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-rwxr-xr-xjs/document/html-document.js12
-rwxr-xr-xjs/helper-classes/3D/vec-utils.js71
2 files changed, 80 insertions, 3 deletions
diff --git a/js/document/html-document.js b/js/document/html-document.js
index 051490f5..f4ec3184 100755
--- a/js/document/html-document.js
+++ b/js/document/html-document.js
@@ -207,9 +207,17 @@ exports.HTMLDocument = Montage.create(TextDocument, {
207 }, 207 },
208 set: function(value) { 208 set: function(value) {
209 var elt = this.documentRoot; 209 var elt = this.documentRoot;
210 if (elt) { 210 if (elt)
211 {
211 var nWorlds= value.length; 212 var nWorlds= value.length;
212 for (var i=0; i<nWorlds; i++) { 213 for (var i=0; i<nWorlds; i++)
214 {
215 /*
216 // Use this code to test the runtime version of WebGL
217 var cdm = new CanvasDataManager();
218 cdm.loadGLData(elt, value, null );
219 */
220
213 var importStr = value[i]; 221 var importStr = value[i];
214 var startIndex = importStr.indexOf( "id: " ); 222 var startIndex = importStr.indexOf( "id: " );
215 if (startIndex >= 0) { 223 if (startIndex >= 0) {
diff --git a/js/helper-classes/3D/vec-utils.js b/js/helper-classes/3D/vec-utils.js
index 3db95ab7..e6db4a8d 100755
--- a/js/helper-classes/3D/vec-utils.js
+++ b/js/helper-classes/3D/vec-utils.js
@@ -191,5 +191,74 @@ var VecUtils = exports.VecUtils = Object.create(Object.prototype,
191 191
192 return vec; 192 return vec;
193 } 193 }
194 } 194 },
195
196 matI :
197 {
198 value: function(dimen)
199 {
200 var mat = [];
201 for (var i=0; i<dimen*dimen; i++) mat.push(0);
202
203 var index = 0;
204 for (var i=0; i<dimen; i++)
205 {
206 mat[index] = 1.0;
207 index += dimen + 1;
208 }
209
210 return mat;
211 }
212 },
213
214 matTranslation:
215 {
216 value: function (vec)
217 {
218 var mat = Matrix.I(4);
219 glmat4.translate(mat, vec);
220 return mat;
221 }
222 },
223
224 matRotationX:
225 {
226 value: function( angle )
227 {
228 var mat = Matrix.I(4);
229 glmat4.rotateX(mat, angle);
230 return mat;
231 }
232 },
233
234 matRotationY:
235 {
236 value: function( angle )
237 {
238 var mat = Matrix.I(4);
239 glmat4.rotateY(mat, angle);
240 return mat;
241 }
242 },
243
244 matRotationZ:
245 {
246 value: function( angle )
247 {
248 var mat = Matrix.I(4);
249 glmat4.rotateZ(mat, angle);
250 return mat;
251 }
252 },
253
254 matRotation:
255 {
256 value: function(angle, axis)
257 {
258 var mat = Matrix.I(4);
259 glmat4.rotate(mat, angle, axis);
260 return mat;
261 }
262 },
263
195}); \ No newline at end of file 264}); \ No newline at end of file