jax 1.1.1 → 2.0.0

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Files changed (473) hide show
  1. data/.gitignore +4 -0
  2. data/.rvmrc +2 -3
  3. data/.travis.yml +8 -22
  4. data/README.md +2 -2
  5. data/Rakefile +128 -96
  6. data/app/assets/javascripts/jax/controller-list.js.coffee +22 -0
  7. data/app/assets/javascripts/jax/dom-helpers.js.coffee +17 -0
  8. data/app/assets/javascripts/jax/jasmine_runner.js +177 -0
  9. data/app/assets/javascripts/jax/runtime.js +6 -0
  10. data/app/assets/javascripts/jax/shader_editor.js.coffee +33 -0
  11. data/app/assets/stylesheets/jax/controller-list.css +5 -0
  12. data/app/assets/stylesheets/jax/jasmine.css +16 -0
  13. data/app/assets/stylesheets/jax/nav.css +41 -0
  14. data/app/assets/stylesheets/jax/runtime.css +47 -0
  15. data/app/assets/stylesheets/jax/shader_editor.css +3 -0
  16. data/app/assets/stylesheets/jax/suite.css +82 -0
  17. data/app/controllers/jax/suite_controller.rb +48 -0
  18. data/app/views/jax/suite/jasmine.html.erb +38 -0
  19. data/app/views/jax/suite/run_webgl.html.erb +49 -0
  20. data/app/views/jax/suite/shader_editor.html.erb +24 -0
  21. data/app/views/layouts/jax.html.erb +40 -0
  22. data/bin/jax +8 -4
  23. data/config/routes.rb +2 -0
  24. data/config.ru +5 -0
  25. data/features/rails/resources.feature +45 -0
  26. data/features/rails/shaders.feature +13 -0
  27. data/features/rails/specs.feature +24 -0
  28. data/features/runtime.feature +15 -0
  29. data/features/step_definitions/environment_steps.rb +15 -0
  30. data/features/step_definitions/response_steps.rb +13 -0
  31. data/features/step_definitions/runtime.rb +11 -0
  32. data/features/step_definitions/web_steps.rb +223 -0
  33. data/features/support/env.rb +75 -0
  34. data/features/support/paths.rb +30 -0
  35. data/features/support/rails_environment.rb +3 -0
  36. data/features/support/selectors.rb +39 -0
  37. data/features/support/setup.rb +17 -0
  38. data/jax.gemspec +22 -16
  39. data/lib/assets/javascripts/jax/anim_frame.js +64 -0
  40. data/lib/assets/javascripts/jax/application.js +16 -0
  41. data/lib/assets/javascripts/jax/builtin/all.js +21 -0
  42. data/lib/assets/javascripts/jax/builtin/meshes/cube.js +83 -0
  43. data/lib/assets/javascripts/jax/builtin/meshes/plane.js +67 -0
  44. data/lib/assets/javascripts/jax/builtin/meshes/quad.js +89 -0
  45. data/lib/assets/javascripts/jax/builtin/meshes/sphere.js +65 -0
  46. data/lib/assets/javascripts/jax/builtin/meshes/teapot.js +48 -0
  47. data/lib/assets/javascripts/jax/builtin/meshes/torus.js +64 -0
  48. data/lib/assets/javascripts/jax/compatibility.js +312 -0
  49. data/lib/assets/javascripts/jax/context.js +741 -0
  50. data/lib/assets/javascripts/jax/core/base.js +69 -0
  51. data/lib/assets/javascripts/jax/core/glMatrix_ext/mat3.js +20 -0
  52. data/lib/assets/javascripts/jax/core/glMatrix_ext/mat4.js +10 -0
  53. data/lib/assets/javascripts/jax/core/glMatrix_ext/quat4.js +148 -0
  54. data/lib/assets/javascripts/jax/core/glMatrix_ext/vec2.js +25 -0
  55. data/lib/assets/javascripts/jax/core/glMatrix_ext/vec3.js +86 -0
  56. data/lib/assets/javascripts/jax/core/glMatrix_ext/vec4.js +28 -0
  57. data/lib/assets/javascripts/jax/core/helper.js +44 -0
  58. data/lib/assets/javascripts/jax/core/math.js +61 -0
  59. data/lib/assets/javascripts/jax/core/matrix_stack.js +310 -0
  60. data/lib/assets/javascripts/jax/core/util.js +271 -0
  61. data/lib/assets/javascripts/jax/core.js +43 -0
  62. data/lib/assets/javascripts/jax/events.js +304 -0
  63. data/lib/assets/javascripts/jax/geometry/line.js +185 -0
  64. data/lib/assets/javascripts/jax/geometry/plane.js +371 -0
  65. data/lib/assets/javascripts/jax/geometry/triangle/inliner.rb +94 -0
  66. data/lib/assets/javascripts/jax/geometry/triangle/slow_tri_tri_intersect.js +20 -0
  67. data/lib/assets/javascripts/jax/geometry/triangle/tri_tri_intersect.js +281 -0
  68. data/lib/assets/javascripts/jax/geometry/triangle/tri_tri_intersect_optimized.js +564 -0
  69. data/lib/assets/javascripts/jax/geometry/triangle.js +311 -0
  70. data/lib/assets/javascripts/jax/geometry.js +14 -0
  71. data/lib/assets/javascripts/jax/mvc/controller.js +188 -0
  72. data/lib/assets/javascripts/jax/mvc/model.js +302 -0
  73. data/lib/assets/javascripts/jax/mvc/route_set.js +148 -0
  74. data/lib/assets/javascripts/jax/mvc/view.js +43 -0
  75. data/lib/assets/javascripts/jax/mvc/view_manager.js +65 -0
  76. data/lib/assets/javascripts/jax/noise.js +251 -0
  77. data/lib/assets/javascripts/jax/prototype/class.js +81 -0
  78. data/lib/assets/javascripts/jax/prototype/core.js +112 -0
  79. data/lib/assets/javascripts/jax/prototype/extensions.js +142 -0
  80. data/lib/assets/javascripts/jax/vendor/ejs.js +1 -0
  81. data/lib/assets/javascripts/jax/vendor/glMatrix.js +7 -0
  82. data/lib/assets/javascripts/jax/webgl/camera.js +697 -0
  83. data/lib/assets/javascripts/jax/webgl/cleanup.js +1 -0
  84. data/lib/assets/javascripts/jax/webgl/core/buffer.js +292 -0
  85. data/lib/assets/javascripts/jax/webgl/core/data_region.js +184 -0
  86. data/lib/assets/javascripts/jax/webgl/core/data_segment.js +255 -0
  87. data/lib/assets/javascripts/jax/webgl/core/events.js +99 -0
  88. data/lib/assets/javascripts/jax/webgl/core/framebuffer.js +316 -0
  89. data/lib/assets/javascripts/jax/webgl/core.js +6 -0
  90. data/lib/assets/javascripts/jax/webgl/material.js +381 -0
  91. data/lib/assets/javascripts/jax/webgl/mesh/normals.js +37 -0
  92. data/lib/assets/javascripts/jax/webgl/mesh/support.js +104 -0
  93. data/lib/assets/javascripts/jax/webgl/mesh/tangent_space.js +111 -0
  94. data/lib/assets/javascripts/jax/webgl/mesh.js +440 -0
  95. data/lib/assets/javascripts/jax/webgl/scene/frustum.js +422 -0
  96. data/lib/assets/javascripts/jax/webgl/scene/light_manager.js +141 -0
  97. data/lib/assets/javascripts/jax/webgl/scene/light_source.js +300 -0
  98. data/lib/assets/javascripts/jax/webgl/scene.js +16 -0
  99. data/lib/assets/javascripts/jax/webgl/shader/delegator/attribute.js +53 -0
  100. data/lib/assets/javascripts/jax/webgl/shader/delegator/uniform.js +71 -0
  101. data/lib/assets/javascripts/jax/webgl/shader/delegator.js +13 -0
  102. data/lib/assets/javascripts/jax/webgl/shader/manifest.js +70 -0
  103. data/lib/assets/javascripts/jax/webgl/shader/program.js +138 -0
  104. data/lib/assets/javascripts/jax/webgl/shader.js +299 -0
  105. data/lib/assets/javascripts/jax/webgl/shader_chain.js +267 -0
  106. data/lib/assets/javascripts/jax/webgl/texture.js +506 -0
  107. data/lib/assets/javascripts/jax/webgl/world.js +279 -0
  108. data/lib/assets/javascripts/jax/webgl.js +109 -0
  109. data/lib/assets/javascripts/jax.js +136 -0
  110. data/{builtin/app/shaders/basic/common.ejs → lib/assets/javascripts/shaders/basic/common.glsl} +0 -0
  111. data/{builtin/app/shaders/basic/fragment.ejs → lib/assets/javascripts/shaders/basic/fragment.glsl} +0 -0
  112. data/{builtin/app/shaders/basic/vertex.ejs → lib/assets/javascripts/shaders/basic/vertex.glsl} +1 -1
  113. data/{builtin/app/shaders/depthmap/common.ejs → lib/assets/javascripts/shaders/depthmap/common.glsl} +0 -0
  114. data/{builtin/app/shaders/depthmap/fragment.ejs → lib/assets/javascripts/shaders/depthmap/fragment.glsl} +1 -1
  115. data/{builtin/app → lib/assets/javascripts}/shaders/depthmap/material.js +0 -0
  116. data/{builtin/app/shaders/depthmap/vertex.ejs → lib/assets/javascripts/shaders/depthmap/vertex.glsl} +0 -0
  117. data/{builtin/app/shaders/fog/common.ejs → lib/assets/javascripts/shaders/fog/common.glsl} +0 -0
  118. data/{builtin/app/shaders/fog/fragment.ejs → lib/assets/javascripts/shaders/fog/fragment.glsl} +0 -0
  119. data/{builtin/app → lib/assets/javascripts}/shaders/fog/manifest.yml +0 -0
  120. data/{builtin/app → lib/assets/javascripts}/shaders/fog/material.js +6 -8
  121. data/{builtin/app/shaders/fog/vertex.ejs → lib/assets/javascripts/shaders/fog/vertex.glsl} +0 -0
  122. data/{builtin/app/shaders/functions/depth_map.ejs → lib/assets/javascripts/shaders/functions/depth_map.glsl} +0 -0
  123. data/{builtin/app/shaders/functions/lights.ejs → lib/assets/javascripts/shaders/functions/lights.glsl} +0 -0
  124. data/{builtin/app/shaders/functions/noise.ejs → lib/assets/javascripts/shaders/functions/noise.glsl} +0 -0
  125. data/lib/assets/javascripts/shaders/lighting/common.glsl +5 -0
  126. data/{builtin/app/shaders/lighting/fragment.ejs → lib/assets/javascripts/shaders/lighting/fragment.glsl} +0 -0
  127. data/{builtin/app → lib/assets/javascripts}/shaders/lighting/manifest.yml +0 -0
  128. data/{builtin/app → lib/assets/javascripts}/shaders/lighting/material.js +2 -4
  129. data/{builtin/app/shaders/lighting/vertex.ejs → lib/assets/javascripts/shaders/lighting/vertex.glsl} +0 -0
  130. data/{builtin/app/shaders/normal_map/common.ejs → lib/assets/javascripts/shaders/normal_map/common.glsl} +1 -1
  131. data/{builtin/app/shaders/normal_map/fragment.ejs → lib/assets/javascripts/shaders/normal_map/fragment.glsl} +0 -0
  132. data/{builtin/app → lib/assets/javascripts}/shaders/normal_map/manifest.yml +0 -0
  133. data/lib/assets/javascripts/shaders/normal_map/material.js +11 -0
  134. data/{builtin/app/shaders/normal_map/vertex.ejs → lib/assets/javascripts/shaders/normal_map/vertex.glsl} +0 -0
  135. data/{builtin/app/shaders/paraboloid/common.ejs → lib/assets/javascripts/shaders/paraboloid/common.glsl} +0 -0
  136. data/{builtin/app/shaders/paraboloid/fragment.ejs → lib/assets/javascripts/shaders/paraboloid/fragment.glsl} +0 -0
  137. data/{builtin/app → lib/assets/javascripts}/shaders/paraboloid/manifest.yml +0 -0
  138. data/{builtin/app → lib/assets/javascripts}/shaders/paraboloid/material.js +2 -4
  139. data/{builtin/app/shaders/paraboloid/vertex.ejs → lib/assets/javascripts/shaders/paraboloid/vertex.glsl} +0 -0
  140. data/{builtin/app/shaders/picking/common.ejs → lib/assets/javascripts/shaders/picking/common.glsl} +0 -0
  141. data/{builtin/app/shaders/picking/fragment.ejs → lib/assets/javascripts/shaders/picking/fragment.glsl} +0 -0
  142. data/{builtin/app → lib/assets/javascripts}/shaders/picking/material.js +2 -4
  143. data/{builtin/app/shaders/picking/vertex.ejs → lib/assets/javascripts/shaders/picking/vertex.glsl} +0 -0
  144. data/{builtin/app/shaders/shadow_map/common.ejs → lib/assets/javascripts/shaders/shadow_map/common.glsl} +2 -1
  145. data/{builtin/app/shaders/shadow_map/fragment.ejs → lib/assets/javascripts/shaders/shadow_map/fragment.glsl} +1 -1
  146. data/{builtin/app → lib/assets/javascripts}/shaders/shadow_map/manifest.yml +0 -0
  147. data/{builtin/app → lib/assets/javascripts}/shaders/shadow_map/material.js +4 -6
  148. data/{builtin/app/shaders/shadow_map/vertex.ejs → lib/assets/javascripts/shaders/shadow_map/vertex.glsl} +0 -0
  149. data/{builtin/app/shaders/texture/common.ejs → lib/assets/javascripts/shaders/texture/common.glsl} +0 -0
  150. data/{builtin/app/shaders/texture/fragment.ejs → lib/assets/javascripts/shaders/texture/fragment.glsl} +0 -0
  151. data/{builtin/app → lib/assets/javascripts}/shaders/texture/manifest.yml +0 -0
  152. data/lib/assets/javascripts/shaders/texture/material.js +17 -0
  153. data/{builtin/app/shaders/texture/vertex.ejs → lib/assets/javascripts/shaders/texture/vertex.glsl} +0 -0
  154. data/lib/generators/jax/all.rb +16 -0
  155. data/lib/generators/jax/application/application_generator.rb +48 -0
  156. data/lib/generators/jax/base/actions.rb +52 -0
  157. data/lib/generators/jax/base/coffee_generator.rb +30 -0
  158. data/lib/generators/jax/base/named_base.rb +17 -0
  159. data/lib/generators/jax/base/plugin_base.rb +108 -0
  160. data/lib/generators/jax/base/plugin_credentials.rb +99 -0
  161. data/lib/generators/jax/base/plugin_manifest.rb +75 -0
  162. data/lib/generators/jax/base/rails_base.rb +30 -0
  163. data/lib/generators/jax/base/source_root.rb +5 -0
  164. data/lib/generators/jax/controller/controller_generator.rb +37 -0
  165. data/lib/generators/jax/helper/helper_generator.rb +30 -0
  166. data/lib/generators/jax/install/install_generator.rb +27 -0
  167. data/lib/generators/jax/jax_generator.rb +13 -0
  168. data/lib/generators/jax/light/light_generator.rb +23 -0
  169. data/lib/{jax/generators → generators/jax}/material/USAGE +4 -8
  170. data/lib/generators/jax/material/material_generator.rb +112 -0
  171. data/lib/generators/jax/model/model_generator.rb +24 -0
  172. data/lib/generators/jax/plugin/plugin_generator.rb +72 -0
  173. data/lib/generators/jax/scaffold/scaffold_generator.rb +35 -0
  174. data/lib/generators/jax/shader/shader_generator.rb +38 -0
  175. data/lib/jax/commands/plugin_manager.rb +240 -0
  176. data/lib/jax/commands.rb +69 -0
  177. data/lib/jax/configuration.rb +64 -0
  178. data/lib/jax/directive_processor.rb +53 -0
  179. data/lib/jax/engine.rb +38 -54
  180. data/lib/jax/helper_methods.rb +3 -0
  181. data/lib/jax/rails/application.rb +34 -0
  182. data/lib/jax/resource_file.rb +29 -0
  183. data/lib/jax/script_loader.rb +68 -0
  184. data/lib/jax/server.rb +87 -0
  185. data/lib/jax/shader.rb +70 -172
  186. data/lib/jax/testing/rails_environment.rb +94 -0
  187. data/lib/jax/util/tar.rb +75 -0
  188. data/lib/jax/util.rb +3 -0
  189. data/lib/jax/version.rb +7 -8
  190. data/lib/jax.rb +23 -41
  191. data/spec/bin/jax_spec.rb +149 -0
  192. data/{lib/jax/generators/app/templates/app/models/.empty_directory → spec/fixtures/public/favicon.ico} +0 -0
  193. data/spec/fixtures/public/textures/brickwall.jpg +0 -0
  194. data/spec/fixtures/public/textures/jacks.jpg +0 -0
  195. data/spec/fixtures/public/textures/normal_map.jpg +0 -0
  196. data/spec/fixtures/public/textures/rock.png +0 -0
  197. data/spec/fixtures/public/textures/rock_normal.png +0 -0
  198. data/spec/fixtures/public/textures/rss.png +0 -0
  199. data/spec/generators/jax/application_generator_spec.rb +18 -0
  200. data/spec/generators/jax/controller_generator_spec.rb +102 -0
  201. data/spec/generators/jax/helper_generator_spec.rb +55 -0
  202. data/spec/generators/jax/install_generator_spec.rb +30 -0
  203. data/spec/generators/jax/jax_generator_spec.rb +21 -0
  204. data/spec/generators/jax/light_generator_spec.rb +27 -0
  205. data/spec/generators/jax/material_generator_spec.rb +62 -0
  206. data/spec/generators/jax/model_generator_spec.rb +72 -0
  207. data/spec/generators/jax/plugin_generator_spec.rb +143 -0
  208. data/spec/generators/jax/scaffold_generator_spec.rb +35 -0
  209. data/spec/generators/jax/shader_generator_spec.rb +37 -0
  210. data/spec/javascripts/helpers/jasmine_webgl_helper.js +13 -0
  211. data/{lib/jax/generators/app/templates/spec/javascripts/support/spec_helpers → spec/javascripts/helpers}/jax_spec_environment_helper.js +7 -2
  212. data/{lib/jax/generators/app/templates/spec/javascripts/support/spec_helpers → spec/javascripts/helpers}/jax_spec_helper.js +0 -0
  213. data/spec/javascripts/jax/builtin/meshes/cube_spec.js +10 -0
  214. data/spec/javascripts/jax/builtin/meshes/plane_spec.js +8 -0
  215. data/spec/javascripts/jax/builtin/meshes/quad_spec.js +8 -0
  216. data/spec/javascripts/jax/builtin/meshes/sphere_spec.js +8 -0
  217. data/spec/javascripts/jax/builtin/meshes/teapot_spec.js +8 -0
  218. data/spec/javascripts/jax/builtin/meshes/torus_spec.js +8 -0
  219. data/spec/javascripts/jax/compatibility_spec.js +46 -0
  220. data/spec/javascripts/jax/context_events_spec.js +212 -0
  221. data/spec/javascripts/jax/context_spec.js +305 -0
  222. data/spec/javascripts/jax/core/data_region_spec.js +118 -0
  223. data/spec/javascripts/jax/core/data_segment_spec.js +96 -0
  224. data/spec/javascripts/jax/core/delegation_spec.js +48 -0
  225. data/spec/javascripts/jax/core/events_spec.js +17 -0
  226. data/spec/javascripts/jax/core/glMatrix_extensions_spec.js +8 -0
  227. data/spec/javascripts/jax/core/helper_spec.js +61 -0
  228. data/spec/javascripts/jax/core/matrix_stack_spec.js +28 -0
  229. data/spec/javascripts/jax/core/utils_spec.js +275 -0
  230. data/spec/javascripts/jax/geometry/line_spec.js +20 -0
  231. data/spec/javascripts/jax/geometry/plane_spec.js +181 -0
  232. data/spec/javascripts/jax/geometry/triangle_spec.js +105 -0
  233. data/spec/javascripts/jax/mvc/controller_spec.js +156 -0
  234. data/spec/javascripts/jax/mvc/model_spec.js +93 -0
  235. data/spec/javascripts/jax/mvc/route_set_spec.js +49 -0
  236. data/spec/javascripts/jax/mvc/view_manager_spec.js +17 -0
  237. data/spec/javascripts/jax/noise_spec.js +50 -0
  238. data/spec/javascripts/jax/optimizations/material_limitations_spec.js +85 -0
  239. data/spec/javascripts/jax/optimizations/shaders/basic_spec.js +65 -0
  240. data/spec/javascripts/jax/prototype/extensions_spec.js +34 -0
  241. data/spec/javascripts/jax/webgl/camera_spec.js +237 -0
  242. data/spec/javascripts/jax/webgl/core/events_spec.js +47 -0
  243. data/spec/javascripts/jax/webgl/framebuffer_spec.js +44 -0
  244. data/spec/javascripts/jax/webgl/lighting_spec.js +108 -0
  245. data/spec/javascripts/jax/webgl/material_spec.js +117 -0
  246. data/spec/javascripts/jax/webgl/mesh_spec.js +228 -0
  247. data/spec/javascripts/jax/webgl/shader/manifest_spec.js +57 -0
  248. data/spec/javascripts/jax/webgl/shader_chain_spec.js +211 -0
  249. data/spec/javascripts/jax/webgl/shader_spec.js +276 -0
  250. data/spec/javascripts/jax/webgl/tangent_space_spec.js +142 -0
  251. data/spec/javascripts/jax/webgl/texture_spec.js +159 -0
  252. data/spec/javascripts/jax/webgl_spec.js +5 -0
  253. data/spec/javascripts/jax/world_spec.js +175 -0
  254. data/spec/javascripts/jax_spec.js +14 -0
  255. data/spec/javascripts/node/mocks/webgl.js +159 -0
  256. data/spec/javascripts/node_helper.js +51 -0
  257. data/spec/javascripts/shaders/core_materials_spec.js +38 -0
  258. data/spec/javascripts/shaders/fog_spec.js +15 -0
  259. data/spec/javascripts/shaders/lighting_spec.js +15 -0
  260. data/spec/javascripts/shaders/normal_map_spec.js +15 -0
  261. data/spec/javascripts/shaders/paraboloid_spec.js +33 -0
  262. data/spec/javascripts/shaders/preprocessor_spec.js +45 -0
  263. data/spec/javascripts/shaders/shadow_map_spec.js +15 -0
  264. data/spec/javascripts/shaders/texture_spec.js +37 -0
  265. data/spec/javascripts/suite/controller_select_spec.js.coffee +24 -0
  266. data/spec/lib/jax/commands/plugin_manager/credentials_spec.rb +56 -0
  267. data/spec/lib/jax/commands/plugin_manager/push_spec.rb +62 -0
  268. data/spec/lib/jax/commands/plugin_manager_spec.rb +204 -0
  269. data/spec/lib/jax/rails/application_spec.rb +23 -0
  270. data/spec/lib/jax/shader_spec.rb +67 -0
  271. data/spec/lib/jax/util/tar_spec.rb +26 -0
  272. data/spec/{test_helper.rb → spec_helper.rb} +37 -28
  273. data/spec/support/test_model_generator.rb +14 -0
  274. data/templates/app/Gemfile.tt +17 -0
  275. data/templates/app/Rakefile +4 -0
  276. data/templates/app/config/application.rb +16 -0
  277. data/{lib/jax/generators/app/templates → templates/app}/config/boot.rb +0 -0
  278. data/templates/app/config/environment.rb +5 -0
  279. data/templates/app/config/environments/production.rb +4 -0
  280. data/templates/app/config.ru +6 -0
  281. data/{lib/jax/generators/app/templates/app/resources → templates/app/public}/.empty_directory +0 -0
  282. data/templates/app/script/jax +8 -0
  283. data/{lib/jax/generators/app/templates/app/views → templates/app/spec}/.empty_directory +0 -0
  284. data/templates/application_controller.js.coffee.erb +3 -0
  285. data/templates/application_controller.js.erb +6 -0
  286. data/templates/application_helper.js.coffee.erb +3 -0
  287. data/templates/application_helper.js.erb +3 -0
  288. data/templates/controller.js.coffee.erb +9 -0
  289. data/templates/controller.js.erb +15 -0
  290. data/templates/controller_spec.js.coffee.erb +9 -0
  291. data/templates/controller_spec.js.erb +12 -0
  292. data/templates/helper.js.coffee.erb +2 -0
  293. data/templates/helper.js.erb +3 -0
  294. data/templates/helper_spec.js.coffee.erb +8 -0
  295. data/templates/helper_spec.js.erb +12 -0
  296. data/{lib/jax/generators/light_source/templates/light.yml.tt → templates/light_source.resource.erb} +3 -3
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@@ -0,0 +1,310 @@
1
+ //= require "../vendor/glMatrix"
2
+ //= require "../prototype/class"
3
+
4
+ /**
5
+ * class Jax.MatrixStack
6
+ *
7
+ * A matrix stack, obviously. Every Jax.Context allocates its own matrix stack, so you probably
8
+ * shouldn't have to instantiate this directly. Calls to methods of the same name on Jax.Context
9
+ * are delegated into its own matrix stack, so you're really calling these methods.
10
+ *
11
+ * Note that for performance reasons, whenever you call get[Some]Matrix(), the matrix instance
12
+ * itself is returned instead of a copy of the instance. That gives you the power to make changes
13
+ * directly to the matrix, instead of doing them via the stack. For instance, instead of calling
14
+ * Jax.MatrixStack#loadMatrix(), you could just as easily call mat4#set() using one of the
15
+ * matrices here as an argument. *However*, in doing so you will lose the auto-updating of other
16
+ * matrices, so you must be very careful about how you modify matrices.
17
+ *
18
+ * For example, it would be very easy to use mat4.multiply() to change the model matrix. In doing
19
+ * so, the inverse model matrix would no longer be accurate. This could lead to very
20
+ * difficult-to-debug situations.
21
+ *
22
+ * When in doubt, it is _strongly_ recommended to use the various matrix methods found in
23
+ * Jax.MatrixStack to modify the matrices here. This will keep all related matrices up-to-date.
24
+ **/
25
+ Jax.MatrixStack = (function() {
26
+ var MODEL = 1, VIEW = 2, PROJECTION = 3;
27
+
28
+ function updateMVP(self) {
29
+ mat4.multiply(self.getProjectionMatrix(), self.getModelViewMatrix(), self.getModelViewProjectionMatrix());
30
+ }
31
+
32
+ function updateModelView(self) {
33
+ mat4.multiply(self.getInverseViewMatrix(), self.getModelMatrix(), self.getModelViewMatrix());
34
+ mat4.inverse(self.getModelViewMatrix(), self.getInverseModelViewMatrix());
35
+ updateMVP(self);
36
+ }
37
+
38
+ function updateNormal(self) {
39
+ mat4.toMat3(self.getInverseModelViewMatrix(), self.getNormalMatrix());
40
+ mat3.transpose(self.getNormalMatrix());
41
+ }
42
+
43
+ function mMatrixUpdated(self) {
44
+ mat4.inverse(self.getModelMatrix(), self.getInverseModelMatrix());
45
+ updateModelView(self);
46
+ updateNormal(self);
47
+ }
48
+
49
+ function vMatrixUpdated(self) {
50
+ mat4.inverse(self.getViewMatrix(), self.getInverseViewMatrix());
51
+ updateModelView(self);
52
+ updateNormal(self);
53
+ }
54
+
55
+ function pMatrixUpdated(self) {
56
+ mat4.inverse(self.getProjectionMatrix(), self.getInverseProjectionMatrix());
57
+ updateMVP(self);
58
+ }
59
+
60
+ function loadMatrix(self, which, values) {
61
+ switch(which) {
62
+ case MODEL:
63
+ mat4.set(values, self.getModelMatrix());
64
+ mMatrixUpdated(self);
65
+ break;
66
+ case VIEW:
67
+ mat4.set(values, self.getViewMatrix());
68
+ vMatrixUpdated(self);
69
+ break;
70
+ case PROJECTION:
71
+ mat4.set(values, self.getProjectionMatrix());
72
+ pMatrixUpdated(self);
73
+ break;
74
+ default: throw new Error("programming error: matrix ID not understood: "+which);
75
+ }
76
+ }
77
+
78
+ function multMatrix(self, which, values) {
79
+ switch(which) {
80
+ case MODEL:
81
+ mat4.multiply(self.getModelMatrix(), values, self.getModelMatrix());
82
+ mMatrixUpdated(self);
83
+ break;
84
+ case VIEW:
85
+ mat4.multiply(self.getViewMatrix(), values, self.getViewMatrix());
86
+ vMatrixUpdated(self);
87
+ break;
88
+ case PROJECTION:
89
+ mat4.multiply(self.getProjectionMatrix(), values, self.getProjectionMatrix());
90
+ pMatrixUpdated(self);
91
+ break;
92
+ default: throw new Error("programming error: matrix ID not understood: "+which);
93
+ }
94
+ }
95
+
96
+ /*
97
+ iterates through each matrix stack in self.matrices and pushes a new matrix onto the stack.
98
+ If the new matrix level already has a matrix, it is used; otherwise, a new one is allocated.
99
+ Then, the current level's matrix values are copied into the next level's matrix.
100
+ */
101
+ function pushMatrix(self) {
102
+ var current;
103
+ var stack;
104
+ var current_depth = self.depth;
105
+ var type;
106
+
107
+ self.depth++;
108
+ for (var i in self.matrices) {
109
+ stack = self.matrices[i];
110
+ current = stack[current_depth];
111
+ type = (current.length == 9 ? mat3 : mat4);
112
+ stack[self.depth] = stack[self.depth] || type.create();
113
+ type.set(current, stack[self.depth]);
114
+ }
115
+ }
116
+
117
+ return Jax.Class.create({
118
+ /**
119
+ * Jax.MatrixStack#push() -> Jax.MatrixStack
120
+ *
121
+ * Saves the state of all current matrices, so that further operations won't affect them directly.
122
+ * If another set of matrices already exist, they are used; otherwise, a new set is allocated.
123
+ * After a new set of matrices has been secured, all current values are copied into the new set.
124
+ *
125
+ * See also Jax.MatrixStack#pop()
126
+ **/
127
+ push: function() { pushMatrix(this); return this; },
128
+
129
+ /**
130
+ * Jax.MatrixStack#pop() -> Jax.MatrixStack
131
+ *
132
+ * Reverts back to an earlier matrix stack, effectively undoing any changes that have been made
133
+ * since the most recent call to Jax.MatrixStack#push().
134
+ *
135
+ * See also Jax.MatrixStack#push()
136
+ **/
137
+ pop: function() { this.depth--; return this; },
138
+
139
+ /**
140
+ * Jax.MatrixStack#reset() -> Jax.MatrixStack
141
+ *
142
+ * Resets the stack depth to zero, effectively undoing all calls to #push().
143
+ **/
144
+ reset: function() { this.depth = 0; return this; },
145
+
146
+ /**
147
+ * Jax.MatrixStack#loadModelMatrix(matr) -> Jax.MatrixStack
148
+ * - matr (mat4): the new matrix values
149
+ *
150
+ * Replaces the current model matrix with the specified one.
151
+ * Updates the inverse model matrix, the modelview matrix, the inverse modelview matrix and the normal matrix.
152
+ **/
153
+ loadModelMatrix: function(values) { loadMatrix(this, MODEL, values); return this; },
154
+
155
+ /**
156
+ * Jax.MatrixStack#loadViewMatrix(matr) -> Jax.MatrixStack
157
+ * - matr (mat4): the new matrix values
158
+ *
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
+ *
168
+ * Replaces the current projection matrix with the specified one.
169
+ * Updates the inverse projection matrix.
170
+ **/
171
+ loadProjectionMatrix: function(values) { loadMatrix(this, PROJECTION, values); return this; },
172
+
173
+ /**
174
+ * Jax.MatrixStack#multModelMatrix(matr) -> Jax.MatrixStack
175
+ * - matr (mat4): the matrix values
176
+ *
177
+ * Multiplies the current model matrix with the specified one.
178
+ * Updates the inverse model matrix, the modelview matrix, the inverse modelview matrix and the normal matrix.
179
+ **/
180
+ multModelMatrix: function(values) { multMatrix(this, MODEL, values); return this; },
181
+
182
+ /**
183
+ * Jax.MatrixStack#multViewMatrix(matr) -> Jax.MatrixStack
184
+ * - matr (mat4): the matrix values
185
+ *
186
+ * Multiplies the current view matrix with the specified one.
187
+ * Updates the inverse view matrix, the modelview matrix, the inverse modelview matrix and the normal matrix.
188
+ **/
189
+ multViewMatrix: function(values) { multMatrix(this, VIEW, values); return this; },
190
+
191
+ /**
192
+ * Jax.MatrixStack#multProjectionMatrix(matr) -> Jax.MatrixStack
193
+ * - matr (mat4): the matrix values
194
+ *
195
+ * Multiplies the current projection matrix with the specified one.
196
+ * Updates the inverse projection matrix.
197
+ **/
198
+ multProjectionMatrix: function(values) { multMatrix(this, PROJECTION, values); return this; },
199
+
200
+ /**
201
+ * Jax.MatrixStack#getModelMatrix() -> mat4
202
+ *
203
+ * the local model transformation matrix. Most models will manipulate this matrix. Multiplying an object-space
204
+ * coordinate by this matrix will result in a world-space coordinate.
205
+ **/
206
+ getModelMatrix: function() { return this.matrices.model[this.depth]; },
207
+
208
+ /**
209
+ * Jax.MatrixStack#getInverseModelMatrix() -> mat4
210
+ *
211
+ * the opposite of the local model transformation matrix. Multiplying a point in world space against this matrix
212
+ * will result in an object relative to the current object space.
213
+ **/
214
+ getInverseModelMatrix: function() { return this.matrices.inverse_model[this.depth]; },
215
+
216
+ /**
217
+ * Jax.MatrixStack#getNormalMatrix() -> mat3
218
+ *
219
+ * the inverse transpose of the modelview matrix. See
220
+ * http://www.lighthouse3d.com/tutorials/glsl-tutorial/the-normal-matrix/
221
+ * for a good writeup of where and how this matrix is useful. Multiplying a 3D _directional_ (not _positional)
222
+ * vector against this matrix will result in a 3D _directional_ vector in eye space.
223
+ **/
224
+ getNormalMatrix: function() { return this.matrices.normal[this.depth]; },
225
+
226
+ /**
227
+ * Jax.MatrixStack#getViewMatrix() -> mat4
228
+ *
229
+ * aka the camera matrix. Multiplying a point in eye space (e.g. relative to the camera) against the view matrix
230
+ * results in a point in world space.
231
+ **/
232
+ getViewMatrix: function() { return this.matrices.view[this.depth]; },
233
+
234
+ /**
235
+ * Jax.MatrixStack#getInverseViewMatrix() -> mat4
236
+ *
237
+ * the opposite of the camera matrix. Multiplying a point in world space against this matrix
238
+ * will result in a point in eye space (relative to camera).
239
+ **/
240
+ getInverseViewMatrix: function() { return this.matrices.inverse_view[this.depth]; },
241
+
242
+ /**
243
+ * Jax.MatrixStack#getModelViewMatrix() -> mat4
244
+ *
245
+ * the only matrix OpenGL actually cares about, the modelview matrix. A combination of both model and view
246
+ * matrices, equivalent to mat4.multiply(view, model). (OpenGL matrix operations are read from right-to-left.)
247
+ *
248
+ * Multiplying a point in object space by this matrix will effectively skip the world space transformation,
249
+ * resulting in a coordinate placed directly into eye space. This has the obvious advantage of being faster
250
+ * than performing the operation in two steps (model and then view).
251
+ **/
252
+ getModelViewMatrix: function() { return this.matrices.modelview[this.depth]; },
253
+
254
+ /**
255
+ * Jax.MatrixStack#getInverseModelViewMatrix() -> mat4
256
+ *
257
+ * The opposite of the modelview matrix. Multiplying an eye-space coordinate by this matrix results in an
258
+ * object-space coordinate.
259
+ **/
260
+ getInverseModelViewMatrix: function() { return this.matrices.inverse_modelview[this.depth]; },
261
+
262
+ /**
263
+ * Jax.MatrixStack#getProjectionMatrix() -> mat4
264
+ *
265
+ * aka the screen matrix. Multiplying a point in eye space against the projection matrix results in a 4D
266
+ * vector in clip space. Dividing clip coordinates (XYZ) by the 4th component (W) yields a 3D vector in
267
+ * normalized device coordinates, where all components are in the range [-1,1]. These points are ultimately
268
+ * multiplied by screen dimensions to find a pixel position.
269
+ **/
270
+ getProjectionMatrix: function() { return this.matrices.projection[this.depth]; },
271
+
272
+ /**
273
+ * Jax.MatrixStack#getModelViewProjectionMatrix() -> mat4
274
+ *
275
+ * Returns the model, view and projection matrices combined into one.
276
+ **/
277
+ getModelViewProjectionMatrix: function() { return this.matrices.modelview_projection[this.depth]; },
278
+
279
+ /**
280
+ * Jax.MatrixStack#getInverseProjectionMatrix() -> mat4
281
+ *
282
+ * the opposite of the projection matrix. Multiplying a 4D vector in normalized device coordinates by
283
+ * its 4th component will result in clip space coordinates. Multiplying these clip space coordinates by the inverse
284
+ * projection matrix will result in a point in eye space, relative to the camera.
285
+ **/
286
+ getInverseProjectionMatrix: function() { return this.matrices.inverse_projection[this.depth]; },
287
+
288
+ initialize: function() {
289
+ this.depth = 0;
290
+
291
+ this.matrices = {
292
+ /* matrix depth, essentially the array index representing the current level in the stack. */
293
+ model: [mat4.create()],
294
+ inverse_model: [mat4.create()],
295
+ normal: [mat3.create()],
296
+ view: [mat4.create()],
297
+ inverse_view: [mat4.create()],
298
+ modelview: [mat4.create()],
299
+ inverse_modelview: [mat4.create()],
300
+ projection: [mat4.create()],
301
+ inverse_projection: [mat4.create()],
302
+ modelview_projection: [mat4.create()]
303
+ };
304
+
305
+ this.loadModelMatrix(mat4.IDENTITY);
306
+ this.loadViewMatrix(mat4.IDENTITY);
307
+ this.loadProjectionMatrix(mat4.IDENTITY); // there's no known data about the viewport at this time.
308
+ }
309
+ });
310
+ })();
@@ -0,0 +1,271 @@
1
+ /**
2
+ * class Array
3
+ * A standard JavaScript array.
4
+ **/
5
+
6
+ /**
7
+ * Jax.Util
8
+ * Contains general-purpose utility and helper functions
9
+ **/
10
+ Jax.Util = {
11
+ findMaterial: function(name_or_instance) {
12
+ if (typeof(name_or_instance) == "string")
13
+ return Jax.Material.find(name_or_instance);
14
+ else if (name_or_instance.isKindOf && name_or_instance.isKindOf(Jax.Material))
15
+ return name_or_instance;
16
+
17
+ throw new Error("Material must be an instance of Jax.Material, or "+
18
+ "a string representing a material in the Jax material registry");
19
+ },
20
+
21
+ /**
22
+ * Jax.Util.decodePickingColor(red, green, blue, alpha) -> Number
23
+ *
24
+ * Performs the reverse of the 'picking' shader by restoring a number
25
+ * that was previously encoded into the four color channels.
26
+ **/
27
+ decodePickingColor: function(red, green, blue, alpha) {
28
+ /* blue is a key. It is always max. So if it's 1, we're dealing with floats; else, bytes. */
29
+ if (blue == 1.0) {
30
+ red *= 255;
31
+ green *= 255;
32
+ }
33
+ return red * 256 + green;
34
+ },
35
+
36
+ /**
37
+ * Jax.Util.vectorize(object) -> vec3
38
+ * - object (Object): any Object
39
+ *
40
+ * Analyzes the input object and returns a vec3 based on its contents. Input can be any of the following:
41
+ * * a vec3
42
+ * * an array
43
+ * * an object with {x, y, z} properties
44
+ * * an object with {0, 1, 2} properties
45
+ * * a string delimited with any combination of commas, spaces and/or tab characters. Examples:
46
+ * "x,y,z"
47
+ * "x y z"
48
+ * "x, y, z"
49
+ * "x\ty\tz"
50
+ * "x, \ty, \tz"
51
+ **/
52
+ vectorize: function(data) {
53
+ if (data) {
54
+ var res = [];//vec3.create();
55
+ if (typeof(data) == "string") {
56
+ var components = data.split(/[,\s]+/);
57
+ if (components.length >= 2) {
58
+ for (var i = 0; i < components.length; i++)
59
+ res[i] = parseFloat(components[i]);
60
+ }
61
+ return res;
62
+ }
63
+ if (data.length && data.length >= 3) return vec3.set(data, res);
64
+ else if (data.length == 2) return [data[0], data[1]];
65
+ if ((res[0] = data.x) != undefined && (res[1] = data.y) != undefined) {
66
+ if (data.z != undefined) res[2] = data.z;
67
+ return res;
68
+ }
69
+ if ((res[0] = data[0]) != undefined && (res[1] = data[1]) != undefined) {
70
+ if (data[2] != undefined) res[2] = data[2];
71
+ return res;
72
+ }
73
+ }
74
+ throw new Error("Input argument for Jax.Util.vectorize not recognized: "+JSON.stringify(data));
75
+ },
76
+
77
+ /**
78
+ * Jax.Util.colorize(object) -> vec4
79
+ * - object (Object): any Object
80
+ *
81
+ * Analyzes the input object and returns a 4-component color vector based on its contents. Input can be any of the
82
+ * following:
83
+ * * an array
84
+ * * an object with {r, g, b, a} properties
85
+ * * an object with {0, 1, 2, 3} properties
86
+ * * a string delimited with any combination of commas, spaces and/or tab characters. Examples:
87
+ * "r,g,b,a"
88
+ * "r g b a"
89
+ * "r, g, b, a"
90
+ * "r\tg\tb\ta"
91
+ * "r, \tg, \tb, \ta"
92
+ *
93
+ * In all cases, if the alpha component is omitted, it defaults to 1.0.
94
+ **/
95
+ colorize: function(data) {
96
+ if (data) {
97
+ var res = [0,0,0,0];
98
+
99
+ if (typeof(data) == "string") {
100
+ var components = data.split(/[,\s]+/);
101
+ if (components.length >= 3) {
102
+ for (var i = 0; i < 4; i++)
103
+ if (components.length <= i)
104
+ res[i] = 1.0;
105
+ else
106
+ res[i] = parseFloat(components[i]);
107
+ }
108
+ return res;
109
+ }
110
+ if (data.length && data.length >= 3) {
111
+ res[0] = data[0];
112
+ res[1] = data[1];
113
+ res[2] = data[2];
114
+ if ((res[3] = data[3]) == undefined) res[3] = 1.0;
115
+ else res[3] = 1.0;
116
+ return res;
117
+ }
118
+ if ((res[0] = data.r) != undefined && (res[1] = data.g) != undefined && (res[2] = data.b) != undefined) {
119
+ if ((res[3] = data.a) == undefined) res[3] = 1.0;
120
+ return res;
121
+ }
122
+ if ((res[0] = data.red) != undefined && (res[1] = data.green) != undefined && (res[2] = data.blue) != undefined) {
123
+ if ((res[3] = data.alpha) == undefined) res[3] = 1.0;
124
+ return res;
125
+ }
126
+ if ((res[0] = data[0]) != undefined && (res[1] = data[1]) != undefined && (res[2] = data[2]) != undefined) {
127
+ if ((res[3] = data[3]) == undefined) res[3] = 1.0;
128
+ return res;
129
+ }
130
+ }
131
+ throw new Error("Input argument for Jax.Util.colorize not recognized: "+JSON.stringify(data));
132
+ },
133
+
134
+ /**
135
+ * Jax.Util.properties(object) -> Array
136
+ * - object (Object): any Object
137
+ *
138
+ * Returns an array containing the names of all properties in the specified object.
139
+ **/
140
+ properties: function(object) {
141
+ var arr = [];
142
+ for (var i in object)
143
+ arr.push(i);
144
+ return arr;
145
+ },
146
+
147
+ /**
148
+ * Jax.Util.merge(incoming, outgoing) -> outgoing
149
+ * Merges the two objects by copying all properties from _incoming_ into _outgoing_, replacing
150
+ * any properties that already exist. _outgoing_ will retain any properties that do not exist
151
+ * in _incoming_.
152
+ **/
153
+ merge: function(src, dst) {
154
+ if (!src) return;
155
+ var i, j, n;
156
+
157
+ function doComparison(i) {
158
+ if (src[i] == null) dst[i] = null;
159
+ else if (src[i].klass) dst[i] = src[i];
160
+ else if (Object.isArray(src[i])) Jax.Util.merge(src[i], dst[i] = dst[i] || []);
161
+ else if (typeof(src[i]) == "object") {
162
+ if (Object.isArray(dst[i])) {
163
+ n = {};
164
+ for (j = 0; j < dst[i].length; j++) n[j] = dst[i][j];
165
+ dst[i] = n;
166
+ }
167
+ Jax.Util.merge(src[i], dst[i] = dst[i] || {});
168
+ }
169
+ else dst[i] = src[i];
170
+ }
171
+
172
+ if (Object.isArray(src)) for (i = 0; i < src.length; i++) doComparison(i);
173
+ else for (i in src) doComparison(i);
174
+
175
+ return dst;
176
+ },
177
+
178
+ /**
179
+ * Jax.Util.normalizeOptions(incoming, defaults) -> Object
180
+ * Receives incoming and formats it into a generic Object with a structure representing the given defaults.
181
+ * The returned object is always a brand-new object, to avoid polluting original incoming object.
182
+ * If the object contains a Jax.Class instance, that actual object is copied over. All other objects
183
+ * are cloned into brand-new objects.
184
+ **/
185
+ normalizeOptions: function(incoming, defaults) {
186
+ var result = {};
187
+ Jax.Util.merge(defaults, result);
188
+ Jax.Util.merge(incoming, result);
189
+ return result;
190
+ },
191
+
192
+ /**
193
+ * Jax.Util.sizeofFormat(glEnum) -> Number
194
+ *
195
+ * Returns the byte size of an array consisting of this type of element.
196
+ *
197
+ * Example:
198
+ *
199
+ * Jax.Util.sizeofFormat(GL_RGB)
200
+ * //=> 3
201
+ *
202
+ * If this isn't a recognized format, it is passed off to Jax.Util.enumName and an error is thrown.
203
+ **/
204
+ sizeofFormat: function(glEnum) {
205
+ switch(glEnum) {
206
+ case GL_ALPHA: return 1; // alpha component only
207
+ case GL_LUMINANCE: return 1; // luminance component only
208
+ case GL_RGB: return 3; // RGB triplet
209
+ case GL_RGBA: return 4; // all 4 components
210
+ case GL_LUMINANCE_ALPHA: return 2; // luminance/alpha pair
211
+ }
212
+ throw new Error("Unrecognized format: "+Jax.Util.enumName(glEnum));
213
+ },
214
+
215
+ /**
216
+ * Jax.Util.enumName(glEnum) -> String
217
+ * - glEnum (GLenum): a WebGL enumeration, presumably numeric.
218
+ *
219
+ * Returns the name of the enumeration prefixed with "GL_" that shares a value with the passed-in enum.
220
+ *
221
+ * If the enum can't be found (this happens sometimes when an enum crops up that isn't in the WebGL spec),
222
+ * then a string containing both the decimal and hexadecimal form of this enum is returned:
223
+ *
224
+ * "(unrecognized enum: 36059 [0x8cdb])"
225
+ *
226
+ * This is primarily for debugging and error reporting.
227
+ **/
228
+ enumName: function(glEnum) {
229
+ var global = Jax.getGlobal();
230
+ for (var i in global) {
231
+ if (i.indexOf("GL_") == 0 && global[i] == glEnum)
232
+ return i;
233
+ }
234
+ return "(unrecognized enum: "+glEnum+" [0x"+parseInt(glEnum).toString(16)+"])";
235
+ },
236
+
237
+ /**
238
+ * Jax.Util.addRequestedHelpers(klass) -> Array
239
+ * - klass (Jax.Class): A class into which to mix the helpers.
240
+ *
241
+ * First, if +ApplicationHelper+ is defined, it is automatically mixed into the specified class.
242
+ *
243
+ * Then, the class is searched for a #helpers method; if it exists, it is expected to return an array of
244
+ * Helpers (created with +Jax.Helper.create({...})+ ). Each element in the array returned by #helpers is
245
+ * then mixed into the class.
246
+ *
247
+ * An array of all helpers that were just mixed into the target class is returned.
248
+ *
249
+ * As of Jax v1.1.0, you may also set the array of helpers directly on the +helpers+ property
250
+ * of a class, instead of defining a function.
251
+ **/
252
+ addRequestedHelpers: function(klass) {
253
+ var helpers = [];
254
+ if (typeof(ApplicationHelper) != "undefined") {
255
+ helpers.push(ApplicationHelper);
256
+ klass.addMethods(ApplicationHelper);
257
+ }
258
+ if (klass.prototype.helpers) {
259
+ var helper_array;
260
+ if (typeof(klass.prototype.helpers) == "function")
261
+ helper_array = klass.prototype.helpers.call(klass);
262
+ else helper_array = klass.prototype.helpers;
263
+
264
+ for (var i = 0; i < helper_array.length; i++) {
265
+ helpers.push(helper_array[i]);
266
+ klass.addMethods(helper_array[i]);
267
+ }
268
+ }
269
+ return helpers;
270
+ }
271
+ };
@@ -0,0 +1,43 @@
1
+ //= require "jax/vendor/ejs"
2
+ //= require "jax/vendor/glMatrix"
3
+ //= require "jax/prototype/class"
4
+ //= require "jax/core/helper"
5
+ //= require "jax/core/math"
6
+ //= require "jax/core/util"
7
+ //= require "jax/core/matrix_stack"
8
+
9
+ /**
10
+ * Global#debugAssert(expr[, msg]) -> undefined
11
+ * a global debugAssert method that will do nothing in production, and fail if expr is false
12
+ * in any other run mode. If msg is given, an error with that message is raised. Otherwise,
13
+ * a more generic error is raised.
14
+ **/
15
+ window.debugAssert = function(expr, msg) {
16
+ if (Jax.environment != Jax.PRODUCTION && !expr)
17
+ {
18
+ var error = new Error(msg || "debugAssert failed");
19
+ if (error.stack) error = new Error((msg || "debugAssert failed")+"\n\n"+error.stack);
20
+ throw error;
21
+ }
22
+ };
23
+
24
+ // If glMatrixArrayType isn't simply Array, then most browsers (FF, Chrome) have a pretty
25
+ // crappy implementation of toString() that actually tells you nothing about the array's
26
+ // contents. This makes the #toString method a little more Array-like.
27
+ //
28
+ // Ex: "[Float32Array: -100,-100,-100]"
29
+ if (glMatrixArrayType.prototype.toString != Array.prototype.toString) {
30
+ glMatrixArrayType.prototype.toString = function() {
31
+ var s = "["+glMatrixArrayType.name+": ";
32
+ var d = false;
33
+ for (var i in this) {
34
+ if (parseInt(i) == i) {
35
+ if (d) s += ",";
36
+ s += this[i];
37
+ d = true;
38
+ }
39
+ }
40
+ s += "]";
41
+ return s;
42
+ }
43
+ }