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3d-cube-SP: Avoid redeclaring static functions #66

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235 changes: 118 additions & 117 deletions SunSpider/3d-cube.js
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,124 @@
// http://www.speich.net/computer/moztesting/3d.htm
// Created by Simon Speich


function CalcCross(V0, V1) {
var Cross = new Array();
Cross[0] = V0[1]*V1[2] - V0[2]*V1[1];
Cross[1] = V0[2]*V1[0] - V0[0]*V1[2];
Cross[2] = V0[0]*V1[1] - V0[1]*V1[0];
return Cross;
}

function CalcNormal(V0, V1, V2) {
var A = new Array();
var B = new Array();
for (var i = 0; i < 3; i++) {
A[i] = V0[i] - V1[i];
B[i] = V2[i] - V1[i];
}
A = CalcCross(A, B);
var Length = Math.sqrt(A[0]*A[0] + A[1]*A[1] + A[2]*A[2]);
for (var i = 0; i < 3; i++) A[i] = A[i] / Length;
A[3] = 1;
return A;
}

function CreateP(X,Y,Z) {
this.V = [X,Y,Z,1];
}

// multiplies two matrices
function MMulti(M1, M2) {
var M = [[],[],[],[]];
var i = 0;
var j = 0;
for (; i < 4; i++) {
j = 0;
for (; j < 4; j++) M[i][j] = M1[i][0] * M2[0][j] + M1[i][1] * M2[1][j] + M1[i][2] * M2[2][j] + M1[i][3] * M2[3][j];
}
return M;
}

//multiplies matrix with vector
function VMulti(M, V) {
var Vect = new Array();
var i = 0;
for (;i < 4; i++) Vect[i] = M[i][0] * V[0] + M[i][1] * V[1] + M[i][2] * V[2] + M[i][3] * V[3];
return Vect;
}

function VMulti2(M, V) {
var Vect = new Array();
var i = 0;
for (;i < 3; i++) Vect[i] = M[i][0] * V[0] + M[i][1] * V[1] + M[i][2] * V[2];
return Vect;
}

// add to matrices
function MAdd(M1, M2) {
var M = [[],[],[],[]];
var i = 0;
var j = 0;
for (; i < 4; i++) {
j = 0;
for (; j < 4; j++) M[i][j] = M1[i][j] + M2[i][j];
}
return M;
}

function Translate(M, Dx, Dy, Dz) {
var T = [
[1,0,0,Dx],
[0,1,0,Dy],
[0,0,1,Dz],
[0,0,0,1]
];
return MMulti(T, M);
}

function RotateX(M, Phi) {
var a = Phi;
a *= Math.PI / 180;
var Cos = Math.cos(a);
var Sin = Math.sin(a);
var R = [
[1,0,0,0],
[0,Cos,-Sin,0],
[0,Sin,Cos,0],
[0,0,0,1]
];
return MMulti(R, M);
}

function RotateY(M, Phi) {
var a = Phi;
a *= Math.PI / 180;
var Cos = Math.cos(a);
var Sin = Math.sin(a);
var R = [
[Cos,0,Sin,0],
[0,1,0,0],
[-Sin,0,Cos,0],
[0,0,0,1]
];
return MMulti(R, M);
}

function RotateZ(M, Phi) {
var a = Phi;
a *= Math.PI / 180;
var Cos = Math.cos(a);
var Sin = Math.sin(a);
var R = [
[Cos,-Sin,0,0],
[Sin,Cos,0,0],
[0,0,1,0],
[0,0,0,1]
];
return MMulti(R, M);
}

function run() {
var Q = new Array();
var MTrans = new Array(); // transformation matrix
Expand Down Expand Up @@ -74,123 +192,6 @@ function run() {
Q.LastPx = NumPix;
}

function CalcCross(V0, V1) {
var Cross = new Array();
Cross[0] = V0[1]*V1[2] - V0[2]*V1[1];
Cross[1] = V0[2]*V1[0] - V0[0]*V1[2];
Cross[2] = V0[0]*V1[1] - V0[1]*V1[0];
return Cross;
}

function CalcNormal(V0, V1, V2) {
var A = new Array();
var B = new Array();
for (var i = 0; i < 3; i++) {
A[i] = V0[i] - V1[i];
B[i] = V2[i] - V1[i];
}
A = CalcCross(A, B);
var Length = Math.sqrt(A[0]*A[0] + A[1]*A[1] + A[2]*A[2]);
for (var i = 0; i < 3; i++) A[i] = A[i] / Length;
A[3] = 1;
return A;
}

function CreateP(X,Y,Z) {
this.V = [X,Y,Z,1];
}

// multiplies two matrices
function MMulti(M1, M2) {
var M = [[],[],[],[]];
var i = 0;
var j = 0;
for (; i < 4; i++) {
j = 0;
for (; j < 4; j++) M[i][j] = M1[i][0] * M2[0][j] + M1[i][1] * M2[1][j] + M1[i][2] * M2[2][j] + M1[i][3] * M2[3][j];
}
return M;
}

//multiplies matrix with vector
function VMulti(M, V) {
var Vect = new Array();
var i = 0;
for (;i < 4; i++) Vect[i] = M[i][0] * V[0] + M[i][1] * V[1] + M[i][2] * V[2] + M[i][3] * V[3];
return Vect;
}

function VMulti2(M, V) {
var Vect = new Array();
var i = 0;
for (;i < 3; i++) Vect[i] = M[i][0] * V[0] + M[i][1] * V[1] + M[i][2] * V[2];
return Vect;
}

// add to matrices
function MAdd(M1, M2) {
var M = [[],[],[],[]];
var i = 0;
var j = 0;
for (; i < 4; i++) {
j = 0;
for (; j < 4; j++) M[i][j] = M1[i][j] + M2[i][j];
}
return M;
}

function Translate(M, Dx, Dy, Dz) {
var T = [
[1,0,0,Dx],
[0,1,0,Dy],
[0,0,1,Dz],
[0,0,0,1]
];
return MMulti(T, M);
}

function RotateX(M, Phi) {
var a = Phi;
a *= Math.PI / 180;
var Cos = Math.cos(a);
var Sin = Math.sin(a);
var R = [
[1,0,0,0],
[0,Cos,-Sin,0],
[0,Sin,Cos,0],
[0,0,0,1]
];
return MMulti(R, M);
}

function RotateY(M, Phi) {
var a = Phi;
a *= Math.PI / 180;
var Cos = Math.cos(a);
var Sin = Math.sin(a);
var R = [
[Cos,0,Sin,0],
[0,1,0,0],
[-Sin,0,Cos,0],
[0,0,0,1]
];
return MMulti(R, M);
}

function RotateZ(M, Phi) {
var a = Phi;
a *= Math.PI / 180;
var Cos = Math.cos(a);
var Sin = Math.sin(a);
var R = [
[Cos,-Sin,0,0],
[Sin,Cos,0,0],
[0,0,1,0],
[0,0,0,1]
];
return MMulti(R, M);
}

function DrawQube() {
// calc current normals
var CurN = new Array();
Expand Down