matrix
+ *
+ * @param axis
+ * @param theta
+ * @return rotation applied to this matrix
+ */
+ rotateAroundAxis: function(axis, theta) {
+ var x, y, z, s, c, t, tx, ty;
+ x = axis.x();
+ y = axis.y();
+ z = axis.z();
+ s = Math.sin(theta);
+ c = Math.cos(theta);
+ t = 1 - c;
+ tx = t * x;
+ ty = t * y;
+ Matrix4x4.TEMP.set(tx * x + c, tx * y + s * z, tx * z - s * y, 0, tx * y - s * z,
+ ty * y + c, ty * z + s * x, 0, tx * z + s * y, ty * z - s * x,
+ t * z * z + c, 0, 0, 0, 0, 1);
+ return this.multiplySelf(Matrix4x4.TEMP);
+ },
+
+ /**
+ * Applies rotation about X to this matrix.
+ *
+ * @param theta
+ * rotation angle in radians
+ * @return itself
+ */
+ rotateX: function(theta) {
+ Matrix4x4.TEMP.identity();
+ Matrix4x4.TEMP.matrix[1][1] = Matrix4x4.TEMP.matrix[2][2] = Math.cos(theta);
+ Matrix4x4.TEMP.matrix[2][1] = Math.sin(theta);
+ Matrix4x4.TEMP.matrix[1][2] = -Matrix4x4.TEMP.matrix[2][1];
+ return this.multiplySelf(Matrix4x4.TEMP);
+ },
+
+ /**
+ * Applies rotation about Y to this matrix.
+ *
+ * @param theta
+ * rotation angle in radians
+ * @return itself
+ */
+ rotateY: function(theta) {
+ Matrix4x4.TEMP.identity();
+ Matrix4x4.TEMP.matrix[0][0] = Matrix4x4.TEMP.matrix[2][2] = Math.cos(theta);
+ Matrix4x4.TEMP.matrix[0][2] = Math.sin(theta);
+ Matrix4x4.TEMP.matrix[2][0] = -Matrix4x4.TEMP.matrix[0][2];
+ return this.multiplySelf(Matrix4x4.TEMP);
+ },
+
+ // Apply Rotation about Z to Matrix
+ rotateZ: function(theta) {
+ Matrix4x4.TEMP.identity();
+ Matrix4x4.TEMP.matrix[0][0] = Matrix4x4.TEMP.matrix[1][1] = Math.cos(theta);
+ Matrix4x4.TEMP.matrix[1][0] = Math.sin(theta);
+ Matrix4x4.TEMP.matrix[0][1] = -Matrix4x4.TEMP.matrix[1][0];
+ return this.multiplySelf(Matrix4x4.TEMP);
+ },
+
+ scale: function(a,b,c) {
+
+ return new Matrix4x4(this).scaleSelf(a,b,c);
+ },
+
+ scaleSelf: function(a,b,c) {
+ if(a instanceof Vec3D)
+ {
+ b = a.y;
+ c = a.z;
+ a = a.x;
+ }
+ else if(b == undefined || c == undefined)
+ {
+ b = a;
+ c = a;
+ }
+
+ Matrix4x4.TEMP.identity();
+ Matrix4x4.TEMP.matrix[0][0] = a;
+ Matrix4x4.TEMP.matrix[1][1] = b;
+ Matrix4x4.TEMP.matrix[2][2] = c
+ return this.multiplySelf(Matrix4x4.TEMP);
+ },
+
+ set: function(a,b,c, d, e,f,g, h, i, j, k, l, m, n, o, p) {
+ if(typeof(a) == "number")
+ {
+ var mat = this.matrix[0];
+ mat[0] = a;
+ mat[1] = b;
+ mat[2] = c;
+ mat[3] = d;
+ mat = this.matrix[1];
+ mat[0] = e;
+ mat[1] = f;
+ mat[2] = g;
+ mat[3] = h;
+ mat = this.matrix[2];
+ mat[0] = i;
+ mat[1] = j;
+ mat[2] = k;
+ mat[3] = l;
+ mat = this.matrix[3];
+ mat[0] = m;
+ mat[1] = n;
+ mat[2] = o;
+ mat[3] = p;
+ }
+ else
+ {
+ //it must be a matrix4x4
+ for (var i = 0; i < 4; i++) {
+ var m = this.matrix[i];
+ var n = mat.matrix[i];
+ m[0] = n[0];
+ m[1] = n[1];
+ m[2] = n[2];
+ m[3] = n[3];
+ }
+ }
+ return this;
+ },
+
+
+ sub: function(m) {
+ return new Matrix4x4(this).subSelf(m);
+ },
+
+ subSelf: function(mat) {
+ for (var i = 0; i < 4; i++) {
+ var m = this.matrix[i];
+ var n = mat.matrix[i];
+ m[0] -= n[0];
+ m[1] -= n[1];
+ m[2] -= n[2];
+ m[3] -= n[3];
+ }
+ return this;
+ },
+
+ /**
+ * Copies all matrix elements into an linear array.
+ *
+ * @param result
+ * array (or null to create a new one)
+ * @return matrix as 16 element array
+ */
+ toArray: function(result) {
+ if (result == null) {
+ result = [];
+ }
+ for (var i = 0, k = 0; i < 4; i++) {
+ var m = this.matrix[i];
+ for (var j = 0; j < 4; j++) {
+ result[k++] = m[j];
+ }
+ }
+ return result;
+ },
+
+ toFloatArray:function(result) {
+ return toArray(result);
+ },
+
+ /*
+ * (non-Javadoc)
+ *
+ * @see java.lang.Object#toString()
+ */
+ toString: function() {
+ return "| " + this.matrix[0][0] + " " + this.matrix[0][1] + " " + this.matrix[0][2]
+ + " " + this.matrix[0][3] + " |\n" + "| " + this.matrix[1][0] + " "
+ + this.matrix[1][1] + " " + this.matrix[1][2] + " " + this.matrix[1][3]
+ + " |\n" + "| " + this.matrix[2][0] + " " + this.matrix[2][1] + " "
+ + this.matrix[2][2] + " " + this.matrix[2][3] + " |\n" + "| "
+ + this.matrix[3][0] + " " + this.matrix[3][1] + " " + this.matrix[3][2] + " "
+ + this.matrix[3][3] + " |";
+ },
+
+ toTransposedFloatArray: function(result) {
+ if (result == null) {
+ result = [];
+ }
+ for (var i = 0, k = 0; i < 4; i++) {
+ for (var j = 0; j < 4; j++) {
+ result[k++] = this.matrix[j][i];
+ }
+ }
+ return result;
+ },
+
+ translate: function(dx,dy,dz) {
+ return new Matrix4x4(this).translateSelf(dx, dy, dz);
+ },
+
+ translateSelf: function( dx, dy, dz) {
+ if(dx instanceof Vec3D){
+ dy = dx.y;
+ dz = dx.z;
+ dx = dx.x;
+ }
+ Matrix4x4.TEMP.identity();
+ Matrix4x4.TEMP.matrix[0][3] = dx;
+ Matrix4x4.TEMP.matrix[1][3] = dy;
+ Matrix4x4.TEMP.matrix[2][3] = dz;
+ return this.multiplySelf(Matrix4x4.TEMP);
+ },
+
+ /**
+ * Converts the matrix (in-place) between column-major to row-major order
+ * (and vice versa).
+ *
+ * @return itself
+ */
+ transpose: function() {
+ return this.set(this.matrix[0][0], this.matrix[1][0], this.matrix[2][0], this.matrix[3][0],
+ this.matrix[0][1], this.matrix[1][1], this.matrix[2][1], this.matrix[3][1],
+ this.matrix[0][2], this.matrix[1][2], this.matrix[2][2], this.matrix[3][2],
+ this.matrix[0][3], this.matrix[1][3], this.matrix[2][3], this.matrix[3][3]);
+ }
+};
+
+Matrix4x4.TEMP = new Matrix4x4();
View
63 src/simple_inheritance.js
@@ -0,0 +1,63 @@
+/* Simple JavaScript Inheritance
+ * By John Resig http://ejohn.org/
+ * MIT Licensed.
+ */
+// Inspired by base2 and Prototype
+(function(){
+ var initializing = false, fnTest = /xyz/.test(function(){xyz;}) ? /\b_super\b/ : /.*/;
+ // The base Class implementation (does nothing)
+ this.Class = function(){};
+
+ // Create a new Class that inherits from this class
+ Class.extend = function(prop) {
+ var _super = this.prototype;
+
+ // Instantiate a base class (but only create the instance,
+ // don't run the init constructor)
+ initializing = true;
+ var prototype = new this();
+ initializing = false;
+
+ // Copy the properties over onto the new prototype
+ for (var name in prop) {
+ // Check if we're overwriting an existing function
+ prototype[name] = typeof prop[name] == "function" &&
+ typeof _super[name] == "function" && fnTest.test(prop[name]) ?
+ (function(name, fn){
+ return function() {
+ var tmp = this._super;
+
+ // Add a new ._super() method that is the same method
+ // but on the super-class
+ this._super = _super[name];
+
+ // The method only need to be bound temporarily, so we
+ // remove it when we're done executing
+ var ret = fn.apply(this, arguments);
+ this._super = tmp;
+
+ return ret;
+ };
+ })(name, prop[name]) :
+ prop[name];
+ }
+
+ // The dummy class constructor
+ function Class() {
+ // All construction is actually done in the init method
+ if ( !initializing && this.init )
+ this.init.apply(this, arguments);
+ }
+
+ // Populate our constructed prototype object
+ Class.prototype = prototype;
+
+ // Enforce the constructor to be what we expect
+ Class.constructor = Class;
+
+ // And make this class extendable
+ Class.extend = arguments.callee;
+
+ return Class;
+ };
+})();
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