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
- data/src/jax/webgl/core.js +6 -0
- 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
- data/vendor/ejs/test/templates/test.ejs +3 -0
- data/vendor/ejs/test/tests/.svn/all-wcprops +23 -0
- 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/webgl.js
ADDED
@@ -0,0 +1,98 @@
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+
/*
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+
This file will set up WebGL constants as globals prefixed with GL_, and will add
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a new global called GL_METHODS. This will later be used for method delegation
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4
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within Jax.Context.
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+
*/
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+
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//= require "vendor/glMatrix"
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8
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+
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9
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window['WEBGL_CONTEXT_NAME'] = "experimental-webgl";
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10
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+
window['WEBGL_CONTEXT_OPTIONS'] = {stencil:true};
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+
window['GL_METHODS'] = {};
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+
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(function() {
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var canvas = document.createElement("canvas");
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canvas.setAttribute("id", "temporary-internal-use");
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canvas.style.display = "block";
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+
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+
var body = document.getElementsByTagName("body")[0], temporaryBody = false;
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if (!body)
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{
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+
temporaryBody = true;
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body = document.createElement("body");
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+
document.getElementsByTagName("html")[0].appendChild(body);
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}
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+
body.appendChild(canvas);
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+
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try {
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var gl = canvas.getContext(WEBGL_CONTEXT_NAME);
|
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+
} catch(e) {
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+
document.location.pathname = "/webgl_not_supported.html";
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throw new Error("WebGL is disabled or is not supported by this browser!");
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+
}
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+
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34
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+
if (gl) {
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35
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+
for (var method_name in gl)
|
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+
{
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37
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+
if (typeof(gl[method_name]) == "function")
|
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+
{
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39
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+
var camelized_method_name = method_name.substring(1, method_name.length);
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40
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+
camelized_method_name = "gl" + method_name.substring(0, 1).toUpperCase() + camelized_method_name;
|
41
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+
|
42
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+
/* we'll add a layer here to check for render errors, only in development mode */
|
43
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+
var func = "(function "+camelized_method_name+"() {"
|
44
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+
+ " var result;"
|
45
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+
+ " if ("+(method_name == 'getError')+" || Jax.environment == Jax.PRODUCTION)"
|
46
|
+
+ " result = this.gl."+method_name+".apply(this.gl, arguments);"
|
47
|
+
+ " else {"
|
48
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+
+ " try { "
|
49
|
+
+ " result = this.gl."+method_name+".apply(this.gl, arguments);"
|
50
|
+
+ " this.checkForRenderErrors();"
|
51
|
+
+ " } catch(e) { "
|
52
|
+
+ " var args = [], i;"
|
53
|
+
+ " for (i = 0; i < arguments.length; i++) args.push(arguments[i]);"
|
54
|
+
+ " try { args = JSON.stringify(args); } catch(jsonErr) { args = args.toString(); }"
|
55
|
+
+ " if (!e.stack) e = new Error(e.toString());"
|
56
|
+
+ " alert(e+\"\\n\\n\"+e.stack);"
|
57
|
+
+ " this.handleRenderError('"+method_name+"', args, e);"
|
58
|
+
+ " }"
|
59
|
+
+ " }"
|
60
|
+
+ " return result;"
|
61
|
+
+ "})";
|
62
|
+
|
63
|
+
GL_METHODS[camelized_method_name] = eval("("+func+")");
|
64
|
+
}
|
65
|
+
else
|
66
|
+
{
|
67
|
+
/* define the GL enums globally so we don't need a context to reference them */
|
68
|
+
if (!/[a-z]/.test(method_name)) // no lowercase letters
|
69
|
+
window[('GL_'+method_name)] = gl[method_name];
|
70
|
+
}
|
71
|
+
}
|
72
|
+
|
73
|
+
/* define some extra globals that the above didn't generate */
|
74
|
+
// window['GL_MAX_VERTEX_ATTRIBS'] = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
|
75
|
+
window['GL_DEPTH_COMPONENT'] = gl.DEPTH_COMPONENT || gl.DEPTH_COMPONENT16;
|
76
|
+
window['GL_TEXTURES'] = [];
|
77
|
+
for (i = 0; i < 32; i++) window['GL_TEXTURES'][i] = gl["TEXTURE"+i];
|
78
|
+
window['GL_MAX_ACTIVE_TEXTURES'] = gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
|
79
|
+
}
|
80
|
+
|
81
|
+
/* import other webgl files */
|
82
|
+
/*
|
83
|
+
note that because of the positioning here, all files in the webgl/ subdirectory will have access to a
|
84
|
+
private, temporary 'gl' context which will be unloaded after they have been loaded into memory.
|
85
|
+
*/
|
86
|
+
//= require "webgl/shader_chain"
|
87
|
+
//= require "webgl/material"
|
88
|
+
//= require "webgl/mesh"
|
89
|
+
//= require "webgl/camera"
|
90
|
+
//= require "webgl/world"
|
91
|
+
//= require "webgl/texture"
|
92
|
+
|
93
|
+
/* clean up after ourselves */
|
94
|
+
if (temporaryBody)
|
95
|
+
body.parentNode.removeChild(body);
|
96
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+
else
|
97
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+
body.removeChild(canvas);
|
98
|
+
})();
|
@@ -0,0 +1,526 @@
|
|
1
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+
//= require "core/events"
|
2
|
+
//= require "scene"
|
3
|
+
|
4
|
+
/**
|
5
|
+
* class Jax.Camera
|
6
|
+
**/
|
7
|
+
Jax.Camera = (function() {
|
8
|
+
// used in tandem with _tmp[], see below
|
9
|
+
var POSITION = 0, VIEW = 1, RIGHT = 2, UP = 3, FORWARD = 4, SIDE = 5;
|
10
|
+
|
11
|
+
/*
|
12
|
+
handles storing data in the private _vecbuf, which is used solely to prevent
|
13
|
+
unnecessary allocation of temporary vectors. Note that _vecbuf is used for many
|
14
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+
operations and data persistence not guaranteed (read: improbable).
|
15
|
+
*/
|
16
|
+
function store(self, buftype) {
|
17
|
+
if (arguments.length == 2) {
|
18
|
+
// no x,y,z given -- find it
|
19
|
+
return storeVecBuf(self, buftype);
|
20
|
+
}
|
21
|
+
var buf = self._tmp[buftype];
|
22
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+
buf[0] = arguments[2];
|
23
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+
buf[1] = arguments[3];
|
24
|
+
buf[2] = arguments[4];
|
25
|
+
return buf;
|
26
|
+
}
|
27
|
+
|
28
|
+
function storeVecBuf(self, buftype) {
|
29
|
+
var world = self.matrices.mv;
|
30
|
+
|
31
|
+
var position = (self._tmp[POSITION]);
|
32
|
+
var result = (self._tmp[buftype]);
|
33
|
+
|
34
|
+
// position is 0,0,0 in eye space. Convert that to world space.
|
35
|
+
position[0] = position[1] = position[2] = 0;
|
36
|
+
mat4.multiplyVec3(world, position, position);
|
37
|
+
|
38
|
+
switch(buftype) {
|
39
|
+
case POSITION:
|
40
|
+
// we already have the position
|
41
|
+
return position;
|
42
|
+
break;
|
43
|
+
case VIEW:
|
44
|
+
// relative view vector is [0,0,-1] -- convert that to world coords
|
45
|
+
result[0] = result[1] = 0; result[2] = -1;
|
46
|
+
mat4.multiplyVec3(world, result, result);
|
47
|
+
vec3.direction(result, position, result);
|
48
|
+
break;
|
49
|
+
case RIGHT:
|
50
|
+
// relative right vector is [1,0,0] -- convert that to world coords
|
51
|
+
result[0] = 1; result[1] = result[2] = 0;
|
52
|
+
mat4.multiplyVec3(world, result, result);
|
53
|
+
vec3.direction(result, position, result);
|
54
|
+
break;
|
55
|
+
case UP:
|
56
|
+
// relative up vector is [0,1,0] -- convert that to world coords
|
57
|
+
result[1] = 1; result[0] = result[2] = 0;
|
58
|
+
mat4.multiplyVec3(world, result, result);
|
59
|
+
vec3.direction(result, position, result);
|
60
|
+
break;
|
61
|
+
default:
|
62
|
+
throw new Error("Unexpected buftype: "+buftype);
|
63
|
+
}
|
64
|
+
return result;
|
65
|
+
}
|
66
|
+
|
67
|
+
function matrixUpdated(self) {
|
68
|
+
// Callback fires whenever one of the camera's matrices has changed.
|
69
|
+
// We need to use this to update other variables like normal matrix, frustum, etc,
|
70
|
+
// but we don't actually update them here because the user may be making several
|
71
|
+
// changes to the camera in sequence (and those updates would be useless).
|
72
|
+
// Instead we'll mark them as out-of-date and let their respective getters do the
|
73
|
+
// work.
|
74
|
+
// update the normal matrix
|
75
|
+
self.normal_matrix_up_to_date = false;
|
76
|
+
self.frustum_up_to_date = false;
|
77
|
+
}
|
78
|
+
|
79
|
+
return Jax.Class.create({
|
80
|
+
initialize: function() {
|
81
|
+
/**
|
82
|
+
* Jax.Camera#projection -> Object
|
83
|
+
* This property is undefined until either #ortho() or #perspective() is called. After a projection matrix
|
84
|
+
* has been initialized, this object will contain various metadata about the projection matrix, such as
|
85
|
+
* the width and height of the viewport.
|
86
|
+
*
|
87
|
+
* For orthogonal projection matrices, it contains the following information:
|
88
|
+
* width, height, depth
|
89
|
+
* left, right
|
90
|
+
* top, bottom
|
91
|
+
* near, far
|
92
|
+
*
|
93
|
+
* For perspective projection matrices, it contains the following information:
|
94
|
+
* width, height
|
95
|
+
* near, far
|
96
|
+
* fov (in degrees)
|
97
|
+
*
|
98
|
+
* Note that this information is here for reference only; modifying it will in no way modify the projection
|
99
|
+
* matrix itself. (For that, you need to make another call to #ortho() or #perspective().) Therefore,
|
100
|
+
* changing this object's properties is not recommended because doing so would no longer accurately reflect
|
101
|
+
* the parameters of the real projection matrix.
|
102
|
+
*
|
103
|
+
* Subsequent calls to #perspective() or #ortho() will cause this object to be regenerated. Because of this,
|
104
|
+
* it is not recommended to store any persistent data in this object.
|
105
|
+
**/
|
106
|
+
|
107
|
+
/* used for temporary storage, just to avoid repeatedly allocating temporary vectors */
|
108
|
+
this._tmp = [ vec3.create(), vec3.create(), vec3.create(), vec3.create(), vec3.create(), vec3.create() ];
|
109
|
+
|
110
|
+
this.matrices = { mv: mat4.identity(mat4.create()), p : mat4.identity(mat4.create()), n : mat3.create() };
|
111
|
+
this.frustum = new Jax.Scene.Frustum(this.matrices.mv, this.matrices.p);
|
112
|
+
|
113
|
+
this.addEventListener('matrixUpdated', function() { matrixUpdated(this); });
|
114
|
+
this.reset();
|
115
|
+
},
|
116
|
+
|
117
|
+
/**
|
118
|
+
* Jax.Camera#getFrustum() -> Jax.Scene.Frustum
|
119
|
+
* Returns the frustum for the camera. If the frustum is out of date, it will
|
120
|
+
* be refreshed.
|
121
|
+
**/
|
122
|
+
getFrustum: function() {
|
123
|
+
if (!this.frustum_up_to_date) this.frustum.update();
|
124
|
+
this.frustum_up_to_date = true;
|
125
|
+
return this.frustum;
|
126
|
+
},
|
127
|
+
|
128
|
+
/**
|
129
|
+
* Jax.Camera#getPosition() -> vec3
|
130
|
+
* Returns the current world space position of this camera.
|
131
|
+
**/
|
132
|
+
getPosition: function() { return vec3.create(storeVecBuf(this, POSITION)); },
|
133
|
+
|
134
|
+
/**
|
135
|
+
* Jax.Camera#getViewVector() -> vec3
|
136
|
+
* Returns the view vector relative to this camera.
|
137
|
+
**/
|
138
|
+
getViewVector: function() { return vec3.create(storeVecBuf(this, VIEW)); },
|
139
|
+
|
140
|
+
/**
|
141
|
+
* Jax.Camera#getUpVector() -> vec3
|
142
|
+
* Returns the up vector relative to this camera.
|
143
|
+
**/
|
144
|
+
getUpVector: function() { return vec3.create(storeVecBuf(this, UP)); },
|
145
|
+
|
146
|
+
/**
|
147
|
+
* Jax.Camera#getRightVector() -> vec3
|
148
|
+
* Returns the right vector relative to this camera.
|
149
|
+
**/
|
150
|
+
getRightVector:function() { return vec3.create(storeVecBuf(this, RIGHT)); },
|
151
|
+
|
152
|
+
/**
|
153
|
+
* Jax.Camera#ortho(options) -> undefined
|
154
|
+
* - options (Object): the set of parameters used to calculate the projection matrix
|
155
|
+
*
|
156
|
+
* Sets up an orthographic projection matrix. Objects will not appear to shrink as they grow
|
157
|
+
* more distant from the camera in this mode. This mode is frequently used by high-precision
|
158
|
+
* tools such as modeling programs, and is commonly found in games when rendering UIs,
|
159
|
+
* crosshairs and the like.
|
160
|
+
*
|
161
|
+
* * _top_ - the topmost coordinate visible on the scren. Defaults to 1.
|
162
|
+
* * _left_ - the leftmost coordinate visible on the screen. Defaults to -1.
|
163
|
+
* * _right_ - the rightmost coordinate visible on the screen. Defaults to 1.
|
164
|
+
* * _bottom_ - the bottommost coordinate visible on the screen. Defaults to -1.
|
165
|
+
* * _near_ - the nearest coordinate visible. Defaults to 0.01.
|
166
|
+
* * _far_ the furthest coordinate visible. Defaults to 2000.
|
167
|
+
*
|
168
|
+
**/
|
169
|
+
ortho: function(options) {
|
170
|
+
if (typeof(options.left) == "undefined") options.left = -1;
|
171
|
+
if (typeof(options.right) == "undefined") options.right = 1;
|
172
|
+
if (typeof(options.top) == "undefined") options.top = 1;
|
173
|
+
if (typeof(options.bottom) == "undefined") options.bottom = -1;
|
174
|
+
if (typeof(options.far) == "undefined") options.far = 2000;
|
175
|
+
options.near = options.near || 0.01;
|
176
|
+
|
177
|
+
mat4.ortho(options.left, options.right, options.bottom, options.top, options.near, options.far, this.matrices.p);
|
178
|
+
this.projection = {
|
179
|
+
width: options.right - options.left,
|
180
|
+
height: options.top - options.bottom,
|
181
|
+
depth: options.near - options.far,
|
182
|
+
left: options.left,
|
183
|
+
right: options.right,
|
184
|
+
near: options.near,
|
185
|
+
far: options.far,
|
186
|
+
top: options.top,
|
187
|
+
bottom: options.bottom
|
188
|
+
};
|
189
|
+
this.fireEvent('matrixUpdated');
|
190
|
+
},
|
191
|
+
|
192
|
+
/**
|
193
|
+
* Jax.Camera#setPosition(positionVector) -> undefined
|
194
|
+
* - positionVector (vec3): a vector representing the new position of the camera in world coordinates.
|
195
|
+
* Jax.Camera#setPosition(x, y, z) -> undefined
|
196
|
+
* - x (Number): the new X coordinate in world coordinates
|
197
|
+
* - y (Number): the new Y coordinate in world coordinates
|
198
|
+
* - z (Number): the new Z coordinate in world coordinates
|
199
|
+
*
|
200
|
+
* Sets the position of this camera.
|
201
|
+
**/
|
202
|
+
setPosition: function() {
|
203
|
+
var vec = vec3.create();
|
204
|
+
switch(arguments.length) {
|
205
|
+
case 1: vec3.set(arguments[0], vec); break;
|
206
|
+
case 3: vec3.set(arguments, vec); break;
|
207
|
+
default: throw new Error("Invalid arguments for Camera#setPosition");
|
208
|
+
}
|
209
|
+
|
210
|
+
this.orient(this.getViewVector(), this.getUpVector(), vec);
|
211
|
+
|
212
|
+
return this;
|
213
|
+
},
|
214
|
+
|
215
|
+
/**
|
216
|
+
* Jax.Camera#setDirection(vector) -> Jax.Camera
|
217
|
+
* - vector (vec3): the new direction that the camera will be pointing,
|
218
|
+
* in world space
|
219
|
+
**/
|
220
|
+
setDirection: function(vector) {
|
221
|
+
return this.orient(vector);
|
222
|
+
},
|
223
|
+
|
224
|
+
/**
|
225
|
+
* Jax.Camera#orient(viewVector, upVector[, positionVector]) -> Jax.Camera
|
226
|
+
* - viewVector (vec3): the new direction that the camera will be pointing
|
227
|
+
* - upVector (vec3): the new "up" direction perpendicular to the view
|
228
|
+
* - positionVector (vec3): optionally, a new position for the camera
|
229
|
+
* Jax.Camera#orient(vx, vy, vz, ux, uy, uz[, px, py, pz]) -> Jax.Camera
|
230
|
+
*
|
231
|
+
* Reorients this camera to be looking in the specified direction.
|
232
|
+
* Optionally, repositions this camera.
|
233
|
+
**/
|
234
|
+
orient: function(view, up) {
|
235
|
+
var pos;
|
236
|
+
|
237
|
+
switch(arguments.length) {
|
238
|
+
case 1:
|
239
|
+
view = store(this, VIEW, view[0], view[1], view[2]);
|
240
|
+
up = store(this, UP);
|
241
|
+
pos = store(this, POSITION);
|
242
|
+
break;
|
243
|
+
case 2:
|
244
|
+
view = store(this, VIEW, view[0], view[1], view[2]);
|
245
|
+
up = store(this, UP, up[0], up[1], up[2]);
|
246
|
+
pos = store(this, POSITION);
|
247
|
+
break;
|
248
|
+
case 3:
|
249
|
+
if (typeof(arguments[0]) == "number") {
|
250
|
+
view = store(this, VIEW, arguments[0], arguments[1], arguments[2]);
|
251
|
+
up = store(this, UP);
|
252
|
+
pos = store(this, POSITION);
|
253
|
+
} else {
|
254
|
+
view = store(this, VIEW, view[0], view[1], view[2]);
|
255
|
+
up = store(this, UP, up[0], up[1], up[2]);
|
256
|
+
pos = store(this, POSITION, arguments[2][0], arguments[2][1], arguments[2][2]);
|
257
|
+
}
|
258
|
+
break;
|
259
|
+
case 6:
|
260
|
+
view = store(this, VIEW, arguments[0], arguments[1], arguments[2]);
|
261
|
+
up = store(this, UP, arguments[3], arguments[4], arguments[5]);
|
262
|
+
pos = store(this, POSITION);
|
263
|
+
break;
|
264
|
+
case 9:
|
265
|
+
view = store(this, VIEW, arguments[0], arguments[1], arguments[2]);
|
266
|
+
up = store(this, UP, arguments[3], arguments[4], arguments[5]);
|
267
|
+
pos = store(this, POSITION, arguments[6], arguments[7], arguments[8]);
|
268
|
+
break;
|
269
|
+
default:
|
270
|
+
throw new Error("Unexpected arguments for Camera#orient");
|
271
|
+
}
|
272
|
+
|
273
|
+
vec3.add(pos,view,view);
|
274
|
+
this.lookAt(view, up, pos);
|
275
|
+
return this;
|
276
|
+
},
|
277
|
+
|
278
|
+
lookAt: function(point, up, pos) {
|
279
|
+
up = up || store(this, UP);
|
280
|
+
pos = pos || store(this, POSITION);
|
281
|
+
|
282
|
+
/*
|
283
|
+
I can't seem to get mat4.lookAt() to work as expected. I suspect that the forward vector is not
|
284
|
+
calculated properly, as it seems to reverse the operands. Dunno if this is a bug or a misunderstanding
|
285
|
+
in expectations, but either way I've decided not to use it, and adapted this code from:
|
286
|
+
GLH at http://www.opengl.org/wiki/GluLookAt_code
|
287
|
+
*/
|
288
|
+
var forward = this._tmp[FORWARD], side = this._tmp[SIDE];
|
289
|
+
var matrix2 = this.matrices.mv;
|
290
|
+
|
291
|
+
vec3.subtract(point, pos, forward);
|
292
|
+
|
293
|
+
// check whether up is parallel with view. If so, we can't possibly use up so
|
294
|
+
// we must recalculate up from the current side. We don't simply throw an error
|
295
|
+
// because the user may not be at fault. (Example: this.orient([0,-1,0]) infers
|
296
|
+
// the current up, which defaults to [0,1,0].)
|
297
|
+
var dot = vec3.dot(forward, up);
|
298
|
+
if (!isNaN(dot) && Math.abs(dot) > (1 - Math.EPSILON))
|
299
|
+
vec3.cross(store(this, RIGHT), forward, up);
|
300
|
+
|
301
|
+
vec3.normalize(forward);
|
302
|
+
// side = forward x up
|
303
|
+
vec3.cross(forward, up, side);
|
304
|
+
vec3.normalize(side);
|
305
|
+
// recompute up as: up = side x forward
|
306
|
+
vec3.cross(side, forward, up);
|
307
|
+
matrix2[0] = side[0];
|
308
|
+
matrix2[4] = side[1];
|
309
|
+
matrix2[8] = side[2];
|
310
|
+
matrix2[12]= 0;
|
311
|
+
matrix2[1] = up[0];
|
312
|
+
matrix2[5] = up[1];
|
313
|
+
matrix2[9] = up[2];
|
314
|
+
matrix2[13]= 0;
|
315
|
+
matrix2[2] = -forward[0];
|
316
|
+
matrix2[6] = -forward[1];
|
317
|
+
matrix2[10]= -forward[2];
|
318
|
+
matrix2[14]= 0.0;
|
319
|
+
matrix2[3] = matrix2[7] = matrix2[11] = 0;
|
320
|
+
matrix2[15] = 1;
|
321
|
+
mat4.translate(matrix2, vec3.negate(pos));
|
322
|
+
mat4.inverse(matrix2);
|
323
|
+
|
324
|
+
this.fireEvent('matrixUpdated');
|
325
|
+
},
|
326
|
+
|
327
|
+
/**
|
328
|
+
* Jax.Camera#perspective(options) -> undefined
|
329
|
+
* - options (Object): a generic object whose properties will be used to set up the
|
330
|
+
* projection matrix.
|
331
|
+
*
|
332
|
+
* Sets up a traditional perspective view for this camera. Objects will appear to be
|
333
|
+
* smaller as they get further away from the camera.
|
334
|
+
*
|
335
|
+
* Options include:
|
336
|
+
* * _width_ - the width of the camera, in pixels. Required.
|
337
|
+
* * _height_ - the height of the camera, in pixels. Required.
|
338
|
+
* * _fov_ - the angle of the field of view, in degrees. Default: 45
|
339
|
+
* * _near_ - the distance of the near plane from the camera's actual position. Objects
|
340
|
+
* closer to the camera than this will not be seen, even if they are technically in
|
341
|
+
* front of the camera itself. Default: 0.01
|
342
|
+
* * _far_ - the distance of the far plane from the camera's actual position. Objects
|
343
|
+
* further away from the camera than this won't be seen. Default: 2000
|
344
|
+
**/
|
345
|
+
perspective: function(options) {
|
346
|
+
options = options || {};
|
347
|
+
if (!options.width) throw new Error("Expected a screen width in Jax.Camera#perspective");
|
348
|
+
if (!options.height)throw new Error("Expected a screen height in Jax.Camera#perspective");
|
349
|
+
options.fov = options.fov || 45;
|
350
|
+
options.near = options.near || 0.01;
|
351
|
+
options.far = options.far || 2000;
|
352
|
+
|
353
|
+
var aspect_ratio = options.width / options.height;
|
354
|
+
mat4.perspective(options.fov, aspect_ratio, options.near, options.far, this.matrices.p);
|
355
|
+
this.projection = {
|
356
|
+
width: options.width, height: options.height,
|
357
|
+
near: options.near, far: options.far,
|
358
|
+
fov: options.fov
|
359
|
+
};
|
360
|
+
this.fireEvent('matrixUpdated');
|
361
|
+
},
|
362
|
+
|
363
|
+
/**
|
364
|
+
* Jax.Camera#getModelViewMatrix() -> mat4
|
365
|
+
*
|
366
|
+
* Returns the ModelView matrix. This matrix represents the camera's position and
|
367
|
+
* orientation in the world.
|
368
|
+
**/
|
369
|
+
getModelViewMatrix: function() { return this.matrices.mv; },
|
370
|
+
|
371
|
+
/**
|
372
|
+
* Jax.Camera#getProjectionMatrix() -> mat4
|
373
|
+
*
|
374
|
+
* Returns the projection matrix. This matrix represents the projection of the world
|
375
|
+
* onto a screen.
|
376
|
+
**/
|
377
|
+
getProjectionMatrix: function() { return this.matrices.p; },
|
378
|
+
|
379
|
+
/**
|
380
|
+
* Jax.Camera#getNormalMatrix() -> mat4
|
381
|
+
*
|
382
|
+
* Returns the normal matrix, which is defined as the transpose of the inverse of the
|
383
|
+
* ModelView matrix.
|
384
|
+
*
|
385
|
+
* This matrix is commonly used in lighting calculations.
|
386
|
+
**/
|
387
|
+
getNormalMatrix: function() {
|
388
|
+
if (!this.normal_matrix_up_to_date) {
|
389
|
+
mat4.toInverseMat3(this.getModelViewMatrix(), this.matrices.n);
|
390
|
+
mat3.transpose(this.matrices.n);
|
391
|
+
}
|
392
|
+
this.normal_matrix_up_to_date = true;
|
393
|
+
return this.matrices.n;
|
394
|
+
},
|
395
|
+
|
396
|
+
/**
|
397
|
+
* Jax.Camera#unproject(x, y[, z]) -> [[nearx, neary, nearz], [farx, fary, farz]]
|
398
|
+
* - x (Number): X coordinate in pixels
|
399
|
+
* - y (Number): Y coordinate in pixels
|
400
|
+
*
|
401
|
+
* Calculates a line segment in world space of the given pixel location. One end of the
|
402
|
+
* line segment represents the nearest world space point to which the pixel corresponds,
|
403
|
+
* while the other end of the line segment represents the farthest visible point, depending
|
404
|
+
* on the near and far planes of the projection matrix.
|
405
|
+
*
|
406
|
+
* You can also find a point at an arbitrary distance by passing a third argument representing
|
407
|
+
* the distance, Z, to travel from the near plane towards the far plane. Z should be a number
|
408
|
+
* between 0 and 1 (so think of it as a percentage). In this form, only one set of coordinates
|
409
|
+
* is returned: the actual world space position of the specified coordinate.
|
410
|
+
*
|
411
|
+
* This function was adapted from gluUnproject(), found at
|
412
|
+
* http://www.opengl.org/wiki/GluProject_and_gluUnProject_code
|
413
|
+
**/
|
414
|
+
unproject: function(winx, winy, winz) {
|
415
|
+
// winz is either 0 (near plane), 1 (far plane) or somewhere in between.
|
416
|
+
// if it's not given a value we'll produce coords for both.
|
417
|
+
if (typeof(winz) == "number") {
|
418
|
+
winx = parseFloat(winx);
|
419
|
+
winy = parseFloat(winy);
|
420
|
+
winz = parseFloat(winz);
|
421
|
+
|
422
|
+
var inf = [];
|
423
|
+
var mm = this.matrices.mv, pm = this.matrices.p;
|
424
|
+
var viewport = [0, 0, pm.width, pm.height];
|
425
|
+
|
426
|
+
//Calculation for inverting a matrix, compute projection x modelview; then compute the inverse
|
427
|
+
var m = mat4.set(mm, mat4.create());
|
428
|
+
|
429
|
+
mat4.inverse(m, m); // WHY do I have to do this? --see Jax.Context#reloadMatrices
|
430
|
+
mat4.multiply(pm, m, m);
|
431
|
+
mat4.inverse(m, m);
|
432
|
+
|
433
|
+
// Transformation of normalized coordinates between -1 and 1
|
434
|
+
inf[0]=(winx-viewport[0])/viewport[2]*2.0-1.0;
|
435
|
+
inf[1]=(winy-viewport[1])/viewport[3]*2.0-1.0;
|
436
|
+
inf[2]=2.0*winz-1.0;
|
437
|
+
inf[3]=1.0;
|
438
|
+
|
439
|
+
//Objects coordinates
|
440
|
+
var out = vec3.create();
|
441
|
+
mat4.multiplyVec4(m, inf, out);
|
442
|
+
if(out[3]==0.0)
|
443
|
+
return null;
|
444
|
+
|
445
|
+
out[3]=1.0/out[3];
|
446
|
+
return [out[0]*out[3], out[1]*out[3], out[2]*out[3]];
|
447
|
+
}
|
448
|
+
else
|
449
|
+
return [this.unproject(winx, winy, 0), this.unproject(winx, winy, 1)];
|
450
|
+
},
|
451
|
+
|
452
|
+
/**
|
453
|
+
* Jax.Camera#rotate(amount, x, y, z) -> rotated camera
|
454
|
+
* - amount (Number): amount to rotate, in radians
|
455
|
+
* - x (Number): X coordinate of the axis around which to rotate
|
456
|
+
* - y (Number): Y coordinate of the axis around which to rotate
|
457
|
+
* - z (Number): Z coordinate of the axis around which to rotate
|
458
|
+
* Jax.Camera.rotate(amount, vector) -> rotated camera
|
459
|
+
* - amount (Number): amount to rotate, in radians
|
460
|
+
* - vector (vec3): vector form of the axis around which to rotate
|
461
|
+
*
|
462
|
+
* Rotates the camera by the specified amount around some axis.
|
463
|
+
**/
|
464
|
+
rotate: function() {
|
465
|
+
var amount = arguments[0];
|
466
|
+
var vec;
|
467
|
+
switch(arguments.length) {
|
468
|
+
case 2: vec = arguments[1]; break;
|
469
|
+
case 4: vec = this._tmp[0]; vec[0] = arguments[1]; vec[1] = arguments[2]; vec[2] = arguments[3]; break;
|
470
|
+
default: throw new Error("Invalid arguments");
|
471
|
+
}
|
472
|
+
|
473
|
+
if (vec[1] == 0 && vec[2] == 0) mat4.rotateX(this.matrices.mv, amount*vec[0], this.matrices.mv);
|
474
|
+
else if (vec[0] == 0 && vec[2] == 0) mat4.rotateY(this.matrices.mv, amount*vec[1], this.matrices.mv);
|
475
|
+
else if (vec[0] == 0 && vec[1] == 0) mat4.rotateZ(this.matrices.mv, amount*vec[2], this.matrices.mv);
|
476
|
+
else mat4.rotate (this.matrices.mv, amount, vec, this.matrices.mv);
|
477
|
+
|
478
|
+
this.fireEvent('matrixUpdated');
|
479
|
+
return this;
|
480
|
+
},
|
481
|
+
|
482
|
+
/**
|
483
|
+
* Jax.Camera#strafe(distance) -> the translated camera
|
484
|
+
* - distance (Number): the distance to move. If positive, the camera will move "right";
|
485
|
+
* if negative, the camera will move "left".
|
486
|
+
*
|
487
|
+
* Causes the camera to strafe, or move "sideways" along the right vector.
|
488
|
+
**/
|
489
|
+
strafe: function(distance) {
|
490
|
+
this._tmp[FORWARD][0] = 1;
|
491
|
+
this._tmp[FORWARD][1] = 0;
|
492
|
+
this._tmp[FORWARD][2] = 0;
|
493
|
+
this.move(distance, this._tmp[FORWARD]);
|
494
|
+
return this;
|
495
|
+
},
|
496
|
+
|
497
|
+
/**
|
498
|
+
* Jax.Camera#move(distance[, direction]) -> the translated camera
|
499
|
+
* - distance (Number): the distance to move. If positive, the camera will move "forward"
|
500
|
+
* along the direction vector; if negative, it will move "backward".
|
501
|
+
* - direction (vec3): the vector to move along. If not specified, this will default to
|
502
|
+
* the camera's view vector. That is, it will default to the direction
|
503
|
+
* the camera is pointing.
|
504
|
+
**/
|
505
|
+
move: function(distance, direction) {
|
506
|
+
if (!direction) {
|
507
|
+
direction = this._tmp[FORWARD];
|
508
|
+
direction[0] = 0;
|
509
|
+
direction[1] = 0;
|
510
|
+
direction[2] = -1;
|
511
|
+
}
|
512
|
+
mat4.translate(this.matrices.mv, vec3.scale(direction, distance), this.matrices.mv);
|
513
|
+
this.fireEvent('matrixUpdated');
|
514
|
+
return this;
|
515
|
+
},
|
516
|
+
|
517
|
+
/**
|
518
|
+
* Jax.Camera#reset() -> the reset camera
|
519
|
+
* Resets this camera by moving it back to the origin and pointing it along the negative
|
520
|
+
* Z axis with the up vector along the positive Y axis.
|
521
|
+
**/
|
522
|
+
reset: function() { this.lookAt([0,0,-1], [0,1,0], [0,0,0]); }
|
523
|
+
});
|
524
|
+
})();
|
525
|
+
|
526
|
+
Jax.Camera.addMethods(Jax.Events.Methods);
|