code
stringlengths
10
343k
docstring
stringlengths
36
21.9k
func_name
stringlengths
1
3.35k
language
stringclasses
1 value
repo
stringlengths
7
58
path
stringlengths
4
131
url
stringlengths
44
195
license
stringclasses
5 values
function Tetrahedron(options) { var textureCoords = []; var normals = []; var detail; var i; var t = Math.sqrt(3); var vertices = [ // Back 1, -1, -1 / t, -1, -1, -1 / t, 0, 1, 0, // Right 0, 1, 0, 0, -1, t - 1 / t, 1, -1, -1 / t, // Left 0, 1, 0, -1, -1, -1 / t, 0, -1, t - 1 / t, // Bottom 0, -1, t - 1 / t, -1, -1, -1 / t, 1, -1, -1 / t ]; var indices = [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 ]; for (i = 0; i < 4; i++) { textureCoords.push( 0.0, 0.0, 0.5, 1.0, 1.0, 0.0 ); } options = options || {}; while(--detail) GeometryHelper.subdivide(indices, vertices, textureCoords); 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 generates custom buffers and passes them to a new static geometry, which is returned to the user. @class Tetrahedron @constructor @param {Object} options Parameters that alter the vertex buffers of the generated geometry. @return {Object} constructed geometry
Tetrahedron ( options )
javascript
Famous/engine
webgl-geometries/primitives/Tetrahedron.js
https://github.com/Famous/engine/blob/master/webgl-geometries/primitives/Tetrahedron.js
MIT
Cylinder.generator = function generator(r, u, v, pos) { pos[1] = r * Math.sin(v); pos[0] = r * Math.cos(v); pos[2] = r * (-1 + u / Math.PI * 2); };
Function used in iterative construction of parametric primitive. @static @method @param {Number} r Cylinder radius. @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 ( r , u , v , pos )
javascript
Famous/engine
webgl-geometries/primitives/Cylinder.js
https://github.com/Famous/engine/blob/master/webgl-geometries/primitives/Cylinder.js
MIT
function Triangle (options) { options = options || {}; var detail = options.detail || 1; var normals = []; var textureCoords = [ 0.0, 0.0, 0.5, 1.0, 1.0, 0.0 ]; var indices = [ 0, 1, 2 ]; var vertices = [ -1, -1, 0, 0, 1, 0, 1, -1, 0 ]; while(--detail) GeometryHelper.subdivide(indices, vertices, textureCoords); if (options.backface !== false) { GeometryHelper.addBackfaceTriangles(vertices, indices); } 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 Triangle @constructor @param {Object} options Parameters that alter the vertex buffers of the generated geometry. @return {Object} constructed geometry
Triangle ( options )
javascript
Famous/engine
webgl-geometries/primitives/Triangle.js
https://github.com/Famous/engine/blob/master/webgl-geometries/primitives/Triangle.js
MIT
function Circle (options) { options = options || {}; var detail = options.detail || 30; var buffers = getCircleBuffers(detail, true); if (options.backface !== false) { GeometryHelper.addBackfaceTriangles(buffers.vertices, buffers.indices); } var textureCoords = getCircleTexCoords(buffers.vertices); var normals = GeometryHelper.computeNormals(buffers.vertices, buffers.indices); options.buffers = [ { name: 'a_pos', data: buffers.vertices }, { name: 'a_texCoord', data: textureCoords, size: 2 }, { name: 'a_normals', data: normals }, { name: 'indices', data: buffers.indices, size: 1 } ]; return new Geometry(options); }
This function returns a new static geometry, which is passed custom buffer data. @class Circle @constructor @param {Object} options Parameters that alter the vertex buffers of the generated geometry. @return {Object} constructed geometry
Circle ( options )
javascript
Famous/engine
webgl-geometries/primitives/Circle.js
https://github.com/Famous/engine/blob/master/webgl-geometries/primitives/Circle.js
MIT
function getCircleBuffers(detail) { var vertices = [0, 0, 0]; var indices = []; var counter = 1; var theta; var x; var y; for (var i = 0; i < detail + 1; i++) { theta = i / detail * Math.PI * 2; x = Math.cos(theta); y = Math.sin(theta); vertices.push(x, y, 0); if (i > 0) indices.push(0, counter, ++counter); } return { vertices: vertices, indices: indices }; }
Calculates and returns all vertex positions, texture coordinates and normals of the circle primitive. @method @param {Number} detail Amount of detail that determines how many vertices are created and where they are placed @return {Object} constructed geometry
getCircleBuffers ( detail )
javascript
Famous/engine
webgl-geometries/primitives/Circle.js
https://github.com/Famous/engine/blob/master/webgl-geometries/primitives/Circle.js
MIT
function Icosahedron( options ) { options = options || {}; var t = ( 1 + Math.sqrt( 5 ) ) / 2; 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 ]; GeometryHelper.getUniqueFaces(vertices, indices); var normals = GeometryHelper.computeNormals(vertices, indices); var textureCoords = GeometryHelper.getSpheroidUV(vertices); vertices = GeometryHelper.normalizeAll(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 Icosahedron @constructor @param {Object} options Parameters that alter the vertex buffers of the generated geometry. @return {Object} constructed geometry
Icosahedron ( options )
javascript
Famous/engine
webgl-geometries/primitives/Icosahedron.js
https://github.com/Famous/engine/blob/master/webgl-geometries/primitives/Icosahedron.js
MIT
function BoxGeometry(options) { options = options || {}; var vertices = []; var textureCoords = []; var normals = []; var indices = []; var data; var d; var v; var i; var j; for (i = 0; i < boxData.length; i++) { data = boxData[i]; v = i * 4; for (j = 0; j < 4; j++) { d = data[j]; var octant = pickOctant(d); vertices.push(octant[0], octant[1], octant[2]); textureCoords.push(j & 1, (j & 2) / 2); normals.push(data[4], data[5], data[6]); } indices.push(v, v + 1, v + 2); indices.push(v + 2, v + 1, v + 3); } 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 BoxGeometry @constructor @param {Object} options Parameters that alter the vertex buffers of the generated geometry. @return {Object} constructed geometry
BoxGeometry ( options )
javascript
Famous/engine
webgl-geometries/primitives/Box.js
https://github.com/Famous/engine/blob/master/webgl-geometries/primitives/Box.js
MIT
function PathStore () { this.items = []; this.paths = []; this.memo = {}; }
A class that can be used to associate any item with a path. Items and paths are kept in flat arrays for easy iteration and a memo is used to provide constant time lookup. @class
PathStore ( )
javascript
Famous/engine
core/PathStore.js
https://github.com/Famous/engine/blob/master/core/PathStore.js
MIT
PathStore.prototype.insert = function insert (path, item) { var paths = this.paths; var index = paths.indexOf(path); if (index !== -1) throw new Error('item already exists at path: ' + path); var i = 0; var targetDepth = PathUtils.depth(path); var targetIndex = PathUtils.index(path); // The item will be inserted at a point in the array // such that it is within its own breadth in the tree // that the paths represent while ( paths[i] && targetDepth >= PathUtils.depth(paths[i]) ) i++; // The item will be sorted within its breadth by index // in regard to its siblings. while ( paths[i] && targetDepth === PathUtils.depth(paths[i]) && targetIndex < PathUtils.index(paths[i]) ) i++; // insert the items in the path paths.splice(i, 0, path); this.items.splice(i, 0, item); // store the relationship between path and index in the memo this.memo[path] = i; // all items behind the inserted item are now no longer // accurately stored in the memo. Thus the memo must be cleared for // these items. for (var len = this.paths.length ; i < len ; i++) this.memo[this.paths[i]] = null; };
Associates an item with the given path. Errors if an item already exists at the given path. @method @param {String} path The path at which to insert the item @param {Any} item The item to associate with the given path. @return {undefined} undefined
insert ( path , item )
javascript
Famous/engine
core/PathStore.js
https://github.com/Famous/engine/blob/master/core/PathStore.js
MIT
PathStore.prototype.remove = function remove (path) { var paths = this.paths; var index = this.memo[path] ? this.memo[path] : paths.indexOf(path); if (index === -1) throw new Error('Cannot remove. No item exists at path: ' + path); paths.splice(index, 1); this.items.splice(index, 1); this.memo[path] = null; for (var len = this.paths.length ; index < len ; index++) this.memo[this.paths[index]] = null; };
Removes the the item from the store at the given path. Errors if no item exists at the given path. @method @param {String} path The path at which to remove the item. @return {undefined} undefined
remove ( path )
javascript
Famous/engine
core/PathStore.js
https://github.com/Famous/engine/blob/master/core/PathStore.js
MIT
PathStore.prototype.get = function get (path) { if (this.memo[path]) return this.items[this.memo[path]]; var index = this.paths.indexOf(path); if (index === -1) return void 0; this.memo[path] = index; return this.items[index]; };
Returns the item stored at the current path. Returns undefined if no item is stored at that path. @method @param {String} path The path to lookup the item for @return {Any | undefined} the item stored or undefined
get ( path )
javascript
Famous/engine
core/PathStore.js
https://github.com/Famous/engine/blob/master/core/PathStore.js
MIT
PathStore.prototype.getItems = function getItems () { return this.items; };
Returns an array of the items currently stored in this PathStore. @method @return {Array} items currently stored
getItems ( )
javascript
Famous/engine
core/PathStore.js
https://github.com/Famous/engine/blob/master/core/PathStore.js
MIT
PathStore.prototype.getPaths = function getPaths () { return this.paths; };
Returns an array of the paths currently stored in this PathStore. @method @return {Array} paths currently stored
getPaths ( )
javascript
Famous/engine
core/PathStore.js
https://github.com/Famous/engine/blob/master/core/PathStore.js
MIT
function Event () { this.propagationStopped = false; this.stopPropagation = stopPropagation; }
The Event class adds the stopPropagation functionality to the UIEvents within the scene graph. @constructor Event
Event ( )
javascript
Famous/engine
core/Event.js
https://github.com/Famous/engine/blob/master/core/Event.js
MIT
function stopPropagation () { this.propagationStopped = true; }
stopPropagation ends the bubbling of the event in the scene graph. @method stopPropagation @return {undefined} undefined
stopPropagation ( )
javascript
Famous/engine
core/Event.js
https://github.com/Famous/engine/blob/master/core/Event.js
MIT
function Channel() { if (typeof self !== 'undefined' && self.window !== self) { this._enterWorkerMode(); } }
Channels are being used for interacting with the UI Thread when running in a Web Worker or with the UIManager/ Compositor when running in single threaded mode (no Web Worker). @class Channel @constructor
Channel ( )
javascript
Famous/engine
core/Channel.js
https://github.com/Famous/engine/blob/master/core/Channel.js
MIT
Channel.prototype._enterWorkerMode = function _enterWorkerMode() { this._workerMode = true; var _this = this; self.addEventListener('message', function onmessage(ev) { _this.onMessage(ev.data); }); };
Called during construction. Subscribes for `message` event and routes all future `sendMessage` messages to the Main Thread ("UI Thread"). Primarily used for testing. @method @return {undefined} undefined
_enterWorkerMode ( )
javascript
Famous/engine
core/Channel.js
https://github.com/Famous/engine/blob/master/core/Channel.js
MIT
Channel.prototype.sendMessage = function sendMessage (message) { if (this._workerMode) { self.postMessage(message); } else { this.onmessage(message); } };
Sends a message to the UIManager. @param {Any} message Arbitrary message object. @return {undefined} undefined
sendMessage ( message )
javascript
Famous/engine
core/Channel.js
https://github.com/Famous/engine/blob/master/core/Channel.js
MIT
Channel.prototype.postMessage = function postMessage(message) { return this.onMessage(message); };
Sends a message to the manager of this channel (the `Famous` singleton) by invoking `onMessage`. Used for preserving API compatibility with Web Workers. @private @alias onMessage @param {Any} message a message to send over the channel @return {undefined} undefined
postMessage ( message )
javascript
Famous/engine
core/Channel.js
https://github.com/Famous/engine/blob/master/core/Channel.js
MIT
function Scene (selector, updater) { if (!selector) throw new Error('Scene needs to be created with a DOM selector'); if (!updater) throw new Error('Scene needs to be created with a class like Famous'); Node.call(this); // Scene inherits from node this._globalUpdater = updater; // The updater that will both // send messages to the renderers // and update dirty nodes this._selector = selector; // reference to the DOM selector // that represents the element // in the dom that this context // inhabits this.mount(selector); // Mount the context to itself // (it is its own parent) this._globalUpdater // message a request for the dom .message(Commands.NEED_SIZE_FOR) // size of the context so that .message(selector); // the scene graph has a total size this.show(); // the context begins shown (it's already present in the dom) }
Scene is the bottom of the scene graph. It is its own parent and provides the global updater to the scene graph. @class Scene @constructor @extends Node @param {String} selector a string which is a dom selector signifying which dom element the context should be set upon @param {Famous} updater a class which conforms to Famous' interface it needs to be able to send methods to the renderers and update nodes in the scene graph
Scene ( selector , updater )
javascript
Famous/engine
core/Scene.js
https://github.com/Famous/engine/blob/master/core/Scene.js
MIT
Scene.prototype.getUpdater = function getUpdater () { return this._updater; };
Scene getUpdater function returns the passed in updater @return {Famous} the updater for this Scene
getUpdater ( )
javascript
Famous/engine
core/Scene.js
https://github.com/Famous/engine/blob/master/core/Scene.js
MIT
Scene.prototype.getSelector = function getSelector () { return this._selector; };
Returns the selector that the context was instantiated with @return {String} dom selector
getSelector ( )
javascript
Famous/engine
core/Scene.js
https://github.com/Famous/engine/blob/master/core/Scene.js
MIT
Scene.prototype.getDispatch = function getDispatch () { console.warn('Scene#getDispatch is deprecated, require the dispatch directly'); return Dispatch; };
Returns the dispatcher of the context. Used to send events to the nodes in the scene graph. @return {Dispatch} the Scene's Dispatch @deprecated
getDispatch ( )
javascript
Famous/engine
core/Scene.js
https://github.com/Famous/engine/blob/master/core/Scene.js
MIT
Scene.prototype.onReceive = function onReceive (event, payload) { // TODO: In the future the dom element that the context is attached to // should have a representation as a component. It would be render sized // and the context would receive its size the same way that any render size // component receives its size. if (event === 'CONTEXT_RESIZE') { if (payload.length < 2) throw new Error( 'CONTEXT_RESIZE\'s payload needs to be at least a pair' + ' of pixel sizes' ); this.setSizeMode('absolute', 'absolute', 'absolute'); this.setAbsoluteSize(payload[0], payload[1], payload[2] ? payload[2] : 0); this._updater.message(Commands.WITH).message(this._selector).message(Commands.READY); } }; Scene.prototype.mount = function mount (path) { if (this.isMounted()) throw new Error('Scene is already mounted at: ' + this.getLocation()); Dispatch.mount(path, this); this._id = path; this._mounted = true; this._parent = this; TransformSystem.registerTransformAtPath(path); SizeSystem.registerSizeAtPath(path); }; module.exports = Scene;
Receives an event. If the event is 'CONTEXT_RESIZE' it sets the size of the scene graph to the payload, which must be an array of numbers of at least length three representing the pixel size in 3 dimensions. @param {String} event the name of the event being received @param {*} payload the object being sent @return {undefined} undefined
onReceive ( event , payload )
javascript
Famous/engine
core/Scene.js
https://github.com/Famous/engine/blob/master/core/Scene.js
MIT
Transform.prototype.reset = function reset () { this.parent = null; this.breakPoint = false; this.calculatingWorldMatrix = false; };
resets the transform state such that it no longer has a parent and is not a breakpoint. @method @return {undefined} undefined
reset ( )
javascript
Famous/engine
core/Transform.js
https://github.com/Famous/engine/blob/master/core/Transform.js
MIT
Transform.prototype.setParent = function setParent (parent) { this.parent = parent; };
sets the parent of this transform. @method @param {Transform} parent The transform class that parents this class @return {undefined} undefined
setParent ( parent )
javascript
Famous/engine
core/Transform.js
https://github.com/Famous/engine/blob/master/core/Transform.js
MIT
Transform.prototype.getParent = function getParent () { return this.parent; };
returns the parent of this transform @method @return {Transform | null} the parent of this transform if one exists
getParent ( )
javascript
Famous/engine
core/Transform.js
https://github.com/Famous/engine/blob/master/core/Transform.js
MIT
Transform.prototype.setBreakPoint = function setBreakPoint () { this.breakPoint = true; this.calculatingWorldMatrix = true; };
Makes this transform a breakpoint. This will cause it to calculate both a local (relative to the nearest ancestor breakpoint) and a world matrix (relative to the scene). @method @return {undefined} undefined
setBreakPoint ( )
javascript
Famous/engine
core/Transform.js
https://github.com/Famous/engine/blob/master/core/Transform.js
MIT
Transform.prototype.setCalculateWorldMatrix = function setCalculateWorldMatrix () { this.calculatingWorldMatrix = true; };
Set this node to calculate the world matrix. @method @return {undefined} undefined
setCalculateWorldMatrix ( )
javascript
Famous/engine
core/Transform.js
https://github.com/Famous/engine/blob/master/core/Transform.js
MIT
Transform.prototype.isBreakPoint = function isBreakPoint () { return this.breakPoint; };
returns whether or not this transform is a breakpoint. @method @return {Boolean} true if this transform is a breakpoint
isBreakPoint ( )
javascript
Famous/engine
core/Transform.js
https://github.com/Famous/engine/blob/master/core/Transform.js
MIT
Transform.prototype.getLocalTransform = function getLocalTransform () { return this.local; };
returns the local transform @method @return {Float32Array} local transform
getLocalTransform ( )
javascript
Famous/engine
core/Transform.js
https://github.com/Famous/engine/blob/master/core/Transform.js
MIT
Transform.prototype.getWorldTransform = function getWorldTransform () { if (!this.isBreakPoint() && !this.calculatingWorldMatrix) throw new Error('This transform is not calculating world transforms'); return this.global; };
returns the world transform. Requires that this transform is a breakpoint. @method @return {Float32Array} world transform.
getWorldTransform ( )
javascript
Famous/engine
core/Transform.js
https://github.com/Famous/engine/blob/master/core/Transform.js
MIT
Transform.prototype.calculate = function calculate (node) { if (!this.parent || this.parent.isBreakPoint()) return fromNode(node, this); else return fromNodeWithParent(node, this); };
Takes a node and calculates the proper transform from it. @method @param {Node} node the node to calculate the transform from @return {undefined} undefined
calculate ( node )
javascript
Famous/engine
core/Transform.js
https://github.com/Famous/engine/blob/master/core/Transform.js
MIT
function _vecOptionalSet (vec, index, val) { if (val != null && vec[index] !== val) { vec[index] = val; return true; } else return false; }
A private method to potentially set a value within an array. Will set the value if a value was given for the third argument and if that value is different than the value that is currently in the array at the given index. Returns true if a value was set and false if not. @method @param {Array} vec The array to set the value within @param {Number} index The index at which to set the value @param {Any} val The value to potentially set in the array @return {Boolean} whether or not a value was set
_vecOptionalSet ( vec , index , val )
javascript
Famous/engine
core/Transform.js
https://github.com/Famous/engine/blob/master/core/Transform.js
MIT
function setVec (vec, x, y, z, w) { var propagate = false; propagate = _vecOptionalSet(vec, 0, x) || propagate; propagate = _vecOptionalSet(vec, 1, y) || propagate; propagate = _vecOptionalSet(vec, 2, z) || propagate; if (w != null) propagate = _vecOptionalSet(vec, 3, w) || propagate; return propagate; }
private method to set values within an array. Returns whether or not the array has been changed. @method @param {Array} vec The vector to be operated upon @param {Number | null | undefined} x The x value of the vector @param {Number | null | undefined} y The y value of the vector @param {Number | null | undefined} z The z value of the vector @param {Number | null | undefined} w the w value of the vector @return {Boolean} whether or not the array was changed
setVec ( vec , x , y , z , w )
javascript
Famous/engine
core/Transform.js
https://github.com/Famous/engine/blob/master/core/Transform.js
MIT
Transform.prototype.getPosition = function getPosition () { return this.vectors.position; };
Gets the position component of the transform @method @return {Float32Array} the position component of the transform
getPosition ( )
javascript
Famous/engine
core/Transform.js
https://github.com/Famous/engine/blob/master/core/Transform.js
MIT
Transform.prototype.setPosition = function setPosition (x, y, z) { this.vectors.positionChanged = setVec(this.vectors.position, x, y, z); };
Sets the position component of the transform. @method @param {Number} x The x dimension of the position @param {Number} y The y dimension of the position @param {Number} z The z dimension of the position @return {undefined} undefined
setPosition ( x , y , z )
javascript
Famous/engine
core/Transform.js
https://github.com/Famous/engine/blob/master/core/Transform.js
MIT
Transform.prototype.getRotation = function getRotation () { return this.vectors.rotation; };
Gets the rotation component of the transform. Will return a quaternion. @method @return {Float32Array} the quaternion representation of the transform's rotation
getRotation ( )
javascript
Famous/engine
core/Transform.js
https://github.com/Famous/engine/blob/master/core/Transform.js
MIT
Transform.prototype.setRotation = function setRotation (x, y, z, w) { var quat = this.vectors.rotation; var qx, qy, qz, qw; if (w != null) { qx = x; qy = y; qz = z; qw = w; this._lastEulerVals[0] = null; this._lastEulerVals[1] = null; this._lastEulerVals[2] = null; this._lastEuler = false; } else { if (x == null || y == null || z == null) { if (this._lastEuler) { x = x == null ? this._lastEulerVals[0] : x; y = y == null ? this._lastEulerVals[1] : y; z = z == null ? this._lastEulerVals[2] : z; } else { var sp = -2 * (quat[1] * quat[2] - quat[3] * quat[0]); if (Math.abs(sp) > 0.99999) { y = y == null ? Math.PI * 0.5 * sp : y; x = x == null ? Math.atan2(-quat[0] * quat[2] + quat[3] * quat[1], 0.5 - quat[1] * quat[1] - quat[2] * quat[2]) : x; z = z == null ? 0 : z; } else { y = y == null ? Math.asin(sp) : y; x = x == null ? Math.atan2(quat[0] * quat[2] + quat[3] * quat[1], 0.5 - quat[0] * quat[0] - quat[1] * quat[1]) : x; z = z == null ? Math.atan2(quat[0] * quat[1] + quat[3] * quat[2], 0.5 - quat[0] * quat[0] - quat[2] * quat[2]) : z; } } } var hx = x * 0.5; var hy = y * 0.5; var hz = z * 0.5; var sx = Math.sin(hx); var sy = Math.sin(hy); var sz = Math.sin(hz); var cx = Math.cos(hx); var cy = Math.cos(hy); var cz = Math.cos(hz); var sysz = sy * sz; var cysz = cy * sz; var sycz = sy * cz; var cycz = cy * cz; qx = sx * cycz + cx * sysz; qy = cx * sycz - sx * cysz; qz = cx * cysz + sx * sycz; qw = cx * cycz - sx * sysz; this._lastEuler = true; this._lastEulerVals[0] = x; this._lastEulerVals[1] = y; this._lastEulerVals[2] = z; } this.vectors.rotationChanged = setVec(quat, qx, qy, qz, qw); };
Sets the rotation component of the transform. Can take either Euler angles or a quaternion. @method @param {Number} x The rotation about the x axis or the extent in the x dimension @param {Number} y The rotation about the y axis or the extent in the y dimension @param {Number} z The rotation about the z axis or the extent in the z dimension @param {Number} w The rotation about the proceeding vector @return {undefined} undefined
setRotation ( x , y , z , w )
javascript
Famous/engine
core/Transform.js
https://github.com/Famous/engine/blob/master/core/Transform.js
MIT
Transform.prototype.getScale = function getScale () { return this.vectors.scale; };
Gets the scale component of the transform @method @return {Float32Array} the scale component of the transform
getScale ( )
javascript
Famous/engine
core/Transform.js
https://github.com/Famous/engine/blob/master/core/Transform.js
MIT
Transform.prototype.setScale = function setScale (x, y, z) { this.vectors.scaleChanged = setVec(this.vectors.scale, x, y, z); };
Sets the scale component of the transform. @method @param {Number | null | undefined} x The x dimension of the scale @param {Number | null | undefined} y The y dimension of the scale @param {Number | null | undefined} z The z dimension of the scale @return {undefined} undefined
setScale ( x , y , z )
javascript
Famous/engine
core/Transform.js
https://github.com/Famous/engine/blob/master/core/Transform.js
MIT
Transform.prototype.getAlign = function getAlign () { return this.offsets.align; };
Gets the align value of the transform @method @return {Float32Array} the align value of the transform
getAlign ( )
javascript
Famous/engine
core/Transform.js
https://github.com/Famous/engine/blob/master/core/Transform.js
MIT
Transform.prototype.getMountPoint = function getMountPoint () { return this.offsets.mountPoint; };
Gets the mount point value of the transform. @method @return {Float32Array} the mount point of the transform
getMountPoint ( )
javascript
Famous/engine
core/Transform.js
https://github.com/Famous/engine/blob/master/core/Transform.js
MIT
Transform.prototype.getOrigin = function getOrigin () { return this.offsets.origin; };
Gets the origin of the transform. @method @return {Float32Array} the origin
getOrigin ( )
javascript
Famous/engine
core/Transform.js
https://github.com/Famous/engine/blob/master/core/Transform.js
MIT
Transform.prototype.calculateWorldMatrix = function calculateWorldMatrix () { var nearestBreakPoint = this.parent; while (nearestBreakPoint && !nearestBreakPoint.isBreakPoint()) nearestBreakPoint = nearestBreakPoint.parent; if (nearestBreakPoint) return multiply(this.global, nearestBreakPoint.getWorldTransform(), this.local); else { for (var i = 0; i < 16 ; i++) this.global[i] = this.local[i]; return false; } };
Calculates the world for this particular transform. @method @return {undefined} undefined
calculateWorldMatrix ( )
javascript
Famous/engine
core/Transform.js
https://github.com/Famous/engine/blob/master/core/Transform.js
MIT
function fromNode (node, transform) { var target = transform.getLocalTransform(); var mySize = node.getSize(); var vectors = transform.vectors; var offsets = transform.offsets; var parentSize = node.getParent().getSize(); var changed = 0; var t00 = target[0]; var t01 = target[1]; var t02 = target[2]; var t10 = target[4]; var t11 = target[5]; var t12 = target[6]; var t20 = target[8]; var t21 = target[9]; var t22 = target[10]; var t30 = target[12]; var t31 = target[13]; var t32 = target[14]; var posX = vectors.position[0]; var posY = vectors.position[1]; var posZ = vectors.position[2]; var rotX = vectors.rotation[0]; var rotY = vectors.rotation[1]; var rotZ = vectors.rotation[2]; var rotW = vectors.rotation[3]; var scaleX = vectors.scale[0]; var scaleY = vectors.scale[1]; var scaleZ = vectors.scale[2]; var alignX = offsets.align[0] * parentSize[0]; var alignY = offsets.align[1] * parentSize[1]; var alignZ = offsets.align[2] * parentSize[2]; var mountPointX = offsets.mountPoint[0] * mySize[0]; var mountPointY = offsets.mountPoint[1] * mySize[1]; var mountPointZ = offsets.mountPoint[2] * mySize[2]; var originX = offsets.origin[0] * mySize[0]; var originY = offsets.origin[1] * mySize[1]; var originZ = offsets.origin[2] * mySize[2]; var wx = rotW * rotX; var wy = rotW * rotY; var wz = rotW * rotZ; var xx = rotX * rotX; var yy = rotY * rotY; var zz = rotZ * rotZ; var xy = rotX * rotY; var xz = rotX * rotZ; var yz = rotY * rotZ; target[0] = (1 - 2 * (yy + zz)) * scaleX; target[1] = (2 * (xy + wz)) * scaleX; target[2] = (2 * (xz - wy)) * scaleX; target[3] = 0; target[4] = (2 * (xy - wz)) * scaleY; target[5] = (1 - 2 * (xx + zz)) * scaleY; target[6] = (2 * (yz + wx)) * scaleY; target[7] = 0; target[8] = (2 * (xz + wy)) * scaleZ; target[9] = (2 * (yz - wx)) * scaleZ; target[10] = (1 - 2 * (xx + yy)) * scaleZ; target[11] = 0; target[12] = alignX + posX - mountPointX + originX - (target[0] * originX + target[4] * originY + target[8] * originZ); target[13] = alignY + posY - mountPointY + originY - (target[1] * originX + target[5] * originY + target[9] * originZ); target[14] = alignZ + posZ - mountPointZ + originZ - (target[2] * originX + target[6] * originY + target[10] * originZ); target[15] = 1; if (transform.calculatingWorldMatrix && transform.calculateWorldMatrix()) changed |= Transform.WORLD_CHANGED; if (t00 !== target[0] || t01 !== target[1] || t02 !== target[2] || t10 !== target[4] || t11 !== target[5] || t12 !== target[6] || t20 !== target[8] || t21 !== target[9] || t22 !== target[10] || t30 !== target[12] || t31 !== target[13] || t32 !== target[14]) changed |= Transform.LOCAL_CHANGED; return changed; }
Private function. Creates a transformation matrix from a Node's spec. @param {Node} node the node to create a transform for @param {Transform} transform transform to apply @return {Boolean} whether or not the target array was changed
fromNode ( node , transform )
javascript
Famous/engine
core/Transform.js
https://github.com/Famous/engine/blob/master/core/Transform.js
MIT
function fromNodeWithParent (node, transform) { var target = transform.getLocalTransform(); var parentMatrix = transform.parent.getLocalTransform(); var mySize = node.getSize(); var vectors = transform.vectors; var offsets = transform.offsets; var parentSize = node.getParent().getSize(); var changed = false; // local cache of everything var t00 = target[0]; var t01 = target[1]; var t02 = target[2]; var t10 = target[4]; var t11 = target[5]; var t12 = target[6]; var t20 = target[8]; var t21 = target[9]; var t22 = target[10]; var t30 = target[12]; var t31 = target[13]; var t32 = target[14]; var p00 = parentMatrix[0]; var p01 = parentMatrix[1]; var p02 = parentMatrix[2]; var p10 = parentMatrix[4]; var p11 = parentMatrix[5]; var p12 = parentMatrix[6]; var p20 = parentMatrix[8]; var p21 = parentMatrix[9]; var p22 = parentMatrix[10]; var p30 = parentMatrix[12]; var p31 = parentMatrix[13]; var p32 = parentMatrix[14]; var posX = vectors.position[0]; var posY = vectors.position[1]; var posZ = vectors.position[2]; var rotX = vectors.rotation[0]; var rotY = vectors.rotation[1]; var rotZ = vectors.rotation[2]; var rotW = vectors.rotation[3]; var scaleX = vectors.scale[0]; var scaleY = vectors.scale[1]; var scaleZ = vectors.scale[2]; var alignX = offsets.align[0] * parentSize[0]; var alignY = offsets.align[1] * parentSize[1]; var alignZ = offsets.align[2] * parentSize[2]; var mountPointX = offsets.mountPoint[0] * mySize[0]; var mountPointY = offsets.mountPoint[1] * mySize[1]; var mountPointZ = offsets.mountPoint[2] * mySize[2]; var originX = offsets.origin[0] * mySize[0]; var originY = offsets.origin[1] * mySize[1]; var originZ = offsets.origin[2] * mySize[2]; var wx = rotW * rotX; var wy = rotW * rotY; var wz = rotW * rotZ; var xx = rotX * rotX; var yy = rotY * rotY; var zz = rotZ * rotZ; var xy = rotX * rotY; var xz = rotX * rotZ; var yz = rotY * rotZ; var rs0 = (1 - 2 * (yy + zz)) * scaleX; var rs1 = (2 * (xy + wz)) * scaleX; var rs2 = (2 * (xz - wy)) * scaleX; var rs3 = (2 * (xy - wz)) * scaleY; var rs4 = (1 - 2 * (xx + zz)) * scaleY; var rs5 = (2 * (yz + wx)) * scaleY; var rs6 = (2 * (xz + wy)) * scaleZ; var rs7 = (2 * (yz - wx)) * scaleZ; var rs8 = (1 - 2 * (xx + yy)) * scaleZ; var tx = alignX + posX - mountPointX + originX - (rs0 * originX + rs3 * originY + rs6 * originZ); var ty = alignY + posY - mountPointY + originY - (rs1 * originX + rs4 * originY + rs7 * originZ); var tz = alignZ + posZ - mountPointZ + originZ - (rs2 * originX + rs5 * originY + rs8 * originZ); target[0] = p00 * rs0 + p10 * rs1 + p20 * rs2; target[1] = p01 * rs0 + p11 * rs1 + p21 * rs2; target[2] = p02 * rs0 + p12 * rs1 + p22 * rs2; target[3] = 0; target[4] = p00 * rs3 + p10 * rs4 + p20 * rs5; target[5] = p01 * rs3 + p11 * rs4 + p21 * rs5; target[6] = p02 * rs3 + p12 * rs4 + p22 * rs5; target[7] = 0; target[8] = p00 * rs6 + p10 * rs7 + p20 * rs8; target[9] = p01 * rs6 + p11 * rs7 + p21 * rs8; target[10] = p02 * rs6 + p12 * rs7 + p22 * rs8; target[11] = 0; target[12] = p00 * tx + p10 * ty + p20 * tz + p30; target[13] = p01 * tx + p11 * ty + p21 * tz + p31; target[14] = p02 * tx + p12 * ty + p22 * tz + p32; target[15] = 1; if (transform.calculatingWorldMatrix && transform.calculateWorldMatrix()) changed |= Transform.WORLD_CHANGED; if (t00 !== target[0] || t01 !== target[1] || t02 !== target[2] || t10 !== target[4] || t11 !== target[5] || t12 !== target[6] || t20 !== target[8] || t21 !== target[9] || t22 !== target[10] || t30 !== target[12] || t31 !== target[13] || t32 !== target[14]) changed |= Transform.LOCAL_CHANGED; return changed; }
Private function. Uses the parent transform, the node's spec, the node's size, and the parent's size to calculate a final transform for the node. Returns true if the transform has changed. @private @param {Node} node the node to create a transform for @param {Transform} transform transform to apply @return {Boolean} whether or not the transform changed
fromNodeWithParent ( node , transform )
javascript
Famous/engine
core/Transform.js
https://github.com/Famous/engine/blob/master/core/Transform.js
MIT
function multiply (out, a, b) { var a00 = a[0], a01 = a[1], a02 = a[2], a10 = a[4], a11 = a[5], a12 = a[6], a20 = a[8], a21 = a[9], a22 = a[10], a30 = a[12], a31 = a[13], a32 = a[14]; var changed = false; var res; // Cache only the current line of the second matrix var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; res = b0*a00 + b1*a10 + b2*a20 + b3*a30; changed = changed ? changed : out[0] === res; out[0] = res; res = b0*a01 + b1*a11 + b2*a21 + b3*a31; changed = changed ? changed : out[1] === res; out[1] = res; res = b0*a02 + b1*a12 + b2*a22 + b3*a32; changed = changed ? changed : out[2] === res; out[2] = res; out[3] = 0; b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7]; res = b0*a00 + b1*a10 + b2*a20 + b3*a30; changed = changed ? changed : out[4] === res; out[4] = res; res = b0*a01 + b1*a11 + b2*a21 + b3*a31; changed = changed ? changed : out[5] === res; out[5] = res; res = b0*a02 + b1*a12 + b2*a22 + b3*a32; changed = changed ? changed : out[6] === res; out[6] = res; out[7] = 0; b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11]; res = b0*a00 + b1*a10 + b2*a20 + b3*a30; changed = changed ? changed : out[8] === res; out[8] = res; res = b0*a01 + b1*a11 + b2*a21 + b3*a31; changed = changed ? changed : out[9] === res; out[9] = res; res = b0*a02 + b1*a12 + b2*a22 + b3*a32; changed = changed ? changed : out[10] === res; out[10] = res; out[11] = 0; b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15]; res = b0*a00 + b1*a10 + b2*a20 + b3*a30; changed = changed ? changed : out[12] === res; out[12] = res; res = b0*a01 + b1*a11 + b2*a21 + b3*a31; changed = changed ? changed : out[13] === res; out[13] = res; res = b0*a02 + b1*a12 + b2*a22 + b3*a32; changed = changed ? changed : out[14] === res; out[14] = res; out[15] = 1; return changed; }
private method to multiply two transforms. @method @param {Array} out The array to write the result to @param {Array} a the left hand transform @param {Array} b the right hand transform @return {undefined} undefined
multiply ( out , a , b )
javascript
Famous/engine
core/Transform.js
https://github.com/Famous/engine/blob/master/core/Transform.js
MIT
Transform.prototype.setOrigin = function setOrigin (x, y, z) { this.offsets.originChanged = setVec(this.offsets.origin, x, y, z != null ? z - 0.5 : z); }; /** * Calculates the world for this particular transform. * * @method * * @return {undefined} undefined */ Transform.prototype.calculateWorldMatrix = function calculateWorldMatrix () { var nearestBreakPoint = this.parent; while (nearestBreakPoint && !nearestBreakPoint.isBreakPoint()) nearestBreakPoint = nearestBreakPoint.parent; if (nearestBreakPoint) return multiply(this.global, nearestBreakPoint.getWorldTransform(), this.local); else { for (var i = 0; i < 16 ; i++) this.global[i] = this.local[i]; return false; } }; /** * Private function. Creates a transformation matrix from a Node's spec. * * @param {Node} node the node to create a transform for * @param {Transform} transform transform to apply * * @return {Boolean} whether or not the target array was changed */ function fromNode (node, transform) { var target = transform.getLocalTransform(); var mySize = node.getSize(); var vectors = transform.vectors; var offsets = transform.offsets; var parentSize = node.getParent().getSize(); var changed = 0; var t00 = target[0]; var t01 = target[1]; var t02 = target[2]; var t10 = target[4]; var t11 = target[5]; var t12 = target[6]; var t20 = target[8]; var t21 = target[9]; var t22 = target[10]; var t30 = target[12]; var t31 = target[13]; var t32 = target[14]; var posX = vectors.position[0]; var posY = vectors.position[1]; var posZ = vectors.position[2]; var rotX = vectors.rotation[0]; var rotY = vectors.rotation[1]; var rotZ = vectors.rotation[2]; var rotW = vectors.rotation[3]; var scaleX = vectors.scale[0]; var scaleY = vectors.scale[1]; var scaleZ = vectors.scale[2]; var alignX = offsets.align[0] * parentSize[0]; var alignY = offsets.align[1] * parentSize[1]; var alignZ = offsets.align[2] * parentSize[2]; var mountPointX = offsets.mountPoint[0] * mySize[0]; var mountPointY = offsets.mountPoint[1] * mySize[1]; var mountPointZ = offsets.mountPoint[2] * mySize[2]; var originX = offsets.origin[0] * mySize[0]; var originY = offsets.origin[1] * mySize[1]; var originZ = offsets.origin[2] * mySize[2]; var wx = rotW * rotX; var wy = rotW * rotY; var wz = rotW * rotZ; var xx = rotX * rotX; var yy = rotY * rotY; var zz = rotZ * rotZ; var xy = rotX * rotY; var xz = rotX * rotZ; var yz = rotY * rotZ; target[0] = (1 - 2 * (yy + zz)) * scaleX; target[1] = (2 * (xy + wz)) * scaleX; target[2] = (2 * (xz - wy)) * scaleX; target[3] = 0; target[4] = (2 * (xy - wz)) * scaleY; target[5] = (1 - 2 * (xx + zz)) * scaleY; target[6] = (2 * (yz + wx)) * scaleY; target[7] = 0; target[8] = (2 * (xz + wy)) * scaleZ; target[9] = (2 * (yz - wx)) * scaleZ; target[10] = (1 - 2 * (xx + yy)) * scaleZ; target[11] = 0; target[12] = alignX + posX - mountPointX + originX - (target[0] * originX + target[4] * originY + target[8] * originZ); target[13] = alignY + posY - mountPointY + originY - (target[1] * originX + target[5] * originY + target[9] * originZ); target[14] = alignZ + posZ - mountPointZ + originZ - (target[2] * originX + target[6] * originY + target[10] * originZ); target[15] = 1; if (transform.calculatingWorldMatrix && transform.calculateWorldMatrix()) changed |= Transform.WORLD_CHANGED; if (t00 !== target[0] || t01 !== target[1] || t02 !== target[2] || t10 !== target[4] || t11 !== target[5] || t12 !== target[6] || t20 !== target[8] || t21 !== target[9] || t22 !== target[10] || t30 !== target[12] || t31 !== target[13] || t32 !== target[14]) changed |= Transform.LOCAL_CHANGED; return changed; } /** * Private function. Uses the parent transform, the node's spec, the node's size, and the parent's size * to calculate a final transform for the node. Returns true if the transform has changed. * * @private * * @param {Node} node the node to create a transform for * @param {Transform} transform transform to apply * * @return {Boolean} whether or not the transform changed */ function fromNodeWithParent (node, transform) { var target = transform.getLocalTransform(); var parentMatrix = transform.parent.getLocalTransform(); var mySize = node.getSize(); var vectors = transform.vectors; var offsets = transform.offsets; var parentSize = node.getParent().getSize(); var changed = false; // local cache of everything var t00 = target[0]; var t01 = target[1]; var t02 = target[2]; var t10 = target[4]; var t11 = target[5]; var t12 = target[6]; var t20 = target[8]; var t21 = target[9]; var t22 = target[10]; var t30 = target[12]; var t31 = target[13]; var t32 = target[14]; var p00 = parentMatrix[0]; var p01 = parentMatrix[1]; var p02 = parentMatrix[2]; var p10 = parentMatrix[4]; var p11 = parentMatrix[5]; var p12 = parentMatrix[6]; var p20 = parentMatrix[8]; var p21 = parentMatrix[9]; var p22 = parentMatrix[10]; var p30 = parentMatrix[12]; var p31 = parentMatrix[13]; var p32 = parentMatrix[14]; var posX = vectors.position[0]; var posY = vectors.position[1]; var posZ = vectors.position[2]; var rotX = vectors.rotation[0]; var rotY = vectors.rotation[1]; var rotZ = vectors.rotation[2]; var rotW = vectors.rotation[3]; var scaleX = vectors.scale[0]; var scaleY = vectors.scale[1]; var scaleZ = vectors.scale[2]; var alignX = offsets.align[0] * parentSize[0]; var alignY = offsets.align[1] * parentSize[1]; var alignZ = offsets.align[2] * parentSize[2]; var mountPointX = offsets.mountPoint[0] * mySize[0]; var mountPointY = offsets.mountPoint[1] * mySize[1]; var mountPointZ = offsets.mountPoint[2] * mySize[2]; var originX = offsets.origin[0] * mySize[0]; var originY = offsets.origin[1] * mySize[1]; var originZ = offsets.origin[2] * mySize[2]; var wx = rotW * rotX; var wy = rotW * rotY; var wz = rotW * rotZ; var xx = rotX * rotX; var yy = rotY * rotY; var zz = rotZ * rotZ; var xy = rotX * rotY; var xz = rotX * rotZ; var yz = rotY * rotZ; var rs0 = (1 - 2 * (yy + zz)) * scaleX; var rs1 = (2 * (xy + wz)) * scaleX; var rs2 = (2 * (xz - wy)) * scaleX; var rs3 = (2 * (xy - wz)) * scaleY; var rs4 = (1 - 2 * (xx + zz)) * scaleY; var rs5 = (2 * (yz + wx)) * scaleY; var rs6 = (2 * (xz + wy)) * scaleZ; var rs7 = (2 * (yz - wx)) * scaleZ; var rs8 = (1 - 2 * (xx + yy)) * scaleZ; var tx = alignX + posX - mountPointX + originX - (rs0 * originX + rs3 * originY + rs6 * originZ); var ty = alignY + posY - mountPointY + originY - (rs1 * originX + rs4 * originY + rs7 * originZ); var tz = alignZ + posZ - mountPointZ + originZ - (rs2 * originX + rs5 * originY + rs8 * originZ); target[0] = p00 * rs0 + p10 * rs1 + p20 * rs2; target[1] = p01 * rs0 + p11 * rs1 + p21 * rs2; target[2] = p02 * rs0 + p12 * rs1 + p22 * rs2; target[3] = 0; target[4] = p00 * rs3 + p10 * rs4 + p20 * rs5; target[5] = p01 * rs3 + p11 * rs4 + p21 * rs5; target[6] = p02 * rs3 + p12 * rs4 + p22 * rs5; target[7] = 0; target[8] = p00 * rs6 + p10 * rs7 + p20 * rs8; target[9] = p01 * rs6 + p11 * rs7 + p21 * rs8; target[10] = p02 * rs6 + p12 * rs7 + p22 * rs8; target[11] = 0; target[12] = p00 * tx + p10 * ty + p20 * tz + p30; target[13] = p01 * tx + p11 * ty + p21 * tz + p31; target[14] = p02 * tx + p12 * ty + p22 * tz + p32; target[15] = 1; if (transform.calculatingWorldMatrix && transform.calculateWorldMatrix()) changed |= Transform.WORLD_CHANGED; if (t00 !== target[0] || t01 !== target[1] || t02 !== target[2] || t10 !== target[4] || t11 !== target[5] || t12 !== target[6] || t20 !== target[8] || t21 !== target[9] || t22 !== target[10] || t30 !== target[12] || t31 !== target[13] || t32 !== target[14]) changed |= Transform.LOCAL_CHANGED; return changed; } /** * private method to multiply two transforms. * * @method * * @param {Array} out The array to write the result to * @param {Array} a the left hand transform * @param {Array} b the right hand transform * * @return {undefined} undefined */ function multiply (out, a, b) { var a00 = a[0], a01 = a[1], a02 = a[2], a10 = a[4], a11 = a[5], a12 = a[6], a20 = a[8], a21 = a[9], a22 = a[10], a30 = a[12], a31 = a[13], a32 = a[14]; var changed = false; var res; // Cache only the current line of the second matrix var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; res = b0*a00 + b1*a10 + b2*a20 + b3*a30; changed = changed ? changed : out[0] === res; out[0] = res; res = b0*a01 + b1*a11 + b2*a21 + b3*a31; changed = changed ? changed : out[1] === res; out[1] = res; res = b0*a02 + b1*a12 + b2*a22 + b3*a32; changed = changed ? changed : out[2] === res; out[2] = res; out[3] = 0; b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7]; res = b0*a00 + b1*a10 + b2*a20 + b3*a30; changed = changed ? changed : out[4] === res; out[4] = res; res = b0*a01 + b1*a11 + b2*a21 + b3*a31; changed = changed ? changed : out[5] === res; out[5] = res; res = b0*a02 + b1*a12 + b2*a22 + b3*a32; changed = changed ? changed : out[6] === res; out[6] = res; out[7] = 0; b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11]; res = b0*a00 + b1*a10 + b2*a20 + b3*a30; changed = changed ? changed : out[8] === res; out[8] = res; res = b0*a01 + b1*a11 + b2*a21 + b3*a31; changed = changed ? changed : out[9] === res; out[9] = res; res = b0*a02 + b1*a12 + b2*a22 + b3*a32; changed = changed ? changed : out[10] === res; out[10] = res; out[11] = 0; b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15]; res = b0*a00 + b1*a10 + b2*a20 + b3*a30; changed = changed ? changed : out[12] === res; out[12] = res; res = b0*a01 + b1*a11 + b2*a21 + b3*a31; changed = changed ? changed : out[13] === res; out[13] = res; res = b0*a02 + b1*a12 + b2*a22 + b3*a32; changed = changed ? changed : out[14] === res; out[14] = res; out[15] = 1; return changed; } module.exports = Transform;
Sets the origin of the transform. @method @param {Number | null | undefined} x the x dimension of the origin @param {Number | null | undefined} y the y dimension of the origin @param {Number | null | undefined} z the z dimension of the origin @return {undefined} undefined
setOrigin ( x , y , z )
javascript
Famous/engine
core/Transform.js
https://github.com/Famous/engine/blob/master/core/Transform.js
MIT
function Size (parent) { this.finalSize = new Float32Array(3); this.sizeChanged = false; this.sizeMode = new Uint8Array(3); this.sizeModeChanged = false; this.absoluteSize = new Float32Array(3); this.absoluteSizeChanged = false; this.proportionalSize = new Float32Array(ONES); this.proportionalSizeChanged = false; this.differentialSize = new Float32Array(3); this.differentialSizeChanged = false; this.renderSize = new Float32Array(3); this.renderSizeChanged = false; this.parent = parent != null ? parent : null; }
The Size class is responsible for processing Size from a node @constructor Size @param {Size} parent the parent size
Size ( parent )
javascript
Famous/engine
core/Size.js
https://github.com/Famous/engine/blob/master/core/Size.js
MIT
function setVec (vec, x, y, z) { var propagate = false; propagate = _vecOptionalSet(vec, 0, x) || propagate; propagate = _vecOptionalSet(vec, 1, y) || propagate; propagate = _vecOptionalSet(vec, 2, z) || propagate; return propagate; }
Private method which sets three values within an array of three using _vecOptionalSet. Returns whether anything has changed. @method @param {Array} vec The array to set the values of @param {Any} x The first value to set within the array @param {Any} y The second value to set within the array @param {Any} z The third value to set within the array @return {Boolean} whether anything has changed
setVec ( vec , x , y , z )
javascript
Famous/engine
core/Size.js
https://github.com/Famous/engine/blob/master/core/Size.js
MIT
function resolveSizeMode (val) { if (val.constructor === String) { switch (val.toLowerCase()) { case 'relative': case 'default': return Size.RELATIVE; case 'absolute': return Size.ABSOLUTE; case 'render': return Size.RENDER; default: throw new Error('unknown size mode: ' + val); } } else if (val < 0 || val > Size.RENDER) throw new Error('unknown size mode: ' + val); return val; }
Private method to allow for polymorphism in the size mode such that strings or the numbers from the enumeration can be used. @method @param {String|Number} val The Size mode to resolve. @return {Number} the resolved size mode from the enumeration.
resolveSizeMode ( val )
javascript
Famous/engine
core/Size.js
https://github.com/Famous/engine/blob/master/core/Size.js
MIT
Size.prototype.setParent = function setParent (parent) { this.parent = parent; return this; };
Sets the parent of this size. @method @param {Size} parent The parent size component @return {Size} this
setParent ( parent )
javascript
Famous/engine
core/Size.js
https://github.com/Famous/engine/blob/master/core/Size.js
MIT
Size.prototype.getParent = function getParent () { return this.parent; };
Gets the parent of this size. @method @returns {Size|undefined} the parent if one exists
getParent ( )
javascript
Famous/engine
core/Size.js
https://github.com/Famous/engine/blob/master/core/Size.js
MIT
Size.prototype.setSizeMode = function setSizeMode (x, y, z) { if (x != null) x = resolveSizeMode(x); if (y != null) y = resolveSizeMode(y); if (z != null) z = resolveSizeMode(z); this.sizeModeChanged = setVec(this.sizeMode, x, y, z); return this; };
Gets the size mode of this size representation @method @param {Number} x the size mode to use for the width @param {Number} y the size mode to use for the height @param {Number} z the size mode to use for the depth @return {array} array of size modes
setSizeMode ( x , y , z )
javascript
Famous/engine
core/Size.js
https://github.com/Famous/engine/blob/master/core/Size.js
MIT
Size.prototype.getSizeMode = function getSizeMode () { return this.sizeMode; };
Returns the size mode of this component. @method @return {Array} the current size mode of the this.
getSizeMode ( )
javascript
Famous/engine
core/Size.js
https://github.com/Famous/engine/blob/master/core/Size.js
MIT
Size.prototype.setAbsolute = function setAbsolute (x, y, z) { this.absoluteSizeChanged = setVec(this.absoluteSize, x, y, z); return this; };
Sets the absolute size of this size representation. @method @param {Number} x The x dimension of the absolute size @param {Number} y The y dimension of the absolute size @param {Number} z The z dimension of the absolute size @return {Size} this
setAbsolute ( x , y , z )
javascript
Famous/engine
core/Size.js
https://github.com/Famous/engine/blob/master/core/Size.js
MIT
Size.prototype.getAbsolute = function getAbsolute () { return this.absoluteSize; };
Gets the absolute size of this size representation @method @return {array} array of absolute size
getAbsolute ( )
javascript
Famous/engine
core/Size.js
https://github.com/Famous/engine/blob/master/core/Size.js
MIT
Size.prototype.setProportional = function setProportional (x, y, z) { this.proportionalSizeChanged = setVec(this.proportionalSize, x, y, z); return this; };
Sets the proportional size of this size representation. @method @param {Number} x The x dimension of the proportional size @param {Number} y The y dimension of the proportional size @param {Number} z The z dimension of the proportional size @return {Size} this
setProportional ( x , y , z )
javascript
Famous/engine
core/Size.js
https://github.com/Famous/engine/blob/master/core/Size.js
MIT
Size.prototype.getProportional = function getProportional () { return this.proportionalSize; };
Gets the propotional size of this size representation @method @return {array} array of proportional size
getProportional ( )
javascript
Famous/engine
core/Size.js
https://github.com/Famous/engine/blob/master/core/Size.js
MIT
Size.prototype.setDifferential = function setDifferential (x, y, z) { this.differentialSizeChanged = setVec(this.differentialSize, x, y, z); return this; };
Sets the differential size of this size representation. @method @param {Number} x The x dimension of the differential size @param {Number} y The y dimension of the differential size @param {Number} z The z dimension of the differential size @return {Size} this
setDifferential ( x , y , z )
javascript
Famous/engine
core/Size.js
https://github.com/Famous/engine/blob/master/core/Size.js
MIT
Size.prototype.getDifferential = function getDifferential () { return this.differentialSize; };
Gets the differential size of this size representation @method @return {array} array of differential size
getDifferential ( )
javascript
Famous/engine
core/Size.js
https://github.com/Famous/engine/blob/master/core/Size.js
MIT
Size.prototype.get = function get () { return this.finalSize; };
Sets the size of this size representation. @method @param {Number} x The x dimension of the size @param {Number} y The y dimension of the size @param {Number} z The z dimension of the size @return {Size} this
get ( )
javascript
Famous/engine
core/Size.js
https://github.com/Famous/engine/blob/master/core/Size.js
MIT
Size.prototype.fromComponents = function fromComponents (components) { var mode = this.sizeMode; var target = this.finalSize; var parentSize = this.parent ? this.parent.get() : ZEROS; var prev; var changed = false; var len = components.length; var j; for (var i = 0 ; i < 3 ; i++) { prev = target[i]; switch (mode[i]) { case Size.RELATIVE: target[i] = parentSize[i] * this.proportionalSize[i] + this.differentialSize[i]; break; case Size.ABSOLUTE: target[i] = this.absoluteSize[i]; break; case Size.RENDER: var candidate; var component; for (j = 0; j < len ; j++) { component = components[j]; if (component && component.getRenderSize) { candidate = component.getRenderSize()[i]; target[i] = target[i] < candidate || target[i] === 0 ? candidate : target[i]; } } break; } changed = changed || prev !== target[i]; } this.sizeChanged = changed; return changed; };
fromSpecWithParent takes the parent node's size, the target node's spec, and a target array to write to. Using the node's size mode it calculates a final size for the node from the node's spec. Returns whether or not the final size has changed from its last value. @method @param {Array} components the node's components @return {Boolean} true if the size of the node has changed.
fromComponents ( components )
javascript
Famous/engine
core/Size.js
https://github.com/Famous/engine/blob/master/core/Size.js
MIT
function SizeSystem () { this.pathStore = new PathStore(); }
The size system is used to calculate size throughout the scene graph. It holds size components and operates upon them. @constructor
SizeSystem ( )
javascript
Famous/engine
core/SizeSystem.js
https://github.com/Famous/engine/blob/master/core/SizeSystem.js
MIT
SizeSystem.prototype.registerSizeAtPath = function registerSizeAtPath (path, size) { if (!PathUtils.depth(path)) return this.pathStore.insert(path, size ? size : new Size()); var parent = this.pathStore.get(PathUtils.parent(path)); if (!parent) throw new Error( 'No parent size registered at expected path: ' + PathUtils.parent(path) ); if (size) size.setParent(parent); this.pathStore.insert(path, size ? size : new Size(parent)); };
Registers a size component to a give path. A size component can be passed as the second argument or a default one will be created. Throws if no size component has been added at the parent path. @method @param {String} path The path at which to register the size component @param {Size | undefined} size The size component to be registered or undefined. @return {undefined} undefined
registerSizeAtPath ( path , size )
javascript
Famous/engine
core/SizeSystem.js
https://github.com/Famous/engine/blob/master/core/SizeSystem.js
MIT
SizeSystem.prototype.deregisterSizeAtPath = function deregisterSizeAtPath(path) { this.pathStore.remove(path); };
Removes the size component from the given path. Will throw if no component is at that path @method @param {String} path The path at which to remove the size. @return {undefined} undefined
deregisterSizeAtPath ( path )
javascript
Famous/engine
core/SizeSystem.js
https://github.com/Famous/engine/blob/master/core/SizeSystem.js
MIT
SizeSystem.prototype.get = function get (path) { return this.pathStore.get(path); };
Returns the size component stored at a given path. Returns undefined if no size component is registered to that path. @method @param {String} path The path at which to get the size component. @return {undefined} undefined
get ( path )
javascript
Famous/engine
core/SizeSystem.js
https://github.com/Famous/engine/blob/master/core/SizeSystem.js
MIT
SizeSystem.prototype.update = function update () { var sizes = this.pathStore.getItems(); var paths = this.pathStore.getPaths(); var node; var size; var i; var len; var components; for (i = 0, len = sizes.length ; i < len ; i++) { node = Dispatch.getNode(paths[i]); components = node.getComponents(); if (!node) continue; size = sizes[i]; if (size.sizeModeChanged) sizeModeChanged(node, components, size); if (size.absoluteSizeChanged) absoluteSizeChanged(node, components, size); if (size.proportionalSizeChanged) proportionalSizeChanged(node, components, size); if (size.differentialSizeChanged) differentialSizeChanged(node, components, size); if (size.renderSizeChanged) renderSizeChanged(node, components, size); if (size.fromComponents(components)) sizeChanged(node, components, size); } };
Updates the sizes in the scene graph. Called internally by the famous engine. @method @return {undefined} undefined
update ( )
javascript
Famous/engine
core/SizeSystem.js
https://github.com/Famous/engine/blob/master/core/SizeSystem.js
MIT
function sizeModeChanged (node, components, size) { var sizeMode = size.getSizeMode(); var x = sizeMode[0]; var y = sizeMode[1]; var z = sizeMode[2]; if (node.onSizeModeChange) node.onSizeModeChange(x, y, z); for (var i = 0, len = components.length ; i < len ; i++) if (components[i] && components[i].onSizeModeChange) components[i].onSizeModeChange(x, y, z); size.sizeModeChanged = false; }
Private method to alert the node and components that size mode changed. @method @private @param {Node} node Node to potentially call sizeModeChanged on @param {Array} components a list of the nodes' components @param {Size} size the size class for the Node @return {undefined} undefined
sizeModeChanged ( node , components , size )
javascript
Famous/engine
core/SizeSystem.js
https://github.com/Famous/engine/blob/master/core/SizeSystem.js
MIT
function absoluteSizeChanged (node, components, size) { var absoluteSize = size.getAbsolute(); var x = absoluteSize[0]; var y = absoluteSize[1]; var z = absoluteSize[2]; if (node.onAbsoluteSizeChange) node.onAbsoluteSizeChange(x, y, z); for (var i = 0, len = components.length ; i < len ; i++) if (components[i] && components[i].onAbsoluteSizeChange) components[i].onAbsoluteSizeChange(x, y, z); size.absoluteSizeChanged = false; }
Private method to alert the node and components that absoluteSize changed. @method @private @param {Node} node Node to potentially call onAbsoluteSizeChange on @param {Array} components a list of the nodes' components @param {Size} size the size class for the Node @return {undefined} undefined
absoluteSizeChanged ( node , components , size )
javascript
Famous/engine
core/SizeSystem.js
https://github.com/Famous/engine/blob/master/core/SizeSystem.js
MIT
function proportionalSizeChanged (node, components, size) { var proportionalSize = size.getProportional(); var x = proportionalSize[0]; var y = proportionalSize[1]; var z = proportionalSize[2]; if (node.onProportionalSizeChange) node.onProportionalSizeChange(x, y, z); for (var i = 0, len = components.length ; i < len ; i++) if (components[i] && components[i].onProportionalSizeChange) components[i].onProportionalSizeChange(x, y, z); size.proportionalSizeChanged = false; }
Private method to alert the node and components that the proportional size changed. @method @private @param {Node} node Node to potentially call onProportionalSizeChange on @param {Array} components a list of the nodes' components @param {Size} size the size class for the Node @return {undefined} undefined
proportionalSizeChanged ( node , components , size )
javascript
Famous/engine
core/SizeSystem.js
https://github.com/Famous/engine/blob/master/core/SizeSystem.js
MIT
function differentialSizeChanged (node, components, size) { var differentialSize = size.getDifferential(); var x = differentialSize[0]; var y = differentialSize[1]; var z = differentialSize[2]; if (node.onDifferentialSizeChange) node.onDifferentialSizeChange(x, y, z); for (var i = 0, len = components.length ; i < len ; i++) if (components[i] && components[i].onDifferentialSizeChange) components[i].onDifferentialSizeChange(x, y, z); size.differentialSizeChanged = false; }
Private method to alert the node and components that differential size changed. @method @private @param {Node} node Node to potentially call onDifferentialSize on @param {Array} components a list of the nodes' components @param {Size} size the size class for the Node @return {undefined} undefined
differentialSizeChanged ( node , components , size )
javascript
Famous/engine
core/SizeSystem.js
https://github.com/Famous/engine/blob/master/core/SizeSystem.js
MIT
function renderSizeChanged (node, components, size) { var renderSize = size.getRenderSize(); var x = renderSize[0]; var y = renderSize[1]; var z = renderSize[2]; if (node.onRenderSizeChange) node.onRenderSizeChange(x, y, z); for (var i = 0, len = components.length ; i < len ; i++) if (components[i] && components[i].onRenderSizeChange) components[i].onRenderSizeChange(x, y, z); size.renderSizeChanged = false; }
Private method to alert the node and components that render size changed. @method @private @param {Node} node Node to potentially call onRenderSizeChange on @param {Array} components a list of the nodes' components @param {Size} size the size class for the Node @return {undefined} undefined
renderSizeChanged ( node , components , size )
javascript
Famous/engine
core/SizeSystem.js
https://github.com/Famous/engine/blob/master/core/SizeSystem.js
MIT
function sizeChanged (node, components, size) { var finalSize = size.get(); var x = finalSize[0]; var y = finalSize[1]; var z = finalSize[2]; if (node.onSizeChange) node.onSizeChange(x, y, z); for (var i = 0, len = components.length ; i < len ; i++) if (components[i] && components[i].onSizeChange) components[i].onSizeChange(x, y, z); size.sizeChanged = false; }
Private method to alert the node and components that the size changed. @method @private @param {Node} node Node to potentially call onSizeChange on @param {Array} components a list of the nodes' components @param {Size} size the size class for the Node @return {undefined} undefined
sizeChanged ( node , components , size )
javascript
Famous/engine
core/SizeSystem.js
https://github.com/Famous/engine/blob/master/core/SizeSystem.js
MIT
function Dispatch () { this._nodes = {}; // a container for constant time lookup of nodes this._queue = []; // The queue is used for two purposes // 1. It is used to list indicies in the // Nodes path which are then used to lookup // a node in the scene graph. // 2. It is used to assist dispatching // such that it is possible to do a breadth first // traversal of the scene graph. }
The Dispatch class is used to propogate events down the scene graph. @class Dispatch @param {Scene} context The context on which it operates @constructor
Dispatch ( )
javascript
Famous/engine
core/Dispatch.js
https://github.com/Famous/engine/blob/master/core/Dispatch.js
MIT
Dispatch.prototype._setUpdater = function _setUpdater (updater) { this._updater = updater; for (var key in this._nodes) this._nodes[key]._setUpdater(updater); };
Protected method that sets the updater for the dispatch. The updater will almost certainly be the FamousEngine class. @method @protected @param {FamousEngine} updater The updater which will be passed through the scene graph @return {undefined} undefined
_setUpdater ( updater )
javascript
Famous/engine
core/Dispatch.js
https://github.com/Famous/engine/blob/master/core/Dispatch.js
MIT
Dispatch.prototype.addChildrenToQueue = function addChildrenToQueue (node) { var children = node.getChildren(); var child; for (var i = 0, len = children.length ; i < len ; i++) { child = children[i]; if (child) this._queue.push(child); } };
Enque the children of a node within the dispatcher. Does not clear the dispatchers queue first. @method addChildrenToQueue @return {void} @param {Node} node from which to add children to the queue
addChildrenToQueue ( node )
javascript
Famous/engine
core/Dispatch.js
https://github.com/Famous/engine/blob/master/core/Dispatch.js
MIT
Dispatch.prototype.next = function next () { return this._queue.shift(); };
Returns the next item in the Dispatch's queue. @method next @return {Node} next node in the queue
next ( )
javascript
Famous/engine
core/Dispatch.js
https://github.com/Famous/engine/blob/master/core/Dispatch.js
MIT
Dispatch.prototype.breadthFirstNext = function breadthFirstNext () { var child = this._queue.shift(); if (!child) return void 0; this.addChildrenToQueue(child); return child; };
Returns the next node in the queue, but also adds its children to the end of the queue. Continually calling this method will result in a breadth first traversal of the render tree. @method breadthFirstNext @return {Node | undefined} the next node in the traversal if one exists
breadthFirstNext ( )
javascript
Famous/engine
core/Dispatch.js
https://github.com/Famous/engine/blob/master/core/Dispatch.js
MIT
Dispatch.prototype.mount = function mount (path, node) { if (!node) throw new Error('Dispatch: no node passed to mount at: ' + path); if (this._nodes[path]) throw new Error('Dispatch: there is a node already registered at: ' + path); node._setUpdater(this._updater); this._nodes[path] = node; var parentPath = PathUtils.parent(path); // scenes are their own parents var parent = !parentPath ? node : this._nodes[parentPath]; if (!parent) throw new Error( 'Parent to path: ' + path + ' doesn\'t exist at expected path: ' + parentPath ); var children = node.getChildren(); var components = node.getComponents(); var i; var len; if (parent.isMounted()) node._setMounted(true, path); if (parent.isShown()) node._setShown(true); if (parent.isMounted()) { node._setParent(parent); if (node.onMount) node.onMount(path); for (i = 0, len = components.length ; i < len ; i++) if (components[i] && components[i].onMount) components[i].onMount(node, i); for (i = 0, len = children.length ; i < len ; i++) if (children[i] && children[i].mount) children[i].mount(path + '/' + i); else if (children[i]) this.mount(path + '/' + i, children[i]); } if (parent.isShown()) { if (node.onShow) node.onShow(); for (i = 0, len = components.length ; i < len ; i++) if (components[i] && components[i].onShow) components[i].onShow(); } };
Calls the onMount method for the node at a given path and properly registers all of that nodes children to their proper paths. Throws if that path doesn't have a node registered as a parent or if there is no node registered at that path. @method mount @param {String} path at which to begin mounting @param {Node} node the node that was mounted @return {void}
mount ( path , node )
javascript
Famous/engine
core/Dispatch.js
https://github.com/Famous/engine/blob/master/core/Dispatch.js
MIT
Dispatch.prototype.dismount = function dismount (path) { var node = this._nodes[path]; if (!node) throw new Error( 'No node registered to path: ' + path ); var children = node.getChildren(); var components = node.getComponents(); var i; var len; if (node.isShown()) { node._setShown(false); if (node.onHide) node.onHide(); for (i = 0, len = components.length ; i < len ; i++) if (components[i] && components[i].onHide) components[i].onHide(); } if (node.isMounted()) { if (node.onDismount) node.onDismount(path); for (i = 0, len = children.length ; i < len ; i++) if (children[i] && children[i].dismount) children[i].dismount(); else if (children[i]) this.dismount(path + '/' + i); for (i = 0, len = components.length ; i < len ; i++) if (components[i] && components[i].onDismount) components[i].onDismount(); node._setMounted(false); node._setParent(null); } this._nodes[path] = null; };
Calls the onDismount method for the node at a given path and deregisters all of that nodes children. Throws if there is no node registered at that path. @method dismount @return {void} @param {String} path at which to begin dismounting
dismount ( path )
javascript
Famous/engine
core/Dispatch.js
https://github.com/Famous/engine/blob/master/core/Dispatch.js
MIT
Dispatch.prototype.getNode = function getNode (path) { return this._nodes[path]; };
Returns a the node registered to the given path, or none if no node exists at that path. @method getNode @return {Node | void} node at the given path @param {String} path at which to look up the node
getNode ( path )
javascript
Famous/engine
core/Dispatch.js
https://github.com/Famous/engine/blob/master/core/Dispatch.js
MIT
Dispatch.prototype.show = function show (path) { var node = this._nodes[path]; if (!node) throw new Error( 'No node registered to path: ' + path ); if (node.onShow) node.onShow(); var components = node.getComponents(); for (var i = 0, len = components.length ; i < len ; i++) if (components[i] && components[i].onShow) components[i].onShow(); this.addChildrenToQueue(node); var child; while ((child = this.breadthFirstNext())) this.show(child.getLocation()); };
Issues the onShow method to the node registered at the given path, and shows the entire subtree below that node. Throws if no node is registered to this path. @method show @return {void} @param {String} path the path of the node to show
show ( path )
javascript
Famous/engine
core/Dispatch.js
https://github.com/Famous/engine/blob/master/core/Dispatch.js
MIT
Dispatch.prototype.hide = function hide (path) { var node = this._nodes[path]; if (!node) throw new Error( 'No node registered to path: ' + path ); if (node.onHide) node.onHide(); var components = node.getComponents(); for (var i = 0, len = components.length ; i < len ; i++) if (components[i] && components[i].onHide) components[i].onHide(); this.addChildrenToQueue(node); var child; while ((child = this.breadthFirstNext())) this.hide(child.getLocation()); };
Issues the onHide method to the node registered at the given path, and hides the entire subtree below that node. Throws if no node is registered to this path. @method hide @return {void} @param {String} path the path of the node to hide
hide ( path )
javascript
Famous/engine
core/Dispatch.js
https://github.com/Famous/engine/blob/master/core/Dispatch.js
MIT
Dispatch.prototype.lookupNode = function lookupNode (location) { if (!location) throw new Error('lookupNode must be called with a path'); this._queue.length = 0; var path = this._queue; _splitTo(location, path); for (var i = 0, len = path.length ; i < len ; i++) path[i] = this._nodes[path[i]]; return path[path.length - 1]; };
lookupNode takes a path and returns the node at the location specified by the path, if one exists. If not, it returns undefined. @param {String} location The location of the node specified by its path @return {Node | undefined} The node at the requested path
lookupNode ( location )
javascript
Famous/engine
core/Dispatch.js
https://github.com/Famous/engine/blob/master/core/Dispatch.js
MIT
Dispatch.prototype.dispatch = function dispatch (path, event, payload) { if (!path) throw new Error('dispatch requires a path as it\'s first argument'); if (!event) throw new Error('dispatch requires an event name as it\'s second argument'); var node = this._nodes[path]; if (!node) return; this.addChildrenToQueue(node); var child; while ((child = this.breadthFirstNext())) if (child && child.onReceive) child.onReceive(event, payload); };
dispatch takes an event name and a payload and dispatches it to the entire scene graph below the node that the dispatcher is on. The nodes receive the events in a breadth first traversal, meaning that parents have the opportunity to react to the event before children. @param {String} path path of the node to send the event to @param {String} event name of the event @param {Any} payload data associated with the event @return {undefined} undefined
dispatch ( path , event , payload )
javascript
Famous/engine
core/Dispatch.js
https://github.com/Famous/engine/blob/master/core/Dispatch.js
MIT
Dispatch.prototype.dispatchUIEvent = function dispatchUIEvent (path, event, payload) { if (!path) throw new Error('dispatchUIEvent needs a valid path to dispatch to'); if (!event) throw new Error('dispatchUIEvent needs an event name as its second argument'); var node; Event.call(payload); node = this.getNode(path); if (node) { var parent; var components; var i; var len; payload.node = node; while (node) { if (node.onReceive) node.onReceive(event, payload); components = node.getComponents(); for (i = 0, len = components.length ; i < len ; i++) if (components[i] && components[i].onReceive) components[i].onReceive(event, payload); if (payload.propagationStopped) break; parent = node.getParent(); if (parent === node) return; node = parent; } } };
dispatchUIevent takes a path, an event name, and a payload and dispatches them in a manner anologous to DOM bubbling. It first traverses down to the node specified at the path. That node receives the event first, and then every ancestor receives the event until the context. @param {String} path the path of the node @param {String} event the event name @param {Any} payload the payload @return {undefined} undefined
dispatchUIEvent ( path , event , payload )
javascript
Famous/engine
core/Dispatch.js
https://github.com/Famous/engine/blob/master/core/Dispatch.js
MIT
function _splitTo (string, target) { target.length = 0; // clears the array first. var last = 0; var i; var len = string.length; for (i = 0 ; i < len ; i++) { if (string[i] === '/') { target.push(string.substring(last, i)); last = i + 1; } } if (i - last > 0) target.push(string.substring(last, i)); return target; }
_splitTo is a private method which takes a path and splits it at every '/' pushing the result into the supplied array. This is a destructive change. @private @param {String} string the specified path @param {Array} target the array to which the result should be written @return {Array} the target after having been written to
_splitTo ( string , target )
javascript
Famous/engine
core/Dispatch.js
https://github.com/Famous/engine/blob/master/core/Dispatch.js
MIT
function FamousEngine() { var _this = this; Dispatch._setUpdater(this); this._updateQueue = []; // The updateQueue is a place where nodes // can place themselves in order to be // updated on the frame. this._nextUpdateQueue = []; // the nextUpdateQueue is used to queue // updates for the next tick. // this prevents infinite loops where during // an update a node continuously puts itself // back in the update queue. this._scenes = {}; // a hash of all of the scenes's that the FamousEngine // is responsible for. this._messages = TIME_UPDATE; // a queue of all of the draw commands to // send to the the renderers this frame. this._inUpdate = false; // when the famous is updating this is true. // all requests for updates will get put in the // nextUpdateQueue this._clock = new Clock(); // a clock to keep track of time for the scene // graph. this._channel = new Channel(); this._channel.onMessage = function (message) { _this.handleMessage(message); }; }
Famous has two responsibilities, one to act as the highest level updater and another to send messages over to the renderers. It is a singleton. @class FamousEngine @constructor
FamousEngine ( )
javascript
Famous/engine
core/FamousEngine.js
https://github.com/Famous/engine/blob/master/core/FamousEngine.js
MIT
FamousEngine.prototype.init = function init(options) { if (typeof window === 'undefined') { throw new Error( 'FamousEngine#init needs to have access to the global window object. ' + 'Instantiate Compositor and UIManager manually in the UI thread.' ); } this.compositor = options && options.compositor || new Compositor(); this.renderLoop = options && options.renderLoop || new RequestAnimationFrameLoop(); this.uiManager = new UIManager(this.getChannel(), this.compositor, this.renderLoop); return this; };
An init script that initializes the FamousEngine with options or default parameters. @method @param {Object} options a set of options containing a compositor and a render loop @return {FamousEngine} this
init ( options )
javascript
Famous/engine
core/FamousEngine.js
https://github.com/Famous/engine/blob/master/core/FamousEngine.js
MIT
FamousEngine.prototype.setChannel = function setChannel(channel) { this._channel = channel; return this; };
Sets the channel that the engine will use to communicate to the renderers. @method @param {Channel} channel The channel to be used for communicating with the `UIManager`/ `Compositor`. @return {FamousEngine} this
setChannel ( channel )
javascript
Famous/engine
core/FamousEngine.js
https://github.com/Famous/engine/blob/master/core/FamousEngine.js
MIT
FamousEngine.prototype.getChannel = function getChannel () { return this._channel; };
Returns the channel that the engine is currently using to communicate with the renderers. @method @return {Channel} channel The channel to be used for communicating with the `UIManager`/ `Compositor`.
getChannel ( )
javascript
Famous/engine
core/FamousEngine.js
https://github.com/Famous/engine/blob/master/core/FamousEngine.js
MIT
FamousEngine.prototype._update = function _update () { this._inUpdate = true; var time = this._clock.now(); var nextQueue = this._nextUpdateQueue; var queue = this._updateQueue; var item; this._messages[1] = time; SizeSystem.update(); TransformSystem.update(); while (nextQueue.length) queue.unshift(nextQueue.pop()); while (queue.length) { item = queue.shift(); if (item && item.update) item.update(time); if (item && item.onUpdate) item.onUpdate(time); } this._inUpdate = false; };
_update is the body of the update loop. The frame consists of pulling in appending the nextUpdateQueue to the currentUpdate queue then moving through the updateQueue and calling onUpdate with the current time on all nodes. While _update is called _inUpdate is set to true and all requests to be placed in the update queue will be forwarded to the nextUpdateQueue. @method @return {undefined} undefined
_update ( )
javascript
Famous/engine
core/FamousEngine.js
https://github.com/Famous/engine/blob/master/core/FamousEngine.js
MIT
FamousEngine.prototype.requestUpdate = function requestUpdate (requester) { if (!requester) throw new Error( 'requestUpdate must be called with a class to be updated' ); if (this._inUpdate) this.requestUpdateOnNextTick(requester); else this._updateQueue.push(requester); };
requestUpdates takes a class that has an onUpdate method and puts it into the updateQueue to be updated at the next frame. If FamousEngine is currently in an update, requestUpdate passes its argument to requestUpdateOnNextTick. @method @param {Object} requester an object with an onUpdate method @return {undefined} undefined
requestUpdate ( requester )
javascript
Famous/engine
core/FamousEngine.js
https://github.com/Famous/engine/blob/master/core/FamousEngine.js
MIT
FamousEngine.prototype.requestUpdateOnNextTick = function requestUpdateOnNextTick (requester) { this._nextUpdateQueue.push(requester); };
requestUpdateOnNextTick is requests an update on the next frame. If FamousEngine is not currently in an update than it is functionally equivalent to requestUpdate. This method should be used to prevent infinite loops where a class is updated on the frame but needs to be updated again next frame. @method @param {Object} requester an object with an onUpdate method @return {undefined} undefined
requestUpdateOnNextTick ( requester )
javascript
Famous/engine
core/FamousEngine.js
https://github.com/Famous/engine/blob/master/core/FamousEngine.js
MIT
FamousEngine.prototype.handleMessage = function handleMessage (messages) { if (!messages) throw new Error( 'onMessage must be called with an array of messages' ); var command; while (messages.length > 0) { command = messages.shift(); switch (command) { case Commands.WITH: this.handleWith(messages); break; case Commands.FRAME: this.handleFrame(messages); break; default: throw new Error('received unknown command: ' + command); } } return this; };
postMessage sends a message queue into FamousEngine to be processed. These messages will be interpreted and sent into the scene graph as events if necessary. @method @param {Array} messages an array of commands. @return {FamousEngine} this
handleMessage ( messages )
javascript
Famous/engine
core/FamousEngine.js
https://github.com/Famous/engine/blob/master/core/FamousEngine.js
MIT
FamousEngine.prototype.handleWith = function handleWith (messages) { var path = messages.shift(); var command = messages.shift(); switch (command) { case Commands.TRIGGER: // the TRIGGER command sends a UIEvent to the specified path var type = messages.shift(); var ev = messages.shift(); Dispatch.dispatchUIEvent(path, type, ev); break; default: throw new Error('received unknown command: ' + command); } return this; };
handleWith is a method that takes an array of messages following the WITH command. It'll then issue the next commands to the path specified by the WITH command. @method @param {Array} messages array of messages. @return {FamousEngine} this
handleWith ( messages )
javascript
Famous/engine
core/FamousEngine.js
https://github.com/Famous/engine/blob/master/core/FamousEngine.js
MIT
FamousEngine.prototype.handleFrame = function handleFrame (messages) { if (!messages) throw new Error('handleFrame must be called with an array of messages'); if (!messages.length) throw new Error('FRAME must be sent with a time'); this.step(messages.shift()); return this; };
handleFrame is called when the renderers issue a FRAME command to FamousEngine. FamousEngine will then step updating the scene graph to the current time. @method @param {Array} messages array of messages. @return {FamousEngine} this
handleFrame ( messages )
javascript
Famous/engine
core/FamousEngine.js
https://github.com/Famous/engine/blob/master/core/FamousEngine.js
MIT
FamousEngine.prototype.step = function step (time) { if (time == null) throw new Error('step must be called with a time'); this._clock.step(time); this._update(); if (this._messages.length) { this._channel.sendMessage(this._messages); while (this._messages.length > 2) this._messages.pop(); } return this; };
step updates the clock and the scene graph and then sends the draw commands that accumulated in the update to the renderers. @method @param {Number} time current engine time @return {FamousEngine} this
step ( time )
javascript
Famous/engine
core/FamousEngine.js
https://github.com/Famous/engine/blob/master/core/FamousEngine.js
MIT