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async function retryAsyncFunction(retries, delay, func, ...args) {
let attempt = 0;
while (attempt < retries) {
try {
const result = await func(...args);
return result;
} catch (error) {
attempt++;
if (attempt < retries) {
await new Promise(resolve => setTimeout(resolve, delay));
} else {
throw error;
}
}
}
} | *
Generic function for retrying an async function
@param {number} retries
@param {number} delay
@param {Function} func
@param {any[]} args | retryAsyncFunction ( retries , delay , func , ... args ) | javascript | hashicorp/vault-action | src/auth.js | https://github.com/hashicorp/vault-action/blob/master/src/auth.js | MIT |
async function getSecrets(secretRequests, client, ignoreNotFound) {
const responseCache = new Map();
let results = [];
let upperCaseEnv = false;
for (const secretRequest of secretRequests) {
let { path, selector } = secretRequest;
const requestPath = `v1/${path}`;
let body;
let cachedResponse = false;
if (responseCache.has(requestPath)) {
body = responseCache.get(requestPath);
cachedResponse = true;
} else {
try {
const result = await client.get(requestPath);
body = result.body;
responseCache.set(requestPath, body);
} catch (error) {
const {response} = error;
if (response?.statusCode === 404) {
notFoundMsg = `Unable to retrieve result for "${path}" because it was not found: ${response.body.trim()}`;
const ignoreNotFound = (core.getInput('ignoreNotFound', { required: false }) || 'false').toLowerCase() != 'false';
if (ignoreNotFound) {
core.error(`✘ ${notFoundMsg}`);
continue;
} else {
throw Error(notFoundMsg)
}
}
throw error
}
}
body = JSON.parse(body);
if (selector === WILDCARD || selector === WILDCARD_UPPERCASE) {
upperCaseEnv = selector === WILDCARD_UPPERCASE;
let keys = body.data;
if (body.data["data"] != undefined) {
keys = keys.data;
}
for (let key in keys) {
let newRequest = Object.assign({},secretRequest);
newRequest.selector = key;
if (secretRequest.selector === secretRequest.outputVarName) {
newRequest.outputVarName = key;
newRequest.envVarName = key;
} else {
newRequest.outputVarName = secretRequest.outputVarName+key;
newRequest.envVarName = secretRequest.envVarName+key;
}
newRequest.outputVarName = normalizeOutputKey(newRequest.outputVarName);
newRequest.envVarName = normalizeOutputKey(newRequest.envVarName, upperCaseEnv);
// JSONata field references containing reserved tokens should
// be enclosed in backticks
// https://docs.jsonata.org/simple#examples
if (key.includes(".")) {
const backtick = '`';
key = backtick.concat(key, backtick);
}
selector = key;
results = await selectAndAppendResults(
selector,
body,
cachedResponse,
newRequest,
results
);
}
}
else {
results = await selectAndAppendResults(
selector,
body,
cachedResponse,
secretRequest,
results
);
}
}
return results;
} | @template TRequest
@param {Array<TRequest>} secretRequests
@param {import('got').Got} client
@return {Promise<SecretResponse<TRequest>[]>} | getSecrets ( secretRequests , client , ignoreNotFound ) | javascript | hashicorp/vault-action | src/secrets.js | https://github.com/hashicorp/vault-action/blob/master/src/secrets.js | MIT |
async function selectData(data, selector) {
const ata = jsonata(selector);
let result = JSON.stringify(await ata.evaluate(data));
// Compat for custom engines
if (!result && ((ata.ast().type === "path" && ata.ast()['steps'].length === 1) || ata.ast().type === "string") && selector !== 'data' && 'data' in data) {
result = JSON.stringify(await jsonata(`data.${selector}`).evaluate(data));
} else if (!result) {
throw Error(`Unable to retrieve result for ${selector}. No match data was found. Double check your Key or Selector.`);
}
if (result.startsWith(`"`)) {
result = JSON.parse(result);
}
return result;
} | Uses a Jsonata selector retrieve a bit of data from the result
@param {object} data
@param {string} selector | selectData ( data , selector ) | javascript | hashicorp/vault-action | src/secrets.js | https://github.com/hashicorp/vault-action/blob/master/src/secrets.js | MIT |
function mockGithubOIDCResponse(aud= "https://github.com/hashicorp/vault-action") {
const alg = 'RS256';
const header = { alg: alg, typ: 'JWT' };
const now = rsasign.KJUR.jws.IntDate.getNow();
const payload = {
jti: "unique-id",
sub: "repo:hashicorp/vault-action:ref:refs/heads/main",
aud,
ref: "refs/heads/main",
sha: "commit-sha",
repository: "hashicorp/vault-action",
repository_owner: "hashicorp",
run_id: "1",
run_number: "1",
run_attempt: "1",
actor: "github-username",
workflow: "Workflow Name",
head_ref: "",
base_ref: "",
event_name: "push",
ref_type: "branch",
job_workflow_ref: "hashicorp/vault-action/.github/workflows/workflow.yml@refs/heads/main",
iss: 'vault-action',
iat: now,
nbf: now,
exp: now + 3600,
};
const decryptedKey = rsasign.KEYUTIL.getKey(privateRsaKey);
return rsasign.KJUR.jws.JWS.sign(alg, JSON.stringify(header), JSON.stringify(payload), decryptedKey);
} | Returns Github OIDC response mock
@param {string} aud Audience claim
@returns {string} | mockGithubOIDCResponse ( aud = "https://github.com/hashicorp/vault-action" ) | javascript | hashicorp/vault-action | integrationTests/basic/jwt_auth.test.js | https://github.com/hashicorp/vault-action/blob/master/integrationTests/basic/jwt_auth.test.js | MIT |
Mesh.prototype.setDrawOptions = function setOptions (options) {
this._changeQueue.push(Commands.GL_SET_DRAW_OPTIONS);
this._changeQueue.push(options);
this.value.drawOptions = options;
return this;
}; | Pass custom options to Mesh, such as a 3 element map
which displaces the position of each vertex in world space.
@method
@param {Object} options Draw options
@return {Mesh} Current mesh | setOptions ( options ) | javascript | Famous/engine | webgl-renderables/Mesh.js | https://github.com/Famous/engine/blob/master/webgl-renderables/Mesh.js | MIT |
Mesh.prototype.getDrawOptions = function getDrawOptions () {
return this.value.drawOptions;
}; | Get the mesh's custom options.
@method
@returns {Object} Options | getDrawOptions ( ) | javascript | Famous/engine | webgl-renderables/Mesh.js | https://github.com/Famous/engine/blob/master/webgl-renderables/Mesh.js | MIT |
Mesh.prototype.setGeometry = function setGeometry (geometry, options) {
if (typeof geometry === 'string') {
if (!Geometry[geometry]) throw 'Invalid geometry: "' + geometry + '".';
else geometry = new Geometry[geometry](options);
}
if (this.value.geometry !== geometry || this._inDraw) {
if (this._initialized) {
this._changeQueue.push(Commands.GL_SET_GEOMETRY);
this._changeQueue.push(geometry.spec.id);
this._changeQueue.push(geometry.spec.type);
this._changeQueue.push(geometry.spec.dynamic);
}
this._requestUpdate();
this.value.geometry = geometry;
}
if (this._initialized) {
if (this._node) {
var i = this.value.geometry.spec.invalidations.length;
if (i) this._requestUpdate();
while (i--) {
this.value.geometry.spec.invalidations.pop();
this._changeQueue.push(Commands.GL_BUFFER_DATA);
this._changeQueue.push(this.value.geometry.spec.id);
this._changeQueue.push(this.value.geometry.spec.bufferNames[i]);
this._changeQueue.push(this.value.geometry.spec.bufferValues[i]);
this._changeQueue.push(this.value.geometry.spec.bufferSpacings[i]);
this._changeQueue.push(this.value.geometry.spec.dynamic);
}
}
}
return this;
}; | Assigns a geometry to be used for this mesh. Sets the geometry from either
a 'Geometry' or a valid primitive (string) name. Queues the set command for this
geometry and looks for buffers to send to the renderer to update geometry.
@method
@param {Geometry|String} geometry Geometry to be associated with the mesh.
@param {Object} options Various configurations for geometries.
@return {Mesh} Mesh | setGeometry ( geometry , options ) | javascript | Famous/engine | webgl-renderables/Mesh.js | https://github.com/Famous/engine/blob/master/webgl-renderables/Mesh.js | MIT |
Mesh.prototype.getGeometry = function getGeometry () {
return this.value.geometry;
}; | Gets the geometry of a mesh.
@method
@returns {Geometry} Geometry | getGeometry ( ) | javascript | Famous/engine | webgl-renderables/Mesh.js | https://github.com/Famous/engine/blob/master/webgl-renderables/Mesh.js | MIT |
Mesh.prototype.setBaseColor = function setBaseColor (color) {
var uniformValue;
var isMaterial = color.__isAMaterial__;
var isColor = !!color.getNormalizedRGBA;
if (isMaterial) {
addMeshToMaterial(this, color, 'baseColor');
this.value.color = null;
this.value.expressions.baseColor = color;
uniformValue = color;
}
else if (isColor) {
this.value.expressions.baseColor = null;
this.value.color = color;
uniformValue = color.getNormalizedRGBA();
}
if (this._initialized) {
// If a material expression
if (color.__isAMaterial__) {
this._changeQueue.push(Commands.MATERIAL_INPUT);
}
// If a color component
else if (color.getNormalizedRGB) {
this._changeQueue.push(Commands.GL_UNIFORMS);
}
this._changeQueue.push('u_baseColor');
this._changeQueue.push(uniformValue);
}
this._requestUpdate();
return this;
}; | Changes the color of Mesh, passing either a material expression or
color using the 'Color' utility component.
@method
@param {Object|Color} color Material, image, vec3, or Color instance
@return {Mesh} Mesh | setBaseColor ( color ) | javascript | Famous/engine | webgl-renderables/Mesh.js | https://github.com/Famous/engine/blob/master/webgl-renderables/Mesh.js | MIT |
Mesh.prototype.getBaseColor = function getBaseColor () {
return this.value.expressions.baseColor || this.value.color;
}; | Returns either the material expression or the color instance of Mesh.
@method
@returns {MaterialExpress|Color} MaterialExpress or Color instance | getBaseColor ( ) | javascript | Famous/engine | webgl-renderables/Mesh.js | https://github.com/Famous/engine/blob/master/webgl-renderables/Mesh.js | MIT |
Mesh.prototype.getFlatShading = function getFlatShading () {
return this.value.flatShading;
}; | Returns a boolean for whether Mesh is affected by light.
@method
@returns {Boolean} Boolean | getFlatShading ( ) | javascript | Famous/engine | webgl-renderables/Mesh.js | https://github.com/Famous/engine/blob/master/webgl-renderables/Mesh.js | MIT |
Mesh.prototype.getNormals = function getNormals (materialExpression) {
return this.value.expressions.normals;
}; | Returns the Normals expression of Mesh
@method
@param {materialExpression} materialExpression Normals Material Expression
@returns {Array} The normals expression for Mesh | getNormals ( materialExpression ) | javascript | Famous/engine | webgl-renderables/Mesh.js | https://github.com/Famous/engine/blob/master/webgl-renderables/Mesh.js | MIT |
Mesh.prototype.getGlossiness = function getGlossiness() {
return this.value.expressions.glossiness || this.value.glossiness;
}; | Returns material expression or scalar value for glossiness.
@method
@returns {MaterialExpress|Number} MaterialExpress or Number | getGlossiness ( ) | javascript | Famous/engine | webgl-renderables/Mesh.js | https://github.com/Famous/engine/blob/master/webgl-renderables/Mesh.js | MIT |
Mesh.prototype.getPositionOffset = function getPositionOffset () {
return this.value.expressions.positionOffset || this.value.positionOffset;
}; | Returns position offset.
@method
@returns {MaterialExpress|Number} MaterialExpress or Number | getPositionOffset ( ) | javascript | Famous/engine | webgl-renderables/Mesh.js | https://github.com/Famous/engine/blob/master/webgl-renderables/Mesh.js | MIT |
Mesh.prototype.getMaterialExpressions = function getMaterialExpressions () {
return this.value.expressions;
}; | Get the mesh's expressions
@method
@returns {Object} Object | getMaterialExpressions ( ) | javascript | Famous/engine | webgl-renderables/Mesh.js | https://github.com/Famous/engine/blob/master/webgl-renderables/Mesh.js | MIT |
Mesh.prototype.getValue = function getValue () {
return this.value;
}; | Get the mesh's value
@method
@returns {Number} Value | getValue ( ) | javascript | Famous/engine | webgl-renderables/Mesh.js | https://github.com/Famous/engine/blob/master/webgl-renderables/Mesh.js | MIT |
Mesh.prototype._pushInvalidations = function _pushInvalidations (expressionName) {
var uniformKey;
var expression = this.value.expressions[expressionName];
var sender = this._node;
if (expression) {
expression.traverse(function (node) {
var i = node.invalidations.length;
while (i--) {
uniformKey = node.invalidations.pop();
sender.sendDrawCommand(Commands.GL_UNIFORMS);
sender.sendDrawCommand(uniformKey);
sender.sendDrawCommand(node.uniforms[uniformKey]);
}
});
}
return this;
}; | Queues the invalidations for Mesh
@param {String} expressionName Expression Name
@return {Mesh} Mesh | _pushInvalidations ( expressionName ) | javascript | Famous/engine | webgl-renderables/Mesh.js | https://github.com/Famous/engine/blob/master/webgl-renderables/Mesh.js | MIT |
Mesh.prototype.onUpdate = function onUpdate() {
var node = this._node;
var queue = this._changeQueue;
if (node && node.isMounted()) {
node.sendDrawCommand(Commands.WITH);
node.sendDrawCommand(node.getLocation());
// If any invalidations exist, push them into the queue
if (this.value.color && this.value.color.isActive()) {
this._node.sendDrawCommand(Commands.GL_UNIFORMS);
this._node.sendDrawCommand('u_baseColor');
this._node.sendDrawCommand(this.value.color.getNormalizedRGBA());
this._node.requestUpdateOnNextTick(this._id);
}
if (this.value.glossiness && this.value.glossiness[0] && this.value.glossiness[0].isActive()) {
this._node.sendDrawCommand(Commands.GL_UNIFORMS);
this._node.sendDrawCommand('u_glossiness');
var glossiness = this.value.glossiness[0].getNormalizedRGB();
glossiness.push(this.value.glossiness[1]);
this._node.sendDrawCommand(glossiness);
this._node.requestUpdateOnNextTick(this._id);
}
else {
this._requestingUpdate = false;
}
// If any invalidations exist, push them into the queue
this._pushInvalidations('baseColor');
this._pushInvalidations('positionOffset');
this._pushInvalidations('normals');
this._pushInvalidations('glossiness');
for (var i = 0; i < queue.length; i++) {
node.sendDrawCommand(queue[i]);
}
queue.length = 0;
}
}; | Sends draw commands to the renderer
@private
@method
@return {undefined} undefined | onUpdate ( ) | javascript | Famous/engine | webgl-renderables/Mesh.js | https://github.com/Famous/engine/blob/master/webgl-renderables/Mesh.js | MIT |
Mesh.prototype.onMount = function onMount (node, id) {
this._node = node;
this._id = id;
TransformSystem.makeCalculateWorldMatrixAt(node.getLocation());
this.draw();
}; | Save reference to node, set its ID and call draw on Mesh.
@method
@param {Node} node Node
@param {Number} id Identifier for Mesh
@return {undefined} undefined | onMount ( node , id ) | javascript | Famous/engine | webgl-renderables/Mesh.js | https://github.com/Famous/engine/blob/master/webgl-renderables/Mesh.js | MIT |
Mesh.prototype.onDismount = function onDismount () {
this._initialized = false;
this._inDraw = false;
this._node.sendDrawCommand(Commands.WITH);
this._node.sendDrawCommand(this._node.getLocation());
this._node.sendDrawCommand(Commands.GL_REMOVE_MESH);
this._node = null;
this._id = null;
}; | Queues the command for dismounting Mesh
@method
@return {undefined} undefined | onDismount ( ) | javascript | Famous/engine | webgl-renderables/Mesh.js | https://github.com/Famous/engine/blob/master/webgl-renderables/Mesh.js | MIT |
Mesh.prototype.onShow = function onShow () {
this._changeQueue.push(Commands.GL_MESH_VISIBILITY, true);
this._requestUpdate();
}; | Makes Mesh visible
@method
@return {undefined} undefined | onShow ( ) | javascript | Famous/engine | webgl-renderables/Mesh.js | https://github.com/Famous/engine/blob/master/webgl-renderables/Mesh.js | MIT |
Mesh.prototype.onHide = function onHide () {
this._changeQueue.push(Commands.GL_MESH_VISIBILITY, false);
this._requestUpdate();
}; | Makes Mesh hidden
@method
@return {undefined} undefined | onHide ( ) | javascript | Famous/engine | webgl-renderables/Mesh.js | https://github.com/Famous/engine/blob/master/webgl-renderables/Mesh.js | MIT |
Mesh.prototype.onTransformChange = function onTransformChange (transform) {
if (this._initialized) {
this._changeQueue.push(Commands.GL_UNIFORMS);
this._changeQueue.push('u_transform');
this._changeQueue.push(transform.getWorldTransform());
}
this._requestUpdate();
}; | Receives transform change updates from the scene graph.
@method
@private
@param {Array} transform Transform matric
@return {undefined} undefined | onTransformChange ( transform ) | javascript | Famous/engine | webgl-renderables/Mesh.js | https://github.com/Famous/engine/blob/master/webgl-renderables/Mesh.js | MIT |
Mesh.prototype.onSizeChange = function onSizeChange (x, y, z) {
if (this._initialized) {
this._changeQueue.push(Commands.GL_UNIFORMS);
this._changeQueue.push('u_size');
this._changeQueue.push([x, y, z]);
}
this._requestUpdate();
}; | Receives size change updates from the scene graph.
@method
@private
@param {Number} x width of the Node the Mesh is attached to
@param {Number} y height of the Node the Mesh is attached to
@param {Number} z depth of the Node the Mesh is attached to
@return {undefined} undefined | onSizeChange ( x , y , z ) | javascript | Famous/engine | webgl-renderables/Mesh.js | https://github.com/Famous/engine/blob/master/webgl-renderables/Mesh.js | MIT |
Mesh.prototype.onOpacityChange = function onOpacityChange (opacity) {
if (this._initialized) {
this._changeQueue.push(Commands.GL_UNIFORMS);
this._changeQueue.push('u_opacity');
this._changeQueue.push(opacity);
}
this._requestUpdate();
}; | Receives opacity change updates from the scene graph.
@method
@private
@param {Number} opacity Opacity
@return {undefined} undefined | onOpacityChange ( opacity ) | javascript | Famous/engine | webgl-renderables/Mesh.js | https://github.com/Famous/engine/blob/master/webgl-renderables/Mesh.js | MIT |
Mesh.prototype.onAddUIEvent = function onAddUIEvent (UIEvent) {
//TODO
}; | Adds functionality for UI events (TODO)
@method
@param {String} UIEvent UI Event
@return {undefined} undefined | onAddUIEvent ( UIEvent ) | javascript | Famous/engine | webgl-renderables/Mesh.js | https://github.com/Famous/engine/blob/master/webgl-renderables/Mesh.js | MIT |
Mesh.prototype._requestUpdate = function _requestUpdate () {
if (!this._requestingUpdate && this._node) {
this._node.requestUpdate(this._id);
this._requestingUpdate = true;
}
}; | Queues instance to be updated.
@method
@return {undefined} undefined | _requestUpdate ( ) | javascript | Famous/engine | webgl-renderables/Mesh.js | https://github.com/Famous/engine/blob/master/webgl-renderables/Mesh.js | MIT |
Mesh.prototype.init = function init () {
this._initialized = true;
this.onTransformChange(TransformSystem.get(this._node.getLocation()));
var size = this._node.getSize();
this.onSizeChange(size[0], size[1], size[2]);
this.onOpacityChange(this._node.getOpacity());
this._requestUpdate();
}; | Initializes the mesh with appropriate listeners.
@method
@return {undefined} undefined | init ( ) | javascript | Famous/engine | webgl-renderables/Mesh.js | https://github.com/Famous/engine/blob/master/webgl-renderables/Mesh.js | MIT |
Mesh.prototype.draw = function draw () {
this._inDraw = true;
this.init();
var value = this.getValue();
if (value.geometry != null) this.setGeometry(value.geometry);
if (value.color != null) this.setBaseColor(value.color);
if (value.glossiness != null) this.setGlossiness.apply(this, value.glossiness);
if (value.drawOptions != null) this.setDrawOptions(value.drawOptions);
if (value.flatShading != null) this.setFlatShading(value.flatShading);
if (value.expressions.normals != null) this.setNormals(value.expressions.normals);
if (value.expressions.baseColor != null) this.setBaseColor(value.expressions.baseColor);
if (value.expressions.glossiness != null) this.setGlossiness(value.expressions.glossiness);
if (value.expressions.positionOffset != null) this.setPositionOffset(value.expressions.positionOffset);
this._inDraw = false;
}; | Draws given Mesh's current state.
@method
@return {undefined} undefined | draw ( ) | javascript | Famous/engine | webgl-renderables/Mesh.js | https://github.com/Famous/engine/blob/master/webgl-renderables/Mesh.js | MIT |
Mesh.prototype.setPositionOffset = function positionOffset(materialExpression) {
var uniformValue;
var isMaterial = materialExpression.__isAMaterial__;
if (isMaterial) {
addMeshToMaterial(this, materialExpression, 'positionOffset');
this.value.expressions.positionOffset = materialExpression;
uniformValue = materialExpression;
}
else {
this.value.expressions.positionOffset = null;
this.value.positionOffset = materialExpression;
uniformValue = this.value.positionOffset;
}
if (this._initialized) {
this._changeQueue.push(materialExpression.__isAMaterial__ ? Commands.MATERIAL_INPUT : Commands.GL_UNIFORMS);
this._changeQueue.push('u_positionOffset');
this._changeQueue.push(uniformValue);
}
this._requestUpdate();
return this;
};
/**
* Returns position offset.
*
* @method
*
* @returns {MaterialExpress|Number} MaterialExpress or Number
*/
Mesh.prototype.getPositionOffset = function getPositionOffset () {
return this.value.expressions.positionOffset || this.value.positionOffset;
};
/**
* Get the mesh's expressions
*
* @method
*
* @returns {Object} Object
*/
Mesh.prototype.getMaterialExpressions = function getMaterialExpressions () {
return this.value.expressions;
};
/**
* Get the mesh's value
*
* @method
*
* @returns {Number} Value
*/
Mesh.prototype.getValue = function getValue () {
return this.value;
};
/**
* Queues the invalidations for Mesh
*
* @param {String} expressionName Expression Name
*
* @return {Mesh} Mesh
*/
Mesh.prototype._pushInvalidations = function _pushInvalidations (expressionName) {
var uniformKey;
var expression = this.value.expressions[expressionName];
var sender = this._node;
if (expression) {
expression.traverse(function (node) {
var i = node.invalidations.length;
while (i--) {
uniformKey = node.invalidations.pop();
sender.sendDrawCommand(Commands.GL_UNIFORMS);
sender.sendDrawCommand(uniformKey);
sender.sendDrawCommand(node.uniforms[uniformKey]);
}
});
}
return this;
};
/**
* Sends draw commands to the renderer
*
* @private
* @method
*
* @return {undefined} undefined
*/
Mesh.prototype.onUpdate = function onUpdate() {
var node = this._node;
var queue = this._changeQueue;
if (node && node.isMounted()) {
node.sendDrawCommand(Commands.WITH);
node.sendDrawCommand(node.getLocation());
// If any invalidations exist, push them into the queue
if (this.value.color && this.value.color.isActive()) {
this._node.sendDrawCommand(Commands.GL_UNIFORMS);
this._node.sendDrawCommand('u_baseColor');
this._node.sendDrawCommand(this.value.color.getNormalizedRGBA());
this._node.requestUpdateOnNextTick(this._id);
}
if (this.value.glossiness && this.value.glossiness[0] && this.value.glossiness[0].isActive()) {
this._node.sendDrawCommand(Commands.GL_UNIFORMS);
this._node.sendDrawCommand('u_glossiness');
var glossiness = this.value.glossiness[0].getNormalizedRGB();
glossiness.push(this.value.glossiness[1]);
this._node.sendDrawCommand(glossiness);
this._node.requestUpdateOnNextTick(this._id);
}
else {
this._requestingUpdate = false;
}
// If any invalidations exist, push them into the queue
this._pushInvalidations('baseColor');
this._pushInvalidations('positionOffset');
this._pushInvalidations('normals');
this._pushInvalidations('glossiness');
for (var i = 0; i < queue.length; i++) {
node.sendDrawCommand(queue[i]);
}
queue.length = 0;
}
};
/**
* Save reference to node, set its ID and call draw on Mesh.
*
* @method
*
* @param {Node} node Node
* @param {Number} id Identifier for Mesh
*
* @return {undefined} undefined
*/
Mesh.prototype.onMount = function onMount (node, id) {
this._node = node;
this._id = id;
TransformSystem.makeCalculateWorldMatrixAt(node.getLocation());
this.draw();
};
/**
* Queues the command for dismounting Mesh
*
* @method
*
* @return {undefined} undefined
*/
Mesh.prototype.onDismount = function onDismount () {
this._initialized = false;
this._inDraw = false;
this._node.sendDrawCommand(Commands.WITH);
this._node.sendDrawCommand(this._node.getLocation());
this._node.sendDrawCommand(Commands.GL_REMOVE_MESH);
this._node = null;
this._id = null;
};
/**
* Makes Mesh visible
*
* @method
*
* @return {undefined} undefined
*/
Mesh.prototype.onShow = function onShow () {
this._changeQueue.push(Commands.GL_MESH_VISIBILITY, true);
this._requestUpdate();
};
/**
* Makes Mesh hidden
*
* @method
*
* @return {undefined} undefined
*/
Mesh.prototype.onHide = function onHide () {
this._changeQueue.push(Commands.GL_MESH_VISIBILITY, false);
this._requestUpdate();
};
/**
* Receives transform change updates from the scene graph.
*
* @method
* @private
*
* @param {Array} transform Transform matric
*
* @return {undefined} undefined
*/
Mesh.prototype.onTransformChange = function onTransformChange (transform) {
if (this._initialized) {
this._changeQueue.push(Commands.GL_UNIFORMS);
this._changeQueue.push('u_transform');
this._changeQueue.push(transform.getWorldTransform());
}
this._requestUpdate();
};
/**
* Receives size change updates from the scene graph.
*
* @method
* @private
*
* @param {Number} x width of the Node the Mesh is attached to
* @param {Number} y height of the Node the Mesh is attached to
* @param {Number} z depth of the Node the Mesh is attached to
*
* @return {undefined} undefined
*/
Mesh.prototype.onSizeChange = function onSizeChange (x, y, z) {
if (this._initialized) {
this._changeQueue.push(Commands.GL_UNIFORMS);
this._changeQueue.push('u_size');
this._changeQueue.push([x, y, z]);
}
this._requestUpdate();
};
/**
* Receives opacity change updates from the scene graph.
*
* @method
* @private
*
* @param {Number} opacity Opacity
*
* @return {undefined} undefined
*/
Mesh.prototype.onOpacityChange = function onOpacityChange (opacity) {
if (this._initialized) {
this._changeQueue.push(Commands.GL_UNIFORMS);
this._changeQueue.push('u_opacity');
this._changeQueue.push(opacity);
}
this._requestUpdate();
};
/**
* Adds functionality for UI events (TODO)
*
* @method
*
* @param {String} UIEvent UI Event
*
* @return {undefined} undefined
*/
Mesh.prototype.onAddUIEvent = function onAddUIEvent (UIEvent) {
//TODO
};
/**
* Queues instance to be updated.
*
* @method
*
* @return {undefined} undefined
*/
Mesh.prototype._requestUpdate = function _requestUpdate () {
if (!this._requestingUpdate && this._node) {
this._node.requestUpdate(this._id);
this._requestingUpdate = true;
}
};
/**
* Initializes the mesh with appropriate listeners.
*
* @method
*
* @return {undefined} undefined
*/
Mesh.prototype.init = function init () {
this._initialized = true;
this.onTransformChange(TransformSystem.get(this._node.getLocation()));
var size = this._node.getSize();
this.onSizeChange(size[0], size[1], size[2]);
this.onOpacityChange(this._node.getOpacity());
this._requestUpdate();
};
/**
* Draws given Mesh's current state.
*
* @method
*
* @return {undefined} undefined
*/
Mesh.prototype.draw = function draw () {
this._inDraw = true;
this.init();
var value = this.getValue();
if (value.geometry != null) this.setGeometry(value.geometry);
if (value.color != null) this.setBaseColor(value.color);
if (value.glossiness != null) this.setGlossiness.apply(this, value.glossiness);
if (value.drawOptions != null) this.setDrawOptions(value.drawOptions);
if (value.flatShading != null) this.setFlatShading(value.flatShading);
if (value.expressions.normals != null) this.setNormals(value.expressions.normals);
if (value.expressions.baseColor != null) this.setBaseColor(value.expressions.baseColor);
if (value.expressions.glossiness != null) this.setGlossiness(value.expressions.glossiness);
if (value.expressions.positionOffset != null) this.setPositionOffset(value.expressions.positionOffset);
this._inDraw = false;
};
function addMeshToMaterial(mesh, material, name) {
var expressions = mesh.value.expressions;
var previous = expressions[name];
var shouldRemove = true;
var len = material.inputs;
while(len--)
addMeshToMaterial(mesh, material.inputs[len], name);
len = INPUTS.length;
while (len--)
shouldRemove |= (name !== INPUTS[len] && previous !== expressions[INPUTS[len]]);
if (shouldRemove)
material.meshes.splice(material.meshes.indexOf(previous), 1);
if (material.meshes.indexOf(mesh) === -1)
material.meshes.push(mesh);
}
module.exports = Mesh; | Defines 3 element map which displaces the position of each vertex in world
space.
@method
@param {MaterialExpression|Array} materialExpression Position offset expression
@return {Mesh} Mesh | positionOffset ( materialExpression ) | javascript | Famous/engine | webgl-renderables/Mesh.js | https://github.com/Famous/engine/blob/master/webgl-renderables/Mesh.js | MIT |
function Light(node) {
this._node = node;
this._requestingUpdate = false;
this._color = null;
this.queue = [];
this.commands = {
color: Commands.GL_LIGHT_COLOR,
position: Commands.GL_LIGHT_POSITION
};
this._id = node.addComponent(this);
} | The blueprint for all light components.
@class Light
@constructor
@abstract
@param {Node} node The controlling node from the corresponding Render Node
@return {undefined} undefined | Light ( node ) | javascript | Famous/engine | webgl-renderables/lights/Light.js | https://github.com/Famous/engine/blob/master/webgl-renderables/lights/Light.js | MIT |
Light.prototype.setColor = function setColor(color) {
if (!color.getNormalizedRGB) return false;
if (!this._requestingUpdate) {
this._node.requestUpdate(this._id);
this._requestingUpdate = true;
}
this._color = color;
this.queue.push(this.commands.color);
var rgb = this._color.getNormalizedRGB();
this.queue.push(rgb[0]);
this.queue.push(rgb[1]);
this.queue.push(rgb[2]);
return this;
}; | Changes the color of the light, using the 'Color' utility component.
@method
@param {Color} color Color instance
@return {Light} Light | setColor ( color ) | javascript | Famous/engine | webgl-renderables/lights/Light.js | https://github.com/Famous/engine/blob/master/webgl-renderables/lights/Light.js | MIT |
function PointLight(node) {
Light.call(this, node);
} | PointLight extends the functionality of Light. PointLight is a light source
that emits light in all directions from a point in space.
@class PointLight
@constructor
@augments Light
@param {Node} node LocalDispatch to be retrieved from the corresponding Render Node
@return {undefined} undefined | PointLight ( node ) | javascript | Famous/engine | webgl-renderables/lights/PointLight.js | https://github.com/Famous/engine/blob/master/webgl-renderables/lights/PointLight.js | MIT |
PointLight.prototype.onMount = function onMount(node, id) {
this._id = id;
TransformSystem.makeBreakPointAt(this._node.getLocation());
this.onTransformChange(TransformSystem.get(this._node.getLocation()));
}; | Receive the notice that the node you are on has been mounted.
@param {Node} node Node that the component has been associated with
@param {Number} id ID associated with the node
@return {undefined} undefined | onMount ( node , id ) | javascript | Famous/engine | webgl-renderables/lights/PointLight.js | https://github.com/Famous/engine/blob/master/webgl-renderables/lights/PointLight.js | MIT |
PointLight.prototype.onTransformChange = function onTransformChange (transform) {
if (!this._requestingUpdate) {
this._node.requestUpdate(this._id);
this._requestingUpdate = true;
}
transform = transform.getWorldTransform();
this.queue.push(this.commands.position);
this.queue.push(transform[12]);
this.queue.push(transform[13]);
this.queue.push(transform[14]);
}; | Receives transform change updates from the scene graph.
@private
@param {Array} transform Transform matrix
@return {undefined} undefined | onTransformChange ( transform ) | javascript | Famous/engine | webgl-renderables/lights/PointLight.js | https://github.com/Famous/engine/blob/master/webgl-renderables/lights/PointLight.js | MIT |
function AmbientLight(node) {
Light.call(this, node);
this.commands.color = Commands.GL_AMBIENT_LIGHT;
} | AmbientLight extends the functionality of Light. It sets the ambience in
the scene. Ambience is a light source that emits light in the entire
scene, evenly.
@class AmbientLight
@constructor
@augments Light
@param {Node} node LocalDispatch to be retrieved from the corresponding Render Node
@return {undefined} undefined | AmbientLight ( node ) | javascript | Famous/engine | webgl-renderables/lights/AmbientLight.js | https://github.com/Famous/engine/blob/master/webgl-renderables/lights/AmbientLight.js | MIT |
function Transitionable(initialState) {
this._queue = [];
this._from = null;
this._state = null;
this._startedAt = null;
this._pausedAt = null;
if (initialState != null) this.from(initialState);
} | A state maintainer for a smooth transition between
numerically-specified states. Example numeric states include floats and
arrays of floats objects.
An initial state is set with the constructor or using
{@link Transitionable#from}. Subsequent transitions consist of an
intermediate state, easing curve, duration and callback. The final state
of each transition is the initial state of the subsequent one. Calls to
{@link Transitionable#get} provide the interpolated state along the way.
Note that there is no event loop here - calls to {@link Transitionable#get}
are the only way to find state projected to the current (or provided)
time and are the only way to trigger callbacks and mutate the internal
transition queue.
@example
var t = new Transitionable([0, 0]);
t
.to([100, 0], 'linear', 1000)
.delay(1000)
.to([200, 0], 'outBounce', 1000);
var div = document.createElement('div');
div.style.background = 'blue';
div.style.width = '100px';
div.style.height = '100px';
document.body.appendChild(div);
div.addEventListener('click', function() {
t.isPaused() ? t.resume() : t.pause();
});
requestAnimationFrame(function loop() {
div.style.transform = 'translateX(' + t.get()[0] + 'px)' + ' translateY(' + t.get()[1] + 'px)';
requestAnimationFrame(loop);
});
@class Transitionable
@constructor
@param {Number|Array.Number} initialState initial state to transition
from - equivalent to a pursuant
invocation of
{@link Transitionable#from} | Transitionable ( initialState ) | javascript | Famous/engine | transitions/Transitionable.js | https://github.com/Famous/engine/blob/master/transitions/Transitionable.js | MIT |
Transitionable.prototype.from = function from(initialState) {
this._state = initialState;
this._from = this._sync(null, this._state);
this._queue.length = 0;
this._startedAt = this.constructor.Clock.now();
this._pausedAt = null;
return this;
}; | Resets the transition queue to a stable initial state.
@method from
@chainable
@param {Number|Array.Number} initialState initial state to
transition from
@return {Transitionable} this | from ( initialState ) | javascript | Famous/engine | transitions/Transitionable.js | https://github.com/Famous/engine/blob/master/transitions/Transitionable.js | MIT |
Transitionable.prototype.delay = function delay(duration, callback) {
var endState = this._queue.length > 0 ? this._queue[this._queue.length - 5] : this._state;
return this.to(endState, Curves.flat, duration, callback);
}; | Delays the execution of the subsequent transition for a certain period of
time.
@method delay
@chainable
@param {Number} duration delay time in ms
@param {Function} [callback] Zero-argument function to call on observed
completion (t=1)
@return {Transitionable} this | delay ( duration , callback ) | javascript | Famous/engine | transitions/Transitionable.js | https://github.com/Famous/engine/blob/master/transitions/Transitionable.js | MIT |
Transitionable.prototype.override = function override(finalState, curve, duration, callback, method) {
if (this._queue.length > 0) {
if (finalState != null) this._queue[0] = finalState;
if (curve != null) this._queue[1] = curve.constructor === String ? Curves[curve] : curve;
if (duration != null) this._queue[2] = duration;
if (callback != null) this._queue[3] = callback;
if (method != null) this._queue[4] = method;
}
return this;
}; | Overrides current transition.
@method override
@chainable
@param {Number|Array.Number} [finalState] final state to transiton to
@param {String|Function} [curve] easing function used for
interpolating [0, 1]
@param {Number} [duration] duration of transition
@param {Function} [callback] callback function to be
called after the transition
is complete
@param {String} [method] optional method used for
interpolating between the
values. Set to `slerp` for
spherical linear
interpolation.
@return {Transitionable} this | override ( finalState , curve , duration , callback , method ) | javascript | Famous/engine | transitions/Transitionable.js | https://github.com/Famous/engine/blob/master/transitions/Transitionable.js | MIT |
Transitionable.prototype._interpolate = function _interpolate(output, from, to, progress, method) {
if (to instanceof Object) {
if (method === 'slerp') {
var x, y, z, w;
var qx, qy, qz, qw;
var omega, cosomega, sinomega, scaleFrom, scaleTo;
x = from[0];
y = from[1];
z = from[2];
w = from[3];
qx = to[0];
qy = to[1];
qz = to[2];
qw = to[3];
if (progress === 1) {
output[0] = qx;
output[1] = qy;
output[2] = qz;
output[3] = qw;
return output;
}
cosomega = w * qw + x * qx + y * qy + z * qz;
if ((1.0 - cosomega) > 1e-5) {
omega = Math.acos(cosomega);
sinomega = Math.sin(omega);
scaleFrom = Math.sin((1.0 - progress) * omega) / sinomega;
scaleTo = Math.sin(progress * omega) / sinomega;
}
else {
scaleFrom = 1.0 - progress;
scaleTo = progress;
}
output[0] = x * scaleFrom + qx * scaleTo;
output[1] = y * scaleFrom + qy * scaleTo;
output[2] = z * scaleFrom + qz * scaleTo;
output[3] = w * scaleFrom + qw * scaleTo;
}
else if (to instanceof Array) {
for (var i = 0, len = to.length; i < len; i++) {
output[i] = this._interpolate(output[i], from[i], to[i], progress, method);
}
}
else {
for (var key in to) {
output[key] = this._interpolate(output[key], from[key], to[key], progress, method);
}
}
}
else {
output = from + progress * (to - from);
}
return output;
}; | Used for interpolating between the start and end state of the currently
running transition
@method _interpolate
@private
@param {Object|Array|Number} output Where to write to (in order to avoid
object allocation and therefore GC).
@param {Object|Array|Number} from Start state of current transition.
@param {Object|Array|Number} to End state of current transition.
@param {Number} progress Progress of the current transition,
in [0, 1]
@param {String} method Method used for interpolation (e.g.
slerp)
@return {Object|Array|Number} output | _interpolate ( output , from , to , progress , method ) | javascript | Famous/engine | transitions/Transitionable.js | https://github.com/Famous/engine/blob/master/transitions/Transitionable.js | MIT |
Transitionable.prototype._sync = function _sync(output, input) {
if (typeof input === 'number') output = input;
else if (input instanceof Array) {
if (output == null) output = [];
for (var i = 0, len = input.length; i < len; i++) {
output[i] = _sync(output[i], input[i]);
}
}
else if (input instanceof Object) {
if (output == null) output = {};
for (var key in input) {
output[key] = _sync(output[key], input[key]);
}
}
return output;
}; | Internal helper method used for synchronizing the current, absolute state of
a transition to a given output array, object literal or number. Supports
nested state objects by through recursion.
@method _sync
@private
@param {Number|Array|Object} output Where to write to (in order to avoid
object allocation and therefore GC).
@param {Number|Array|Object} input Input state to proxy onto the
output.
@return {Number|Array|Object} output Passed in output object. | _sync ( output , input ) | javascript | Famous/engine | transitions/Transitionable.js | https://github.com/Famous/engine/blob/master/transitions/Transitionable.js | MIT |
Transitionable.prototype.isActive = function isActive() {
return this._queue.length > 0;
}; | Is there at least one transition pending completion?
@method isActive
@return {Boolean} Boolean indicating whether there is at least one pending
transition. Paused transitions are still being
considered active. | isActive ( ) | javascript | Famous/engine | transitions/Transitionable.js | https://github.com/Famous/engine/blob/master/transitions/Transitionable.js | MIT |
Transitionable.prototype.halt = function halt() {
return this.from(this.get());
}; | Halt transition at current state and erase all pending actions.
@method halt
@chainable
@return {Transitionable} this | halt ( ) | javascript | Famous/engine | transitions/Transitionable.js | https://github.com/Famous/engine/blob/master/transitions/Transitionable.js | MIT |
Transitionable.prototype.pause = function pause() {
this._pausedAt = this.constructor.Clock.now();
return this;
}; | Pause transition. This will not erase any actions.
@method pause
@chainable
@return {Transitionable} this | pause ( ) | javascript | Famous/engine | transitions/Transitionable.js | https://github.com/Famous/engine/blob/master/transitions/Transitionable.js | MIT |
Transitionable.prototype.isPaused = function isPaused() {
return !!this._pausedAt;
}; | Has the current action been paused?
@method isPaused
@chainable
@return {Boolean} if the current action has been paused | isPaused ( ) | javascript | Famous/engine | transitions/Transitionable.js | https://github.com/Famous/engine/blob/master/transitions/Transitionable.js | MIT |
Transitionable.prototype.resume = function resume() {
var diff = this._pausedAt - this._startedAt;
this._startedAt = this.constructor.Clock.now() - diff;
this._pausedAt = null;
return this;
}; | Resume a previously paused transition.
@method resume
@chainable
@return {Transitionable} this | resume ( ) | javascript | Famous/engine | transitions/Transitionable.js | https://github.com/Famous/engine/blob/master/transitions/Transitionable.js | MIT |
Transitionable.prototype.reset = function(start) {
return this.from(start);
}; | Cancel all transitions and reset to a stable state
@method reset
@chainable
@deprecated Use `.from` instead!
@param {Number|Array.Number|Object.<number, number>} start
stable state to set to
@return {Transitionable} this | Transitionable.prototype.reset ( start ) | javascript | Famous/engine | transitions/Transitionable.js | https://github.com/Famous/engine/blob/master/transitions/Transitionable.js | MIT |
Transitionable.prototype.set = function(state, transition, callback) {
if (transition == null) {
this.from(state);
if (callback) callback();
}
else {
this.to(state, transition.curve, transition.duration, callback, transition.method);
}
return this;
}; | Add transition to end state to the queue of pending transitions. Special
Use: calling without a transition resets the object to that state with
no pending actions
@method set
@chainable
@deprecated Use `.to` instead!
@param {Number|FamousEngineMatrix|Array.Number|Object.<number, number>} state
end state to which we interpolate
@param {transition=} transition object of type {duration: number, curve:
f[0,1] -> [0,1] or name}. If transition is omitted, change will be
instantaneous.
@param {function()=} callback Zero-argument function to call on observed
completion (t=1)
@return {Transitionable} this | Transitionable.prototype.set ( state , transition , callback ) | javascript | Famous/engine | transitions/Transitionable.js | https://github.com/Famous/engine/blob/master/transitions/Transitionable.js | MIT |
Transitionable.prototype.get = function get(t) {
if (this._queue.length === 0) return this._state;
t = this._pausedAt ? this._pausedAt : t;
t = t ? t : this.constructor.Clock.now();
var progress = (t - this._startedAt) / this._queue[2];
this._state = this._interpolate(
this._state,
this._from,
this._queue[0],
this._queue[1](progress > 1 ? 1 : progress),
this._queue[4]
);
var state = this._state;
if (progress >= 1) {
this._startedAt = this._startedAt + this._queue[2];
this._from = this._sync(this._from, this._state);
this._queue.shift();
this._queue.shift();
this._queue.shift();
var callback = this._queue.shift();
this._queue.shift();
if (callback) callback();
}
return progress > 1 ? this.get() : state;
};
/**
* Is there at least one transition pending completion?
*
* @method isActive
*
* @return {Boolean} Boolean indicating whether there is at least one pending
* transition. Paused transitions are still being
* considered active.
*/
Transitionable.prototype.isActive = function isActive() {
return this._queue.length > 0;
};
/**
* Halt transition at current state and erase all pending actions.
*
* @method halt
* @chainable
*
* @return {Transitionable} this
*/
Transitionable.prototype.halt = function halt() {
return this.from(this.get());
};
/**
* Pause transition. This will not erase any actions.
*
* @method pause
* @chainable
*
* @return {Transitionable} this
*/
Transitionable.prototype.pause = function pause() {
this._pausedAt = this.constructor.Clock.now();
return this;
};
/**
* Has the current action been paused?
*
* @method isPaused
* @chainable
*
* @return {Boolean} if the current action has been paused
*/
Transitionable.prototype.isPaused = function isPaused() {
return !!this._pausedAt;
};
/**
* Resume a previously paused transition.
*
* @method resume
* @chainable
*
* @return {Transitionable} this
*/
Transitionable.prototype.resume = function resume() {
var diff = this._pausedAt - this._startedAt;
this._startedAt = this.constructor.Clock.now() - diff;
this._pausedAt = null;
return this;
};
/**
* Cancel all transitions and reset to a stable state
*
* @method reset
* @chainable
* @deprecated Use `.from` instead!
*
* @param {Number|Array.Number|Object.<number, number>} start
* stable state to set to
* @return {Transitionable} this
*/
Transitionable.prototype.reset = function(start) {
return this.from(start);
};
/**
* Add transition to end state to the queue of pending transitions. Special
* Use: calling without a transition resets the object to that state with
* no pending actions
*
* @method set
* @chainable
* @deprecated Use `.to` instead!
*
* @param {Number|FamousEngineMatrix|Array.Number|Object.<number, number>} state
* end state to which we interpolate
* @param {transition=} transition object of type {duration: number, curve:
* f[0,1] -> [0,1] or name}. If transition is omitted, change will be
* instantaneous.
* @param {function()=} callback Zero-argument function to call on observed
* completion (t=1)
* @return {Transitionable} this
*/
Transitionable.prototype.set = function(state, transition, callback) {
if (transition == null) {
this.from(state);
if (callback) callback();
}
else {
this.to(state, transition.curve, transition.duration, callback, transition.method);
}
return this;
};
module.exports = Transitionable; | Get interpolated state of current action at provided time. If the last
action has completed, invoke its callback.
@method get
@param {Number=} t Evaluate the curve at a normalized version
of this time. If omitted, use current time
(Unix epoch time retrieved from Clock).
@return {Number|Array.Number} Beginning state interpolated to this point
in time. | get ( t ) | javascript | Famous/engine | transitions/Transitionable.js | https://github.com/Famous/engine/blob/master/transitions/Transitionable.js | MIT |
function PhysicsEngine(options) {
this.events = new CallbackStore();
options = options || {};
/** @prop bodies The bodies currently active in the engine. */
this.bodies = [];
/** @prop forces The forces currently active in the engine. */
this.forces = [];
/** @prop constraints The constraints currently active in the engine. */
this.constraints = [];
/** @prop step The time between frames in the engine. */
this.step = options.step || 1000/60;
/** @prop iterations The number of times each constraint is solved per frame. */
this.iterations = options.iterations || 10;
/** @prop _indexPool Pools of indicies to track holes in the arrays. */
this._indexPools = {
bodies: [],
forces: [],
constraints: []
};
this._entityMaps = {
bodies: {},
forces: {},
constraints: {}
};
this.speed = options.speed || 1.0;
this.time = 0;
this.delta = 0;
this.origin = options.origin || new Vec3();
this.orientation = options.orientation ? options.orientation.normalize() : new Quaternion();
this.frameDependent = options.frameDependent || false;
this.transformBuffers = {
position: [0, 0, 0],
rotation: [0, 0, 0, 1]
};
} | Singleton PhysicsEngine object.
Manages bodies, forces, constraints.
@class PhysicsEngine
@param {Object} options A hash of configurable options. | PhysicsEngine ( options ) | javascript | Famous/engine | physics/PhysicsEngine.js | https://github.com/Famous/engine/blob/master/physics/PhysicsEngine.js | MIT |
PhysicsEngine.prototype.on = function on(key, callback) {
this.events.on(key, callback);
return this;
}; | Listen for a specific event.
@method
@param {String} key Name of the event.
@param {Function} callback Callback to register for the event.
@return {PhysicsEngine} this | on ( key , callback ) | javascript | Famous/engine | physics/PhysicsEngine.js | https://github.com/Famous/engine/blob/master/physics/PhysicsEngine.js | MIT |
PhysicsEngine.prototype.off = function off(key, callback) {
this.events.off(key, callback);
return this;
}; | Stop listening for a specific event.
@method
@param {String} key Name of the event.
@param {Function} callback Callback to deregister for the event.
@return {PhysicsEngine} this | off ( key , callback ) | javascript | Famous/engine | physics/PhysicsEngine.js | https://github.com/Famous/engine/blob/master/physics/PhysicsEngine.js | MIT |
PhysicsEngine.prototype.trigger = function trigger(key, payload) {
this.events.trigger(key, payload);
return this;
}; | Trigger an event.
@method
@param {String} key Name of the event.
@param {Object} payload Payload to pass to the event listeners.
@return {PhysicsEngine} this | trigger ( key , payload ) | javascript | Famous/engine | physics/PhysicsEngine.js | https://github.com/Famous/engine/blob/master/physics/PhysicsEngine.js | MIT |
PhysicsEngine.prototype.setOrigin = function setOrigin(x, y, z) {
this.origin.set(x, y, z);
return this;
}; | Set the origin of the world.
@method
@chainable
@param {Number} x The x component.
@param {Number} y The y component.
@param {Number} z The z component.
@return {PhysicsEngine} this | setOrigin ( x , y , z ) | javascript | Famous/engine | physics/PhysicsEngine.js | https://github.com/Famous/engine/blob/master/physics/PhysicsEngine.js | MIT |
PhysicsEngine.prototype.setOrientation = function setOrientation(w, x, y, z) {
this.orientation.set(w, x, y, z).normalize();
return this;
}; | Set the orientation of the world.
@method
@chainable
@param {Number} w The w component.
@param {Number} x The x component.
@param {Number} y The y component.
@param {Number} z The z component.
@return {PhysicsEngine} this | setOrientation ( w , x , y , z ) | javascript | Famous/engine | physics/PhysicsEngine.js | https://github.com/Famous/engine/blob/master/physics/PhysicsEngine.js | MIT |
function _addElement(context, element, key) {
var map = context._entityMaps[key];
if (map[element._ID] == null) {
var library = context[key];
var indexPool = context._indexPools[key];
if (indexPool.length) map[element._ID] = indexPool.pop();
else map[element._ID] = library.length;
library[map[element._ID]] = element;
}
} | Private helper method to store an element in a library array.
@method
@private
@param {Object} context Object in possesion of the element arrays.
@param {Object} element The body, force, or constraint to add.
@param {String} key Where to store the element.
@return {undefined} undefined | _addElement ( context , element , key ) | javascript | Famous/engine | physics/PhysicsEngine.js | https://github.com/Famous/engine/blob/master/physics/PhysicsEngine.js | MIT |
function _removeElement(context, element, key) {
var map = context._entityMaps[key];
var index = map[element._ID];
if (index != null) {
context._indexPools[key].push(index);
context[key][index] = null;
map[element._ID] = null;
}
} | Private helper method to remove an element from a library array.
@method
@private
@param {Object} context Object in possesion of the element arrays.
@param {Object} element The body, force, or constraint to remove.
@param {String} key Where to store the element.
@return {undefined} undefined | _removeElement ( context , element , key ) | javascript | Famous/engine | physics/PhysicsEngine.js | https://github.com/Famous/engine/blob/master/physics/PhysicsEngine.js | MIT |
PhysicsEngine.prototype.add = function add() {
for (var j = 0, lenj = arguments.length; j < lenj; j++) {
var entity = arguments[j];
if (entity instanceof Array) {
for (var i = 0, len = entity.length; i < len; i++) {
var e = entity[i];
this.add(e);
}
}
else {
if (entity instanceof Particle) this.addBody(entity);
else if (entity instanceof Constraint) this.addConstraint(entity);
else if (entity instanceof Force) this.addForce(entity);
}
}
return this;
}; | Add a group of bodies, force, or constraints to the engine.
@method
@return {PhysicsEngine} this | add ( ) | javascript | Famous/engine | physics/PhysicsEngine.js | https://github.com/Famous/engine/blob/master/physics/PhysicsEngine.js | MIT |
PhysicsEngine.prototype.remove = function remove() {
for (var j = 0, lenj = arguments.length; j < lenj; j++) {
var entity = arguments[j];
if (entity instanceof Array) {
for (var i = 0, len = entity.length; i < len; i++) {
var e = entity[i];
this.add(e);
}
}
else {
if (entity instanceof Particle) this.removeBody(entity);
else if (entity instanceof Constraint) this.removeConstraint(entity);
else if (entity instanceof Force) this.removeForce(entity);
}
}
return this;
}; | Remove a group of bodies, force, or constraints from the engine.
@method
@return {PhysicsEngine} this | remove ( ) | javascript | Famous/engine | physics/PhysicsEngine.js | https://github.com/Famous/engine/blob/master/physics/PhysicsEngine.js | MIT |
PhysicsEngine.prototype.addBody = function addBody(body) {
_addElement(this, body, 'bodies');
}; | Begin tracking a body.
@method
@param {Particle} body The body to track.
@return {undefined} undefined | addBody ( body ) | javascript | Famous/engine | physics/PhysicsEngine.js | https://github.com/Famous/engine/blob/master/physics/PhysicsEngine.js | MIT |
PhysicsEngine.prototype.addForce = function addForce(force) {
_addElement(this, force, 'forces');
}; | Begin tracking a force.
@method
@param {Force} force The force to track.
@return {undefined} undefined | addForce ( force ) | javascript | Famous/engine | physics/PhysicsEngine.js | https://github.com/Famous/engine/blob/master/physics/PhysicsEngine.js | MIT |
PhysicsEngine.prototype.addConstraint = function addConstraint(constraint) {
_addElement(this, constraint, 'constraints');
}; | Begin tracking a constraint.
@method
@param {Constraint} constraint The constraint to track.
@return {undefined} undefined | addConstraint ( constraint ) | javascript | Famous/engine | physics/PhysicsEngine.js | https://github.com/Famous/engine/blob/master/physics/PhysicsEngine.js | MIT |
PhysicsEngine.prototype.removeBody = function removeBody(body) {
_removeElement(this, body, 'bodies');
}; | Stop tracking a body.
@method
@param {Particle} body The body to stop tracking.
@return {undefined} undefined | removeBody ( body ) | javascript | Famous/engine | physics/PhysicsEngine.js | https://github.com/Famous/engine/blob/master/physics/PhysicsEngine.js | MIT |
PhysicsEngine.prototype.removeForce = function removeForce(force) {
_removeElement(this, force, 'forces');
}; | Stop tracking a force.
@method
@param {Force} force The force to stop tracking.
@return {undefined} undefined | removeForce ( force ) | javascript | Famous/engine | physics/PhysicsEngine.js | https://github.com/Famous/engine/blob/master/physics/PhysicsEngine.js | MIT |
PhysicsEngine.prototype.removeConstraint = function removeConstraint(constraint) {
_removeElement(this, constraint, 'constraints');
}; | Stop tracking a constraint.
@method
@param {Constraint} constraint The constraint to stop tracking.
@return {undefined} undefined | removeConstraint ( constraint ) | javascript | Famous/engine | physics/PhysicsEngine.js | https://github.com/Famous/engine/blob/master/physics/PhysicsEngine.js | MIT |
PhysicsEngine.prototype.update = function update(time) {
if (this.time === 0) this.time = time;
var bodies = this.bodies;
var forces = this.forces;
var constraints = this.constraints;
var frameDependent = this.frameDependent;
var step = this.step;
var dt = step * 0.001;
var speed = this.speed;
var delta = this.delta;
delta += (time - this.time) * speed;
this.time = time;
var i, len;
var force, body, constraint;
while(delta > step) {
this.events.trigger('prestep', time);
// Update Forces on particles
for (i = 0, len = forces.length; i < len; i++) {
force = forces[i];
if (force === null) continue;
force.update(time, dt);
}
// Tentatively update velocities
for (i = 0, len = bodies.length; i < len; i++) {
body = bodies[i];
if (body === null) continue;
_integrateVelocity(body, dt);
}
// Prep constraints for solver
for (i = 0, len = constraints.length; i < len; i++) {
constraint = constraints[i];
if (constraint === null) continue;
constraint.update(time, dt);
}
// Iteratively resolve constraints
for (var j = 0, numIterations = this.iterations; j < numIterations; j++) {
for (i = 0, len = constraints.length; i < len; i++) {
constraint = constraints[i];
if (constraint === null) continue;
constraint.resolve(time, dt);
}
}
// Increment positions and orientations
for (i = 0, len = bodies.length; i < len; i++) {
body = bodies[i];
if (body === null) continue;
_integratePose(body, dt);
}
this.events.trigger('poststep', time);
if (frameDependent) delta = 0;
else delta -= step;
}
this.delta = delta;
}; | Update the physics system to reflect the changes since the last frame. Steps forward in increments of
PhysicsEngine.step.
@method
@param {Number} time The time to which to update.
@return {undefined} undefined | update ( time ) | javascript | Famous/engine | physics/PhysicsEngine.js | https://github.com/Famous/engine/blob/master/physics/PhysicsEngine.js | MIT |
PhysicsEngine.prototype.getTransform = function getTransform(body) {
var o = this.origin;
var oq = this.orientation;
var transform = this.transformBuffers;
var p = body.position;
var q = body.orientation;
var rot = q;
var loc = p;
if (oq.w !== 1) {
rot = Quaternion.multiply(q, oq, QUAT_REGISTER);
loc = oq.rotateVector(p, VEC_REGISTER);
}
transform.position[0] = o.x+loc.x;
transform.position[1] = o.y+loc.y;
transform.position[2] = o.z+loc.z;
transform.rotation[0] = rot.x;
transform.rotation[1] = rot.y;
transform.rotation[2] = rot.z;
transform.rotation[3] = rot.w;
return transform;
}; | Transform the body position and rotation to world coordinates.
@method
@param {Particle} body The body to retrieve the transform of.
@return {Object} Position and rotation of the body, taking into account
the origin and orientation of the world. | getTransform ( body ) | javascript | Famous/engine | physics/PhysicsEngine.js | https://github.com/Famous/engine/blob/master/physics/PhysicsEngine.js | MIT |
function _integrateVelocity(body, dt) {
body.momentum.add(Vec3.scale(body.force, dt, DELTA_REGISTER));
body.angularMomentum.add(Vec3.scale(body.torque, dt, DELTA_REGISTER));
Vec3.scale(body.momentum, body.inverseMass, body.velocity);
body.inverseInertia.vectorMultiply(body.angularMomentum, body.angularVelocity);
body.force.clear();
body.torque.clear();
} | Update the Particle momenta based off of current incident force and torque.
@method
@private
@param {Particle} body The body to update.
@param {Number} dt Delta time.
@return {undefined} undefined | _integrateVelocity ( body , dt ) | javascript | Famous/engine | physics/PhysicsEngine.js | https://github.com/Famous/engine/blob/master/physics/PhysicsEngine.js | MIT |
function _integratePose(body, dt) {
if (body.restrictions !== 0) {
var restrictions = body.restrictions;
var x = null;
var y = null;
var z = null;
var ax = null;
var ay = null;
var az = null;
if (restrictions & 32) x = 0;
if (restrictions & 16) y = 0;
if (restrictions & 8) z = 0;
if (restrictions & 4) ax = 0;
if (restrictions & 2) ay = 0;
if (restrictions & 1) az = 0;
if (x !== null || y !== null || z !== null) body.setVelocity(x,y,z);
if (ax !== null || ay !== null || az !== null) body.setAngularVelocity(ax, ay, az);
}
body.position.add(Vec3.scale(body.velocity, dt, DELTA_REGISTER));
var w = body.angularVelocity;
var q = body.orientation;
var wx = w.x;
var wy = w.y;
var wz = w.z;
var qw = q.w;
var qx = q.x;
var qy = q.y;
var qz = q.z;
var hdt = dt * 0.5;
q.w += (-wx * qx - wy * qy - wz * qz) * hdt;
q.x += (wx * qw + wy * qz - wz * qy) * hdt;
q.y += (wy * qw + wz * qx - wx * qz) * hdt;
q.z += (wz * qw + wx * qy - wy * qx) * hdt;
q.normalize();
body.updateInertia();
} | Update the Particle position and orientation based off current translational and angular velocities.
@method
@private
@param {Particle} body The body to update.
@param {Number} dt Delta time.
@return {undefined} undefined | _integratePose ( body , dt ) | javascript | Famous/engine | physics/PhysicsEngine.js | https://github.com/Famous/engine/blob/master/physics/PhysicsEngine.js | MIT |
function tripleProduct(v1, v2, v3) {
var v = TRIPLE_REGISTER;
Vec3.cross(v1, v2, v);
Vec3.cross(v, v3, v);
return v;
} | The so called triple product. Used to find a vector perpendicular to (v2 - v1) in the direction of v3.
(v1 x v2) x v3.
@method
@private
@param {Vec3} v1 The first Vec3.
@param {Vec3} v2 The second Vec3.
@param {Vec3} v3 The third Vec3.
@return {Vec3} The result of the triple product. | tripleProduct ( v1 , v2 , v3 ) | javascript | Famous/engine | physics/Geometry.js | https://github.com/Famous/engine/blob/master/physics/Geometry.js | MIT |
function _hullSupport(vertices, direction) {
var furthest;
var max = -Infinity;
var dot;
var vertex;
var index;
for (var i = 0; i < vertices.length; i++) {
vertex = vertices[i];
dot = Vec3.dot(vertex, direction);
if (dot > max) {
furthest = vertex;
max = dot;
index = i;
}
}
return {
vertex: furthest,
index: index
};
} | Of a set of vertices, retrieves the vertex furthest in the given direction.
@method
@private
@param {Vec3[]} vertices The reference set of Vec3's.
@param {Vec3} direction The direction to compare against.
@return {Object} The vertex and its index in the vertex array. | _hullSupport ( vertices , direction ) | javascript | Famous/engine | physics/Geometry.js | https://github.com/Famous/engine/blob/master/physics/Geometry.js | MIT |
function DynamicGeometryFeature(distance, normal, vertexIndices) {
this.distance = distance;
this.normal = normal;
this.vertexIndices = vertexIndices;
} | Used internally to represent polyhedral facet information.
@class DynamicGeometryFeature
@param {Number} distance The distance of the feature from the origin.
@param {Vec3} normal The Vec3 orthogonal to the feature, pointing out of the geometry.
@param {Number[]} vertexIndices The indices of the vertices which compose the feature. | DynamicGeometryFeature ( distance , normal , vertexIndices ) | javascript | Famous/engine | physics/Geometry.js | https://github.com/Famous/engine/blob/master/physics/Geometry.js | MIT |
DynamicGeometryFeature.prototype.reset = function(distance, normal, vertexIndices) {
this.distance = distance;
this.normal = normal;
this.vertexIndices = vertexIndices;
return this;
}; | Used by ObjectManager to reset objects.
@method
@param {Number} distance Distance from the origin.
@param {Vec3} normal Vec3 normal to the feature.
@param {Number[]} vertexIndices Indices of the vertices which compose the feature.
@return {DynamicGeometryFeature} this | DynamicGeometryFeature.prototype.reset ( distance , normal , vertexIndices ) | javascript | Famous/engine | physics/Geometry.js | https://github.com/Famous/engine/blob/master/physics/Geometry.js | MIT |
function DynamicGeometry() {
this.vertices = [];
this.numVertices = 0;
this.features = [];
this.numFeatures = 0;
this.lastVertexIndex = 0;
this._IDPool = {
vertices: [],
features: []
};
} | Abstract object representing a growing polyhedron. Used in ConvexHull and in GJK+EPA collision detection.
@class DynamicGeometry | DynamicGeometry ( ) | javascript | Famous/engine | physics/Geometry.js | https://github.com/Famous/engine/blob/master/physics/Geometry.js | MIT |
DynamicGeometry.prototype.reset = function reset() {
this.vertices = [];
this.numVertices = 0;
this.features = [];
this.numFeatures = 0;
this.lastVertexIndex = 0;
this._IDPool = {
vertices: [],
features: []
};
return this;
}; | Used by ObjectManager to reset objects.
@method
@return {DynamicGeometry} this | reset ( ) | javascript | Famous/engine | physics/Geometry.js | https://github.com/Famous/engine/blob/master/physics/Geometry.js | MIT |
DynamicGeometry.prototype.addVertex = function(vertexObj) {
var index = this._IDPool.vertices.length ? this._IDPool.vertices.pop() : this.vertices.length;
this.vertices[index] = vertexObj;
this.lastVertexIndex = index;
this.numVertices++;
}; | Add a vertex to the polyhedron.
@method
@param {Object} vertexObj Object returned by the support function.
@return {undefined} undefined | DynamicGeometry.prototype.addVertex ( vertexObj ) | javascript | Famous/engine | physics/Geometry.js | https://github.com/Famous/engine/blob/master/physics/Geometry.js | MIT |
DynamicGeometry.prototype.removeVertex = function(index) {
var vertex = this.vertices[index];
this.vertices[index] = null;
this._IDPool.vertices.push(index);
this.numVertices--;
return vertex;
}; | Remove a vertex and push its location in the vertex array to the IDPool for later use.
@method
@param {Number} index Index of the vertex to remove.
@return {Object} vertex The vertex object. | DynamicGeometry.prototype.removeVertex ( index ) | javascript | Famous/engine | physics/Geometry.js | https://github.com/Famous/engine/blob/master/physics/Geometry.js | MIT |
DynamicGeometry.prototype.addFeature = function(distance, normal, vertexIndices) {
var index = this._IDPool.features.length ? this._IDPool.features.pop() : this.features.length;
this.features[index] = oMRequestDynamicGeometryFeature().reset(distance, normal, vertexIndices);
this.numFeatures++;
}; | Add a feature (facet) to the polyhedron. Used internally in the reshaping process.
@method
@param {Number} distance The distance of the feature from the origin.
@param {Vec3} normal The facet normal.
@param {Number[]} vertexIndices The indices of the vertices which compose the feature.
@return {undefined} undefined | DynamicGeometry.prototype.addFeature ( distance , normal , vertexIndices ) | javascript | Famous/engine | physics/Geometry.js | https://github.com/Famous/engine/blob/master/physics/Geometry.js | MIT |
DynamicGeometry.prototype.removeFeature = function(index) {
var feature = this.features[index];
this.features[index] = null;
this._IDPool.features.push(index);
this.numFeatures--;
oMFreeDynamicGeometryFeature(feature);
}; | Remove a feature and push its location in the feature array to the IDPool for later use.
@method
@param {Number} index Index of the feature to remove.
@return {undefined} undefined | DynamicGeometry.prototype.removeFeature ( index ) | javascript | Famous/engine | physics/Geometry.js | https://github.com/Famous/engine/blob/master/physics/Geometry.js | MIT |
DynamicGeometry.prototype.getLastVertex = function() {
return this.vertices[this.lastVertexIndex];
}; | Retrieve the last vertex object added to the geometry.
@method
@return {Object} The last vertex added. | DynamicGeometry.prototype.getLastVertex ( ) | javascript | Famous/engine | physics/Geometry.js | https://github.com/Famous/engine/blob/master/physics/Geometry.js | MIT |
DynamicGeometry.prototype.getFeatureClosestToOrigin = function() {
var min = Infinity;
var closest = null;
var features = this.features;
for (var i = 0, len = features.length; i < len; i++) {
var feature = features[i];
if (!feature) continue;
if (feature.distance < min) {
min = feature.distance;
closest = feature;
}
}
return closest;
}; | Return the feature closest to the origin.
@method
@return {DynamicGeometryFeature} The closest feature. | DynamicGeometry.prototype.getFeatureClosestToOrigin ( ) | javascript | Famous/engine | physics/Geometry.js | https://github.com/Famous/engine/blob/master/physics/Geometry.js | MIT |
function _validateEdge(vertices, frontier, start, end) {
var e0 = vertices[start].vertex;
var e1 = vertices[end].vertex;
for (var i = 0, len = frontier.length; i < len; i++) {
var edge = frontier[i];
if (!edge) continue;
var v0 = vertices[edge[0]].vertex;
var v1 = vertices[edge[1]].vertex;
if ((e0 === v0 && (e1 === v1)) || (e0 === v1 && (e1 === v0))) {
frontier[i] = null;
return;
}
}
frontier.push([start, end]);
} | Adds edge if not already on the frontier, removes if the edge or its reverse are on the frontier.
Used when reshaping DynamicGeometry's.
@method
@private
@param {Object[]} vertices Vec3 reference array.
@param {Array.<Number[]>} frontier Current edges potentially separating the features to remove from the persistant shape.
@param {Number} start The index of the starting Vec3 on the edge.
@param {Number} end The index of the culminating Vec3.
@return {undefined} undefined | _validateEdge ( vertices , frontier , start , end ) | javascript | Famous/engine | physics/Geometry.js | https://github.com/Famous/engine/blob/master/physics/Geometry.js | MIT |
DynamicGeometry.prototype.reshape = function(referencePoint) {
var vertices = this.vertices;
var point = this.getLastVertex().vertex;
var features = this.features;
var vertexOnFeature;
var featureVertices;
var i, j, len;
// The removal of features creates a hole in the polyhedron -- frontierEdges maintains the edges
// of this hole, each of which will form one edge of a new feature to be created
var frontierEdges = [];
for (i = 0, len = features.length; i < len; i++) {
if (!features[i]) continue;
featureVertices = features[i].vertexIndices;
vertexOnFeature = vertices[featureVertices[0]].vertex;
// If point is 'above' the feature, remove that feature, and check to add its edges to the frontier.
if (Vec3.dot(features[i].normal, Vec3.subtract(point, vertexOnFeature, POINTCHECK_REGISTER)) > -0.001) {
_validateEdge(vertices, frontierEdges, featureVertices[0], featureVertices[1]);
_validateEdge(vertices, frontierEdges, featureVertices[1], featureVertices[2]);
_validateEdge(vertices, frontierEdges, featureVertices[2], featureVertices[0]);
this.removeFeature(i);
}
}
var A = point;
var a = this.lastVertexIndex;
for (j = 0, len = frontierEdges.length; j < len; j++) {
if (!frontierEdges[j]) continue;
var b = frontierEdges[j][0];
var c = frontierEdges[j][1];
var B = vertices[b].vertex;
var C = vertices[c].vertex;
var AB = Vec3.subtract(B, A, AB_REGISTER);
var AC = Vec3.subtract(C, A, AC_REGISTER);
var ABC = Vec3.cross(AB, AC, new Vec3());
ABC.normalize();
if (!referencePoint) {
var distance = Vec3.dot(ABC, A);
if (distance < 0) {
ABC.invert();
distance *= -1;
}
this.addFeature(distance, ABC, [a, b, c]);
}
else {
var reference = Vec3.subtract(referencePoint, A, VEC_REGISTER);
if (Vec3.dot(ABC, reference) > -0.001) ABC.invert();
this.addFeature(null, ABC, [a, b, c]);
}
}
}; | Based on the last (exterior) point added to the polyhedron, removes features as necessary and redetermines
its (convex) shape to include the new point by adding triangle features. Uses referencePoint, a point on the shape's
interior, to ensure feature normals point outward, else takes referencePoint to be the origin.
@method
@param {Vec3} referencePoint Point known to be in the interior, used to orient feature normals.
@return {undefined} undefined | DynamicGeometry.prototype.reshape ( referencePoint ) | javascript | Famous/engine | physics/Geometry.js | https://github.com/Famous/engine/blob/master/physics/Geometry.js | MIT |
DynamicGeometry.prototype.simplexContainsOrigin = function(direction, callback) {
var numVertices = this.vertices.length;
var a = this.lastVertexIndex;
var b = a - 1;
var c = a - 2;
var d = a - 3;
b = b < 0 ? b + numVertices : b;
c = c < 0 ? c + numVertices : c;
d = d < 0 ? d + numVertices : d;
var A = this.vertices[a].vertex;
var B = this.vertices[b].vertex;
var C = this.vertices[c].vertex;
var D = this.vertices[d].vertex;
var AO = Vec3.scale(A, -1, AO_REGISTER);
var AB = Vec3.subtract(B, A, AB_REGISTER);
var AC, AD, BC, BD;
var ABC, ACD, ABD, BCD;
var distanceABC, distanceACD, distanceABD, distanceBCD;
var vertexToRemove;
if (numVertices === 4) {
// Tetrahedron
AC = Vec3.subtract(C, A, AC_REGISTER);
AD = Vec3.subtract(D, A, AD_REGISTER);
ABC = Vec3.cross(AB, AC, new Vec3());
ACD = Vec3.cross(AC, AD, new Vec3());
ABD = Vec3.cross(AB, AD, new Vec3());
ABC.normalize();
ACD.normalize();
ABD.normalize();
if (Vec3.dot(ABC, AD) > 0) ABC.invert();
if (Vec3.dot(ACD, AB) > 0) ACD.invert();
if (Vec3.dot(ABD, AC) > 0) ABD.invert();
// Don't need to check BCD because we would have just checked that in the previous iteration
// -- we added A to the BCD triangle because A was in the direction of the origin.
distanceABC = Vec3.dot(ABC, AO);
distanceACD = Vec3.dot(ACD, AO);
distanceABD = Vec3.dot(ABD, AO);
// Norms point away from origin -> origin is inside tetrahedron
if (distanceABC < 0.001 && distanceABD < 0.001 && distanceACD < 0.001) {
BC = Vec3.subtract(C, B, BC_REGISTER);
BD = Vec3.subtract(D, B, BD_REGISTER);
BCD = Vec3.cross(BC, BD, new Vec3());
BCD.normalize();
if (Vec3.dot(BCD, AB) <= 0) BCD.invert();
distanceBCD = -1 * Vec3.dot(BCD,B);
// Prep features for EPA
this.addFeature(-distanceABC, ABC, [a,b,c]);
this.addFeature(-distanceACD, ACD, [a,c,d]);
this.addFeature(-distanceABD, ABD, [a,d,b]);
this.addFeature(-distanceBCD, BCD, [b,c,d]);
return true;
}
else if (distanceABC >= 0.001) {
vertexToRemove = this.removeVertex(d);
direction.copy(ABC);
}
else if (distanceACD >= 0.001) {
vertexToRemove = this.removeVertex(b);
direction.copy(ACD);
}
else {
vertexToRemove = this.removeVertex(c);
direction.copy(ABD);
}
}
else if (numVertices === 3) {
// Triangle
AC = Vec3.subtract(C, A, AC_REGISTER);
Vec3.cross(AB, AC, direction);
if (Vec3.dot(direction, AO) <= 0) direction.invert();
}
else {
// Line
direction.copy(tripleProduct(AB, AO, AB));
}
if (vertexToRemove && callback) callback(vertexToRemove);
return false;
}; | Checks if the Simplex instance contains the origin, returns true or false.
If false, removes a point and, as a side effect, changes input direction to be both
orthogonal to the current working simplex and point toward the origin.
Calls callback on the removed point.
@method
@param {Vec3} direction Vector used to store the new search direction.
@param {Function} callback Function invoked with the removed vertex, used e.g. to free the vertex object
in the object manager.
@return {Boolean} The result of the containment check. | DynamicGeometry.prototype.simplexContainsOrigin ( direction , callback ) | javascript | Famous/engine | physics/Geometry.js | https://github.com/Famous/engine/blob/master/physics/Geometry.js | MIT |
function ConvexHull(vertices, iterations) {
iterations = iterations || 1e3;
var hull = _computeConvexHull(vertices, iterations);
var i, len;
var indices = [];
for (i = 0, len = hull.features.length; i < len; i++) {
var f = hull.features[i];
if (f) indices.push(f.vertexIndices);
}
var polyhedralProperties = _computePolyhedralProperties(hull.vertices, indices);
var centroid = polyhedralProperties.centroid;
var worldVertices = [];
for (i = 0, len = hull.vertices.length; i < len; i++) {
worldVertices.push(Vec3.subtract(hull.vertices[i].vertex, centroid, new Vec3()));
}
var normals = [];
for (i = 0, len = worldVertices.length; i < len; i++) {
normals.push(Vec3.normalize(worldVertices[i], new Vec3()));
}
var graph = {};
var _neighborMatrix = {};
for (i = 0; i < indices.length; i++) {
var a = indices[i][0];
var b = indices[i][1];
var c = indices[i][2];
_neighborMatrix[a] = _neighborMatrix[a] || {};
_neighborMatrix[b] = _neighborMatrix[b] || {};
_neighborMatrix[c] = _neighborMatrix[c] || {};
graph[a] = graph[a] || [];
graph[b] = graph[b] || [];
graph[c] = graph[c] || [];
if (!_neighborMatrix[a][b]) {
_neighborMatrix[a][b] = 1;
graph[a].push(b);
}
if (!_neighborMatrix[a][c]) {
_neighborMatrix[a][c] = 1;
graph[a].push(c);
}
if (!_neighborMatrix[b][a]) {
_neighborMatrix[b][a] = 1;
graph[b].push(a);
}
if (!_neighborMatrix[b][c]) {
_neighborMatrix[b][c] = 1;
graph[b].push(c);
}
if (!_neighborMatrix[c][a]) {
_neighborMatrix[c][a] = 1;
graph[c].push(a);
}
if (!_neighborMatrix[c][b]) {
_neighborMatrix[c][b] = 1;
graph[c].push(b);
}
}
this.indices = indices;
this.vertices = worldVertices;
this.normals = normals;
this.polyhedralProperties = polyhedralProperties;
this.graph = graph;
} | Given an array of Vec3's, computes the convex hull. Used in constructing bodies in the physics system and to
create custom GL meshes.
@class ConvexHull
@param {Vec3[]} vertices Cloud of vertices of which the enclosing convex hull is desired.
@param {Number} iterations Maximum number of vertices to compose the convex hull. | ConvexHull ( vertices , iterations ) | javascript | Famous/engine | physics/Geometry.js | https://github.com/Famous/engine/blob/master/physics/Geometry.js | MIT |
function _computeConvexHull(vertices, maxIterations) {
var hull = new DynamicGeometry();
hull.addVertex(_hullSupport(vertices, new Vec3(1, 0, 0)));
hull.addVertex(_hullSupport(vertices, new Vec3(-1, 0, 0)));
var A = hull.vertices[0].vertex;
var B = hull.vertices[1].vertex;
var AB = Vec3.subtract(B, A, AB_REGISTER);
var dot;
var vertex;
var furthest;
var index;
var i, len;
var max = -Infinity;
for (i = 0; i < vertices.length; i++) {
vertex = vertices[i];
if (vertex === A || vertex === B) continue;
var AV = Vec3.subtract(vertex, A, VEC_REGISTER);
dot = Vec3.dot(AV, tripleProduct(AB, AV, AB));
dot = dot < 0 ? dot * -1 : dot;
if (dot > max) {
max = dot;
furthest = vertex;
index = i;
}
}
hull.addVertex({
vertex: furthest,
index: index
});
var C = furthest;
var AC = Vec3.subtract(C, A, AC_REGISTER);
var ABC = Vec3.cross(AB, AC, new Vec3());
ABC.normalize();
max = -Infinity;
for (i = 0; i < vertices.length; i++) {
vertex = vertices[i];
if (vertex === A || vertex === B || vertex === C) continue;
dot = Vec3.dot(Vec3.subtract(vertex, A, VEC_REGISTER), ABC);
dot = dot < 0 ? dot * -1 : dot;
if (dot > max) {
max = dot;
furthest = vertex;
index = i;
}
}
hull.addVertex({
vertex: furthest,
index: index
});
var D = furthest;
var AD = Vec3.subtract(D, A, AD_REGISTER);
var BC = Vec3.subtract(C, B, BC_REGISTER);
var BD = Vec3.subtract(D, B, BD_REGISTER);
var ACD = Vec3.cross(AC, AD, new Vec3());
var ABD = Vec3.cross(AB, AD, new Vec3());
var BCD = Vec3.cross(BC, BD, new Vec3());
ACD.normalize();
ABD.normalize();
BCD.normalize();
if (Vec3.dot(ABC, AD) > 0) ABC.invert();
if (Vec3.dot(ACD, AB) > 0) ACD.invert();
if (Vec3.dot(ABD, AC) > 0) ABD.invert();
if (Vec3.dot(BCD, AB) < 0) BCD.invert();
var a = 0;
var b = 1;
var c = 2;
var d = 3;
hull.addFeature(null, ABC, [a, b, c]);
hull.addFeature(null, ACD, [a, c, d]);
hull.addFeature(null, ABD, [a, b, d]);
hull.addFeature(null, BCD, [b, c, d]);
var assigned = {};
for (i = 0, len = hull.vertices.length; i < len; i++) {
assigned[hull.vertices[i].index] = true;
}
var cx = A.x + B.x + C.x + D.x;
var cy = A.y + B.y + C.y + D.y;
var cz = A.z + B.z + C.z + D.z;
var referencePoint = new Vec3(cx, cy, cz);
referencePoint.scale(0.25);
var features = hull.features;
var iteration = 0;
while (iteration++ < maxIterations) {
var currentFeature = null;
for (i = 0, len = features.length; i < len; i++) {
if (!features[i] || features[i].done) continue;
currentFeature = features[i];
furthest = null;
index = null;
A = hull.vertices[currentFeature.vertexIndices[0]].vertex;
var s = _hullSupport(vertices, currentFeature.normal);
furthest = s.vertex;
index = s.index;
var dist = Vec3.dot(Vec3.subtract(furthest, A, VEC_REGISTER), currentFeature.normal);
if (dist < 0.001 || assigned[index]) {
currentFeature.done = true;
continue;
}
assigned[index] = true;
hull.addVertex(s);
hull.reshape(referencePoint);
}
// No feature has points 'above' it -> finished
if (currentFeature === null) break;
}
return hull;
} | Performs the actual computation of the convex hull.
@method
@private
@param {Vec3[]} vertices Cloud of vertices of which the enclosing convex hull is desired.
@param {Number} maxIterations Maximum number of vertices to compose the convex hull.
@return {DynamicGeometry} The computed hull. | _computeConvexHull ( vertices , maxIterations ) | javascript | Famous/engine | physics/Geometry.js | https://github.com/Famous/engine/blob/master/physics/Geometry.js | MIT |
function _subexpressions(w0, w1, w2, f, g) {
var t0 = w0 + w1;
f[0] = t0 + w2;
var t1 = w0 * w0;
var t2 = t1 + w1 * t0;
f[1] = t2 + w2 * f[0];
f[2] = w0 * t1 + w1 * t2 + w2 * f[1];
g[0] = f[1] + w0 * (f[0] + w0);
g[1] = f[1] + w1 * (f[0] + w1);
g[2] = f[1] + w2 * (f[0] + w2);
} | Helper function used in _computePolyhedralProperties.
Sets f0 - f2 and g0 - g2 depending on w0 - w2.
@method
@private
@param {Number} w0 Reference x coordinate.
@param {Number} w1 Reference y coordinate.
@param {Number} w2 Reference z coordinate.
@param {Number[]} f One of two output registers to contain the result of the calculation.
@param {Number[]} g One of two output registers to contain the result of the calculation.
@return {undefined} undefined | _subexpressions ( w0 , w1 , w2 , f , g ) | javascript | Famous/engine | physics/Geometry.js | https://github.com/Famous/engine/blob/master/physics/Geometry.js | MIT |
function _computePolyhedralProperties(vertices, indices) {
// Order: 1, x, y, z, x^2, y^2, z^2, xy, yz, zx
var integrals = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
var fx = [];
var fy = [];
var fz = [];
var gx = [];
var gy = [];
var gz = [];
var i, len;
for (i = 0, len = indices.length; i < len; i++) {
var A = vertices[indices[i][0]].vertex;
var B = vertices[indices[i][1]].vertex;
var C = vertices[indices[i][2]].vertex;
var AB = Vec3.subtract(B, A, AB_REGISTER);
var AC = Vec3.subtract(C, A, AC_REGISTER);
var ABC = AB.cross(AC);
if (Vec3.dot(A, ABC) < 0) ABC.invert();
var d0 = ABC.x;
var d1 = ABC.y;
var d2 = ABC.z;
var x0 = A.x;
var y0 = A.y;
var z0 = A.z;
var x1 = B.x;
var y1 = B.y;
var z1 = B.z;
var x2 = C.x;
var y2 = C.y;
var z2 = C.z;
_subexpressions(x0, x1, x2, fx, gx);
_subexpressions(y0, y1, y2, fy, gy);
_subexpressions(z0, z1, z2, fz, gz);
integrals[0] += d0 * fx[0];
integrals[1] += d0 * fx[1];
integrals[2] += d1 * fy[1];
integrals[3] += d2 * fz[1];
integrals[4] += d0 * fx[2];
integrals[5] += d1 * fy[2];
integrals[6] += d2 * fz[2];
integrals[7] += d0 * (y0 * gx[0] + y1 * gx[1] + y2 * gx[2]);
integrals[8] += d1 * (z0 * gy[0] + z1 * gy[1] + z2 * gy[2]);
integrals[9] += d2 * (x0 * gz[0] + x1 * gz[1] + x2 * gz[2]);
}
integrals[0] /= 6;
integrals[1] /= 24;
integrals[2] /= 24;
integrals[3] /= 24;
integrals[4] /= 60;
integrals[5] /= 60;
integrals[6] /= 60;
integrals[7] /= 120;
integrals[8] /= 120;
integrals[9] /= 120;
var minX = Infinity, maxX = -Infinity;
var minY = Infinity, maxY = -Infinity;
var minZ = Infinity, maxZ = -Infinity;
for (i = 0, len = vertices.length; i < len; i++) {
var vertex = vertices[i].vertex;
if (vertex.x < minX) minX = vertex.x;
if (vertex.x > maxX) maxX = vertex.x;
if (vertex.y < minY) minY = vertex.y;
if (vertex.y > maxY) maxY = vertex.y;
if (vertex.z < minZ) minZ = vertex.z;
if (vertex.z > maxZ) maxZ = vertex.z;
}
var size = [maxX - minX, maxY - minY, maxZ - minZ];
var volume = integrals[0];
var centroid = new Vec3(integrals[1], integrals[2], integrals[3]);
centroid.scale(1 / volume);
var eulerTensor = new Mat33([
integrals[4], integrals[7], integrals[9],
integrals[7], integrals[5], integrals[8],
integrals[9], integrals[8], integrals[6]
]);
return {
size: size,
volume: volume,
centroid: centroid,
eulerTensor: eulerTensor
};
} | Determines various properties of the volume.
@method
@private
@param {Vec3[]} vertices The vertices of the polyhedron.
@param {Array.<Number[]>} indices Array of arrays of indices of vertices composing the triangular features of the polyhedron,
one array for each feature.
@return {Object} Object holding the calculated span, volume, center, and euler tensor. | _computePolyhedralProperties ( vertices , indices ) | javascript | Famous/engine | physics/Geometry.js | https://github.com/Famous/engine/blob/master/physics/Geometry.js | MIT |
function Sphere(options) {
Particle.call(this, options);
var r = options.radius || 1;
this.radius = r;
this.size = [2*r, 2*r, 2*r];
this.updateLocalInertia();
this.inverseInertia.copy(this.localInverseInertia);
var w = options.angularVelocity;
if (w) this.setAngularVelocity(w.x, w.y, w.z);
this.type = 1 << 2;
} | Spherical Rigid body
@class Sphere
@extends Particle
@param {Object} options The initial state of the body. | Sphere ( options ) | javascript | Famous/engine | physics/bodies/Sphere.js | https://github.com/Famous/engine/blob/master/physics/bodies/Sphere.js | MIT |
Sphere.prototype.getRadius = function getRadius() {
return this.radius;
}; | Getter for radius.
@method
@return {Number} radius | getRadius ( ) | javascript | Famous/engine | physics/bodies/Sphere.js | https://github.com/Famous/engine/blob/master/physics/bodies/Sphere.js | MIT |
Sphere.prototype.setRadius = function setRadius(radius) {
this.radius = radius;
this.size = [2*this.radius, 2*this.radius, 2*this.radius];
return this;
}; | Setter for radius.
@method
@param {Number} radius The intended radius of the sphere.
@return {Sphere} this | setRadius ( radius ) | javascript | Famous/engine | physics/bodies/Sphere.js | https://github.com/Famous/engine/blob/master/physics/bodies/Sphere.js | MIT |
Sphere.prototype.updateLocalInertia = function updateInertia() {
var m = this.mass;
var r = this.radius;
var mrr = m * r * r;
this.localInertia.set([
0.4 * mrr, 0, 0,
0, 0.4 * mrr, 0,
0, 0, 0.4 * mrr
]);
this.localInverseInertia.set([
2.5 / mrr, 0, 0,
0, 2.5 / mrr, 0,
0, 0, 2.5 / mrr
]);
}; | Infers the inertia tensor.
@override
@method
@return {undefined} undefined | updateInertia ( ) | javascript | Famous/engine | physics/bodies/Sphere.js | https://github.com/Famous/engine/blob/master/physics/bodies/Sphere.js | MIT |
Sphere.prototype.support = function support(direction) {
return Vec3.scale(direction, this.radius, SUPPORT_REGISTER);
}; | Returns the point on the sphere furthest in a given direction.
@method
@param {Vec3} direction The direction in which to search.
@return {Vec3} The support point. | support ( direction ) | javascript | Famous/engine | physics/bodies/Sphere.js | https://github.com/Famous/engine/blob/master/physics/bodies/Sphere.js | MIT |
function Wall(options) {
Particle.call(this, options);
var n = this.normal = new Vec3();
var d = this.direction = options.direction;
switch (d) {
case Wall.DOWN:
n.set(0, 1, 0);
break;
case Wall.UP:
n.set(0, -1, 0);
break;
case Wall.LEFT:
n.set(-1, 0, 0);
break;
case Wall.RIGHT:
n.set(1, 0, 0);
break;
case Wall.FORWARD:
n.set(0, 0, -1);
break;
case Wall.BACKWARD:
n.set(0, 0, 1);
break;
default:
break;
}
this.invNormal = Vec3.clone(n, new Vec3()).invert();
this.mass = Infinity;
this.inverseMass = 0;
this.type = 1 << 3;
} | An axis-aligned boundary. Will not respond to forces or impulses.
@class Wall
@extends Particle
@param {Object} options The initial state of the body. | Wall ( options ) | javascript | Famous/engine | physics/bodies/Wall.js | https://github.com/Famous/engine/blob/master/physics/bodies/Wall.js | MIT |
function Particle(options) {
this.events = new CallbackStore();
options = options || {};
this.position = options.position || new Vec3();
this.orientation = options.orientation || new Quaternion();
this.velocity = new Vec3();
this.momentum = new Vec3();
this.angularVelocity = new Vec3();
this.angularMomentum = new Vec3();
this.mass = options.mass || 1;
this.inverseMass = 1 / this.mass;
this.force = new Vec3();
this.torque = new Vec3();
this.restitution = options.restitution != null ? options.restitution : 0.4;
this.friction = options.friction != null ? options.friction : 0.2;
this.inverseInertia = new Mat33([0,0,0,0,0,0,0,0,0]);
this.localInertia = new Mat33([0,0,0,0,0,0,0,0,0]);
this.localInverseInertia = new Mat33([0,0,0,0,0,0,0,0,0]);
this.size = options.size || [0, 0, 0];
var v = options.velocity;
if (v) this.setVelocity(v.x, v.y, v.z);
this.restrictions = 0;
this.setRestrictions.apply(this, options.restrictions || []);
this.collisionMask = options.collisionMask || 1;
this.collisionGroup = options.collisionGroup || 1;
this.type = 1 << 0;
this._ID = _ID++;
} | Fundamental physical body. Maintains translational and angular momentum, position and orientation, and other properties
such as size and coefficients of restitution and friction used in collision response.
@class Particle
@param {Object} options Initial state of the body. | Particle ( options ) | javascript | Famous/engine | physics/bodies/Particle.js | https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js | MIT |
Particle.prototype.on = function on(key, callback) {
this.events.on(key, callback);
return this;
}; | Listen for a specific event.
@method
@param {String} key Name of the event.
@param {Function} callback Callback to register for the event.
@return {Particle} this | on ( key , callback ) | javascript | Famous/engine | physics/bodies/Particle.js | https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js | MIT |
Particle.prototype.off = function off(key, callback) {
this.events.off(key, callback);
return this;
}; | Stop listening for a specific event.
@method
@param {String} key Name of the event.
@param {Function} callback Callback to deregister for the event.
@return {Particle} this | off ( key , callback ) | javascript | Famous/engine | physics/bodies/Particle.js | https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js | MIT |
Particle.prototype.trigger = function trigger(key, payload) {
this.events.trigger(key, payload);
return this;
}; | Trigger an event.
@method
@param {String} key Name of the event.
@param {Object} payload Payload to pass to the event listeners.
@return {Particle} this | trigger ( key , payload ) | javascript | Famous/engine | physics/bodies/Particle.js | https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js | MIT |
Particle.prototype.getRestrictions = function getRestrictions() {
var linear = '';
var angular = '';
var restrictions = this.restrictions;
if (restrictions & 32) linear += 'x';
if (restrictions & 16) linear += 'y';
if (restrictions & 8) linear += 'z';
if (restrictions & 4) angular += 'x';
if (restrictions & 2) angular += 'y';
if (restrictions & 1) angular += 'z';
return [linear, angular];
}; | Getter for the restriction bitmask. Converts the restrictions to their string representation.
@method
@return {String[]} restrictions | getRestrictions ( ) | javascript | Famous/engine | physics/bodies/Particle.js | https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js | MIT |
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