jax 0.0.0.1
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- data/.gitignore +12 -0
- data/.gitmodules +3 -0
- data/.rvmrc +7 -0
- data/Gemfile +4 -0
- data/README.rdoc +32 -0
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- data/src/jax/webgl/camera.js +526 -0
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- data/src/jax/webgl/core/buffer.js +161 -0
- data/src/jax/webgl/core/edge.js +6 -0
- data/src/jax/webgl/core/events.js +25 -0
- data/src/jax/webgl/core/face.js +8 -0
- data/src/jax/webgl/core/framebuffer.js +206 -0
- data/src/jax/webgl/material.js +375 -0
- data/src/jax/webgl/mesh.js +412 -0
- data/src/jax/webgl/scene.js +11 -0
- data/src/jax/webgl/scene/frustum.js +260 -0
- data/src/jax/webgl/scene/light_manager.js +112 -0
- data/src/jax/webgl/scene/light_source.js +248 -0
- data/src/jax/webgl/shader.js +282 -0
- data/src/jax/webgl/shader/delegator.js +13 -0
- data/src/jax/webgl/shader/delegator/attribute.js +53 -0
- data/src/jax/webgl/shader/delegator/uniform.js +71 -0
- data/src/jax/webgl/shader/manifest.js +64 -0
- data/src/jax/webgl/shader/program.js +140 -0
- data/src/jax/webgl/shader_chain.js +256 -0
- data/src/jax/webgl/texture.js +312 -0
- data/src/jax/webgl/world.js +119 -0
- data/vendor/ejs/.svn/all-wcprops +17 -0
- data/vendor/ejs/.svn/entries +114 -0
- data/vendor/ejs/.svn/text-base/Eratta.txt.svn-base +3 -0
- data/vendor/ejs/.svn/text-base/license.txt.svn-base +21 -0
- data/vendor/ejs/Eratta.txt +3 -0
- data/vendor/ejs/example/.svn/all-wcprops +29 -0
- data/vendor/ejs/example/.svn/entries +164 -0
- data/vendor/ejs/example/.svn/prop-base/ejs.gif.svn-base +5 -0
- data/vendor/ejs/example/.svn/text-base/demo.html.svn-base +54 -0
- data/vendor/ejs/example/.svn/text-base/ejs.gif.svn-base +0 -0
- data/vendor/ejs/example/.svn/text-base/example.css.svn-base +31 -0
- data/vendor/ejs/example/.svn/text-base/example.js.svn-base +88 -0
- data/vendor/ejs/example/demo.html +54 -0
- data/vendor/ejs/example/ejs.gif +0 -0
- data/vendor/ejs/example/example.css +31 -0
- data/vendor/ejs/example/example.js +88 -0
- data/vendor/ejs/lib/.svn/all-wcprops +11 -0
- data/vendor/ejs/lib/.svn/entries +62 -0
- data/vendor/ejs/lib/.svn/text-base/ejs_fulljslint.js.svn-base +3774 -0
- data/vendor/ejs/lib/ejs_fulljslint.js +3774 -0
- data/vendor/ejs/license.txt +21 -0
- data/vendor/ejs/script/.svn/all-wcprops +17 -0
- data/vendor/ejs/script/.svn/entries +96 -0
- data/vendor/ejs/script/.svn/prop-base/yuicompressor-2.2.4.jar.svn-base +5 -0
- data/vendor/ejs/script/.svn/text-base/production.bat.svn-base +4 -0
- data/vendor/ejs/script/.svn/text-base/yuicompressor-2.2.4.jar.svn-base +0 -0
- data/vendor/ejs/script/production.bat +4 -0
- data/vendor/ejs/script/yuicompressor-2.2.4.jar +0 -0
- data/vendor/ejs/src/.svn/all-wcprops +17 -0
- data/vendor/ejs/src/.svn/entries +96 -0
- data/vendor/ejs/src/.svn/text-base/ejs.js.svn-base +505 -0
- data/vendor/ejs/src/.svn/text-base/view.js.svn-base +200 -0
- data/vendor/ejs/src/ejs.js +505 -0
- data/vendor/ejs/src/view.js +200 -0
- data/vendor/ejs/test/.svn/all-wcprops +23 -0
- data/vendor/ejs/test/.svn/entries +139 -0
- data/vendor/ejs/test/.svn/text-base/index.html.svn-base +18 -0
- data/vendor/ejs/test/.svn/text-base/setup_test.html.svn-base +44 -0
- data/vendor/ejs/test/.svn/text-base/sidebar.html.svn-base +28 -0
- data/vendor/ejs/test/included/.svn/all-wcprops +23 -0
- data/vendor/ejs/test/included/.svn/entries +130 -0
- data/vendor/ejs/test/included/.svn/text-base/prototype.js.svn-base +4184 -0
- data/vendor/ejs/test/included/.svn/text-base/test.css.svn-base +44 -0
- data/vendor/ejs/test/included/.svn/text-base/unittest.js.svn-base +564 -0
- data/vendor/ejs/test/included/prototype.js +4184 -0
- data/vendor/ejs/test/included/test.css +44 -0
- data/vendor/ejs/test/included/unittest.js +564 -0
- data/vendor/ejs/test/index.html +18 -0
- data/vendor/ejs/test/setup_test.html +44 -0
- data/vendor/ejs/test/sidebar.html +28 -0
- data/vendor/ejs/test/templates/.svn/all-wcprops +11 -0
- data/vendor/ejs/test/templates/.svn/entries +62 -0
- data/vendor/ejs/test/templates/.svn/text-base/test.ejs.svn-base +3 -0
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- data/vendor/ejs/test/tests/.svn/entries +130 -0
- data/vendor/ejs/test/tests/.svn/text-base/rendering.js.svn-base +94 -0
- data/vendor/ejs/test/tests/.svn/text-base/templating.js.svn-base +43 -0
- data/vendor/ejs/test/tests/.svn/text-base/views.js.svn-base +100 -0
- data/vendor/ejs/test/tests/rendering.js +94 -0
- data/vendor/ejs/test/tests/templating.js +43 -0
- data/vendor/ejs/test/tests/views.js +100 -0
- data/vendor/glmatrix/benchmark/js/CanvasMatrix.js +722 -0
- data/vendor/glmatrix/benchmark/js/EWGL_math.js +742 -0
- data/vendor/glmatrix/benchmark/js/mjs.js +1230 -0
- data/vendor/glmatrix/benchmark/matrix_benchmark.html +419 -0
- data/vendor/glmatrix/glMatrix-min.js +32 -0
- data/vendor/glmatrix/glMatrix.js +1815 -0
- data/vendor/glmatrix/unit tests/glMatrix-test.js +74 -0
- data/vendor/glmatrix/unit tests/qunit.css +119 -0
- data/vendor/glmatrix/unit tests/qunit.js +1069 -0
- data/vendor/glmatrix/unit tests/test_glMatrix.html +21 -0
- data/vendor/yuicompressor-2.4.2.jar +0 -0
- metadata +748 -0
data/src/jax/core.js
ADDED
@@ -0,0 +1,39 @@
|
|
1
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+
//= require "vendor/ejs"
|
2
|
+
//= require "vendor/glMatrix"
|
3
|
+
//= require "prototype/class"
|
4
|
+
//= require "core/math"
|
5
|
+
//= require "core/util"
|
6
|
+
//= require "core/matrix_stack"
|
7
|
+
|
8
|
+
// a global debugAssert method that will do nothing in production, and fail if expr is false
|
9
|
+
// in any other run mode. If msg is given, an error with that message is raised. Otherwise,
|
10
|
+
// a more generic error is raised.
|
11
|
+
window.debugAssert = function(expr, msg) {
|
12
|
+
if (Jax.environment != "production" && !expr)
|
13
|
+
{
|
14
|
+
var error = new Error(msg || "debugAssert failed");
|
15
|
+
if (error.stack) error = new Error((msg || "debugAssert failed")+"\n\n"+error.stack);
|
16
|
+
throw error;
|
17
|
+
}
|
18
|
+
};
|
19
|
+
|
20
|
+
// If glMatrixArrayType isn't simply Array, then most browsers (FF, Chrome) have a pretty
|
21
|
+
// crappy implementation of toString() that actually tells you nothing about the array's
|
22
|
+
// contents. This makes the #toString method a little more Array-like.
|
23
|
+
//
|
24
|
+
// Ex: "[Float32Array: -100,-100,-100]"
|
25
|
+
if (glMatrixArrayType.prototype.toString != Array.prototype.toString) {
|
26
|
+
glMatrixArrayType.prototype.toString = function() {
|
27
|
+
var s = "["+glMatrixArrayType.name+": ";
|
28
|
+
var d = false;
|
29
|
+
for (var i in this) {
|
30
|
+
if (parseInt(i) == i) {
|
31
|
+
if (d) s += ",";
|
32
|
+
s += this[i];
|
33
|
+
d = true;
|
34
|
+
}
|
35
|
+
}
|
36
|
+
s += "]";
|
37
|
+
return s;
|
38
|
+
}
|
39
|
+
}
|
@@ -0,0 +1,40 @@
|
|
1
|
+
// If an epsilon isn't defined, define it. This is used for fuzzy equality with floats,
|
2
|
+
// because of floating point imprecision.
|
3
|
+
Math.EPSILON = Math.EPSILON || 0.00001;
|
4
|
+
|
5
|
+
/**
|
6
|
+
* Math
|
7
|
+
* Defines math-related helper functions.
|
8
|
+
**/
|
9
|
+
|
10
|
+
/**
|
11
|
+
* Math.radToDeg(rad) -> Number
|
12
|
+
* Helper to convert radians to degrees.
|
13
|
+
**/
|
14
|
+
Math.radToDeg = Math.radToDeg || function(rad) {
|
15
|
+
return rad * 180.0 / Math.PI;
|
16
|
+
};
|
17
|
+
|
18
|
+
/**
|
19
|
+
* Math.radToDeg(rad) -> Number
|
20
|
+
* Helper to convert degrees to radians.
|
21
|
+
**/
|
22
|
+
Math.degToRad = Math.degToRad || function(deg) {
|
23
|
+
return deg * Math.PI / 180.0;
|
24
|
+
};
|
25
|
+
|
26
|
+
/**
|
27
|
+
* Math.equalish(a, b) -> Boolean
|
28
|
+
* Arguments can be either scalar or vector, but must be of the same type.
|
29
|
+
* Returns true if the arguments are "equal enough" after accounting for floating-point
|
30
|
+
* precision loss. Returns false otherwise.
|
31
|
+
**/
|
32
|
+
Math.equalish = Math.equalish || function(a, b) {
|
33
|
+
if (!a.length && !b.length)
|
34
|
+
return Math.abs(a - b) <= Math.EPSILON;
|
35
|
+
|
36
|
+
if (a.length != b.length) return false;
|
37
|
+
for (var i = 0; i < a.length; i++)
|
38
|
+
if (Math.abs(a[i] - b[i]) > Math.EPSILON) return false;
|
39
|
+
return true;
|
40
|
+
};
|
@@ -0,0 +1,306 @@
|
|
1
|
+
//= require "../vendor/glMatrix"
|
2
|
+
//= require "../prototype/class"
|
3
|
+
|
4
|
+
/**
|
5
|
+
* Jax.IDENTITY_MATRIX
|
6
|
+
* A cache of the identity matrix so that we're not constantly allocating identities.
|
7
|
+
**/
|
8
|
+
Jax.IDENTITY_MATRIX = mat4.identity(mat4.create());
|
9
|
+
|
10
|
+
/**
|
11
|
+
* class Jax.MatrixStack
|
12
|
+
*
|
13
|
+
* A matrix stack, obviously. Every Jax.Context allocates its own matrix stack, so you probably
|
14
|
+
* shouldn't have to instantiate this directly. Calls to methods of the same name on Jax.Context
|
15
|
+
* are delegated into its own matrix stack, so you're really calling these methods.
|
16
|
+
*
|
17
|
+
* Note that for performance reasons, whenever you call get[Some]Matrix(), the matrix instance
|
18
|
+
* itself is returned instead of a copy of the instance. That gives you the power to make changes
|
19
|
+
* directly to the matrix, instead of doing them via the stack. For instance, instead of calling
|
20
|
+
* Jax.MatrixStack#loadMatrix(), you could just as easily call mat4#set() using one of the
|
21
|
+
* matrices here as an argument. However, in doing so you will lose the auto-updating of other
|
22
|
+
* matrices, so you must be very careful about how you modify matrices.
|
23
|
+
*
|
24
|
+
* For example, it would be very easy to use mat4.multiply() to change the model matrix. In doing
|
25
|
+
* so, the inverse model matrix would no longer be accurate. This could lead to very
|
26
|
+
* difficult-to-debug situations.
|
27
|
+
*
|
28
|
+
* When in doubt, it is _strongly_ recommended to use the various matrix methods found in
|
29
|
+
* Jax.MatrixStack to modify the matrices here. This will keep all related matrices up-to-date.
|
30
|
+
**/
|
31
|
+
Jax.MatrixStack = (function() {
|
32
|
+
var MODEL = 1, VIEW = 2, PROJECTION = 3;
|
33
|
+
|
34
|
+
function updateMVP(self) {
|
35
|
+
mat4.multiply(self.getProjectionMatrix(), self.getModelViewMatrix(), self.getModelViewProjectionMatrix());
|
36
|
+
}
|
37
|
+
|
38
|
+
function updateModelView(self) {
|
39
|
+
mat4.multiply(self.getInverseViewMatrix(), self.getModelMatrix(), self.getModelViewMatrix());
|
40
|
+
mat4.inverse(self.getModelViewMatrix(), self.getInverseModelViewMatrix());
|
41
|
+
updateMVP(self);
|
42
|
+
}
|
43
|
+
|
44
|
+
function updateNormal(self) {
|
45
|
+
mat4.toMat3(self.getInverseModelViewMatrix(), self.getNormalMatrix());
|
46
|
+
mat3.transpose(self.getNormalMatrix());
|
47
|
+
}
|
48
|
+
|
49
|
+
function mMatrixUpdated(self) {
|
50
|
+
mat4.inverse(self.getModelMatrix(), self.getInverseModelMatrix());
|
51
|
+
updateModelView(self);
|
52
|
+
updateNormal(self);
|
53
|
+
}
|
54
|
+
|
55
|
+
function vMatrixUpdated(self) {
|
56
|
+
mat4.inverse(self.getViewMatrix(), self.getInverseViewMatrix());
|
57
|
+
updateModelView(self);
|
58
|
+
updateNormal(self);
|
59
|
+
}
|
60
|
+
|
61
|
+
function pMatrixUpdated(self) {
|
62
|
+
mat4.inverse(self.getProjectionMatrix(), self.getInverseProjectionMatrix());
|
63
|
+
updateMVP(self);
|
64
|
+
}
|
65
|
+
|
66
|
+
function loadMatrix(self, which, values) {
|
67
|
+
switch(which) {
|
68
|
+
case MODEL:
|
69
|
+
mat4.set(values, self.getModelMatrix());
|
70
|
+
mMatrixUpdated(self);
|
71
|
+
break;
|
72
|
+
case VIEW:
|
73
|
+
mat4.set(values, self.getViewMatrix());
|
74
|
+
vMatrixUpdated(self);
|
75
|
+
break;
|
76
|
+
case PROJECTION:
|
77
|
+
mat4.set(values, self.getProjectionMatrix());
|
78
|
+
pMatrixUpdated(self);
|
79
|
+
break;
|
80
|
+
default: throw new Error("programming error: matrix ID not understood: "+which);
|
81
|
+
}
|
82
|
+
}
|
83
|
+
|
84
|
+
function multMatrix(self, which, values) {
|
85
|
+
switch(which) {
|
86
|
+
case MODEL:
|
87
|
+
mat4.multiply(self.getModelMatrix(), values, self.getModelMatrix());
|
88
|
+
mMatrixUpdated(self);
|
89
|
+
break;
|
90
|
+
case VIEW:
|
91
|
+
mat4.multiply(self.getViewMatrix(), values, self.getViewMatrix());
|
92
|
+
vMatrixUpdated(self);
|
93
|
+
break;
|
94
|
+
case PROJECTION:
|
95
|
+
mat4.multiply(self.getProjectionMatrix(), values, self.getProjectionMatrix());
|
96
|
+
pMatrixUpdated(self);
|
97
|
+
break;
|
98
|
+
default: throw new Error("programming error: matrix ID not understood: "+which);
|
99
|
+
}
|
100
|
+
}
|
101
|
+
|
102
|
+
/*
|
103
|
+
iterates through each matrix stack in self.matrices and pushes a new matrix onto the stack.
|
104
|
+
If the new matrix level already has a matrix, it is used; otherwise, a new one is allocated.
|
105
|
+
Then, the current level's matrix values are copied into the next level's matrix.
|
106
|
+
*/
|
107
|
+
function pushMatrix(self) {
|
108
|
+
var current;
|
109
|
+
var stack;
|
110
|
+
var current_depth = self.depth;
|
111
|
+
var type;
|
112
|
+
|
113
|
+
self.depth++;
|
114
|
+
for (var i in self.matrices) {
|
115
|
+
stack = self.matrices[i];
|
116
|
+
current = stack[current_depth];
|
117
|
+
type = (current.length == 9 ? mat3 : mat4);
|
118
|
+
stack[self.depth] = stack[self.depth] || type.create();
|
119
|
+
type.set(current, stack[self.depth]);
|
120
|
+
}
|
121
|
+
}
|
122
|
+
|
123
|
+
return Jax.Class.create({
|
124
|
+
/**
|
125
|
+
* Jax.MatrixStack#push() -> Jax.MatrixStack
|
126
|
+
*
|
127
|
+
* Saves the state of all current matrices, so that further operations won't affect them directly.
|
128
|
+
* If another set of matrices already exist, they are used; otherwise, a new set is allocated.
|
129
|
+
* After a new set of matrices has been secured, all current values are copied into the new set.
|
130
|
+
*
|
131
|
+
* See also Jax.MatrixStack#pop()
|
132
|
+
**/
|
133
|
+
push: function() { pushMatrix(this); },
|
134
|
+
|
135
|
+
/**
|
136
|
+
* Reverts back to an earlier matrix stack, effectively undoing any changes that have been made
|
137
|
+
* since the most recent call to Jax.MatrixStack#push().
|
138
|
+
**/
|
139
|
+
pop: function() { this.depth--; },
|
140
|
+
|
141
|
+
/**
|
142
|
+
* Jax.MatrixStack#reset() -> Jax.MatrixStack
|
143
|
+
*
|
144
|
+
* Resets the stack depth to zero, effectively undoing all calls to #push().
|
145
|
+
**/
|
146
|
+
reset: function() { this.depth = 0; },
|
147
|
+
|
148
|
+
/**
|
149
|
+
* Jax.MatrixStack#loadModelMatrix(matr) -> Jax.MatrixStack
|
150
|
+
* - matr (mat4): the new matrix values
|
151
|
+
* Replaces the current model matrix with the specified one.
|
152
|
+
* Updates the inverse model matrix, the modelview matrix, the inverse modelview matrix and the normal matrix.
|
153
|
+
**/
|
154
|
+
loadModelMatrix: function(values) { loadMatrix(this, MODEL, values); return this; },
|
155
|
+
|
156
|
+
/**
|
157
|
+
* Jax.MatrixStack#loadViewMatrix(matr) -> Jax.MatrixStack
|
158
|
+
* - matr (mat4): the new matrix values
|
159
|
+
* Replaces the current view matrix with the specified one.
|
160
|
+
* Updates the inverse view matrix, the modelview matrix, the inverse modelview matrix and the normal matrix.
|
161
|
+
**/
|
162
|
+
loadViewMatrix: function(values) { loadMatrix(this, VIEW, values); return this; },
|
163
|
+
|
164
|
+
/**
|
165
|
+
* Jax.MatrixStack#loadProjectionMatrix(matr) -> Jax.MatrixStack
|
166
|
+
* - matr (mat4): the new matrix values
|
167
|
+
* Replaces the current projection matrix with the specified one.
|
168
|
+
* Updates the inverse projection matrix.
|
169
|
+
**/
|
170
|
+
loadProjectionMatrix: function(values) { loadMatrix(this, PROJECTION, values); return this; },
|
171
|
+
|
172
|
+
/**
|
173
|
+
* Jax.MatrixStack#multModelMatrix(matr) -> Jax.MatrixStack
|
174
|
+
* - matr (mat4): the matrix values
|
175
|
+
* Multiplies the current model matrix with the specified one.
|
176
|
+
* Updates the inverse model matrix, the modelview matrix, the inverse modelview matrix and the normal matrix.
|
177
|
+
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* for a good writeup of where and how this matrix is useful. Multiplying a 3D _directional_ (not _positional)
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*
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* the opposite of the camera matrix. Multiplying a point in world space against this matrix
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getInverseViewMatrix: function() { return this.matrices.inverse_view[this.depth]; },
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/**
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*
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* matrices, equivalent to mat4.multiply(view, model). (OpenGL matrix operations are read from right-to-left.)
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*
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* Multiplying a point in object space by this matrix will effectively skip the world space transformation,
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* resulting in a coordinate placed directly into eye space. This has the obvious advantage of being faster
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* than performing the operation in two steps (model and then view).
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**/
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getModelViewMatrix: function() { return this.matrices.modelview[this.depth]; },
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/**
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*
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* The opposite of the modelview matrix. Multiplying an eye-space coordinate by this matrix results in an
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* object-space coordinate.
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getInverseModelViewMatrix: function() { return this.matrices.inverse_modelview[this.depth]; },
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*
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getProjectionMatrix: function() { return this.matrices.projection[this.depth]; },
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/**
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* Jax.MatrixStack#getModelViewProjectionMatrix() -> mat4
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getModelViewProjectionMatrix: function() { return this.matrices.modelview_projection[this.depth]; },
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* Jax.MatrixStack#getInverseProjectionMatrix() -> mat4
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*
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|
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* projection matrix will result in a point in eye space, relative to the camera.
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**/
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getInverseProjectionMatrix: function() { return this.matrices.inverse_projection[this.depth]; },
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/* matrix depth, essentially the array index representing the current level in the stack. */
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model: [mat4.create()],
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inverse_model: [mat4.create()],
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normal: [mat3.create()],
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view: [mat4.create()],
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inverse_view: [mat4.create()],
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modelview: [mat4.create()],
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inverse_modelview: [mat4.create()],
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projection: [mat4.create()],
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inverse_projection: [mat4.create()],
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modelview_projection: [mat4.create()]
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};
|
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|
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this.loadModelMatrix(Jax.IDENTITY_MATRIX);
|
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this.loadViewMatrix(Jax.IDENTITY_MATRIX);
|
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this.loadProjectionMatrix(Jax.IDENTITY_MATRIX); // there's no known data about the viewport at this time.
|
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}
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});
|
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@@ -0,0 +1,226 @@
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/**
|
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* Jax.Util
|
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|
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* Contains general-purpose utility and helper functions
|
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|
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**/
|
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|
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Jax.Util = {
|
6
|
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/**
|
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|
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* Jax.Util.vectorize(object) -> vec3
|
8
|
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* - object (Object): any Object
|
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|
+
*
|
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|
+
* Analyzes the input object and returns a vec3 based on its contents. Input can be any of the following:
|
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|
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* * a vec3
|
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* * an array
|
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* * an object with {x, y, z} properties
|
14
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* * an object with {0, 1, 2} properties
|
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* * a string delimited with any combination of commas, spaces and/or tab characters. Examples:
|
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* "x,y,z"
|
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* "x y z"
|
18
|
+
* "x, y, z"
|
19
|
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* "x\ty\tz"
|
20
|
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* "x, \ty, \tz"
|
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|
+
**/
|
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|
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vectorize: function(data) {
|
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|
+
if (data) {
|
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|
+
var res = vec3.create();
|
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if (typeof(data) == "string") {
|
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var components = data.split(/[,\s]+/);
|
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|
+
if (components.length >= 3) {
|
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|
+
for (var i = 0; i < 3; i++)
|
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|
+
res[i] = parseFloat(components[i]);
|
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|
+
}
|
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|
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return res;
|
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|
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}
|
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|
+
if (data.length && data.length >= 3) return vec3.set(data, res);
|
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|
+
if ((res[0] = data.x) != undefined && (res[1] = data.y) != undefined && (res[2] = data.z) != undefined) return res;
|
35
|
+
if ((res[0] = data[0]) != undefined && (res[1] = data[1]) != undefined && (res[2] = data[2]) != undefined) return res;
|
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|
+
}
|
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|
+
throw new Error("Input argument for Jax.Util.vectorize not recognized: "+JSON.stringify(data));
|
38
|
+
},
|
39
|
+
|
40
|
+
/**
|
41
|
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* Jax.Util.colorize(object) -> vec4
|
42
|
+
* - object (Object): any Object
|
43
|
+
*
|
44
|
+
* Analyzes the input object and returns a 4-component color vector based on its contents. Input can be any of the
|
45
|
+
* following:
|
46
|
+
* * an array
|
47
|
+
* * an object with {r, g, b, a} properties
|
48
|
+
* * an object with {0, 1, 2, 3} properties
|
49
|
+
* * a string delimited with any combination of commas, spaces and/or tab characters. Examples:
|
50
|
+
* "r,g,b,a"
|
51
|
+
* "r g b a"
|
52
|
+
* "r, g, b, a"
|
53
|
+
* "r\tg\tb\ta"
|
54
|
+
* "r, \tg, \tb, \ta"
|
55
|
+
*
|
56
|
+
* In all cases, if the alpha component is omitted, it defaults to 1.0.
|
57
|
+
**/
|
58
|
+
colorize: function(data) {
|
59
|
+
if (data) {
|
60
|
+
var res = [0,0,0,0];
|
61
|
+
|
62
|
+
if (typeof(data) == "string") {
|
63
|
+
var components = data.split(/[,\s]+/);
|
64
|
+
if (components.length >= 3) {
|
65
|
+
for (var i = 0; i < 4; i++)
|
66
|
+
if (components.length <= i)
|
67
|
+
res[i] = 1.0;
|
68
|
+
else
|
69
|
+
res[i] = parseFloat(components[i]);
|
70
|
+
}
|
71
|
+
return res;
|
72
|
+
}
|
73
|
+
if (data.length && data.length >= 3) {
|
74
|
+
res[0] = data[0];
|
75
|
+
res[1] = data[1];
|
76
|
+
res[2] = data[2];
|
77
|
+
if ((res[3] = data[3]) == undefined) res[3] = 1.0;
|
78
|
+
else res[3] = 1.0;
|
79
|
+
return res;
|
80
|
+
}
|
81
|
+
if ((res[0] = data.r) != undefined && (res[1] = data.g) != undefined && (res[2] = data.b) != undefined) {
|
82
|
+
if ((res[3] = data.a) == undefined) res[3] = 1.0;
|
83
|
+
return res;
|
84
|
+
}
|
85
|
+
if ((res[0] = data.red) != undefined && (res[1] = data.green) != undefined && (res[2] = data.blue) != undefined) {
|
86
|
+
if ((res[3] = data.alpha) == undefined) res[3] = 1.0;
|
87
|
+
return res;
|
88
|
+
}
|
89
|
+
if ((res[0] = data[0]) != undefined && (res[1] = data[1]) != undefined && (res[2] = data[2]) != undefined) {
|
90
|
+
if ((res[3] = data[3]) == undefined) res[3] = 1.0;
|
91
|
+
return res;
|
92
|
+
}
|
93
|
+
}
|
94
|
+
throw new Error("Input argument for Jax.Util.colorize not recognized: "+JSON.stringify(data));
|
95
|
+
},
|
96
|
+
|
97
|
+
/**
|
98
|
+
* Jax.Util.properties(object) -> Array
|
99
|
+
* - object (Object): any Object
|
100
|
+
*
|
101
|
+
* Returns an array containing the names of all properties in the specified object.
|
102
|
+
**/
|
103
|
+
properties: function(object) {
|
104
|
+
var arr = [];
|
105
|
+
for (var i in object)
|
106
|
+
arr.push(i);
|
107
|
+
return arr;
|
108
|
+
},
|
109
|
+
|
110
|
+
/**
|
111
|
+
* Jax.Util.merge(incoming, outgoing) -> outgoing
|
112
|
+
* Merges the two objects by copying all properties from _incoming_ into _outgoing_, replacing
|
113
|
+
* any properties that already exist. _outgoing_ will retain any properties that do not exist
|
114
|
+
* in _incoming_.
|
115
|
+
**/
|
116
|
+
merge: function(src, dst) {
|
117
|
+
if (!src) return;
|
118
|
+
var i, j, n;
|
119
|
+
|
120
|
+
function doComparison(i) {
|
121
|
+
if (src[i] == null) dst[i] = null;
|
122
|
+
else if (src[i].klass) dst[i] = src[i];
|
123
|
+
else if (Object.isArray(src[i])) Jax.Util.merge(src[i], dst[i] = dst[i] || []);
|
124
|
+
else if (typeof(src[i]) == "object") {
|
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|
+
if (Object.isArray(dst[i])) {
|
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|
+
n = {};
|
127
|
+
for (j = 0; j < dst[i].length; j++) n[j] = dst[i][j];
|
128
|
+
dst[i] = n;
|
129
|
+
}
|
130
|
+
Jax.Util.merge(src[i], dst[i] = dst[i] || {});
|
131
|
+
}
|
132
|
+
else dst[i] = src[i];
|
133
|
+
}
|
134
|
+
|
135
|
+
if (Object.isArray(src)) for (i = 0; i < src.length; i++) doComparison(i);
|
136
|
+
else for (i in src) doComparison(i);
|
137
|
+
|
138
|
+
return dst;
|
139
|
+
},
|
140
|
+
|
141
|
+
/**
|
142
|
+
* Jax.Util.normalizeOptions(incoming, defaults) -> Object
|
143
|
+
* Receives incoming and formats it into a generic Object with a structure representing the given defaults.
|
144
|
+
* The returned object is always a brand-new object, to avoid polluting original incoming object.
|
145
|
+
* If the object contains a Jax.Class instance, that actual object is copied over. All other objects
|
146
|
+
* are cloned into brand-new objects.
|
147
|
+
**/
|
148
|
+
normalizeOptions: function(incoming, defaults) {
|
149
|
+
var result = {};
|
150
|
+
Jax.Util.merge(defaults, result);
|
151
|
+
Jax.Util.merge(incoming, result);
|
152
|
+
return result;
|
153
|
+
},
|
154
|
+
|
155
|
+
/**
|
156
|
+
* Jax.Util.sizeofFormat(glEnum) -> Number
|
157
|
+
*
|
158
|
+
* Returns the byte size of an array consisting of this type of element.
|
159
|
+
*
|
160
|
+
* Example:
|
161
|
+
*
|
162
|
+
* Jax.Util.sizeofFormat(GL_RGB)
|
163
|
+
* //=> 3
|
164
|
+
*
|
165
|
+
* If this isn't a recognized format, it is passed off to Jax.Util.enumName and an error is thrown.
|
166
|
+
**/
|
167
|
+
sizeofFormat: function(glEnum) {
|
168
|
+
switch(glEnum) {
|
169
|
+
case GL_ALPHA: return 1; // alpha component only
|
170
|
+
case GL_LUMINANCE: return 1; // luminance component only
|
171
|
+
case GL_RGB: return 3; // RGB triplet
|
172
|
+
case GL_RGBA: return 4; // all 4 components
|
173
|
+
case GL_LUMINANCE_ALPHA: return 2; // luminance/alpha pair
|
174
|
+
}
|
175
|
+
throw new Error("Unrecognized format: "+Jax.Util.enumName(glEnum));
|
176
|
+
},
|
177
|
+
|
178
|
+
/**
|
179
|
+
* Jax.Util.enumName(glEnum) -> String
|
180
|
+
* - glEnum (GLenum): a WebGL enumeration, presumably numeric.
|
181
|
+
*
|
182
|
+
* Returns the name of the enumeration prefixed with "GL_" that shares a value with the passed-in enum.
|
183
|
+
*
|
184
|
+
* If the enum can't be found (this happens sometimes when an enum crops up that isn't in the WebGL spec),
|
185
|
+
* then a string containing both the decimal and hexadecimal form of this enum is returned:
|
186
|
+
*
|
187
|
+
* "(unrecognized enum: 36059 [0x8cdb])"
|
188
|
+
*
|
189
|
+
* This is primarily for debugging and error reporting.
|
190
|
+
**/
|
191
|
+
enumName: function(glEnum) {
|
192
|
+
for (var i in window) {
|
193
|
+
if (i.indexOf("GL_") == 0 && window[i] == glEnum)
|
194
|
+
return i;
|
195
|
+
}
|
196
|
+
return "(unrecognized enum: "+glEnum+" [0x"+parseInt(glEnum).toString(16)+"])";
|
197
|
+
},
|
198
|
+
|
199
|
+
/**
|
200
|
+
* Jax.Util.addRequestedHelpers(klass) -> Array
|
201
|
+
* - klass (Jax.Class): A class into which to mix the helpers.
|
202
|
+
*
|
203
|
+
* First, if +ApplicationHelper+ is defined, it is automatically mixed into the specified class.
|
204
|
+
*
|
205
|
+
* Then, the class is searched for a #helpers method; if it exists, it is expected to return an array of
|
206
|
+
* Helpers (created with +Jax.Helper.create({...})+ ). Each element in the array returned by #helpers is
|
207
|
+
* then mixed into the class.
|
208
|
+
*
|
209
|
+
* An array of all helpers that were just mixed into the target class is returned.
|
210
|
+
**/
|
211
|
+
addRequestedHelpers: function(klass) {
|
212
|
+
var helpers = [];
|
213
|
+
if (typeof(ApplicationHelper) != "undefined") {
|
214
|
+
helpers.push(ApplicationHelper);
|
215
|
+
klass.addMethods(ApplicationHelper);
|
216
|
+
}
|
217
|
+
if (klass.prototype.helpers) {
|
218
|
+
var helper_array = klass.prototype.helpers.call(klass);
|
219
|
+
for (var i = 0; i < helper_array.length; i++) {
|
220
|
+
helpers.push(helper_array[i]);
|
221
|
+
klass.addMethods(helper_array[i]);
|
222
|
+
}
|
223
|
+
}
|
224
|
+
return helpers;
|
225
|
+
}
|
226
|
+
};
|