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Mat33.prototype.get = function get() { return this.values; };
Return the values in the Mat33 as an array. @method @return {Array} matrix values as array of rows.
get ( )
javascript
Famous/engine
math/Mat33.js
https://github.com/Famous/engine/blob/master/math/Mat33.js
MIT
Mat33.prototype.set = function set(values) { this.values = values; return this; };
Set the values of the current Mat33. @method @param {Array} values Array of nine numbers to set in the Mat33. @return {Mat33} this
set ( values )
javascript
Famous/engine
math/Mat33.js
https://github.com/Famous/engine/blob/master/math/Mat33.js
MIT
Mat33.prototype.copy = function copy(matrix) { var A = this.values; var B = matrix.values; A[0] = B[0]; A[1] = B[1]; A[2] = B[2]; A[3] = B[3]; A[4] = B[4]; A[5] = B[5]; A[6] = B[6]; A[7] = B[7]; A[8] = B[8]; return this; };
Copy the values of the input Mat33. @method @param {Mat33} matrix The Mat33 to copy. @return {Mat33} this
copy ( matrix )
javascript
Famous/engine
math/Mat33.js
https://github.com/Famous/engine/blob/master/math/Mat33.js
MIT
Mat33.prototype.vectorMultiply = function vectorMultiply(v, output) { var M = this.values; var v0 = v.x; var v1 = v.y; var v2 = v.z; output.x = M[0]*v0 + M[1]*v1 + M[2]*v2; output.y = M[3]*v0 + M[4]*v1 + M[5]*v2; output.z = M[6]*v0 + M[7]*v1 + M[8]*v2; return output; };
Take this Mat33 as A, input vector V as a column vector, and return Mat33 product (A)(V). @method @param {Vec3} v Vector to rotate. @param {Vec3} output Vec3 in which to place the result. @return {Vec3} The input vector after multiplication.
vectorMultiply ( v , output )
javascript
Famous/engine
math/Mat33.js
https://github.com/Famous/engine/blob/master/math/Mat33.js
MIT
Mat33.prototype.multiply = function multiply(matrix) { var A = this.values; var B = matrix.values; var A0 = A[0]; var A1 = A[1]; var A2 = A[2]; var A3 = A[3]; var A4 = A[4]; var A5 = A[5]; var A6 = A[6]; var A7 = A[7]; var A8 = A[8]; var B0 = B[0]; var B1 = B[1]; var B2 = B[2]; var B3 = B[3]; var B4 = B[4]; var B5 = B[5]; var B6 = B[6]; var B7 = B[7]; var B8 = B[8]; A[0] = A0*B0 + A1*B3 + A2*B6; A[1] = A0*B1 + A1*B4 + A2*B7; A[2] = A0*B2 + A1*B5 + A2*B8; A[3] = A3*B0 + A4*B3 + A5*B6; A[4] = A3*B1 + A4*B4 + A5*B7; A[5] = A3*B2 + A4*B5 + A5*B8; A[6] = A6*B0 + A7*B3 + A8*B6; A[7] = A6*B1 + A7*B4 + A8*B7; A[8] = A6*B2 + A7*B5 + A8*B8; return this; };
Multiply the provided Mat33 with the current Mat33. Result is (this) * (matrix). @method @param {Mat33} matrix Input Mat33 to multiply on the right. @return {Mat33} this
multiply ( matrix )
javascript
Famous/engine
math/Mat33.js
https://github.com/Famous/engine/blob/master/math/Mat33.js
MIT
Mat33.prototype.transpose = function transpose() { var M = this.values; var M1 = M[1]; var M2 = M[2]; var M3 = M[3]; var M5 = M[5]; var M6 = M[6]; var M7 = M[7]; M[1] = M3; M[2] = M6; M[3] = M1; M[5] = M7; M[6] = M2; M[7] = M5; return this; };
Transposes the Mat33. @method @return {Mat33} this
transpose ( )
javascript
Famous/engine
math/Mat33.js
https://github.com/Famous/engine/blob/master/math/Mat33.js
MIT
Mat33.prototype.getDeterminant = function getDeterminant() { var M = this.values; var M3 = M[3]; var M4 = M[4]; var M5 = M[5]; var M6 = M[6]; var M7 = M[7]; var M8 = M[8]; var det = M[0]*(M4*M8 - M5*M7) - M[1]*(M3*M8 - M5*M6) + M[2]*(M3*M7 - M4*M6); return det; };
The determinant of the Mat33. @method @return {Number} The determinant.
getDeterminant ( )
javascript
Famous/engine
math/Mat33.js
https://github.com/Famous/engine/blob/master/math/Mat33.js
MIT
Mat33.prototype.inverse = function inverse() { var M = this.values; var M0 = M[0]; var M1 = M[1]; var M2 = M[2]; var M3 = M[3]; var M4 = M[4]; var M5 = M[5]; var M6 = M[6]; var M7 = M[7]; var M8 = M[8]; var det = M0*(M4*M8 - M5*M7) - M1*(M3*M8 - M5*M6) + M2*(M3*M7 - M4*M6); if (Math.abs(det) < 1e-40) return null; det = 1 / det; M[0] = (M4*M8 - M5*M7) * det; M[3] = (-M3*M8 + M5*M6) * det; M[6] = (M3*M7 - M4*M6) * det; M[1] = (-M1*M8 + M2*M7) * det; M[4] = (M0*M8 - M2*M6) * det; M[7] = (-M0*M7 + M1*M6) * det; M[2] = (M1*M5 - M2*M4) * det; M[5] = (-M0*M5 + M2*M3) * det; M[8] = (M0*M4 - M1*M3) * det; return this; };
The inverse of the Mat33. @method @return {Mat33} this
inverse ( )
javascript
Famous/engine
math/Mat33.js
https://github.com/Famous/engine/blob/master/math/Mat33.js
MIT
Mat33.clone = function clone(m) { return new Mat33(m.values.slice()); };
Clones the input Mat33. @method @param {Mat33} m Mat33 to clone. @return {Mat33} New copy of the original Mat33.
clone ( m )
javascript
Famous/engine
math/Mat33.js
https://github.com/Famous/engine/blob/master/math/Mat33.js
MIT
Mat33.inverse = function inverse(matrix, output) { var M = matrix.values; var result = output.values; var M0 = M[0]; var M1 = M[1]; var M2 = M[2]; var M3 = M[3]; var M4 = M[4]; var M5 = M[5]; var M6 = M[6]; var M7 = M[7]; var M8 = M[8]; var det = M0*(M4*M8 - M5*M7) - M1*(M3*M8 - M5*M6) + M2*(M3*M7 - M4*M6); if (Math.abs(det) < 1e-40) return null; det = 1 / det; result[0] = (M4*M8 - M5*M7) * det; result[3] = (-M3*M8 + M5*M6) * det; result[6] = (M3*M7 - M4*M6) * det; result[1] = (-M1*M8 + M2*M7) * det; result[4] = (M0*M8 - M2*M6) * det; result[7] = (-M0*M7 + M1*M6) * det; result[2] = (M1*M5 - M2*M4) * det; result[5] = (-M0*M5 + M2*M3) * det; result[8] = (M0*M4 - M1*M3) * det; return output; };
The inverse of the Mat33. @method @param {Mat33} matrix Mat33 to invert. @param {Mat33} output Mat33 in which to place the result. @return {Mat33} The Mat33 after the invert.
inverse ( matrix , output )
javascript
Famous/engine
math/Mat33.js
https://github.com/Famous/engine/blob/master/math/Mat33.js
MIT
Mat33.transpose = function transpose(matrix, output) { var M = matrix.values; var result = output.values; var M0 = M[0]; var M1 = M[1]; var M2 = M[2]; var M3 = M[3]; var M4 = M[4]; var M5 = M[5]; var M6 = M[6]; var M7 = M[7]; var M8 = M[8]; result[0] = M0; result[1] = M3; result[2] = M6; result[3] = M1; result[4] = M4; result[5] = M7; result[6] = M2; result[7] = M5; result[8] = M8; return output; };
Transposes the Mat33. @method @param {Mat33} matrix Mat33 to transpose. @param {Mat33} output Mat33 in which to place the result. @return {Mat33} The Mat33 after the transpose.
transpose ( matrix , output )
javascript
Famous/engine
math/Mat33.js
https://github.com/Famous/engine/blob/master/math/Mat33.js
MIT
Mat33.add = function add(matrix1, matrix2, output) { var A = matrix1.values; var B = matrix2.values; var result = output.values; var A0 = A[0]; var A1 = A[1]; var A2 = A[2]; var A3 = A[3]; var A4 = A[4]; var A5 = A[5]; var A6 = A[6]; var A7 = A[7]; var A8 = A[8]; var B0 = B[0]; var B1 = B[1]; var B2 = B[2]; var B3 = B[3]; var B4 = B[4]; var B5 = B[5]; var B6 = B[6]; var B7 = B[7]; var B8 = B[8]; result[0] = A0 + B0; result[1] = A1 + B1; result[2] = A2 + B2; result[3] = A3 + B3; result[4] = A4 + B4; result[5] = A5 + B5; result[6] = A6 + B6; result[7] = A7 + B7; result[8] = A8 + B8; return output; };
Add the provided Mat33's. @method @param {Mat33} matrix1 The left Mat33. @param {Mat33} matrix2 The right Mat33. @param {Mat33} output Mat33 in which to place the result. @return {Mat33} The result of the addition.
add ( matrix1 , matrix2 , output )
javascript
Famous/engine
math/Mat33.js
https://github.com/Famous/engine/blob/master/math/Mat33.js
MIT
Mat33.subtract = function subtract(matrix1, matrix2, output) { var A = matrix1.values; var B = matrix2.values; var result = output.values; var A0 = A[0]; var A1 = A[1]; var A2 = A[2]; var A3 = A[3]; var A4 = A[4]; var A5 = A[5]; var A6 = A[6]; var A7 = A[7]; var A8 = A[8]; var B0 = B[0]; var B1 = B[1]; var B2 = B[2]; var B3 = B[3]; var B4 = B[4]; var B5 = B[5]; var B6 = B[6]; var B7 = B[7]; var B8 = B[8]; result[0] = A0 - B0; result[1] = A1 - B1; result[2] = A2 - B2; result[3] = A3 - B3; result[4] = A4 - B4; result[5] = A5 - B5; result[6] = A6 - B6; result[7] = A7 - B7; result[8] = A8 - B8; return output; };
Subtract the provided Mat33's. @method @param {Mat33} matrix1 The left Mat33. @param {Mat33} matrix2 The right Mat33. @param {Mat33} output Mat33 in which to place the result. @return {Mat33} The result of the subtraction.
subtract ( matrix1 , matrix2 , output )
javascript
Famous/engine
math/Mat33.js
https://github.com/Famous/engine/blob/master/math/Mat33.js
MIT
Mat33.multiply = function multiply(matrix1, matrix2, output) { var A = matrix1.values; var B = matrix2.values; var result = output.values; var A0 = A[0]; var A1 = A[1]; var A2 = A[2]; var A3 = A[3]; var A4 = A[4]; var A5 = A[5]; var A6 = A[6]; var A7 = A[7]; var A8 = A[8]; var B0 = B[0]; var B1 = B[1]; var B2 = B[2]; var B3 = B[3]; var B4 = B[4]; var B5 = B[5]; var B6 = B[6]; var B7 = B[7]; var B8 = B[8]; result[0] = A0*B0 + A1*B3 + A2*B6; result[1] = A0*B1 + A1*B4 + A2*B7; result[2] = A0*B2 + A1*B5 + A2*B8; result[3] = A3*B0 + A4*B3 + A5*B6; result[4] = A3*B1 + A4*B4 + A5*B7; result[5] = A3*B2 + A4*B5 + A5*B8; result[6] = A6*B0 + A7*B3 + A8*B6; result[7] = A6*B1 + A7*B4 + A8*B7; result[8] = A6*B2 + A7*B5 + A8*B8; return output; };
Multiply the provided Mat33 M2 with this Mat33. Result is (this) * (M2). @method @param {Mat33} matrix1 The left Mat33. @param {Mat33} matrix2 The right Mat33. @param {Mat33} output Mat33 in which to place the result. @return {Mat33} the result of the multiplication.
multiply ( matrix1 , matrix2 , output )
javascript
Famous/engine
math/Mat33.js
https://github.com/Famous/engine/blob/master/math/Mat33.js
MIT
var Vec2 = function(x, y) { if (x instanceof Array || x instanceof Float32Array) { this.x = x[0] || 0; this.y = x[1] || 0; } else { this.x = x || 0; this.y = y || 0; } };
A two-dimensional vector. @class Vec2 @param {Number} x The x component. @param {Number} y The y component.
Vec2 ( x , y )
javascript
Famous/engine
math/Vec2.js
https://github.com/Famous/engine/blob/master/math/Vec2.js
MIT
Vec2.prototype.set = function set(x, y) { if (x != null) this.x = x; if (y != null) this.y = y; return this; };
Set the components of the current Vec2. @method @param {Number} x The x component. @param {Number} y The y component. @return {Vec2} this
set ( x , y )
javascript
Famous/engine
math/Vec2.js
https://github.com/Famous/engine/blob/master/math/Vec2.js
MIT
Vec2.prototype.add = function add(v) { this.x += v.x; this.y += v.y; return this; };
Add the input v to the current Vec2. @method @param {Vec2} v The Vec2 to add. @return {Vec2} this
add ( v )
javascript
Famous/engine
math/Vec2.js
https://github.com/Famous/engine/blob/master/math/Vec2.js
MIT
Vec2.prototype.subtract = function subtract(v) { this.x -= v.x; this.y -= v.y; return this; };
Subtract the input v from the current Vec2. @method @param {Vec2} v The Vec2 to subtract. @return {Vec2} this
subtract ( v )
javascript
Famous/engine
math/Vec2.js
https://github.com/Famous/engine/blob/master/math/Vec2.js
MIT
Vec2.prototype.scale = function scale(s) { if (s instanceof Vec2) { this.x *= s.x; this.y *= s.y; } else { this.x *= s; this.y *= s; } return this; };
Scale the current Vec2 by a scalar or Vec2. @method @param {Number|Vec2} s The Number or vec2 by which to scale. @return {Vec2} this
scale ( s )
javascript
Famous/engine
math/Vec2.js
https://github.com/Famous/engine/blob/master/math/Vec2.js
MIT
Vec2.prototype.rotate = function(theta) { var x = this.x; var y = this.y; var cosTheta = Math.cos(theta); var sinTheta = Math.sin(theta); this.x = x * cosTheta - y * sinTheta; this.y = x * sinTheta + y * cosTheta; return this; };
Rotate the Vec2 counter-clockwise by theta about the z-axis. @method @param {Number} theta Angle by which to rotate. @return {Vec2} this
Vec2.prototype.rotate ( theta )
javascript
Famous/engine
math/Vec2.js
https://github.com/Famous/engine/blob/master/math/Vec2.js
MIT
Vec2.prototype.dot = function(v) { return this.x * v.x + this.y * v.y; };
The dot product of of the current Vec2 with the input Vec2. @method @param {Number} v The other Vec2. @return {Vec2} this
Vec2.prototype.dot ( v )
javascript
Famous/engine
math/Vec2.js
https://github.com/Famous/engine/blob/master/math/Vec2.js
MIT
Vec2.prototype.cross = function(v) { return this.x * v.y - this.y * v.x; };
The cross product of of the current Vec2 with the input Vec2. @method @param {Number} v The other Vec2. @return {Vec2} this
Vec2.prototype.cross ( v )
javascript
Famous/engine
math/Vec2.js
https://github.com/Famous/engine/blob/master/math/Vec2.js
MIT
Vec2.prototype.invert = function invert() { this.x *= -1; this.y *= -1; return this; };
Preserve the magnitude but invert the orientation of the current Vec2. @method @return {Vec2} this
invert ( )
javascript
Famous/engine
math/Vec2.js
https://github.com/Famous/engine/blob/master/math/Vec2.js
MIT
Vec2.prototype.map = function map(fn) { this.x = fn(this.x); this.y = fn(this.y); return this; };
Apply a function component-wise to the current Vec2. @method @param {Function} fn Function to apply. @return {Vec2} this
map ( fn )
javascript
Famous/engine
math/Vec2.js
https://github.com/Famous/engine/blob/master/math/Vec2.js
MIT
Vec2.prototype.length = function length() { var x = this.x; var y = this.y; return Math.sqrt(x * x + y * y); };
Get the magnitude of the current Vec2. @method @return {Number} the length of the vector
length ( )
javascript
Famous/engine
math/Vec2.js
https://github.com/Famous/engine/blob/master/math/Vec2.js
MIT
Vec2.prototype.copy = function copy(v) { this.x = v.x; this.y = v.y; return this; };
Copy the input onto the current Vec2. @method @param {Vec2} v Vec2 to copy @return {Vec2} this
copy ( v )
javascript
Famous/engine
math/Vec2.js
https://github.com/Famous/engine/blob/master/math/Vec2.js
MIT
Vec2.prototype.clear = function clear() { this.x = 0; this.y = 0; return this; };
Reset the current Vec2. @method @return {Vec2} this
clear ( )
javascript
Famous/engine
math/Vec2.js
https://github.com/Famous/engine/blob/master/math/Vec2.js
MIT
Vec2.prototype.isZero = function isZero() { if (this.x !== 0 || this.y !== 0) return false; else return true; };
Check whether the magnitude of the current Vec2 is exactly 0. @method @return {Boolean} whether or not the length is 0
isZero ( )
javascript
Famous/engine
math/Vec2.js
https://github.com/Famous/engine/blob/master/math/Vec2.js
MIT
Vec2.prototype.toArray = function toArray() { return [this.x, this.y]; };
The array form of the current Vec2. @method @return {Array} the Vec to as an array
toArray ( )
javascript
Famous/engine
math/Vec2.js
https://github.com/Famous/engine/blob/master/math/Vec2.js
MIT
Vec2.normalize = function normalize(v, output) { var x = v.x; var y = v.y; var length = Math.sqrt(x * x + y * y) || 1; length = 1 / length; output.x = v.x * length; output.y = v.y * length; return output; };
Normalize the input Vec2. @method @param {Vec2} v The reference Vec2. @param {Vec2} output Vec2 in which to place the result. @return {Vec2} The normalized Vec2.
normalize ( v , output )
javascript
Famous/engine
math/Vec2.js
https://github.com/Famous/engine/blob/master/math/Vec2.js
MIT
Vec2.clone = function clone(v) { return new Vec2(v.x, v.y); };
Clone the input Vec2. @method @param {Vec2} v The Vec2 to clone. @return {Vec2} The cloned Vec2.
clone ( v )
javascript
Famous/engine
math/Vec2.js
https://github.com/Famous/engine/blob/master/math/Vec2.js
MIT
Vec2.add = function add(v1, v2, output) { output.x = v1.x + v2.x; output.y = v1.y + v2.y; return output; };
Add the input Vec2's. @method @param {Vec2} v1 The left Vec2. @param {Vec2} v2 The right Vec2. @param {Vec2} output Vec2 in which to place the result. @return {Vec2} The result of the addition.
add ( v1 , v2 , output )
javascript
Famous/engine
math/Vec2.js
https://github.com/Famous/engine/blob/master/math/Vec2.js
MIT
Vec2.subtract = function subtract(v1, v2, output) { output.x = v1.x - v2.x; output.y = v1.y - v2.y; return output; };
Subtract the second Vec2 from the first. @method @param {Vec2} v1 The left Vec2. @param {Vec2} v2 The right Vec2. @param {Vec2} output Vec2 in which to place the result. @return {Vec2} The result of the subtraction.
subtract ( v1 , v2 , output )
javascript
Famous/engine
math/Vec2.js
https://github.com/Famous/engine/blob/master/math/Vec2.js
MIT
Vec2.scale = function scale(v, s, output) { output.x = v.x * s; output.y = v.y * s; return output; };
Scale the input Vec2. @method @param {Vec2} v The reference Vec2. @param {Number} s Number to scale by. @param {Vec2} output Vec2 in which to place the result. @return {Vec2} The result of the scaling.
scale ( v , s , output )
javascript
Famous/engine
math/Vec2.js
https://github.com/Famous/engine/blob/master/math/Vec2.js
MIT
Vec2.dot = function dot(v1, v2) { return v1.x * v2.x + v1.y * v2.y; };
The dot product of the input Vec2's. @method @param {Vec2} v1 The left Vec2. @param {Vec2} v2 The right Vec2. @return {Number} The dot product.
dot ( v1 , v2 )
javascript
Famous/engine
math/Vec2.js
https://github.com/Famous/engine/blob/master/math/Vec2.js
MIT
Vec2.cross = function(v1,v2) { return v1.x * v2.y - v1.y * v2.x; };
The cross product of the input Vec2's. @method @param {Number} v1 The left Vec2. @param {Number} v2 The right Vec2. @return {Number} The z-component of the cross product.
Vec2.cross ( v1 , v2 )
javascript
Famous/engine
math/Vec2.js
https://github.com/Famous/engine/blob/master/math/Vec2.js
MIT
var Vec3 = function(x ,y, z){ this.x = x || 0; this.y = y || 0; this.z = z || 0; };
A three-dimensional vector. @class Vec3 @param {Number} x The x component. @param {Number} y The y component. @param {Number} z The z component.
Vec3 ( x , y , z )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.prototype.set = function set(x, y, z) { if (x != null) this.x = x; if (y != null) this.y = y; if (z != null) this.z = z; return this; };
Set the components of the current Vec3. @method @param {Number} x The x component. @param {Number} y The y component. @param {Number} z The z component. @return {Vec3} this
set ( x , y , z )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.prototype.add = function add(v) { this.x += v.x; this.y += v.y; this.z += v.z; return this; };
Add the input v to the current Vec3. @method @param {Vec3} v The Vec3 to add. @return {Vec3} this
add ( v )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.prototype.subtract = function subtract(v) { this.x -= v.x; this.y -= v.y; this.z -= v.z; return this; };
Subtract the input v from the current Vec3. @method @param {Vec3} v The Vec3 to subtract. @return {Vec3} this
subtract ( v )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.prototype.rotateX = function rotateX(theta) { var y = this.y; var z = this.z; var cosTheta = Math.cos(theta); var sinTheta = Math.sin(theta); this.y = y * cosTheta - z * sinTheta; this.z = y * sinTheta + z * cosTheta; return this; };
Rotate the current Vec3 by theta clockwise about the x axis. @method @param {Number} theta Angle by which to rotate. @return {Vec3} this
rotateX ( theta )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.prototype.rotateY = function rotateY(theta) { var x = this.x; var z = this.z; var cosTheta = Math.cos(theta); var sinTheta = Math.sin(theta); this.x = z * sinTheta + x * cosTheta; this.z = z * cosTheta - x * sinTheta; return this; };
Rotate the current Vec3 by theta clockwise about the y axis. @method @param {Number} theta Angle by which to rotate. @return {Vec3} this
rotateY ( theta )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.prototype.rotateZ = function rotateZ(theta) { var x = this.x; var y = this.y; var cosTheta = Math.cos(theta); var sinTheta = Math.sin(theta); this.x = x * cosTheta - y * sinTheta; this.y = x * sinTheta + y * cosTheta; return this; };
Rotate the current Vec3 by theta clockwise about the z axis. @method @param {Number} theta Angle by which to rotate. @return {Vec3} this
rotateZ ( theta )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.prototype.dot = function dot(v) { return this.x*v.x + this.y*v.y + this.z*v.z; };
The dot product of the current Vec3 with input Vec3 v. @method @param {Vec3} v The other Vec3. @return {Vec3} this
dot ( v )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.prototype.cross = function cross(v) { var x = this.x; var y = this.y; var z = this.z; var vx = v.x; var vy = v.y; var vz = v.z; this.x = y * vz - z * vy; this.y = z * vx - x * vz; this.z = x * vy - y * vx; return this; };
The dot product of the current Vec3 with input Vec3 v. Stores the result in the current Vec3. @method cross @param {Vec3} v The other Vec3 @return {Vec3} this
cross ( v )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.prototype.scale = function scale(s) { this.x *= s; this.y *= s; this.z *= s; return this; };
Scale the current Vec3 by a scalar. @method @param {Number} s The Number by which to scale @return {Vec3} this
scale ( s )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.prototype.invert = function invert() { this.x = -this.x; this.y = -this.y; this.z = -this.z; return this; };
Preserve the magnitude but invert the orientation of the current Vec3. @method @return {Vec3} this
invert ( )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.prototype.map = function map(fn) { this.x = fn(this.x); this.y = fn(this.y); this.z = fn(this.z); return this; };
Apply a function component-wise to the current Vec3. @method @param {Function} fn Function to apply. @return {Vec3} this
map ( fn )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.prototype.length = function length() { var x = this.x; var y = this.y; var z = this.z; return Math.sqrt(x * x + y * y + z * z); };
The magnitude of the current Vec3. @method @return {Number} the magnitude of the Vec3
length ( )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.prototype.lengthSq = function lengthSq() { var x = this.x; var y = this.y; var z = this.z; return x * x + y * y + z * z; };
The magnitude squared of the current Vec3. @method @return {Number} magnitude of the Vec3 squared
lengthSq ( )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.prototype.copy = function copy(v) { this.x = v.x; this.y = v.y; this.z = v.z; return this; };
Copy the input onto the current Vec3. @method @param {Vec3} v Vec3 to copy @return {Vec3} this
copy ( v )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.prototype.clear = function clear() { this.x = 0; this.y = 0; this.z = 0; return this; };
Reset the current Vec3. @method @return {Vec3} this
clear ( )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.prototype.isZero = function isZero() { return this.x === 0 && this.y === 0 && this.z === 0; };
Check whether the magnitude of the current Vec3 is exactly 0. @method @return {Boolean} whether or not the magnitude is zero
isZero ( )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.prototype.toArray = function toArray() { return [this.x, this.y, this.z]; };
The array form of the current Vec3. @method @return {Array} a three element array representing the components of the Vec3
toArray ( )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.prototype.normalize = function normalize() { var x = this.x; var y = this.y; var z = this.z; var len = Math.sqrt(x * x + y * y + z * z) || 1; len = 1 / len; this.x *= len; this.y *= len; this.z *= len; return this; };
Preserve the orientation but change the length of the current Vec3 to 1. @method @return {Vec3} this
normalize ( )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.prototype.applyRotation = function applyRotation(q) { var cw = q.w; var cx = -q.x; var cy = -q.y; var cz = -q.z; var vx = this.x; var vy = this.y; var vz = this.z; var tw = -cx * vx - cy * vy - cz * vz; var tx = vx * cw + vy * cz - cy * vz; var ty = vy * cw + cx * vz - vx * cz; var tz = vz * cw + vx * cy - cx * vy; var w = cw; var x = -cx; var y = -cy; var z = -cz; this.x = tx * w + x * tw + y * tz - ty * z; this.y = ty * w + y * tw + tx * z - x * tz; this.z = tz * w + z * tw + x * ty - tx * y; return this; };
Apply the rotation corresponding to the input (unit) Quaternion to the current Vec3. @method @param {Quaternion} q Unit Quaternion representing the rotation to apply @return {Vec3} this
applyRotation ( q )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.prototype.applyMatrix = function applyMatrix(matrix) { var M = matrix.get(); var x = this.x; var y = this.y; var z = this.z; this.x = M[0]*x + M[1]*y + M[2]*z; this.y = M[3]*x + M[4]*y + M[5]*z; this.z = M[6]*x + M[7]*y + M[8]*z; return this; };
Apply the input Mat33 the the current Vec3. @method @param {Mat33} matrix Mat33 to apply @return {Vec3} this
applyMatrix ( matrix )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.normalize = function normalize(v, output) { var x = v.x; var y = v.y; var z = v.z; var length = Math.sqrt(x * x + y * y + z * z) || 1; length = 1 / length; output.x = x * length; output.y = y * length; output.z = z * length; return output; };
Normalize the input Vec3. @method @param {Vec3} v The reference Vec3. @param {Vec3} output Vec3 in which to place the result. @return {Vec3} The normalize Vec3.
normalize ( v , output )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.applyRotation = function applyRotation(v, q, output) { var cw = q.w; var cx = -q.x; var cy = -q.y; var cz = -q.z; var vx = v.x; var vy = v.y; var vz = v.z; var tw = -cx * vx - cy * vy - cz * vz; var tx = vx * cw + vy * cz - cy * vz; var ty = vy * cw + cx * vz - vx * cz; var tz = vz * cw + vx * cy - cx * vy; var w = cw; var x = -cx; var y = -cy; var z = -cz; output.x = tx * w + x * tw + y * tz - ty * z; output.y = ty * w + y * tw + tx * z - x * tz; output.z = tz * w + z * tw + x * ty - tx * y; return output; };
Apply a rotation to the input Vec3. @method @param {Vec3} v The reference Vec3. @param {Quaternion} q Unit Quaternion representing the rotation to apply. @param {Vec3} output Vec3 in which to place the result. @return {Vec3} The rotated version of the input Vec3.
applyRotation ( v , q , output )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.clone = function clone(v) { return new Vec3(v.x, v.y, v.z); };
Clone the input Vec3. @method @param {Vec3} v The Vec3 to clone. @return {Vec3} The cloned Vec3.
clone ( v )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.add = function add(v1, v2, output) { output.x = v1.x + v2.x; output.y = v1.y + v2.y; output.z = v1.z + v2.z; return output; };
Add the input Vec3's. @method @param {Vec3} v1 The left Vec3. @param {Vec3} v2 The right Vec3. @param {Vec3} output Vec3 in which to place the result. @return {Vec3} The result of the addition.
add ( v1 , v2 , output )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.subtract = function subtract(v1, v2, output) { output.x = v1.x - v2.x; output.y = v1.y - v2.y; output.z = v1.z - v2.z; return output; };
Subtract the second Vec3 from the first. @method @param {Vec3} v1 The left Vec3. @param {Vec3} v2 The right Vec3. @param {Vec3} output Vec3 in which to place the result. @return {Vec3} The result of the subtraction.
subtract ( v1 , v2 , output )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.scale = function scale(v, s, output) { output.x = v.x * s; output.y = v.y * s; output.z = v.z * s; return output; };
Scale the input Vec3. @method @param {Vec3} v The reference Vec3. @param {Number} s Number to scale by. @param {Vec3} output Vec3 in which to place the result. @return {Vec3} The result of the scaling.
scale ( v , s , output )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.dot = function dot(v1, v2) { return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z; };
The dot product of the input Vec3's. @method @param {Vec3} v1 The left Vec3. @param {Vec3} v2 The right Vec3. @return {Number} The dot product.
dot ( v1 , v2 )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.cross = function cross(v1, v2, output) { var x1 = v1.x; var y1 = v1.y; var z1 = v1.z; var x2 = v2.x; var y2 = v2.y; var z2 = v2.z; output.x = y1 * z2 - z1 * y2; output.y = z1 * x2 - x1 * z2; output.z = x1 * y2 - y1 * x2; return output; };
The (right-handed) cross product of the input Vec3's. v1 x v2. @method @param {Vec3} v1 The left Vec3. @param {Vec3} v2 The right Vec3. @param {Vec3} output Vec3 in which to place the result. @return {Object} the object the result of the cross product was placed into
cross ( v1 , v2 , output )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
Vec3.project = function project(v1, v2, output) { var x1 = v1.x; var y1 = v1.y; var z1 = v1.z; var x2 = v2.x; var y2 = v2.y; var z2 = v2.z; var scale = x1 * x2 + y1 * y2 + z1 * z2; scale /= x2 * x2 + y2 * y2 + z2 * z2; output.x = x2 * scale; output.y = y2 * scale; output.z = z2 * scale; return output; };
The projection of v1 onto v2. @method @param {Vec3} v1 The left Vec3. @param {Vec3} v2 The right Vec3. @param {Vec3} output Vec3 in which to place the result. @return {Object} the object the result of the cross product was placed into
project ( v1 , v2 , output )
javascript
Famous/engine
math/Vec3.js
https://github.com/Famous/engine/blob/master/math/Vec3.js
MIT
GeometryHelper.computeNormals = function computeNormals(vertices, indices, out) { var normals = out || []; var indexOne; var indexTwo; var indexThree; var normal; var j; var len = indices.length / 3; var i; var x; var y; var z; var length; for (i = 0; i < len; i++) { indexTwo = indices[i*3 + 0] * 3; indexOne = indices[i*3 + 1] * 3; indexThree = indices[i*3 + 2] * 3; outputs[0].set(vertices[indexOne], vertices[indexOne + 1], vertices[indexOne + 2]); outputs[1].set(vertices[indexTwo], vertices[indexTwo + 1], vertices[indexTwo + 2]); outputs[2].set(vertices[indexThree], vertices[indexThree + 1], vertices[indexThree + 2]); normal = outputs[2].subtract(outputs[0]).cross(outputs[1].subtract(outputs[0])).normalize(); normals[indexOne + 0] = (normals[indexOne + 0] || 0) + normal.x; normals[indexOne + 1] = (normals[indexOne + 1] || 0) + normal.y; normals[indexOne + 2] = (normals[indexOne + 2] || 0) + normal.z; normals[indexTwo + 0] = (normals[indexTwo + 0] || 0) + normal.x; normals[indexTwo + 1] = (normals[indexTwo + 1] || 0) + normal.y; normals[indexTwo + 2] = (normals[indexTwo + 2] || 0) + normal.z; normals[indexThree + 0] = (normals[indexThree + 0] || 0) + normal.x; normals[indexThree + 1] = (normals[indexThree + 1] || 0) + normal.y; normals[indexThree + 2] = (normals[indexThree + 2] || 0) + normal.z; } for (i = 0; i < normals.length; i += 3) { x = normals[i]; y = normals[i+1]; z = normals[i+2]; length = Math.sqrt(x * x + y * y + z * z); for(j = 0; j< 3; j++) { normals[i+j] /= length; } } return normals; };
Calculates normals belonging to each face of a geometry. Assumes clockwise declaration of vertices. @static @method @param {Array} vertices Vertices of all points on the geometry. @param {Array} indices Indices declaring faces of geometry. @param {Array} out Array to be filled and returned. @return {Array} Calculated face normals.
computeNormals ( vertices , indices , out )
javascript
Famous/engine
webgl-geometries/GeometryHelper.js
https://github.com/Famous/engine/blob/master/webgl-geometries/GeometryHelper.js
MIT
GeometryHelper.subdivide = function subdivide(indices, vertices, textureCoords) { var triangleIndex = indices.length / 3; var face; var i; var j; var k; var pos; var tex; while (triangleIndex--) { face = indices.slice(triangleIndex * 3, triangleIndex * 3 + 3); pos = face.map(function(vertIndex) { return new Vec3(vertices[vertIndex * 3], vertices[vertIndex * 3 + 1], vertices[vertIndex * 3 + 2]); }); vertices.push.apply(vertices, Vec3.scale(Vec3.add(pos[0], pos[1], outputs[0]), 0.5, outputs[1]).toArray()); vertices.push.apply(vertices, Vec3.scale(Vec3.add(pos[1], pos[2], outputs[0]), 0.5, outputs[1]).toArray()); vertices.push.apply(vertices, Vec3.scale(Vec3.add(pos[0], pos[2], outputs[0]), 0.5, outputs[1]).toArray()); if (textureCoords) { tex = face.map(function(vertIndex) { return new Vec2(textureCoords[vertIndex * 2], textureCoords[vertIndex * 2 + 1]); }); textureCoords.push.apply(textureCoords, Vec2.scale(Vec2.add(tex[0], tex[1], outputs[3]), 0.5, outputs[4]).toArray()); textureCoords.push.apply(textureCoords, Vec2.scale(Vec2.add(tex[1], tex[2], outputs[3]), 0.5, outputs[4]).toArray()); textureCoords.push.apply(textureCoords, Vec2.scale(Vec2.add(tex[0], tex[2], outputs[3]), 0.5, outputs[4]).toArray()); } i = vertices.length - 3; j = i + 1; k = i + 2; indices.push(i, j, k); indices.push(face[0], i, k); indices.push(i, face[1], j); indices[triangleIndex] = k; indices[triangleIndex + 1] = j; indices[triangleIndex + 2] = face[2]; } };
Divides all inserted triangles into four sub-triangles. Alters the passed in arrays. @static @method @param {Array} indices Indices declaring faces of geometry @param {Array} vertices Vertices of all points on the geometry @param {Array} textureCoords Texture coordinates of all points on the geometry @return {undefined} undefined
subdivide ( indices , vertices , textureCoords )
javascript
Famous/engine
webgl-geometries/GeometryHelper.js
https://github.com/Famous/engine/blob/master/webgl-geometries/GeometryHelper.js
MIT
GeometryHelper.getUniqueFaces = function getUniqueFaces(vertices, indices) { var triangleIndex = indices.length / 3, registered = [], index; while (triangleIndex--) { for (var i = 0; i < 3; i++) { index = indices[triangleIndex * 3 + i]; if (registered[index]) { vertices.push(vertices[index * 3], vertices[index * 3 + 1], vertices[index * 3 + 2]); indices[triangleIndex * 3 + i] = vertices.length / 3 - 1; } else { registered[index] = true; } } } };
Creates duplicate of vertices that are shared between faces. Alters the input vertex and index arrays. @static @method @param {Array} vertices Vertices of all points on the geometry @param {Array} indices Indices declaring faces of geometry @return {undefined} undefined
getUniqueFaces ( vertices , indices )
javascript
Famous/engine
webgl-geometries/GeometryHelper.js
https://github.com/Famous/engine/blob/master/webgl-geometries/GeometryHelper.js
MIT
GeometryHelper.subdivideSpheroid = function subdivideSpheroid(vertices, indices) { var triangleIndex = indices.length / 3, abc, face, i, j, k; while (triangleIndex--) { face = indices.slice(triangleIndex * 3, triangleIndex * 3 + 3); abc = face.map(function(vertIndex) { return new Vec3(vertices[vertIndex * 3], vertices[vertIndex * 3 + 1], vertices[vertIndex * 3 + 2]); }); vertices.push.apply(vertices, Vec3.normalize(Vec3.add(abc[0], abc[1], outputs[0]), outputs[1]).toArray()); vertices.push.apply(vertices, Vec3.normalize(Vec3.add(abc[1], abc[2], outputs[0]), outputs[1]).toArray()); vertices.push.apply(vertices, Vec3.normalize(Vec3.add(abc[0], abc[2], outputs[0]), outputs[1]).toArray()); i = vertices.length / 3 - 3; j = i + 1; k = i + 2; indices.push(i, j, k); indices.push(face[0], i, k); indices.push(i, face[1], j); indices[triangleIndex * 3] = k; indices[triangleIndex * 3 + 1] = j; indices[triangleIndex * 3 + 2] = face[2]; } };
Divides all inserted triangles into four sub-triangles while maintaining a radius of one. Alters the passed in arrays. @static @method @param {Array} vertices Vertices of all points on the geometry @param {Array} indices Indices declaring faces of geometry @return {undefined} undefined
subdivideSpheroid ( vertices , indices )
javascript
Famous/engine
webgl-geometries/GeometryHelper.js
https://github.com/Famous/engine/blob/master/webgl-geometries/GeometryHelper.js
MIT
GeometryHelper.getSpheroidNormals = function getSpheroidNormals(vertices, out) { out = out || []; var length = vertices.length / 3; var normalized; for (var i = 0; i < length; i++) { normalized = new Vec3( vertices[i * 3 + 0], vertices[i * 3 + 1], vertices[i * 3 + 2] ).normalize().toArray(); out[i * 3 + 0] = normalized[0]; out[i * 3 + 1] = normalized[1]; out[i * 3 + 2] = normalized[2]; } return out; };
Divides all inserted triangles into four sub-triangles while maintaining a radius of one. Alters the passed in arrays. @static @method @param {Array} vertices Vertices of all points on the geometry @param {Array} out Optional array to be filled with resulting normals. @return {Array} New list of calculated normals.
getSpheroidNormals ( vertices , out )
javascript
Famous/engine
webgl-geometries/GeometryHelper.js
https://github.com/Famous/engine/blob/master/webgl-geometries/GeometryHelper.js
MIT
GeometryHelper.getSpheroidUV = function getSpheroidUV(vertices, out) { out = out || []; var length = vertices.length / 3; var vertex; var uv = []; for(var i = 0; i < length; i++) { vertex = outputs[0].set( vertices[i * 3], vertices[i * 3 + 1], vertices[i * 3 + 2] ) .normalize() .toArray(); var azimuth = this.getAzimuth(vertex); var altitude = this.getAltitude(vertex); uv[0] = azimuth * 0.5 / Math.PI + 0.5; uv[1] = altitude / Math.PI + 0.5; out.push.apply(out, uv); } return out; };
Calculates texture coordinates for spheroid primitives based on input vertices. @static @method @param {Array} vertices Vertices of all points on the geometry @param {Array} out Optional array to be filled with resulting texture coordinates. @return {Array} New list of calculated texture coordinates
getSpheroidUV ( vertices , out )
javascript
Famous/engine
webgl-geometries/GeometryHelper.js
https://github.com/Famous/engine/blob/master/webgl-geometries/GeometryHelper.js
MIT
GeometryHelper.normalizeAll = function normalizeAll(vertices, out) { out = out || []; var len = vertices.length / 3; for (var i = 0; i < len; i++) { Array.prototype.push.apply(out, new Vec3(vertices[i * 3], vertices[i * 3 + 1], vertices[i * 3 + 2]).normalize().toArray()); } return out; };
Iterates through and normalizes a list of vertices. @static @method @param {Array} vertices Vertices of all points on the geometry @param {Array} out Optional array to be filled with resulting normalized vectors. @return {Array} New list of normalized vertices
normalizeAll ( vertices , out )
javascript
Famous/engine
webgl-geometries/GeometryHelper.js
https://github.com/Famous/engine/blob/master/webgl-geometries/GeometryHelper.js
MIT
GeometryHelper.normalizeVertices = function normalizeVertices(vertices, out) { out = out || []; var len = vertices.length / 3; var vectors = []; var minX; var maxX; var minY; var maxY; var minZ; var maxZ; var v; var i; for (i = 0; i < len; i++) { v = vectors[i] = new Vec3( vertices[i * 3], vertices[i * 3 + 1], vertices[i * 3 + 2] ); if (minX == null || v.x < minX) minX = v.x; if (maxX == null || v.x > maxX) maxX = v.x; if (minY == null || v.y < minY) minY = v.y; if (maxY == null || v.y > maxY) maxY = v.y; if (minZ == null || v.z < minZ) minZ = v.z; if (maxZ == null || v.z > maxZ) maxZ = v.z; } var translation = new Vec3( getTranslationFactor(maxX, minX), getTranslationFactor(maxY, minY), getTranslationFactor(maxZ, minZ) ); var scale = Math.min( getScaleFactor(maxX + translation.x, minX + translation.x), getScaleFactor(maxY + translation.y, minY + translation.y), getScaleFactor(maxZ + translation.z, minZ + translation.z) ); for (i = 0; i < vectors.length; i++) { out.push.apply(out, vectors[i].add(translation).scale(scale).toArray()); } return out; };
Normalizes a set of vertices to model space. @static @method @param {Array} vertices Vertices of all points on the geometry @param {Array} out Optional array to be filled with model space position vectors. @return {Array} Output vertices.
normalizeVertices ( vertices , out )
javascript
Famous/engine
webgl-geometries/GeometryHelper.js
https://github.com/Famous/engine/blob/master/webgl-geometries/GeometryHelper.js
MIT
function getTranslationFactor(max, min) { return -(min + (max - min) / 2); }
Determines translation amount for a given axis to normalize model coordinates. @method @private @param {Number} max Maximum position value of given axis on the model. @param {Number} min Minimum position value of given axis on the model. @return {Number} Number by which the given axis should be translated for all vertices.
getTranslationFactor ( max , min )
javascript
Famous/engine
webgl-geometries/GeometryHelper.js
https://github.com/Famous/engine/blob/master/webgl-geometries/GeometryHelper.js
MIT
function getScaleFactor(max, min) { return 1 / ((max - min) / 2); }
Determines scale amount for a given axis to normalize model coordinates. @method @private @param {Number} max Maximum scale value of given axis on the model. @param {Number} min Minimum scale value of given axis on the model. @return {Number} Number by which the given axis should be scaled for all vertices.
getScaleFactor ( max , min )
javascript
Famous/engine
webgl-geometries/GeometryHelper.js
https://github.com/Famous/engine/blob/master/webgl-geometries/GeometryHelper.js
MIT
GeometryHelper.getAzimuth = function azimuth(v) { return Math.atan2(v[2], -v[0]); };
Finds the azimuth, or angle above the XY plane, of a given vector. @static @method @param {Array} v Vertex to retreive azimuth from. @return {Number} Azimuth value in radians.
azimuth ( v )
javascript
Famous/engine
webgl-geometries/GeometryHelper.js
https://github.com/Famous/engine/blob/master/webgl-geometries/GeometryHelper.js
MIT
GeometryHelper.getAltitude = function altitude(v) { return Math.atan2(-v[1], Math.sqrt((v[0] * v[0]) + (v[2] * v[2]))); };
Finds the altitude, or angle above the XZ plane, of a given vector. @static @method @param {Array} v Vertex to retreive altitude from. @return {Number} Altitude value in radians.
altitude ( v )
javascript
Famous/engine
webgl-geometries/GeometryHelper.js
https://github.com/Famous/engine/blob/master/webgl-geometries/GeometryHelper.js
MIT
GeometryHelper.trianglesToLines = function triangleToLines(indices, out) { var numVectors = indices.length / 3; out = out || []; var i; for (i = 0; i < numVectors; i++) { out.push(indices[i * 3 + 0], indices[i * 3 + 1]); out.push(indices[i * 3 + 1], indices[i * 3 + 2]); out.push(indices[i * 3 + 2], indices[i * 3 + 0]); } return out; };
Converts a list of indices from 'triangle' to 'line' format. @static @method @param {Array} indices Indices of all faces on the geometry @param {Array} out Indices of all faces on the geometry @return {Array} New list of line-formatted indices
triangleToLines ( indices , out )
javascript
Famous/engine
webgl-geometries/GeometryHelper.js
https://github.com/Famous/engine/blob/master/webgl-geometries/GeometryHelper.js
MIT
GeometryHelper.addBackfaceTriangles = function addBackfaceTriangles(vertices, indices) { var nFaces = indices.length / 3; var maxIndex = 0; var i = indices.length; while (i--) if (indices[i] > maxIndex) maxIndex = indices[i]; maxIndex++; for (i = 0; i < nFaces; i++) { var indexOne = indices[i * 3], indexTwo = indices[i * 3 + 1], indexThree = indices[i * 3 + 2]; indices.push(indexOne + maxIndex, indexThree + maxIndex, indexTwo + maxIndex); } // Iterating instead of .slice() here to avoid max call stack issue. var nVerts = vertices.length; for (i = 0; i < nVerts; i++) { vertices.push(vertices[i]); } };
Adds a reverse order triangle for every triangle in the mesh. Adds extra vertices and indices to input arrays. @static @method @param {Array} vertices X, Y, Z positions of all vertices in the geometry @param {Array} indices Indices of all faces on the geometry @return {undefined} undefined
addBackfaceTriangles ( vertices , indices )
javascript
Famous/engine
webgl-geometries/GeometryHelper.js
https://github.com/Famous/engine/blob/master/webgl-geometries/GeometryHelper.js
MIT
GeometryHelper.generateParametric = function generateParametric(detailX, detailY, func, wrap) { var vertices = []; var i; var theta; var phi; var j; // We can wrap around slightly more than once for uv coordinates to look correct. var offset = (Math.PI / (detailX - 1)); var Xrange = wrap ? Math.PI + offset : Math.PI; var out = []; for (i = 0; i < detailX + 1; i++) { theta = (i === 0 ? 0.0001 : i) * Math.PI / detailX; for (j = 0; j < detailY; j++) { phi = j * 2.0 * Xrange / detailY; func(theta, phi, out); vertices.push(out[0], out[1], out[2]); } } var indices = [], v = 0, next; for (i = 0; i < detailX; i++) { for (j = 0; j < detailY; j++) { next = (j + 1) % detailY; indices.push(v + j, v + j + detailY, v + next); indices.push(v + next, v + j + detailY, v + next + detailY); } v += detailY; } return { vertices: vertices, indices: indices }; }; /** * Calculates normals belonging to each face of a geometry. * Assumes clockwise declaration of vertices. * * @static * @method * * @param {Array} vertices Vertices of all points on the geometry. * @param {Array} indices Indices declaring faces of geometry. * @param {Array} out Array to be filled and returned. * * @return {Array} Calculated face normals. */ GeometryHelper.computeNormals = function computeNormals(vertices, indices, out) { var normals = out || []; var indexOne; var indexTwo; var indexThree; var normal; var j; var len = indices.length / 3; var i; var x; var y; var z; var length; for (i = 0; i < len; i++) { indexTwo = indices[i*3 + 0] * 3; indexOne = indices[i*3 + 1] * 3; indexThree = indices[i*3 + 2] * 3; outputs[0].set(vertices[indexOne], vertices[indexOne + 1], vertices[indexOne + 2]); outputs[1].set(vertices[indexTwo], vertices[indexTwo + 1], vertices[indexTwo + 2]); outputs[2].set(vertices[indexThree], vertices[indexThree + 1], vertices[indexThree + 2]); normal = outputs[2].subtract(outputs[0]).cross(outputs[1].subtract(outputs[0])).normalize(); normals[indexOne + 0] = (normals[indexOne + 0] || 0) + normal.x; normals[indexOne + 1] = (normals[indexOne + 1] || 0) + normal.y; normals[indexOne + 2] = (normals[indexOne + 2] || 0) + normal.z; normals[indexTwo + 0] = (normals[indexTwo + 0] || 0) + normal.x; normals[indexTwo + 1] = (normals[indexTwo + 1] || 0) + normal.y; normals[indexTwo + 2] = (normals[indexTwo + 2] || 0) + normal.z; normals[indexThree + 0] = (normals[indexThree + 0] || 0) + normal.x; normals[indexThree + 1] = (normals[indexThree + 1] || 0) + normal.y; normals[indexThree + 2] = (normals[indexThree + 2] || 0) + normal.z; } for (i = 0; i < normals.length; i += 3) { x = normals[i]; y = normals[i+1]; z = normals[i+2]; length = Math.sqrt(x * x + y * y + z * z); for(j = 0; j< 3; j++) { normals[i+j] /= length; } } return normals; }; /** * Divides all inserted triangles into four sub-triangles. Alters the * passed in arrays. * * @static * @method * * @param {Array} indices Indices declaring faces of geometry * @param {Array} vertices Vertices of all points on the geometry * @param {Array} textureCoords Texture coordinates of all points on the geometry * @return {undefined} undefined */ GeometryHelper.subdivide = function subdivide(indices, vertices, textureCoords) { var triangleIndex = indices.length / 3; var face; var i; var j; var k; var pos; var tex; while (triangleIndex--) { face = indices.slice(triangleIndex * 3, triangleIndex * 3 + 3); pos = face.map(function(vertIndex) { return new Vec3(vertices[vertIndex * 3], vertices[vertIndex * 3 + 1], vertices[vertIndex * 3 + 2]); }); vertices.push.apply(vertices, Vec3.scale(Vec3.add(pos[0], pos[1], outputs[0]), 0.5, outputs[1]).toArray()); vertices.push.apply(vertices, Vec3.scale(Vec3.add(pos[1], pos[2], outputs[0]), 0.5, outputs[1]).toArray()); vertices.push.apply(vertices, Vec3.scale(Vec3.add(pos[0], pos[2], outputs[0]), 0.5, outputs[1]).toArray()); if (textureCoords) { tex = face.map(function(vertIndex) { return new Vec2(textureCoords[vertIndex * 2], textureCoords[vertIndex * 2 + 1]); }); textureCoords.push.apply(textureCoords, Vec2.scale(Vec2.add(tex[0], tex[1], outputs[3]), 0.5, outputs[4]).toArray()); textureCoords.push.apply(textureCoords, Vec2.scale(Vec2.add(tex[1], tex[2], outputs[3]), 0.5, outputs[4]).toArray()); textureCoords.push.apply(textureCoords, Vec2.scale(Vec2.add(tex[0], tex[2], outputs[3]), 0.5, outputs[4]).toArray()); } i = vertices.length - 3; j = i + 1; k = i + 2; indices.push(i, j, k); indices.push(face[0], i, k); indices.push(i, face[1], j); indices[triangleIndex] = k; indices[triangleIndex + 1] = j; indices[triangleIndex + 2] = face[2]; } }; /** * Creates duplicate of vertices that are shared between faces. * Alters the input vertex and index arrays. * * @static * @method * * @param {Array} vertices Vertices of all points on the geometry * @param {Array} indices Indices declaring faces of geometry * @return {undefined} undefined */ GeometryHelper.getUniqueFaces = function getUniqueFaces(vertices, indices) { var triangleIndex = indices.length / 3, registered = [], index; while (triangleIndex--) { for (var i = 0; i < 3; i++) { index = indices[triangleIndex * 3 + i]; if (registered[index]) { vertices.push(vertices[index * 3], vertices[index * 3 + 1], vertices[index * 3 + 2]); indices[triangleIndex * 3 + i] = vertices.length / 3 - 1; } else { registered[index] = true; } } } }; /** * Divides all inserted triangles into four sub-triangles while maintaining * a radius of one. Alters the passed in arrays. * * @static * @method * * @param {Array} vertices Vertices of all points on the geometry * @param {Array} indices Indices declaring faces of geometry * @return {undefined} undefined */ GeometryHelper.subdivideSpheroid = function subdivideSpheroid(vertices, indices) { var triangleIndex = indices.length / 3, abc, face, i, j, k; while (triangleIndex--) { face = indices.slice(triangleIndex * 3, triangleIndex * 3 + 3); abc = face.map(function(vertIndex) { return new Vec3(vertices[vertIndex * 3], vertices[vertIndex * 3 + 1], vertices[vertIndex * 3 + 2]); }); vertices.push.apply(vertices, Vec3.normalize(Vec3.add(abc[0], abc[1], outputs[0]), outputs[1]).toArray()); vertices.push.apply(vertices, Vec3.normalize(Vec3.add(abc[1], abc[2], outputs[0]), outputs[1]).toArray()); vertices.push.apply(vertices, Vec3.normalize(Vec3.add(abc[0], abc[2], outputs[0]), outputs[1]).toArray()); i = vertices.length / 3 - 3; j = i + 1; k = i + 2; indices.push(i, j, k); indices.push(face[0], i, k); indices.push(i, face[1], j); indices[triangleIndex * 3] = k; indices[triangleIndex * 3 + 1] = j; indices[triangleIndex * 3 + 2] = face[2]; } }; /** * Divides all inserted triangles into four sub-triangles while maintaining * a radius of one. Alters the passed in arrays. * * @static * @method * * @param {Array} vertices Vertices of all points on the geometry * @param {Array} out Optional array to be filled with resulting normals. * * @return {Array} New list of calculated normals. */ GeometryHelper.getSpheroidNormals = function getSpheroidNormals(vertices, out) { out = out || []; var length = vertices.length / 3; var normalized; for (var i = 0; i < length; i++) { normalized = new Vec3( vertices[i * 3 + 0], vertices[i * 3 + 1], vertices[i * 3 + 2] ).normalize().toArray(); out[i * 3 + 0] = normalized[0]; out[i * 3 + 1] = normalized[1]; out[i * 3 + 2] = normalized[2]; } return out; }; /** * Calculates texture coordinates for spheroid primitives based on * input vertices. * * @static * @method * * @param {Array} vertices Vertices of all points on the geometry * @param {Array} out Optional array to be filled with resulting texture coordinates. * * @return {Array} New list of calculated texture coordinates */ GeometryHelper.getSpheroidUV = function getSpheroidUV(vertices, out) { out = out || []; var length = vertices.length / 3; var vertex; var uv = []; for(var i = 0; i < length; i++) { vertex = outputs[0].set( vertices[i * 3], vertices[i * 3 + 1], vertices[i * 3 + 2] ) .normalize() .toArray(); var azimuth = this.getAzimuth(vertex); var altitude = this.getAltitude(vertex); uv[0] = azimuth * 0.5 / Math.PI + 0.5; uv[1] = altitude / Math.PI + 0.5; out.push.apply(out, uv); } return out; }; /** * Iterates through and normalizes a list of vertices. * * @static * @method * * @param {Array} vertices Vertices of all points on the geometry * @param {Array} out Optional array to be filled with resulting normalized vectors. * * @return {Array} New list of normalized vertices */ GeometryHelper.normalizeAll = function normalizeAll(vertices, out) { out = out || []; var len = vertices.length / 3; for (var i = 0; i < len; i++) { Array.prototype.push.apply(out, new Vec3(vertices[i * 3], vertices[i * 3 + 1], vertices[i * 3 + 2]).normalize().toArray()); } return out; }; /** * Normalizes a set of vertices to model space. * * @static * @method * * @param {Array} vertices Vertices of all points on the geometry * @param {Array} out Optional array to be filled with model space position vectors. * * @return {Array} Output vertices. */ GeometryHelper.normalizeVertices = function normalizeVertices(vertices, out) { out = out || []; var len = vertices.length / 3; var vectors = []; var minX; var maxX; var minY; var maxY; var minZ; var maxZ; var v; var i; for (i = 0; i < len; i++) { v = vectors[i] = new Vec3( vertices[i * 3], vertices[i * 3 + 1], vertices[i * 3 + 2] ); if (minX == null || v.x < minX) minX = v.x; if (maxX == null || v.x > maxX) maxX = v.x; if (minY == null || v.y < minY) minY = v.y; if (maxY == null || v.y > maxY) maxY = v.y; if (minZ == null || v.z < minZ) minZ = v.z; if (maxZ == null || v.z > maxZ) maxZ = v.z; } var translation = new Vec3( getTranslationFactor(maxX, minX), getTranslationFactor(maxY, minY), getTranslationFactor(maxZ, minZ) ); var scale = Math.min( getScaleFactor(maxX + translation.x, minX + translation.x), getScaleFactor(maxY + translation.y, minY + translation.y), getScaleFactor(maxZ + translation.z, minZ + translation.z) ); for (i = 0; i < vectors.length; i++) { out.push.apply(out, vectors[i].add(translation).scale(scale).toArray()); } return out; }; /** * Determines translation amount for a given axis to normalize model coordinates. * * @method * @private * * @param {Number} max Maximum position value of given axis on the model. * @param {Number} min Minimum position value of given axis on the model. * * @return {Number} Number by which the given axis should be translated for all vertices. */ function getTranslationFactor(max, min) { return -(min + (max - min) / 2); } /** * Determines scale amount for a given axis to normalize model coordinates. * * @method * @private * * @param {Number} max Maximum scale value of given axis on the model. * @param {Number} min Minimum scale value of given axis on the model. * * @return {Number} Number by which the given axis should be scaled for all vertices. */ function getScaleFactor(max, min) { return 1 / ((max - min) / 2); } /** * Finds the azimuth, or angle above the XY plane, of a given vector. * * @static * @method * * @param {Array} v Vertex to retreive azimuth from. * * @return {Number} Azimuth value in radians. */ GeometryHelper.getAzimuth = function azimuth(v) { return Math.atan2(v[2], -v[0]); }; /** * Finds the altitude, or angle above the XZ plane, of a given vector. * * @static * @method * * @param {Array} v Vertex to retreive altitude from. * * @return {Number} Altitude value in radians. */ GeometryHelper.getAltitude = function altitude(v) { return Math.atan2(-v[1], Math.sqrt((v[0] * v[0]) + (v[2] * v[2]))); }; /** * Converts a list of indices from 'triangle' to 'line' format. * * @static * @method * * @param {Array} indices Indices of all faces on the geometry * @param {Array} out Indices of all faces on the geometry * * @return {Array} New list of line-formatted indices */ GeometryHelper.trianglesToLines = function triangleToLines(indices, out) { var numVectors = indices.length / 3; out = out || []; var i; for (i = 0; i < numVectors; i++) { out.push(indices[i * 3 + 0], indices[i * 3 + 1]); out.push(indices[i * 3 + 1], indices[i * 3 + 2]); out.push(indices[i * 3 + 2], indices[i * 3 + 0]); } return out; }; /** * Adds a reverse order triangle for every triangle in the mesh. Adds extra vertices * and indices to input arrays. * * @static * @method * * @param {Array} vertices X, Y, Z positions of all vertices in the geometry * @param {Array} indices Indices of all faces on the geometry * @return {undefined} undefined */ GeometryHelper.addBackfaceTriangles = function addBackfaceTriangles(vertices, indices) { var nFaces = indices.length / 3; var maxIndex = 0; var i = indices.length; while (i--) if (indices[i] > maxIndex) maxIndex = indices[i]; maxIndex++; for (i = 0; i < nFaces; i++) { var indexOne = indices[i * 3], indexTwo = indices[i * 3 + 1], indexThree = indices[i * 3 + 2]; indices.push(indexOne + maxIndex, indexThree + maxIndex, indexTwo + maxIndex); } // Iterating instead of .slice() here to avoid max call stack issue. var nVerts = vertices.length; for (i = 0; i < nVerts; i++) { vertices.push(vertices[i]); } }; module.exports = GeometryHelper;
A function that iterates through vertical and horizontal slices based on input detail, and generates vertices and indices for each subdivision. @static @method @param {Number} detailX Amount of slices to iterate through. @param {Number} detailY Amount of stacks to iterate through. @param {Function} func Function used to generate vertex positions at each point. @param {Boolean} wrap Optional parameter (default: Pi) for setting a custom wrap range @return {Object} Object containing generated vertices and indices.
generateParametric ( detailX , detailY , func , wrap )
javascript
Famous/engine
webgl-geometries/GeometryHelper.js
https://github.com/Famous/engine/blob/master/webgl-geometries/GeometryHelper.js
MIT
function DynamicGeometry(options) { Geometry.call(this, options); this.spec.dynamic = true; }
DynamicGeometry is a component that defines and manages data (vertex data and attributes) that is used to draw to WebGL. @class DynamicGeometry @constructor @param {Object} options instantiation options @return {undefined} undefined
DynamicGeometry ( options )
javascript
Famous/engine
webgl-geometries/DynamicGeometry.js
https://github.com/Famous/engine/blob/master/webgl-geometries/DynamicGeometry.js
MIT
DynamicGeometry.prototype.getLength = function getLength() { return this.getVertexPositions().length; };
Returns the number of attribute values used to draw the DynamicGeometry. @class DynamicGeometry @constructor @return {Object} flattened length of the vertex positions attribute in the geometry.
getLength ( )
javascript
Famous/engine
webgl-geometries/DynamicGeometry.js
https://github.com/Famous/engine/blob/master/webgl-geometries/DynamicGeometry.js
MIT
DynamicGeometry.prototype.getVertexBuffer = function getVertexBuffer(bufferName) { if (! bufferName) throw 'getVertexBuffer requires a name'; var idx = this.spec.bufferNames.indexOf(bufferName); if (~idx) return this.spec.bufferValues[idx]; else throw 'buffer does not exist'; };
Gets the buffer object based on buffer name. Throws error if bufferName is not provided. @method @param {String} bufferName name of vertexBuffer to be retrieved. @return {Object} value of buffer with corresponding bufferName.
getVertexBuffer ( bufferName )
javascript
Famous/engine
webgl-geometries/DynamicGeometry.js
https://github.com/Famous/engine/blob/master/webgl-geometries/DynamicGeometry.js
MIT
DynamicGeometry.prototype.setVertexBuffer = function setVertexBuffer(bufferName, value, size) { var idx = this.spec.bufferNames.indexOf(bufferName); if (idx === -1) { idx = this.spec.bufferNames.push(bufferName) - 1; } this.spec.bufferValues[idx] = value || []; this.spec.bufferSpacings[idx] = size || this.DEFAULT_BUFFER_SIZE; if (this.spec.invalidations.indexOf(idx) === -1) { this.spec.invalidations.push(idx); } return this; };
Sets a vertex buffer with given name to input value. Registers a new buffer if one does not exist with given name. @method @param {String} bufferName Name of vertexBuffer to be set. @param {Array} value Input data to fill target buffer. @param {Number} size Vector size of input buffer data. @return {Object} current geometry.
setVertexBuffer ( bufferName , value , size )
javascript
Famous/engine
webgl-geometries/DynamicGeometry.js
https://github.com/Famous/engine/blob/master/webgl-geometries/DynamicGeometry.js
MIT
DynamicGeometry.prototype.fromGeometry = function fromGeometry(geometry) { var len = geometry.spec.bufferNames.length; for (var i = 0; i < len; i++) { this.setVertexBuffer( geometry.spec.bufferNames[i], geometry.spec.bufferValues[i], geometry.spec.bufferSpacings[i] ); } return this; };
Copies and sets all buffers from another geometry instance. @method @param {Object} geometry Geometry instance to copy buffers from. @return {Object} current geometry.
fromGeometry ( geometry )
javascript
Famous/engine
webgl-geometries/DynamicGeometry.js
https://github.com/Famous/engine/blob/master/webgl-geometries/DynamicGeometry.js
MIT
DynamicGeometry.prototype.setVertexPositions = function (value) { return this.setVertexBuffer('a_pos', value, 3); };
Set the positions of the vertices in this geometry. @method @param {Array} value New value for vertex position buffer @return {Object} current geometry.
DynamicGeometry.prototype.setVertexPositions ( value )
javascript
Famous/engine
webgl-geometries/DynamicGeometry.js
https://github.com/Famous/engine/blob/master/webgl-geometries/DynamicGeometry.js
MIT
DynamicGeometry.prototype.setNormals = function (value) { return this.setVertexBuffer('a_normals', value, 3); };
Set the normals on this geometry. @method @param {Array} value Value to set normal buffer to. @return {Object} current geometry.
DynamicGeometry.prototype.setNormals ( value )
javascript
Famous/engine
webgl-geometries/DynamicGeometry.js
https://github.com/Famous/engine/blob/master/webgl-geometries/DynamicGeometry.js
MIT
DynamicGeometry.prototype.setTextureCoords = function (value) { return this.setVertexBuffer('a_texCoord', value, 2); };
Set the texture coordinates on this geometry. @method @param {Array} value New value for texture coordinates buffer. @return {Object} current geometry.
DynamicGeometry.prototype.setTextureCoords ( value )
javascript
Famous/engine
webgl-geometries/DynamicGeometry.js
https://github.com/Famous/engine/blob/master/webgl-geometries/DynamicGeometry.js
MIT
DynamicGeometry.prototype.setIndices = function (value) { return this.setVertexBuffer('indices', value, 1); };
Set the texture coordinates on this geometry. @method @param {Array} value New value for index buffer @return {Object} current geometry.
DynamicGeometry.prototype.setIndices ( value )
javascript
Famous/engine
webgl-geometries/DynamicGeometry.js
https://github.com/Famous/engine/blob/master/webgl-geometries/DynamicGeometry.js
MIT
DynamicGeometry.prototype.setDrawType = function (value) { this.spec.type = value.toUpperCase(); return this; };
Set the WebGL drawing primitive for this geometry. @method @param {String} value New drawing primitive for geometry @return {Object} current geometry.
DynamicGeometry.prototype.setDrawType ( value )
javascript
Famous/engine
webgl-geometries/DynamicGeometry.js
https://github.com/Famous/engine/blob/master/webgl-geometries/DynamicGeometry.js
MIT
DynamicGeometry.prototype.getVertexPositions = function () { return this.getVertexBuffer('a_pos'); };
Returns the 'pos' vertex buffer of the geometry. @method @return {Array} Vertex buffer.
DynamicGeometry.prototype.getVertexPositions ( )
javascript
Famous/engine
webgl-geometries/DynamicGeometry.js
https://github.com/Famous/engine/blob/master/webgl-geometries/DynamicGeometry.js
MIT
DynamicGeometry.prototype.getNormals = function () { return this.getVertexBuffer('a_normals'); };
Returns the 'normal' vertex buffer of the geometry. @method @return {Array} Vertex Buffer.
DynamicGeometry.prototype.getNormals ( )
javascript
Famous/engine
webgl-geometries/DynamicGeometry.js
https://github.com/Famous/engine/blob/master/webgl-geometries/DynamicGeometry.js
MIT
DynamicGeometry.prototype.getTextureCoords = function () { return this.getVertexBuffer('a_texCoord'); };
Returns the 'textureCoord' vertex buffer of the geometry. @method @return {Array} Vertex Buffer.
DynamicGeometry.prototype.getTextureCoords ( )
javascript
Famous/engine
webgl-geometries/DynamicGeometry.js
https://github.com/Famous/engine/blob/master/webgl-geometries/DynamicGeometry.js
MIT
function Geometry(options) { this.options = options || {}; this.DEFAULT_BUFFER_SIZE = 3; this.spec = { id: GeometryIds++, dynamic: false, type: this.options.type || 'TRIANGLES', bufferNames: [], bufferValues: [], bufferSpacings: [], invalidations: [] }; if (this.options.buffers) { var len = this.options.buffers.length; for (var i = 0; i < len;) { this.spec.bufferNames.push(this.options.buffers[i].name); this.spec.bufferValues.push(this.options.buffers[i].data); this.spec.bufferSpacings.push(this.options.buffers[i].size || this.DEFAULT_BUFFER_SIZE); this.spec.invalidations.push(i++); } } }
Geometry is a component that defines and manages data (vertex data and attributes) that is used to draw to WebGL. @class Geometry @constructor @param {Object} options instantiation options @return {undefined} undefined
Geometry ( options )
javascript
Famous/engine
webgl-geometries/Geometry.js
https://github.com/Famous/engine/blob/master/webgl-geometries/Geometry.js
MIT
ParametricSphere.generator = function generator(u, v, pos) { var x = Math.sin(u) * Math.cos(v); var y = Math.cos(u); var z = -Math.sin(u) * Math.sin(v); pos[0] = x; pos[1] = y; pos[2] = z; };
Function used in iterative construction of parametric primitive. @static @method @param {Number} u Longitudal progress from 0 to PI. @param {Number} v Latitudal progress from 0 to PI. @param {Array} pos X, Y, Z position of vertex at given slice and stack. @return {undefined} undefined
generator ( u , v , pos )
javascript
Famous/engine
webgl-geometries/primitives/Sphere.js
https://github.com/Famous/engine/blob/master/webgl-geometries/primitives/Sphere.js
MIT
function Plane(options) { options = options || {}; var detailX = options.detailX || options.detail || 1; var detailY = options.detailY || options.detail || 1; var vertices = []; var textureCoords = []; var normals = []; var indices = []; var i; for (var y = 0; y <= detailY; y++) { var t = y / detailY; for (var x = 0; x <= detailX; x++) { var s = x / detailX; vertices.push(2. * (s - .5), 2 * (t - .5), 0); textureCoords.push(s, 1 - t); if (x < detailX && y < detailY) { i = x + y * (detailX + 1); indices.push(i, i + 1, i + detailX + 1); indices.push(i + detailX + 1, i + 1, i + detailX + 2); } } } if (options.backface !== false) { GeometryHelper.addBackfaceTriangles(vertices, indices); // duplicate texture coordinates as well var len = textureCoords.length; for (i = 0; i < len; i++) textureCoords.push(textureCoords[i]); } normals = GeometryHelper.computeNormals(vertices, indices); options.buffers = [ { name: 'a_pos', data: vertices }, { name: 'a_texCoord', data: textureCoords, size: 2 }, { name: 'a_normals', data: normals }, { name: 'indices', data: indices, size: 1 } ]; return new Geometry(options); }
This function returns a new static geometry, which is passed custom buffer data. @class Plane @constructor @param {Object} options Parameters that alter the vertex buffers of the generated geometry. @return {Object} constructed geometry
Plane ( options )
javascript
Famous/engine
webgl-geometries/primitives/Plane.js
https://github.com/Famous/engine/blob/master/webgl-geometries/primitives/Plane.js
MIT
function GeodesicSphere (options) { var t = (1 + Math.sqrt(5)) * 0.5; var vertices = [ - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0, 0, - 1, -t, 0, 1, -t, 0, - 1, t, 0, 1, t, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0, -1 ]; var indices = [ 0, 5, 11, 0, 1, 5, 0, 7, 1, 0, 10, 7, 0, 11, 10, 1, 9, 5, 5, 4, 11, 11, 2, 10, 10, 6, 7, 7, 8, 1, 3, 4, 9, 3, 2, 4, 3, 6, 2, 3, 8, 6, 3, 9, 8, 4, 5, 9, 2, 11, 4, 6, 10, 2, 8, 7, 6, 9, 1, 8 ]; vertices = GeometryHelper.normalizeAll(vertices); options = options || {}; var detail = options.detail || 3; while(--detail) GeometryHelper.subdivideSpheroid(vertices, indices); GeometryHelper.getUniqueFaces(vertices, indices); var normals = GeometryHelper.computeNormals(vertices, indices); var textureCoords = GeometryHelper.getSpheroidUV(vertices); options.buffers = [ { name: 'a_pos', data: vertices }, { name: 'a_texCoord', data: textureCoords, size: 2 }, { name: 'a_normals', data: normals }, { name: 'indices', data: indices, size: 1 } ]; return new Geometry(options); }
This function returns a new static geometry, which is passed custom buffer data. @class GeodesicSphere @constructor @param {Object} options Parameters that alter the vertex buffers of the generated geometry. @return {Object} constructed geometry
GeodesicSphere ( options )
javascript
Famous/engine
webgl-geometries/primitives/GeodesicSphere.js
https://github.com/Famous/engine/blob/master/webgl-geometries/primitives/GeodesicSphere.js
MIT
ParametricCone.generator = function generator(r, u, v, pos) { pos[0] = -r * u * Math.cos(v); pos[1] = r * u * Math.sin(v); pos[2] = -u / (Math.PI / 2) + 1; };
function used in iterative construction of parametric primitive. @static @method @param {Number} r Cone Radius. @param {Number} u Longitudal progress from 0 to PI. @param {Number} v Latitudal progress from 0 to PI. @return {Array} x, y and z coordinate of geometry.
generator ( r , u , v , pos )
javascript
Famous/engine
webgl-geometries/primitives/ParametricCone.js
https://github.com/Famous/engine/blob/master/webgl-geometries/primitives/ParametricCone.js
MIT
Torus.generator = function generator(c, a, u, v, pos) { pos[0] = (c + a * Math.cos(2 * v)) * Math.sin(2 * u); pos[1] = -(c + a * Math.cos(2 * v)) * Math.cos(2 * u); pos[2] = a * Math.sin(2 * v); };
function used in iterative construction of parametric primitive. @static @method @param {Number} c Radius of inner hole. @param {Number} a Radius of tube. @param {Number} u Longitudal progress from 0 to PI. @param {Number} v Latitudal progress from 0 to PI. @param {Array} pos X, Y, Z position of vertex at given slice and stack. @return {undefined} undefined
generator ( c , a , u , v , pos )
javascript
Famous/engine
webgl-geometries/primitives/Torus.js
https://github.com/Famous/engine/blob/master/webgl-geometries/primitives/Torus.js
MIT