a:45:{s:9:"#provides";s:18:"dojox.gfx3d.matrix";s:9:"#resource";s:15:"gfx3d/matrix.js";s:28:"dojox.gfx3d.matrix._degToRad";a:5:{s:4:"type";s:8:"Function";s:10:"parameters";a:1:{s:6:"degree";a:1:{s:4:"type";s:0:"";}}s:6:"source";s:80:"dojox.gfx3d.matrix._degToRad = function(degree){ return Math.PI * degree / 180; ";s:7:"private";b:1;s:7:"summary";s:0:"";}s:28:"dojox.gfx3d.matrix._radToDeg";a:5:{s:4:"type";s:8:"Function";s:10:"parameters";a:1:{s:6:"radian";a:1:{s:4:"type";s:0:"";}}s:6:"source";s:80:"dojox.gfx3d.matrix._radToDeg = function(radian){ return radian / Math.PI * 180; ";s:7:"private";b:1;s:7:"summary";s:0:"";}s:27:"dojox.gfx3d.matrix.Matrix3D";a:6:{s:4:"type";s:8:"Function";s:10:"parameters";a:1:{s:3:"arg";a:2:{s:4:"type";s:6:"Object";s:7:"summary";s:62:"a 3D matrix-like object, a number, or an array of such objects";}}s:6:"source";s:1095:"	if(arg){
		if(typeof arg == "number"){
			this.xx = this.yy = this.zz = arg;
		}else if(arg instanceof Array){
			if(arg.length > 0){
				var m = dojox.gfx3d.matrix.normalize(arg[0]);
				// combine matrices
				for(var i = 1; i < arg.length; ++i){
					var l = m;
					var r = dojox.gfx3d.matrix.normalize(arg[i]);
					m = new dojox.gfx3d.matrix.Matrix3D();
					m.xx = l.xx * r.xx + l.xy * r.yx + l.xz * r.zx;
					m.xy = l.xx * r.xy + l.xy * r.yy + l.xz * r.zy;
					m.xz = l.xx * r.xz + l.xy * r.yz + l.xz * r.zz;
					m.yx = l.yx * r.xx + l.yy * r.yx + l.yz * r.zx;
					m.yy = l.yx * r.xy + l.yy * r.yy + l.yz * r.zy;
					m.yz = l.yx * r.xz + l.yy * r.yz + l.yz * r.zz;
					m.zx = l.zx * r.xx + l.zy * r.yx + l.zz * r.zx;
					m.zy = l.zx * r.xy + l.zy * r.yy + l.zz * r.zy;
					m.zz = l.zx * r.xz + l.zy * r.yz + l.zz * r.zz;
					m.dx = l.xx * r.dx + l.xy * r.dy + l.xz * r.dz + l.dx;
					m.dy = l.yx * r.dx + l.yy * r.dy + l.yz * r.dz + l.dy;
					m.dz = l.zx * r.dx + l.zy * r.dy + l.zz * r.dz + l.dz;
				}
				dojo.mixin(this, m);
			}
		}else{
			dojo.mixin(this, arg);
		}
	}";s:7:"summary";s:18:"a 3D matrix object";s:11:"description";s:125:"Normalizes a 3D matrix-like object. If arrays is passed,
all objects of the array are normalized and multiplied sequentially.";s:9:"classlike";b:1;}s:30:"dojox.gfx3d.matrix.Matrix3D.xx";a:3:{s:8:"instance";s:27:"dojox.gfx3d.matrix.Matrix3D";s:9:"prototype";s:27:"dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:0:"";}s:30:"dojox.gfx3d.matrix.Matrix3D.xy";a:2:{s:9:"prototype";s:27:"dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:0:"";}s:30:"dojox.gfx3d.matrix.Matrix3D.xz";a:2:{s:9:"prototype";s:27:"dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:0:"";}s:30:"dojox.gfx3d.matrix.Matrix3D.yx";a:2:{s:9:"prototype";s:27:"dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:0:"";}s:30:"dojox.gfx3d.matrix.Matrix3D.yy";a:2:{s:9:"prototype";s:27:"dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:0:"";}s:30:"dojox.gfx3d.matrix.Matrix3D.yz";a:2:{s:9:"prototype";s:27:"dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:0:"";}s:30:"dojox.gfx3d.matrix.Matrix3D.zx";a:2:{s:9:"prototype";s:27:"dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:0:"";}s:30:"dojox.gfx3d.matrix.Matrix3D.zy";a:2:{s:9:"prototype";s:27:"dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:0:"";}s:30:"dojox.gfx3d.matrix.Matrix3D.zz";a:2:{s:9:"prototype";s:27:"dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:0:"";}s:30:"dojox.gfx3d.matrix.Matrix3D.dx";a:2:{s:9:"prototype";s:27:"dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:0:"";}s:30:"dojox.gfx3d.matrix.Matrix3D.dy";a:2:{s:9:"prototype";s:27:"dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:0:"";}s:30:"dojox.gfx3d.matrix.Matrix3D.dz";a:2:{s:9:"prototype";s:27:"dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:0:"";}s:27:"dojox.gfx3d.matrix.identity";a:1:{s:7:"summary";s:0:"";}s:28:"dojox.gfx3d.matrix.translate";a:6:{s:4:"type";s:8:"Function";s:10:"parameters";a:3:{s:1:"a";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:21:"an x coordinate value";}s:1:"b";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:20:"a y coordinate value";}s:1:"c";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:20:"a z coordinate value";}}s:6:"source";s:333:"		if(arguments.length > 1){
			return new dojox.gfx3d.matrix.Matrix3D({dx: a, dy: b, dz: c}); // dojox.gfx3d.matrix.Matrix3D
		}
		// branch
		// a: Object: a point-like object, which specifies offsets for 3 dimensions
		// b: null
		return new dojox.gfx3d.matrix.Matrix3D({dx: a.x, dy: a.y, dz: a.z}); // dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:26:"forms a translation matrix";s:11:"description";s:77:"The resulting matrix is used to translate (move) points by specified offsets.";s:7:"returns";s:27:"dojox.gfx3d.matrix.Matrix3D";}s:24:"dojox.gfx3d.matrix.scale";a:6:{s:4:"type";s:8:"Function";s:10:"parameters";a:3:{s:1:"a";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:42:"a scaling factor used for the x coordinate";}s:1:"b";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:42:"a scaling factor used for the y coordinate";}s:1:"c";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:42:"a scaling factor used for the z coordinate";}}s:6:"source";s:566:"		if(arguments.length > 1){
			return new dojox.gfx3d.matrix.Matrix3D({xx: a, yy: b, zz: c}); // dojox.gfx3d.matrix.Matrix3D
		}
		if(typeof a == "number"){
			// branch
			// a: Number: a uniform scaling factor used for the all coordinates
			// b: null
			return new dojox.gfx3d.matrix.Matrix3D({xx: a, yy: a, zz: a}); // dojox.gfx3d.matrix.Matrix3D
		}
		// branch
		// a: Object: a point-like object, which specifies scale factors for 3 dimensions
		// b: null
		return new dojox.gfx3d.matrix.Matrix3D({xx: a.x, yy: a.y, zz: a.z}); // dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:22:"forms a scaling matrix";s:11:"description";s:76:"The resulting matrix is used to scale (magnify) points by specified offsets.";s:7:"returns";s:27:"dojox.gfx3d.matrix.Matrix3D";}s:26:"dojox.gfx3d.matrix.rotateX";a:6:{s:4:"type";s:8:"Function";s:10:"parameters";a:1:{s:5:"angle";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:46:"an angle of rotation in radians (&gt;0 for CW)";}}s:6:"source";s:157:"		var c = Math.cos(angle);
		var s = Math.sin(angle);
		return new dojox.gfx3d.matrix.Matrix3D({yy: c, yz: -s, zy: s, zz: c}); // dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:42:"forms a rotating matrix (about the x axis)";s:11:"description";s:105:"The resulting matrix is used to rotate points
around the origin of coordinates (0, 0) by specified angle.";s:7:"returns";s:27:"dojox.gfx3d.matrix.Matrix3D";}s:27:"dojox.gfx3d.matrix.rotateXg";a:6:{s:4:"type";s:8:"Function";s:10:"parameters";a:1:{s:6:"degree";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:46:"an angle of rotation in degrees (&gt;0 for CW)";}}s:6:"source";s:105:"		return dojox.gfx3d.matrix.rotateX(dojox.gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:42:"forms a rotating matrix (about the x axis)";s:11:"description";s:155:"The resulting matrix is used to rotate points
around the origin of coordinates (0, 0) by specified degree.
See dojox.gfx3d.matrix.rotateX() for comparison.";s:7:"returns";s:27:"dojox.gfx3d.matrix.Matrix3D";}s:26:"dojox.gfx3d.matrix.rotateY";a:6:{s:4:"type";s:8:"Function";s:10:"parameters";a:1:{s:5:"angle";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:46:"an angle of rotation in radians (&gt;0 for CW)";}}s:6:"source";s:157:"		var c = Math.cos(angle);
		var s = Math.sin(angle);
		return new dojox.gfx3d.matrix.Matrix3D({xx: c, xz: s, zx: -s, zz: c}); // dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:42:"forms a rotating matrix (about the y axis)";s:11:"description";s:105:"The resulting matrix is used to rotate points
around the origin of coordinates (0, 0) by specified angle.";s:7:"returns";s:27:"dojox.gfx3d.matrix.Matrix3D";}s:27:"dojox.gfx3d.matrix.rotateYg";a:6:{s:4:"type";s:8:"Function";s:10:"parameters";a:1:{s:6:"degree";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:46:"an angle of rotation in degrees (&gt;0 for CW)";}}s:6:"source";s:105:"		return dojox.gfx3d.matrix.rotateY(dojox.gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:42:"forms a rotating matrix (about the y axis)";s:11:"description";s:155:"The resulting matrix is used to rotate points
around the origin of coordinates (0, 0) by specified degree.
See dojox.gfx3d.matrix.rotateY() for comparison.";s:7:"returns";s:27:"dojox.gfx3d.matrix.Matrix3D";}s:26:"dojox.gfx3d.matrix.rotateZ";a:6:{s:4:"type";s:8:"Function";s:10:"parameters";a:1:{s:5:"angle";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:46:"an angle of rotation in radians (&gt;0 for CW)";}}s:6:"source";s:157:"		var c = Math.cos(angle);
		var s = Math.sin(angle);
		return new dojox.gfx3d.matrix.Matrix3D({xx: c, xy: -s, yx: s, yy: c}); // dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:42:"forms a rotating matrix (about the z axis)";s:11:"description";s:105:"The resulting matrix is used to rotate points
around the origin of coordinates (0, 0) by specified angle.";s:7:"returns";s:27:"dojox.gfx3d.matrix.Matrix3D";}s:27:"dojox.gfx3d.matrix.rotateZg";a:6:{s:4:"type";s:8:"Function";s:10:"parameters";a:1:{s:6:"degree";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:46:"an angle of rotation in degrees (&gt;0 for CW)";}}s:6:"source";s:105:"		return dojox.gfx3d.matrix.rotateZ(dojox.gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:42:"forms a rotating matrix (about the z axis)";s:11:"description";s:155:"The resulting matrix is used to rotate points
around the origin of coordinates (0, 0) by specified degree.
See dojox.gfx3d.matrix.rotateZ() for comparison.";s:7:"returns";s:27:"dojox.gfx3d.matrix.Matrix3D";}s:34:"dojox.gfx3d.matrix.cameraTranslate";a:6:{s:4:"type";s:8:"Function";s:10:"parameters";a:3:{s:1:"a";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:21:"an x coordinate value";}s:1:"b";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:20:"a y coordinate value";}s:1:"c";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:20:"a z coordinate value";}}s:6:"source";s:339:"		if(arguments.length > 1){
			return new dojox.gfx3d.matrix.Matrix3D({dx: -a, dy: -b, dz: -c}); // dojox.gfx3d.matrix.Matrix3D
		}
		// branch
		// a: Object: a point-like object, which specifies offsets for 3 dimensions
		// b: null
		return new dojox.gfx3d.matrix.Matrix3D({dx: -a.x, dy: -a.y, dz: -a.z}); // dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:26:"forms a translation matrix";s:11:"description";s:77:"The resulting matrix is used to translate (move) points by specified offsets.";s:7:"returns";s:27:"dojox.gfx3d.matrix.Matrix3D";}s:32:"dojox.gfx3d.matrix.cameraRotateX";a:6:{s:4:"type";s:8:"Function";s:10:"parameters";a:1:{s:5:"angle";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:46:"an angle of rotation in radians (&gt;0 for CW)";}}s:6:"source";s:159:"		var c = Math.cos(-angle);
		var s = Math.sin(-angle);
		return new dojox.gfx3d.matrix.Matrix3D({yy: c, yz: -s, zy: s, zz: c}); // dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:68:"forms a rotating matrix (about the x axis) in cameraTransform manner";s:11:"description";s:105:"The resulting matrix is used to rotate points
around the origin of coordinates (0, 0) by specified angle.";s:7:"returns";s:27:"dojox.gfx3d.matrix.Matrix3D";}s:33:"dojox.gfx3d.matrix.cameraRotateXg";a:6:{s:4:"type";s:8:"Function";s:10:"parameters";a:1:{s:6:"degree";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:46:"an angle of rotation in degrees (&gt;0 for CW)";}}s:6:"source";s:105:"		return dojox.gfx3d.matrix.rotateX(dojox.gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:67:"forms a rotating matrix (about the x axis)in cameraTransform manner";s:11:"description";s:155:"The resulting matrix is used to rotate points
around the origin of coordinates (0, 0) by specified degree.
See dojox.gfx3d.matrix.rotateX() for comparison.";s:7:"returns";s:27:"dojox.gfx3d.matrix.Matrix3D";}s:32:"dojox.gfx3d.matrix.cameraRotateY";a:6:{s:4:"type";s:8:"Function";s:10:"parameters";a:1:{s:5:"angle";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:46:"an angle of rotation in radians (&gt;0 for CW)";}}s:6:"source";s:159:"		var c = Math.cos(-angle);
		var s = Math.sin(-angle);
		return new dojox.gfx3d.matrix.Matrix3D({xx: c, xz: s, zx: -s, zz: c}); // dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:68:"forms a rotating matrix (about the y axis) in cameraTransform manner";s:11:"description";s:105:"The resulting matrix is used to rotate points
around the origin of coordinates (0, 0) by specified angle.";s:7:"returns";s:27:"dojox.gfx3d.matrix.Matrix3D";}s:33:"dojox.gfx3d.matrix.cameraRotateYg";a:6:{s:4:"type";s:8:"Function";s:10:"parameters";a:1:{s:6:"degree";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:46:"an angle of rotation in degrees (&gt;0 for CW)";}}s:6:"source";s:105:"		return dojox.gfx3d.matrix.rotateY(dojox.gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:68:"forms a rotating matrix (about the y axis) in cameraTransform manner";s:11:"description";s:155:"The resulting matrix is used to rotate points
around the origin of coordinates (0, 0) by specified degree.
See dojox.gfx3d.matrix.rotateY() for comparison.";s:7:"returns";s:27:"dojox.gfx3d.matrix.Matrix3D";}s:32:"dojox.gfx3d.matrix.cameraRotateZ";a:6:{s:4:"type";s:8:"Function";s:10:"parameters";a:1:{s:5:"angle";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:46:"an angle of rotation in radians (&gt;0 for CW)";}}s:6:"source";s:159:"		var c = Math.cos(-angle);
		var s = Math.sin(-angle);
		return new dojox.gfx3d.matrix.Matrix3D({xx: c, xy: -s, yx: s, yy: c}); // dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:68:"forms a rotating matrix (about the z axis) in cameraTransform manner";s:11:"description";s:105:"The resulting matrix is used to rotate points
around the origin of coordinates (0, 0) by specified angle.";s:7:"returns";s:27:"dojox.gfx3d.matrix.Matrix3D";}s:33:"dojox.gfx3d.matrix.cameraRotateZg";a:6:{s:4:"type";s:8:"Function";s:10:"parameters";a:1:{s:6:"degree";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:46:"an angle of rotation in degrees (&gt;0 for CW)";}}s:6:"source";s:105:"		return dojox.gfx3d.matrix.rotateZ(dojox.gfx3d.matrix._degToRad(degree)); // dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:68:"forms a rotating matrix (about the z axis) in cameraTransform manner";s:11:"description";s:155:"The resulting matrix is used to rotate points
around the origin of coordinates (0, 0) by specified degree.
See dojox.gfx3d.matrix.rotateZ() for comparison.";s:7:"returns";s:27:"dojox.gfx3d.matrix.Matrix3D";}s:28:"dojox.gfx3d.matrix.normalize";a:6:{s:4:"type";s:8:"Function";s:10:"parameters";a:1:{s:6:"matrix";a:2:{s:4:"type";s:6:"Object";s:7:"summary";s:55:"an object, which is converted to a matrix, if necessary";}}s:6:"source";s:139:"		return (matrix instanceof dojox.gfx3d.matrix.Matrix3D) ? matrix : new dojox.gfx3d.matrix.Matrix3D(matrix); // dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:44:"converts an object to a matrix, if necessary";s:11:"description";s:109:"Converts any 3D matrix-like object or an array of
such objects to a valid dojox.gfx3d.matrix.Matrix3D object.";s:7:"returns";s:27:"dojox.gfx3d.matrix.Matrix3D";}s:24:"dojox.gfx3d.matrix.clone";a:5:{s:4:"type";s:8:"Function";s:10:"parameters";a:1:{s:6:"matrix";a:2:{s:4:"type";s:27:"dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:36:"a 3D matrix-like object to be cloned";}}s:6:"source";s:229:"		var obj = new dojox.gfx3d.matrix.Matrix3D();
		for(var i in matrix){
			if(typeof(matrix[i]) == "number" && typeof(obj[i]) == "number" && obj[i] != matrix[i]) obj[i] = matrix[i];
		}
		return obj; // dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:29:"creates a copy of a 3D matrix";s:7:"returns";s:27:"dojox.gfx3d.matrix.Matrix3D";}s:25:"dojox.gfx3d.matrix.invert";a:5:{s:4:"type";s:8:"Function";s:10:"parameters";a:1:{s:6:"matrix";a:2:{s:4:"type";s:25:"dojox.gfx.matrix.Matrix3D";s:7:"summary";s:38:"a 2D matrix-like object to be inverted";}}s:6:"source";s:1058:"		var m = dojox.gfx3d.matrix.normalize(matrix);
		var D = m.xx * m.yy * m.zz + m.xy * m.yz * m.zx + m.xz * m.yx * m.zy - m.xx * m.yz * m.zy - m.xy * m.yx * m.zz - m.xz * m.yy * m.zx;
		var M = new dojox.gfx3d.matrix.Matrix3D({
			xx: (m.yy * m.zz - m.yz * m.zy) / D,
			xy: (m.xz * m.zy - m.xy * m.zz) / D,
			xz: (m.xy * m.yz - m.xz * m.yy) / D,
			yx: (m.yz * m.zx - m.yx * m.zz) / D,
			yy: (m.xx * m.zz - m.xz * m.zx) / D,
			yz: (m.xz * m.yx - m.xx * m.yz) / D,
			zx: (m.yx * m.zy - m.yy * m.zx) / D,
			zy: (m.xy * m.zx - m.xx * m.zy) / D,
			zz: (m.xx * m.yy - m.xy * m.yx) / D,
			dx: -1 * (m.xy * m.yz * m.dz + m.xz * m.dy * m.zy + m.dx * m.yy * m.zz - m.xy * m.dy * m.zz - m.xz * m.yy * m.dz - m.dx * m.yz * m.zy) / D,
			dy: (m.xx * m.yz * m.dz + m.xz * m.dy * m.zx + m.dx * m.yx * m.zz - m.xx * m.dy * m.zz - m.xz * m.yx * m.dz - m.dx * m.yz * m.zx) / D,
			dz: -1 * (m.xx * m.yy * m.dz + m.xy * m.dy * m.zx + m.dx * m.yx * m.zy - m.xx * m.dy * m.zy - m.xy * m.yx * m.dz - m.dx * m.yy * m.zx) / D
		});
		return M; // dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:19:"inverts a 2D matrix";s:7:"returns";s:27:"dojox.gfx3d.matrix.Matrix3D";}s:33:"dojox.gfx3d.matrix._multiplyPoint";a:6:{s:4:"type";s:8:"Function";s:10:"parameters";a:4:{s:1:"m";a:1:{s:4:"type";s:0:"";}s:1:"x";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:26:"an x coordinate of a point";}s:1:"y";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:25:"a y coordinate of a point";}s:1:"z";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:25:"a z coordinate of a point";}}s:6:"source";s:146:"		return {x: m.xx * x + m.xy * y + m.xz * z + m.dx, y: m.yx * x + m.yy * y + m.yz * z + m.dy, z: m.zx * x + m.zy * y + m.zz * z + m.dz}; // Object";s:7:"summary";s:97:"applies a matrix to a point
matrix: dojox.gfx3d.matrix.Matrix3D: a 3D matrix object to be applied";s:7:"returns";s:6:"Object";s:7:"private";b:1;}s:32:"dojox.gfx3d.matrix.multiplyPoint";a:5:{s:4:"type";s:8:"Function";s:10:"parameters";a:4:{s:6:"matrix";a:2:{s:4:"type";s:27:"dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:32:"a 3D matrix object to be applied";}s:1:"a";a:2:{s:4:"type";s:13:"Number||Point";s:7:"summary";s:34:"Number: an x coordinate of a point";}s:1:"b";a:2:{s:4:"type";s:16:"Number, optional";s:7:"summary";s:33:"Number: a y coordinate of a point";}s:1:"c";a:2:{s:4:"type";s:16:"Number, optional";s:7:"summary";s:33:"Number: a z coordinate of a point";}}s:6:"source";s:403:"		var m = dojox.gfx3d.matrix.normalize(matrix);
		if(typeof a == "number" && typeof b == "number" && typeof c == "number"){
			return dojox.gfx3d.matrix._multiplyPoint(m, a, b, c); // Object
		}
		// branch
		// matrix: dojox.gfx3d.matrix.Matrix3D: a 3D matrix object to be applied
		// a: Object: a point
		// b: null
		// c: null
		return dojox.gfx3d.matrix._multiplyPoint(m, a.x, a.y, a.z); // Object";s:7:"summary";s:27:"applies a matrix to a point";s:7:"returns";s:6:"Object";}s:27:"dojox.gfx3d.matrix.multiply";a:5:{s:4:"type";s:8:"Function";s:10:"parameters";a:1:{s:6:"matrix";a:3:{s:4:"type";s:27:"dojox.gfx3d.matrix.Matrix3D";s:9:"repeating";b:1;s:7:"summary";s:77:"a 3D matrix-like object,
all subsequent arguments are matrix-like objects too";}}s:6:"source";s:905:"		var m = dojox.gfx3d.matrix.normalize(matrix);
		// combine matrices
		for(var i = 1; i < arguments.length; ++i){
			var l = m;
			var r = dojox.gfx3d.matrix.normalize(arguments[i]);
			m = new dojox.gfx3d.matrix.Matrix3D();
			m.xx = l.xx * r.xx + l.xy * r.yx + l.xz * r.zx;
			m.xy = l.xx * r.xy + l.xy * r.yy + l.xz * r.zy;
			m.xz = l.xx * r.xz + l.xy * r.yz + l.xz * r.zz;
			m.yx = l.yx * r.xx + l.yy * r.yx + l.yz * r.zx;
			m.yy = l.yx * r.xy + l.yy * r.yy + l.yz * r.zy;
			m.yz = l.yx * r.xz + l.yy * r.yz + l.yz * r.zz;
			m.zx = l.zx * r.xx + l.zy * r.yx + l.zz * r.zx;
			m.zy = l.zx * r.xy + l.zy * r.yy + l.zz * r.zy;
			m.zz = l.zx * r.xz + l.zy * r.yz + l.zz * r.zz;
			m.dx = l.xx * r.dx + l.xy * r.dy + l.xz * r.dz + l.dx;
			m.dy = l.yx * r.dx + l.yy * r.dy + l.yz * r.dz + l.dy;
			m.dz = l.zx * r.dx + l.zy * r.dy + l.zz * r.dz + l.dz;
		}
		return m; // dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:69:"combines matrices by multiplying them sequentially in the given order";s:7:"returns";s:27:"dojox.gfx3d.matrix.Matrix3D";}s:27:"dojox.gfx3d.matrix._project";a:6:{s:4:"type";s:8:"Function";s:10:"parameters";a:4:{s:1:"m";a:1:{s:4:"type";s:0:"";}s:1:"x";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:26:"an x coordinate of a point";}s:1:"y";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:25:"a y coordinate of a point";}s:1:"z";a:2:{s:4:"type";s:6:"Number";s:7:"summary";s:25:"a z coordinate of a point";}}s:6:"source";s:158:"		return {	// Object
			x: m.xx * x + m.xy * y + m.xz * z + m.dx, 
			y: m.yx * x + m.yy * y + m.yz * z + m.dy, 
			z: m.zx * x + m.zy * y + m.zz * z + m.dz};";s:7:"summary";s:97:"applies a matrix to a point
matrix: dojox.gfx3d.matrix.Matrix3D: a 3D matrix object to be applied";s:7:"returns";s:6:"Object";s:7:"private";b:1;}s:26:"dojox.gfx3d.matrix.project";a:5:{s:4:"type";s:8:"Function";s:10:"parameters";a:4:{s:6:"matrix";a:2:{s:4:"type";s:27:"dojox.gfx3d.matrix.Matrix3D";s:7:"summary";s:32:"a 3D matrix object to be applied";}s:1:"a";a:2:{s:4:"type";s:13:"Number||Point";s:7:"summary";s:34:"Number: an x coordinate of a point";}s:1:"b";a:2:{s:4:"type";s:16:"Number, optional";s:7:"summary";s:33:"Number: a y coordinate of a point";}s:1:"c";a:2:{s:4:"type";s:16:"Number, optional";s:7:"summary";s:33:"Number: a z coordinate of a point";}}s:6:"source";s:391:"		var m = dojox.gfx3d.matrix.normalize(matrix);
		if(typeof a == "number" && typeof b == "number" && typeof c == "number"){
			return dojox.gfx3d.matrix._project(m, a, b, c); // Object
		}
		// branch
		// matrix: dojox.gfx3d.matrix.Matrix3D: a 3D matrix object to be applied
		// a: Object: a point
		// b: null
		// c: null
		return dojox.gfx3d.matrix._project(m, a.x, a.y, a.z); // Object";s:7:"summary";s:27:"applies a matrix to a point";s:7:"returns";s:6:"Object";}s:20:"dojox.gfx3d.Matrix3D";a:1:{s:7:"summary";s:0:"";}s:18:"dojox.gfx3d.matrix";a:2:{s:4:"type";s:6:"Object";s:7:"summary";s:0:"";}s:11:"dojox.gfx3d";a:2:{s:4:"type";s:6:"Object";s:7:"summary";s:0:"";}s:5:"dojox";a:2:{s:4:"type";s:6:"Object";s:7:"summary";s:0:"";}}