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Tilt-engine.js
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Tilt-engine.js
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/***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Tilt: A WebGL-based 3D visualization of a webpage.
*
* The Initial Developer of the Original Code is The Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2011
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Victor Porof <victor.porof@gmail.com> (original author)
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the LGPL or the GPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
***** END LICENSE BLOCK *****/
"use strict";
var Tilt = Tilt || {};
var EXPORTED_SYMBOLS = ["Tilt.Arcball"];
/*global vec3, mat3, mat4, quat4 */
/**
* Arcball constructor.
* This is a general purpose 3D rotation controller described by Ken Shoemake
* in the Graphics Interface ’92 Proceedings. It features good behavior
* easy implementation, cheap execution.
*
* @param {Number} width: the width of canvas
* @param {Number} height: the height of canvas
* @param {Number} radius: optional, the radius of the arcball
* @param {Array} initialTrans: initial [x, y] translation
* @param {Array} initialRot: initial [x, y] rotation
* @return {Tilt.Arcball} the newly created object
*/
Tilt.Arcball = function(width, height, radius, initialTrans, initialRot) {
// intercept this object using a profiler when building in debug mode
Tilt.Profiler.intercept("Tilt.Arcball", this);
/**
* Values retaining the current horizontal and vertical mouse coordinates.
*/
this.$mousePress = [0, 0];
this.$mouseRelease = [0, 0];
this.$mouseMove = [0, 0];
this.$mouseLerp = [0, 0];
/**
* Other mouse flags: current pressed mouse button and the scroll amount.
*/
this.$mouseButton = -1;
this.$scrollValue = 0;
this.$scrollSpeed = 1;
this.$scrollMin = -3000;
this.$scrollMax = 500;
/**
* Array retaining the current pressed key codes.
*/
this.$keyCode = [];
/**
* The vectors representing the mouse coordinates mapped on the arcball
* and their perpendicular converted from (x, y) to (x, y, z) at specific
* events like mousePressed and mouseDragged.
*/
this.$startVec = vec3.create();
this.$endVec = vec3.create();
this.$pVec = vec3.create();
/**
* The corresponding rotation quaternions.
*/
this.$lastRot = quat4.create([0, 0, 0, 1]);
this.$deltaRot = quat4.create([0, 0, 0, 1]);
this.$currentRot = quat4.create([0, 0, 0, 1]);
/**
* The current camera translation coordinates.
*/
this.$lastTrans = vec3.create();
this.$deltaTrans = vec3.create();
this.$currentTrans = vec3.create();
/**
* Additional rotation and translation vectors.
*/
this.$addKeyRot = initialRot || [0, 0];
this.$addKeyTrans = initialTrans || [0, 0];
this.$deltaKeyRot = quat4.create([0, 0, 0, 1]);
this.$deltaKeyTrans = vec3.create();
// set the current dimensions of the arcball
this.resize(width, height, radius);
};
Tilt.Arcball.prototype = {
/**
* Call this function whenever you need the updated rotation quaternion
* and the zoom amount. These values will be returned as "rotation" & "zoom"
* properties inside an object.
*
* @param {Number} frameDelta: optional, pass deltas for smoother animations
* @return {Object} the rotation quaternion and the zoom amount
*/
loop: function(frameDelta) {
// this should be in the (0..1) interval
frameDelta = Tilt.Math.clamp((frameDelta || 25) * 0.01, 0.01, 0.99);
// cache some variables for easier access
var x, y,
radius = this.$radius,
width = this.$width,
height = this.$height,
mousePress = this.$mousePress,
mouseRelease = this.$mouseRelease,
mouseMove = this.$mouseMove,
mouseLerp = this.$mouseLerp,
mouseButton = this.$mouseButton,
scrollValue = this.$scrollValue,
keyCode = this.$keyCode,
startVec = this.$startVec,
endVec = this.$endVec,
pVec = this.$pVec,
lastRot = this.$lastRot,
deltaRot = this.$deltaRot,
currentRot = this.$currentRot,
lastTrans = this.$lastTrans,
deltaTrans = this.$deltaTrans,
currentTrans = this.$currentTrans,
addKeyRot = this.$addKeyRot,
addKeyTrans = this.$addKeyTrans,
deltaKeyRot = this.$deltaKeyRot,
deltaKeyTrans = this.$deltaKeyTrans;
// smoothly update the mouse coordinates
mouseLerp[0] += (mouseMove[0] - mouseLerp[0]) * frameDelta;
mouseLerp[1] += (mouseMove[1] - mouseLerp[1]) * frameDelta;
// cache the interpolated mouse coordinates
x = mouseLerp[0];
y = mouseLerp[1];
// the smoothed arcball rotation may not be finished when the mouse is
// pressed again, so cancel the rotation if other events occur or the
// animation finishes
if (mouseButton === 3 || x === mouseRelease[0] && y === mouseRelease[1]) {
this.$rotating = false;
}
// left mouse button handles rotation
if (mouseButton === 1 || this.$rotating) {
// the rotation doesn't stop immediately after the left mouse button is
// released, so add a flag to smoothly continue it until it ends
this.$rotating = true;
// find the sphere coordinates of the mouse positions
this.pointToSphere(x, y, width, height, radius, endVec);
// compute the vector perpendicular to the start & end vectors
vec3.cross(startVec, endVec, pVec);
// if the begin and end vectors don't coincide
if (vec3.length(pVec) > 0) {
deltaRot[0] = pVec[0];
deltaRot[1] = pVec[1];
deltaRot[2] = pVec[2];
// in the quaternion values, w is cosine (theta / 2),
// where theta is the rotation angle
deltaRot[3] = -vec3.dot(startVec, endVec);
}
else {
// return an identity rotation quaternion
deltaRot[0] = 0;
deltaRot[1] = 0;
deltaRot[2] = 0;
deltaRot[3] = 1;
}
// calculate the current rotation based on the mouse click events
quat4.multiply(lastRot, deltaRot, currentRot);
}
else {
// save the current quaternion to stack rotations
quat4.set(currentRot, lastRot);
}
// right mouse button handles panning
if (mouseButton === 3) {
// calculate a delta translation between the new and old mouse position
// and save it to the current translation
deltaTrans[0] = mouseMove[0] - mousePress[0];
deltaTrans[1] = mouseMove[1] - mousePress[1];
currentTrans[0] = lastTrans[0] + deltaTrans[0];
currentTrans[1] = lastTrans[1] + deltaTrans[1];
}
else {
// save the current panning to stack translations
lastTrans[0] = currentTrans[0];
lastTrans[1] = currentTrans[1];
}
// mouse wheel handles zooming
deltaTrans[2] = (scrollValue - currentTrans[2]) * 0.1;
currentTrans[2] += deltaTrans[2];
// handle additional rotation and translation by the keyboard
if (keyCode[65]) { // w
addKeyRot[0] -= frameDelta * 0.2;
}
if (keyCode[68]) { // s
addKeyRot[0] += frameDelta * 0.2;
}
if (keyCode[87]) { // a
addKeyRot[1] += frameDelta * 0.2;
}
if (keyCode[83]) { // d
addKeyRot[1] -= frameDelta * 0.2;
}
if (keyCode[37]) { // left
addKeyTrans[0] += frameDelta * 50;
}
if (keyCode[39]) { // right
addKeyTrans[0] -= frameDelta * 50;
}
if (keyCode[38]) { // up
addKeyTrans[1] += frameDelta * 50;
}
if (keyCode[40]) { // down
addKeyTrans[1] -= frameDelta * 50;
}
// update the delta key rotations and translations
deltaKeyRot[0] += (addKeyRot[0] - deltaKeyRot[0]) * frameDelta;
deltaKeyRot[1] += (addKeyRot[1] - deltaKeyRot[1]) * frameDelta;
deltaKeyTrans[0] += (addKeyTrans[0] - deltaKeyTrans[0]) * frameDelta;
deltaKeyTrans[1] += (addKeyTrans[1] - deltaKeyTrans[1]) * frameDelta;
// create an additional rotation based on the key events
Tilt.Math.quat4fromEuler(deltaKeyRot[0], deltaKeyRot[1], 0, deltaRot);
// create an additional translation based on the key events
deltaTrans[0] = deltaKeyTrans[0];
deltaTrans[1] = deltaKeyTrans[1];
deltaTrans[2] = 0;
// return the current rotation and translation
return {
rotation: quat4.multiply(deltaRot, currentRot),
translation: vec3.add(deltaTrans, currentTrans)
};
},
/**
* Function handling the mouseDown event.
* Call this when the mouse was pressed.
*
* @param {Number} x: the current horizontal coordinate of the mouse
* @param {Number} y: the current vertical coordinate of the mouse
* @param {Number} button: which mouse button was pressed
*/
mouseDown: function(x, y, button) {
// clear any interval resetting or manipulating the arcball if set
this.$clearInterval();
// save the mouse down state and prepare for rotations or translations
this.$mousePress[0] = x;
this.$mousePress[1] = y;
this.$mouseButton = button;
this.$save();
var radius = this.$radius,
width = this.$width,
height = this.$height;
// find the sphere coordinates of the mouse positions
this.pointToSphere(x, y, width, height, radius, this.$startVec);
quat4.set(this.$currentRot, this.$lastRot);
},
/**
* Function handling the mouseUp event.
* Call this when a mouse button was released.
*
* @param {Number} x: the current horizontal coordinate of the mouse
* @param {Number} y: the current vertical coordinate of the mouse
* @param {Number} button: which mouse button was released
*/
mouseUp: function(x, y, button) {
// save the mouse up state and prepare for rotations or translations
this.$mouseRelease[0] = x;
this.$mouseRelease[1] = y;
this.$mouseButton = -1;
},
/**
* Function handling the mouseMove event.
* Call this when the mouse was moved.
*
* @param {Number} x: the current horizontal coordinate of the mouse
* @param {Number} y: the current vertical coordinate of the mouse
*/
mouseMove: function(x, y) {
// save the mouse move state and prepare for rotations or translations
// only if the mouse is pressed
if (this.$mouseButton !== -1) {
this.$mouseMove[0] = x;
this.$mouseMove[1] = y;
}
},
/**
* Function handling the mouseOver event.
* Call this when the mouse enteres the context bounds.
*/
mouseOver: function() {
// if the mouse just entered the parent bounds, stop the animation
this.$mouseButton = -1;
},
/**
* Function handling the mouseOut event.
* Call this when the mouse leaves the context bounds.
*/
mouseOut: function() {
// if the mouse leaves the parent bounds, stop the animation
this.$mouseButton = -1;
},
/**
* Function handling the mouseScroll event.
* Call this when the mouse wheel was scrolled.
*
* @param {Number} scroll: the mouse wheel direction and speed
*/
mouseScroll: function(scroll) {
var speed = this.$scrollSpeed,
min = this.$scrollMin,
max = this.$scrollMax;
// clear any interval resetting or manipulating the arcball if set
this.$clearInterval();
// save the mouse scroll state and prepare for translations
this.$scrollValue = Tilt.Math.clamp(
this.$scrollValue - scroll * speed, min, max);
},
/**
* Function handling the keyDown event.
* Call this when the a key was pressed.
*
* @param {Number} code: the code corresponding to the key pressed
*/
keyDown: function(code) {
// clear any interval resetting or manipulating the arcball if set
this.$clearInterval();
// save the key code in a vector to handle the event later
this.$keyCode[code] = true;
},
/**
* Function handling the keyUp event.
* Call this when the a key was released.
*
* @param {Number} code: the code corresponding to the key released
*/
keyUp: function(code) {
// reset the key code in the vector
this.$keyCode[code] = false;
},
/**
* Maps the 2d coordinates of the mouse location to a 3d point on a sphere.
*
* @param {Number} x: the current horizontal coordinate of the mouse
* @param {Number} y: the current vertical coordinate of the mouse
* @param {Number} width: the width of canvas
* @param {Number} height: the height of canvas
* @param {Number} radius: optional, the radius of the arcball
* @param {Array} sphereVec: a 3d vector to store the sphere coordinates
*/
pointToSphere: function(x, y, width, height, radius, sphereVec) {
// adjust point coords and scale down to range of [-1..1]
x = (x - width * 0.5) / radius;
y = (y - height * 0.5) / radius;
// compute the square length of the vector to the point from the center
var normal = 0,
sqlength = x * x + y * y;
// if the point is mapped outside of the sphere
if (sqlength > 1) {
// calculate the normalization factor
normal = 1 / Math.sqrt(sqlength);
// set the normalized vector (a point on the sphere)
sphereVec[0] = x * normal;
sphereVec[1] = y * normal;
sphereVec[2] = 0;
}
else {
// set the vector to a point mapped inside the sphere
sphereVec[0] = x;
sphereVec[1] = y;
sphereVec[2] = Math.sqrt(1 - sqlength);
}
},
/**
* Sets the minimum and maximum scrolling bounds.
*
* @param {Number} min: the minimum scrolling bounds
* @param {Number} max: the maximum scrolling bounds
*/
setScrollBounds: function(min, max) {
this.$scrollMin = min;
this.$scrollMax = max;
},
/**
* Sets the scrolling (zooming) speed.
* @param {Number} speed: the speed
*/
setScrollSpeed: function(speed) {
this.$scrollSpeed = speed;
},
/**
* Moves the camera on the x and y axis depending on the passed ammounts.
*
* @param {Number} x: the translation along the x axis
* @param {Number} y: the translation along the y axis
*/
translate: function(x, y) {
this.$addKeyTrans[0] += x;
this.$addKeyTrans[1] += y;
},
/**
* Rotates the camera on the x and y axis depending on the passed ammounts.
*
* @param {Number} x: the rotation along the x axis
* @param {Number} y: the rotation along the y axis
*/
rotate: function(x, y) {
this.$addKeyRot[0] += x;
this.$addKeyRot[1] += y;
},
/**
* Moves the camera forward or backward depending on the passed amount.
* @param {Number} amount: the amount of zooming to do
*/
zoom: function(amount) {
this.$scrollValue += amount;
},
/**
* Cancels any current actions.
*/
stop: function() {
this.$clearInterval();
this.$save();
this.$mouseButton = -1;
},
/**
* Resize this implementation to use different bounds.
* This function is automatically called when the arcball is created.
*
* @param {Number} width: the width of canvas
* @param {Number} height: the height of canvas
* @param {Number} radius: optional, the radius of the arcball
*/
resize: function(newWidth, newHeight, newRadius) {
// set the new width, height and radius dimensions
this.$width = newWidth;
this.$height = newHeight;
this.$radius = newRadius ? newRadius : newHeight;
this.$save();
},
/**
* Resets the rotation and translation to origin.
* @param {Number} factor: the reset interpolation factor between frames
*/
reset: function(factor) {
// cache the variables which will be reset
var scrollValue = this.$scrollValue,
lastRot = this.$lastRot,
deltaRot = this.$deltaRot,
currentRot = this.$currentRot,
lastTrans = this.$lastTrans,
deltaTrans = this.$deltaTrans,
currentTrans = this.$currentTrans,
addKeyRot = this.$addKeyRot,
addKeyTrans = this.$addKeyTrans,
// cache the vector and quaternion algebra functions
quat4inverse = quat4.inverse,
quat4slerp = quat4.slerp,
vec3scale = vec3.scale,
vec3length = vec3.length;
// create an interval and smoothly reset all the values to identity
this.$setInterval(function() {
var inverse = quat4inverse(lastRot);
// reset the rotation quaternion and translation vector
quat4slerp(lastRot, inverse, 1 - factor);
quat4slerp(deltaRot, inverse, 1 - factor);
quat4slerp(currentRot, inverse, 1 - factor);
vec3scale(lastTrans, factor);
vec3scale(deltaTrans, factor);
vec3scale(currentTrans, factor);
// reset any additional transforms by the keyboard or mouse
addKeyRot[0] *= factor;
addKeyRot[1] *= factor;
addKeyTrans[0] *= factor;
addKeyTrans[1] *= factor;
this.$scrollValue *= factor;
// clear the loop if the all values are very close to zero
if (vec3length(lastRot) < 0.0001 &&
vec3length(deltaRot) < 0.0001 &&
vec3length(currentRot) < 0.0001 &&
vec3length(lastTrans) < 0.01 &&
vec3length(deltaTrans) < 0.01 &&
vec3length(currentTrans) < 0.01 &&
vec3length([addKeyRot[0], addKeyRot[1], scrollValue]) < 0.01 &&
vec3length([addKeyTrans[0], addKeyTrans[1], scrollValue]) < 0.01) {
this.$clearInterval();
}
}.bind(this), 1000 / 60);
},
/**
* Creates a looping interval function.
*/
$setInterval: function(func, time) {
if ("undefined" === typeof this.$currentInterval) {
this.$currentInterval = window.setInterval(func, time);
}
},
/**
* Stops the current interval function from looping.
*/
$clearInterval: function() {
if ("undefined" !== typeof this.$currentInterval) {
window.clearInterval(this.$currentInterval);
delete this.$currentInterval;
}
},
/**
* Saves the current arcball state, typically after mouse or resize events.
*/
$save: function() {
var mousePress = this.$mousePress,
mouseMove = this.$mouseMove,
mouseRelease = this.$mouseRelease,
mouseLerp = this.$mouseLerp,
x = this.$mousePress[0],
y = this.$mousePress[1];
mouseMove[0] = x;
mouseMove[1] = y;
mouseRelease[0] = x;
mouseRelease[1] = y;
mouseLerp[0] = x;
mouseLerp[1] = y;
},
/**
* Destroys this object and deletes all members.
*/
destroy: function() {
this.stop();
Tilt.destroyObject(this);
}
};
/***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Tilt: A WebGL-based 3D visualization of a webpage.
*
* The Initial Developer of the Original Code is The Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2011
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Victor Porof <victor.porof@gmail.com> (original author)
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the LGPL or the GPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
***** END LICENSE BLOCK *****/
"use strict";
var Tilt = Tilt || {};
var EXPORTED_SYMBOLS = ["Tilt.VertexBuffer", "Tilt.IndexBuffer"];
/**
* Vertex buffer constructor.
* Creates a vertex buffer containing an array of elements.
*
* @param {Tilt.Renderer} renderer: an instance of Tilt.Renderer
* @param {Array} elementsArray: an array of floats
* @param {Number} itemSize: how many items create a block
* @param {Number} numItems: optional, how many items to use from the array
* @return {Tilt.VertexBuffer} the newly created object
*/
Tilt.VertexBuffer = function(elementsArray, itemSize, numItems) {
// intercept this object using a profiler when building in debug mode
Tilt.Profiler.intercept("Tilt.VertexBuffer", this);
/**
* The array buffer.
*/
this.$ref = null;
/**
* Array of number components contained in the buffer.
*/
this.components = null;
/**
* Variables defining the internal structure of the buffer.
*/
this.itemSize = 0;
this.numItems = 0;
// if the array is specified in the constructor, initialize directly
if ("undefined" !== typeof elementsArray) {
this.initBuffer(elementsArray, itemSize, numItems);
}
// cleanup
elementsArray = null;
};
Tilt.VertexBuffer.prototype = {
/**
* Initializes buffer data to be used for drawing, using an array of floats.
* The "numItems" param can be specified to use only a portion of the array.
*
* @param {Array} elementsArray: an array of floats
* @param {Number} itemSize: how many items create a block
* @param {Number} numItems: optional, how many items to use from the array
*/
initBuffer: function(elementsArray, itemSize, numItems) {
var gl = Tilt.$gl;
// the numItems parameter is optional, we can compute it if not specified
if ("undefined" === typeof numItems) {
numItems = elementsArray.length / itemSize;
}
// create the Float32Array using the elements array
this.components = new Float32Array(elementsArray);
// create an array buffer and bind the elements as a Float32Array
this.$ref = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.$ref);
gl.bufferData(gl.ARRAY_BUFFER, this.components, gl.STATIC_DRAW);
// remember some properties, useful when binding the buffer to a shader
this.itemSize = itemSize;
this.numItems = numItems;
// cleanup
elementsArray = null;
gl = null;
},
/**
* Destroys this object and sets all members to null.
*/
destroy: function() {
try { Tilt.$gl.deleteBuffer(this.$ref); } catch(e) {}
Tilt.destroyObject(this);
}
};
/**
* IndexBuffer constructor.
* Creates an index buffer containing an array of indices.
*
* @param {Array} elementsArray: an array of unsigned integers
* @param {Number} numItems: how many items to use from the array
* @return {Tilt.IndexBuffer} the newly created object
*/
Tilt.IndexBuffer = function(elementsArray, numItems) {
// intercept this object using a profiler when building in debug mode
Tilt.Profiler.intercept("Tilt.IndexBuffer", this);
/**
* The element array buffer.
*/
this.$ref = null;
/**
* Array of number components contained in the buffer.
*/
this.components = null;
/**
* Variables defining the internal structure of the buffer.
*/
this.itemSize = 0;
this.numItems = 0;
// if the array is specified in the constructor, initialize directly
if ("undefined" !== typeof elementsArray) {
this.initBuffer(elementsArray, numItems);
}
// cleanup
elementsArray = null;
};
Tilt.IndexBuffer.prototype = {
/**
* Initializes a buffer of vertex indices, using an array of unsigned ints.
* The item size will automatically default to 1, and the "numItems" will be
* equal to the number of items in the array if not specified.
*
* @param {Array} elementsArray: an array of unsigned integers
* @param {Number} numItems: how many items to use from the array
*/
initBuffer: function(elementsArray, numItems) {
var gl = Tilt.$gl;
// the numItems parameter is optional, we can compute it if not specified
if ("undefined" === typeof numItems) {
numItems = elementsArray.length;
}
// create the Uint16Array using the elements array
this.components = new Uint16Array(elementsArray);
// create an array buffer and bind the elements as a Uint16Array
this.$ref = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.$ref);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.components, gl.STATIC_DRAW);
// remember some properties, useful when binding the buffer to a shader
this.itemSize = 1;
this.numItems = numItems;
// cleanup
elementsArray = null;
gl = null;
},
/**
* Destroys this object and deletes all members.
*/
destroy: function() {
try { Tilt.$gl.deleteBuffer(this.$ref); } catch(e) {}
Tilt.destroyObject(this);
}
};
/***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Tilt: A WebGL-based 3D visualization of a webpage.
*
* The Initial Developer of the Original Code is The Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2011
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Victor Porof <victor.porof@gmail.com> (original author)
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the LGPL or the GPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
***** END LICENSE BLOCK *****/
"use strict";
var Tilt = Tilt || {};
var EXPORTED_SYMBOLS = [
"Tilt.$gl",
"Tilt.$renderer",
"Tilt.$activeShader",
"Tilt.$enabledAttributes",
"Tilt.$loadedTextures",
"Tilt.clearCache"];
/* All cached variables begin with the $ sign, for easy spotting.
* ------------------------------------------------------------------------ */
/**
* The current active WebGL context.
*/
Tilt.$gl = null;
/**
* The current active Tilt renderer.
*/
Tilt.$renderer = null;
/**
* Represents the current active shader, identified by an id.
*/
Tilt.$activeShader = -1;
/**
* Represents the current enabled attributes.
*/
Tilt.$enabledAttributes = -1;
/**
* All the loaded textures, stored in a hash table.
*/
Tilt.$loadedTextures = {};
/**
* Clears the cache and sets all the variables to default.
*/
Tilt.clearCache = function() {
Tilt.destroyObject(Tilt.$gl);
Tilt.destroyObject(Tilt.$renderer);
Tilt.destroyObject(Tilt.$activeShader);
Tilt.destroyObject(Tilt.$enabledAttributes);
Tilt.destroyObject(Tilt.$loadedTextures);
Tilt.$gl = null;
Tilt.$renderer = null;
Tilt.$activeShader = -1;
Tilt.$enabledAttributes = -1;
Tilt.$loadedTextures = {};
Tilt.GLSL.$count = 0;
Tilt.TextureUtils.$count = 0;
};
/***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Tilt: A WebGL-based 3D visualization of a webpage.
*
* The Initial Developer of the Original Code is The Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2011
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Victor Porof <victor.porof@gmail.com> (original author)
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the LGPL or the GPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
***** END LICENSE BLOCK *****/
"use strict";
var Tilt = Tilt || {};
var EXPORTED_SYMBOLS = [
"Tilt.destroyObject",
"Tilt.bindObjectFunc"
];
/*jshint forin: false */
/**
* Destroys an object and deletes all members.
* @param {Object} scope: the object
*/
Tilt.destroyObject = function(scope) {
for (var i in scope) {
try {
if ("function" === typeof scope[i].destroy) {
scope[i].destroy();
}
}
catch(e) {}
finally {
try {
scope[i] = null;
delete scope[i];
}
catch(_e) {}
}
}
};
/**
* Binds a new owner object to the child functions.
*
* @param {Object} scope: the object
* @param {Object} parent: the new parent for the object's functions
*/
Tilt.bindObjectFunc = function(scope, parent) {
for (var i in scope) {
try {
if ("function" === typeof scope[i]) {
scope[i] = scope[i].bind(parent || scope);
}
}
catch(e) {}
}
};
/***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version