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psapi.js
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psapi.js
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/*
Copyright (c) 2010 Seneca College
MIT LICENSE
*/
/**
@class XB PointStream is a WebGL library designed to efficiently stream and
render point cloud data in a canvas element.
@version 0.75
*/
var PointStream = (function() {
/**
@private
*/
function PointStream() {
// Intentionally left undefined
var undef;
var __empty_func = function(){};
// Chrome still does not have subarray, so we add it here.
if(!Float32Array.prototype.subarray){
/**
@private
*/
Float32Array.prototype.subarray = function(s,e){
return !e ? this.slice(0) : this.slice(s,e);
};
}
// Mouse
var userMouseReleased = __empty_func;
var userMousePressed = __empty_func;
var userMouseScroll = __empty_func;
var mouseX = 0;
var mouseY = 0;
// Keyboard
var userKeyUp = __empty_func;
var userKeyDown = __empty_func;
var userKeyPressed = __empty_func;
var key = 0;
var usersRender = __empty_func;
// These are parallel arrays. Each parser
// has a point cloud it works with
var parsers = [];
var pointClouds = [];
var registeredParsers = {};
registeredParsers["asc"] = ASCParser;
registeredParsers["psi"] = PSIParser;
registeredParsers["pts"] = PTSParser;
registeredParsers["ply"] = PLYParser;
const VERSION = "0.75";
// file status of point clouds
const FILE_NOT_FOUND = -1;
const STARTED = 1;
const STREAMING = 2;
const COMPLETE = 3;
// for calculating fps
var frames = 0;
var frameRate = 0;
var lastTime;
// default rendering states
var bk = [1, 1, 1, 1];
var attn = [0.01, 0.0, 0.003];
// tinylogLite
var logBuffer = [];
// browser detection to handle differences such as mouse scrolling
var browser = -1;
const MINEFIELD = 0;
const CHROME = 1;
const CHROMIUM = 2;
const WEBKIT = 3;
// not used yet
const FIREFOX = 4;
const OPERA = 5;
const SAFARI = 6;
const IE = 7;
var canvas = null;
var ctx = null;
// Transformation matrices
var matrixStack = [];
var projectionMatrix;
var normalMatrix;
var currProgram;
// Keep a reference to the default program object
// in case the user wants to unset his shaders.
var defaultProgram;
var programCaches = [];
// Both key and keyCode will be equal to these values
const _BACKSPACE = 8;
const _TAB = 9;
const _ENTER = 10;
const _RETURN = 13;
const _ESC = 27;
const _DELETE = 127;
const _CODED = 0xffff;
// p.key will be CODED and p.keyCode will be this value
const _SHIFT = 16;
const _CONTROL = 17;
const _ALT = 18;
const _UP = 38;
const _RIGHT = 39;
const _DOWN = 40;
const _LEFT = 37;
var codedKeys = [_SHIFT, _CONTROL, _ALT, _UP, _RIGHT, _DOWN, _LEFT];
var vertexShaderSource =
"varying vec4 frontColor;" +
"attribute vec3 ps_Vertex;" +
"attribute vec4 ps_Color;" +
"uniform float ps_PointSize;" +
"uniform vec3 ps_Attenuation;" +
"uniform mat4 ps_ModelViewMatrix;" +
"uniform mat4 ps_ProjectionMatrix;" +
"void main(void) {" +
" frontColor = ps_Color;" +
" vec4 ecPos4 = ps_ModelViewMatrix * vec4(ps_Vertex, 1.0);" +
" float dist = length(ecPos4);" +
" float attn = ps_Attenuation[0] + " +
" (ps_Attenuation[1] * dist) + " +
" (ps_Attenuation[2] * dist * dist);" +
" gl_PointSize = (attn > 0.0) ? ps_PointSize * sqrt(1.0/attn) : 1.0;" +
" gl_Position = ps_ProjectionMatrix * ecPos4;" +
"}";
var fragmentShaderSource =
'#ifdef GL_ES \n\
precision highp float; \n\
#endif \n\
\n\
varying vec4 frontColor; \n\
void main(void){ \n\
gl_FragColor = frontColor; \n\
}';
/**
@private
Set a uniform integer
@param {WebGLProgram} programObj
@param {String} varName
@param {Number} varValue
*/
function uniformi(programObj, varName, varValue) {
var varLocation = ctx.getUniformLocation(programObj, varName);
// the variable won't be found if it was optimized out.
if (varLocation !== -1) {
if (varValue.length === 4) {
ctx.uniform4iv(varLocation, varValue);
} else if (varValue.length === 3) {
ctx.uniform3iv(varLocation, varValue);
} else if (varValue.length === 2) {
ctx.uniform2iv(varLocation, varValue);
} else {
ctx.uniform1i(varLocation, varValue);
}
}
}
/**
@private
Set a uniform float
@param {WebGLProgram} programObj
@param {String} varName
@param {Number} varValue
*/
function uniformf(programObj, varName, varValue) {
var varLocation = ctx.getUniformLocation(programObj, varName);
// the variable won't be found if it was optimized out.
if (varLocation !== -1) {
if (varValue.length === 4) {
ctx.uniform4fv(varLocation, varValue);
} else if (varValue.length === 3) {
ctx.uniform3fv(varLocation, varValue);
} else if (varValue.length === 2) {
ctx.uniform2fv(varLocation, varValue);
} else {
ctx.uniform1f(varLocation, varValue);
}
}
}
/**
@private
@param {WebGLProgram} programObj
@param {String} varName
@param {Number} size
@param {} VBO
*/
function vertexAttribPointer(programObj, varName, size, VBO) {
var varLocation = ctx.getAttribLocation(programObj, varName);
if (varLocation !== -1) {
ctx.bindBuffer(ctx.ARRAY_BUFFER, VBO);
ctx.vertexAttribPointer(varLocation, size, ctx.FLOAT, false, 0, 0);
ctx.enableVertexAttribArray(varLocation);
}
}
/**
@private
@param {} parser
*/
function getParserIndex(parser){
var i;
for(i = 0; i < parsers.length; i++){
if(parsers[i] === parser){break;}
}
return i;
}
/**
@private
Create a buffer object which will contain
the Vertex buffer object for the shader along
with a reference to the original array
A 3D context must exist before calling this function
@param {Array} arr
@returns {Object}
*/
function createBufferObject(arr){
// !! add check for length > 0
if(ctx){
var VBO = ctx.createBuffer();
ctx.bindBuffer(ctx.ARRAY_BUFFER, VBO);
ctx.bufferData(ctx.ARRAY_BUFFER, arr, ctx.STATIC_DRAW);
// length is simply for convenience
var obj = {
length: arr.length,
VBO: VBO,
array: arr
}
return obj;
}
}
/**
@private
@param {WebGLProgram} programObj
@param {String} varName
*/
function disableVertexAttribPointer(programObj, varName){
var varLocation = ctx.getAttribLocation(programObj, varName);
if (varLocation !== -1) {
ctx.disableVertexAttribArray(varLocation);
}
}
/**
@private
*/
function getUserAgent(userAgentString){
// keep in this order
if(userAgentString.match(/Chrome/)){
return CHROME;
}
if(userAgentString.match(/AppleWebKit/)){
return WEBKIT;
}
if(userAgentString.match(/Minefield/)){
return MINEFIELD;
}
}
/**
@private
Sets a uniform matrix
@param {WebGLProgram} programObj
@param {String} varName
@param {Boolean} transpose must be false
@param {Array} matrix
*/
function uniformMatrix(programObj, varName, transpose, matrix) {
var varLocation = ctx.getUniformLocation(programObj, varName);
// the variable won't be found if it was optimized out.
if (varLocation !== -1) {
if (matrix.length === 16) {
ctx.uniformMatrix4fv(varLocation, transpose, matrix);
} else if (matrix.length === 9) {
ctx.uniformMatrix3fv(varLocation, transpose, matrix);
} else {
ctx.uniformMatrix2fv(varLocation, transpose, matrix);
}
}
}
/**
@private
@param {} ctx
@param {String} vetexShaderSource
@param {String} fragmentShaderSource
*/
function createProgramObject(ctx, vetexShaderSource, fragmentShaderSource) {
var vertexShaderObject = ctx.createShader(ctx.VERTEX_SHADER);
ctx.shaderSource(vertexShaderObject, vetexShaderSource);
ctx.compileShader(vertexShaderObject);
if (!ctx.getShaderParameter(vertexShaderObject, ctx.COMPILE_STATUS)) {
throw ctx.getShaderInfoLog(vertexShaderObject);
}
var fragmentShaderObject = ctx.createShader(ctx.FRAGMENT_SHADER);
ctx.shaderSource(fragmentShaderObject, fragmentShaderSource);
ctx.compileShader(fragmentShaderObject);
if (!ctx.getShaderParameter(fragmentShaderObject, ctx.COMPILE_STATUS)) {
throw ctx.getShaderInfoLog(fragmentShaderObject);
}
var programObject = ctx.createProgram();
ctx.attachShader(programObject, vertexShaderObject);
ctx.attachShader(programObject, fragmentShaderObject);
ctx.linkProgram(programObject);
if (!ctx.getProgramParameter(programObject, ctx.LINK_STATUS)) {
throw "Error linking shaders.";
}
return programObject;
};
/**
@private
Used by keyboard event handlers
@param {} code
@param {} shift
@returns
*/
function keyCodeMap(code, shift) {
// Letters
if (code >= 65 && code <= 90) { // A-Z
// Keys return ASCII for upcased letters.
// Convert to downcase if shiftKey is not pressed.
if (shift) {
return code;
}
else {
return code + 32;
}
}
// Numbers and their shift-symbols
else if (code >= 48 && code <= 57) { // 0-9
if (shift) {
switch (code) {
case 49:
return 33; // !
case 50:
return 64; // @
case 51:
return 35; // #
case 52:
return 36; // $
case 53:
return 37; // %
case 54:
return 94; // ^
case 55:
return 38; // &
case 56:
return 42; // *
case 57:
return 40; // (
case 48:
return 41; // )
}
}
}
// Symbols and their shift-symbols
else {
if (shift) {
switch (code) {
case 107:
return 43; // +
case 219:
return 123; // {
case 221:
return 125; // }
case 222:
return 34; // "
}
} else {
switch (code) {
case 188:
return 44; // ,
case 109:
return 45; // -
case 190:
return 46; // .
case 191:
return 47; // /
case 192:
return 96; // ~
case 219:
return 91; // [
case 220:
return 92; // \
case 221:
return 93; // ]
case 222:
return 39; // '
}
}
}
return code;
}
/**
@private
@param {} evt
@param {} type
*/
function keyFunc(evt, type){
var key;
if (evt.charCode){
key = keyCodeMap(evt.charCode, evt.shiftKey);
} else {
key = keyCodeMap(evt.keyCode, evt.shiftKey);
}
return key;
}
// tinylog lite JavaScript library
// http://purl.eligrey.com/tinylog/lite
/**
@private
*/
var tinylogLite = (function() {
"use strict";
var tinylogLite = {},
undef = "undefined",
func = "function",
False = !1,
True = !0,
logLimit = 512,
log = "log";
if (typeof tinylog !== undef && typeof tinylog[log] === func) {
// pre-existing tinylog present
tinylogLite[log] = tinylog[log];
} else if (typeof document !== undef && !document.fake) {
(function() {
// DOM document
var doc = document,
$div = "div",
$style = "style",
$title = "title",
containerStyles = {
zIndex: 10000,
position: "fixed",
bottom: "0px",
width: "100%",
height: "15%",
fontFamily: "sans-serif",
color: "#ccc",
backgroundColor: "black"
},
outputStyles = {
position: "relative",
fontFamily: "monospace",
overflow: "auto",
height: "100%",
paddingTop: "5px"
},
resizerStyles = {
height: "5px",
marginTop: "-5px",
cursor: "n-resize",
backgroundColor: "darkgrey"
},
closeButtonStyles = {
position: "absolute",
top: "5px",
right: "20px",
color: "#111",
MozBorderRadius: "4px",
webkitBorderRadius: "4px",
borderRadius: "4px",
cursor: "pointer",
fontWeight: "normal",
textAlign: "center",
padding: "3px 5px",
backgroundColor: "#333",
fontSize: "12px"
},
entryStyles = {
//borderBottom: "1px solid #d3d3d3",
minHeight: "16px"
},
entryTextStyles = {
fontSize: "12px",
margin: "0 8px 0 8px",
maxWidth: "100%",
whiteSpace: "pre-wrap",
overflow: "auto"
},
view = doc.defaultView,
docElem = doc.documentElement,
docElemStyle = docElem[$style],
/**
@private
*/
setStyles = function() {
var i = arguments.length,
elemStyle, styles, style;
while (i--) {
styles = arguments[i--];
elemStyle = arguments[i][$style];
for (style in styles) {
if (styles.hasOwnProperty(style)) {
elemStyle[style] = styles[style];
}
}
}
},
/**
@private
*/
observer = function(obj, event, handler) {
if (obj.addEventListener) {
obj.addEventListener(event, handler, False);
} else if (obj.attachEvent) {
obj.attachEvent("on" + event, handler);
}
return [obj, event, handler];
},
/**
@private
*/
unobserve = function(obj, event, handler) {
if (obj.removeEventListener) {
obj.removeEventListener(event, handler, False);
} else if (obj.detachEvent) {
obj.detachEvent("on" + event, handler);
}
},
/**
@private
*/
clearChildren = function(node) {
var children = node.childNodes,
child = children.length;
while (child--) {
node.removeChild(children.item(0));
}
},
/**
@private
*/
append = function(to, elem) {
return to.appendChild(elem);
},
/**
@private
*/
createElement = function(localName) {
return doc.createElement(localName);
},
/**
@private
*/
createTextNode = function(text) {
return doc.createTextNode(text);
},
createLog = tinylogLite[log] = function(message) {
// don't show output log until called once
var uninit,
originalPadding = docElemStyle.paddingBottom,
container = createElement($div),
containerStyle = container[$style],
resizer = append(container, createElement($div)),
output = append(container, createElement($div)),
closeButton = append(container, createElement($div)),
resizingLog = False,
previousHeight = False,
previousScrollTop = False,
messages = 0,
/**
@private
*/
updateSafetyMargin = function() {
// have a blank space large enough to fit the output box at the page bottom
docElemStyle.paddingBottom = container.clientHeight + "px";
},
/**
@private
*/
setContainerHeight = function(height) {
var viewHeight = view.innerHeight,
resizerHeight = resizer.clientHeight;
// constrain the container inside the viewport's dimensions
if (height < 0) {
height = 0;
} else if (height + resizerHeight > viewHeight) {
height = viewHeight - resizerHeight;
}
containerStyle.height = height / viewHeight * 100 + "%";
updateSafetyMargin();
},
observers = [
observer(doc, "mousemove", function(evt) {
if (resizingLog) {
setContainerHeight(view.innerHeight - evt.clientY);
output.scrollTop = previousScrollTop;
}
}),
observer(doc, "mouseup", function() {
if (resizingLog) {
resizingLog = previousScrollTop = False;
}
}),
observer(resizer, "dblclick", function(evt) {
evt.preventDefault();
if (previousHeight) {
setContainerHeight(previousHeight);
previousHeight = False;
} else {
previousHeight = container.clientHeight;
containerStyle.height = "0px";
}
}),
observer(resizer, "mousedown", function(evt) {
evt.preventDefault();
resizingLog = True;
previousScrollTop = output.scrollTop;
}),
observer(resizer, "contextmenu", function() {
resizingLog = False;
}),
observer(closeButton, "click", function() {
uninit();
})
];
/**
@private
*/
uninit = function() {
// remove observers
var i = observers.length;
while (i--) {
unobserve.apply(tinylogLite, observers[i]);
}
// remove tinylog lite from the DOM
docElem.removeChild(container);
docElemStyle.paddingBottom = originalPadding;
clearChildren(output);
clearChildren(container);
tinylogLite[log] = createLog;
};
setStyles(
container, containerStyles, output, outputStyles, resizer, resizerStyles, closeButton, closeButtonStyles);
closeButton[$title] = "Close Log";
append(closeButton, createTextNode("\u2716"));
resizer[$title] = "Double-click to toggle log minimization";
docElem.insertBefore(container, docElem.firstChild);
tinylogLite[log] = function(message) {
if (messages === logLimit) {
output.removeChild(output.firstChild);
} else {
messages++;
}
var entry = append(output, createElement($div)),
entryText = append(entry, createElement($div));
entry[$title] = (new Date()).toLocaleTimeString();
setStyles(
entry, entryStyles, entryText, entryTextStyles);
append(entryText, createTextNode(message));
output.scrollTop = output.scrollHeight;
};
tinylogLite[log](message);
};
}());
} else if (typeof print === func) { // JS shell
tinylogLite[log] = print;
}
return tinylogLite;
}());
/***************************************/
/********** Parser callbacks **********/
/***************************************/
/**
@private
The parser calls this when the parsing has started.
@param {Object} parser
*/
function startCallback(parser){
var i = getParserIndex(parser);
pointClouds[i].status = STARTED;
}
/**
@private
The parser will call this when it is done parsing a chunk of data.
It cannot be assumed that the parsers will send in vertex, color,
and normal data at the same time. For example, the PSI parser will
send in all the vertex and color data first. Once it has finished
with those, it will begin sending normal data. The library must
accomodate for these cases.
@param {Object} parser - The instance of the parser. There can be many
instances the library is using if the user has loaded multiple point
clouds.
@param {Object} attributes - contains name/value pairs of arrays
For example, the PSI parser will send in data which looks something
like this:
{
"ps_Vertex": [.....],
"ps_Color": [.....],
"ps_Normal": [.....]
}
*/
function parseCallback(parser, attributes){
var parserIndex = getParserIndex(parser);
var pc = pointClouds[parserIndex];
pc.status = STREAMING;
pc.progress = parser.progress;
pc.numPoints = parser.numParsedPoints;
// assume the first attribute is vertex data
var gotVertexData = false;
for(var semantic in attributes){
// if not yet created
if(!pc.attributes[semantic]){
pc.attributes[semantic] = [];
}
var buffObj = createBufferObject(attributes[semantic]);
pc.attributes[semantic].push(buffObj);
if(gotVertexData === false){
gotVertexData = true;
var addedVertices = [0,0,0];
for(var j = 0; j < attributes[semantic].length; j += 3){
addedVertices[0] += attributes[semantic][j];
addedVertices[1] += attributes[semantic][j+1];
addedVertices[2] += attributes[semantic][j+2];
}
pc.addedVertices[0] += addedVertices[0];
pc.addedVertices[1] += addedVertices[1];
pc.addedVertices[2] += addedVertices[2];
pc.center[0] = pc.addedVertices[0] / pc.numPoints;
pc.center[1] = pc.addedVertices[1] / pc.numPoints;
pc.center[2] = pc.addedVertices[2] / pc.numPoints;
}
}
}
/**
@private
The parser will call this when the file is done being downloaded.
@param {Object} parser
*/
function loadedCallback(parser){
// We may have several point clouds streaming.
var parserIndex = getParserIndex(parser);
// Create a short alias.
var pc = pointClouds[parserIndex];
pc.status = COMPLETE;
pc.progress = parser.progress;
}
/**
@private
*/
function renderLoop(){
frames++;
var now = new Date();
matrixStack.push(M4x4.I);
// now call user's stuff
usersRender();
matrixStack.pop();
// if more than 1 second has elapsed, recalculate fps
if(now - lastTime > 1000){
frameRate = frames/(now-lastTime)*1000;
frames = 0;
lastTime = now;
}
}
/**
@private
*/
function getAverage(arr){
var objCenter = [0, 0, 0];
for(var i = 0; i < arr.length; i += 3){
objCenter[0] += arr[i];
objCenter[1] += arr[i+1];
objCenter[2] += arr[i+2];
}
objCenter[0] /= arr.length/3;
objCenter[1] /= arr.length/3;
objCenter[2] /= arr.length/3;
return objCenter;
}
/**
@private
Sets variables to default values.
*/
function runDefault(){
var fovy = 60;
var aspect = width/height;
var znear = 0.1;
var zfar = 1000;
var ymax = znear * Math.tan(fovy * Math.PI / 360.0);
var ymin = -ymax;
var xmin = ymin * aspect;
var xmax = ymax * aspect;
var left = xmin;
var right = xmax;
var top = ymax;
var bottom = ymin;
var X = 2 * znear / (right - left);
var Y = 2 * znear / (top - bottom);
var A = (right + left) / (right - left);
var B = (top + bottom) / (top - bottom);
var C = -(zfar + znear) / (zfar - znear);
var D = -2 * zfar * znear / (zfar - znear);
projectionMatrix = M4x4.$(
X, 0, 0, 0,
0, Y, 0, 0,
A, B, C, -1,
0, 0, D, 0);
normalMatrix = M4x4.I;
};
/**
@private
@param {} element
@param {} type
@param {Function} func
*/
function attach(element, type, func){
//
if(element.addEventListener){
element.addEventListener(type, func, false);
} else {
element.attachEvent("on" + type, fn);
}
}
/**
@private
These uniforms only need to be set once during the use of
the program. Unless of course the user explicitly sets the
point size, attenuation or projection.
*/
function setDefaultUniforms(){
uniformf(currProgram, "ps_PointSize", 1);
uniformf(currProgram, "ps_Attenuation", [attn[0], attn[1], attn[2]]);
uniformMatrix(currProgram, "ps_ProjectionMatrix", false, projectionMatrix);
}
/**
@private
@param {} evt
*/
function mouseScroll(evt){
var delta = 0;
if(evt.detail){
delta = evt.detail / 3;
}
else if(evt.wheelDelta){
delta = -evt.wheelDelta / 360;
}
userMouseScroll(delta);
}
/**
@private
*/
function mousePressed(){
userMousePressed();
}
/**
@private
*/
function mouseReleased(){
userMouseReleased();
}
/**
@private
@param {} evt
*/