code
stringlengths
28
313k
docstring
stringlengths
25
85.3k
func_name
stringlengths
1
74
language
stringclasses
1 value
repo
stringlengths
5
60
path
stringlengths
4
172
url
stringlengths
44
218
license
stringclasses
7 values
function Cylinder( radiusTop, radiusBottom, height , numSegments ) { var N = numSegments, verts = [], axes = [], faces = [], bottomface = [], topface = [], cos = Math.cos, sin = Math.sin; // First bottom point verts.push(new Vec3(radiusBottom*cos(0), ...
@class Cylinder @constructor @extends ConvexPolyhedron @author schteppe / https://github.com/schteppe @param {Number} radiusTop @param {Number} radiusBottom @param {Number} height @param {Number} numSegments The number of segments to build the cylinder out of
Cylinder
javascript
schteppe/cannon.js
build/cannon.js
https://github.com/schteppe/cannon.js/blob/master/build/cannon.js
MIT
function Heightfield(data, options){ options = Utils.defaults(options, { maxValue : null, minValue : null, elementSize : 1 }); /** * An array of numbers, or height values, that are spread out along the x axis. * @property {array} data */ this.data = data; /**...
Heightfield shape class. Height data is given as an array. These data points are spread out evenly with a given distance. @class Heightfield @extends Shape @constructor @param {Array} data An array of Y values that will be used to construct the terrain. @param {object} options @param {Number} [options.minValue] Minimum...
Heightfield
javascript
schteppe/cannon.js
build/cannon.js
https://github.com/schteppe/cannon.js/blob/master/build/cannon.js
MIT
function Particle(){ Shape.call(this); this.type = Shape.types.PARTICLE; }
Particle shape. @class Particle @constructor @author schteppe @extends Shape
Particle
javascript
schteppe/cannon.js
build/cannon.js
https://github.com/schteppe/cannon.js/blob/master/build/cannon.js
MIT
function Plane(){ Shape.call(this); this.type = Shape.types.PLANE; // World oriented normal this.worldNormal = new Vec3(); this.worldNormalNeedsUpdate = true; this.boundingSphereRadius = Number.MAX_VALUE; }
A plane, facing in the Z direction. The plane has its surface at z=0 and everything below z=0 is assumed to be solid plane. To make the plane face in some other direction than z, you must put it inside a RigidBody and rotate that body. See the demos. @class Plane @constructor @extends Shape @author schteppe
Plane
javascript
schteppe/cannon.js
build/cannon.js
https://github.com/schteppe/cannon.js/blob/master/build/cannon.js
MIT
function Shape(){ /** * Identifyer of the Shape. * @property {number} id */ this.id = Shape.idCounter++; /** * The type of this shape. Must be set to an int > 0 by subclasses. * @property type * @type {Number} * @see Shape.types */ this.type = 0; /** *...
Base class for shapes @class Shape @constructor @author schteppe @todo Should have a mechanism for caching bounding sphere radius instead of calculating it each time
Shape
javascript
schteppe/cannon.js
build/cannon.js
https://github.com/schteppe/cannon.js/blob/master/build/cannon.js
MIT
function Sphere(radius){ Shape.call(this); /** * @property {Number} radius */ this.radius = radius!==undefined ? Number(radius) : 1.0; this.type = Shape.types.SPHERE; if(this.radius < 0){ throw new Error('The sphere radius cannot be negative.'); } this.updateBoundingSphe...
Spherical shape @class Sphere @constructor @extends Shape @param {Number} radius The radius of the sphere, a non-negative number. @author schteppe / http://github.com/schteppe
Sphere
javascript
schteppe/cannon.js
build/cannon.js
https://github.com/schteppe/cannon.js/blob/master/build/cannon.js
MIT
function Trimesh(vertices, indices) { Shape.call(this); this.type = Shape.types.TRIMESH; /** * @property vertices * @type {Array} */ this.vertices = new Float32Array(vertices); /** * Array of integers, indicating which vertices each triangle consists of. The length of this arra...
@class Trimesh @constructor @param {array} vertices @param {array} indices @extends Shape @example // How to make a mesh with a single triangle var vertices = [ 0, 0, 0, // vertex 0 1, 0, 0, // vertex 1 0, 1, 0 // vertex 2 ]; var indices = [ 0, 1, 2 // triangle 0 ];...
Trimesh
javascript
schteppe/cannon.js
build/cannon.js
https://github.com/schteppe/cannon.js/blob/master/build/cannon.js
MIT
add = function(indexA, indexB){ var key = a < b ? a + '_' + b : b + '_' + a; edges[key] = true; }
Update the .edges property @method updateEdges
add
javascript
schteppe/cannon.js
build/cannon.js
https://github.com/schteppe/cannon.js/blob/master/build/cannon.js
MIT
function GSSolver(){ Solver.call(this); /** * The number of solver iterations determines quality of the constraints in the world. The more iterations, the more correct simulation. More iterations need more computations though. If you have a large gravity force in your world, you will need more iterations....
Constraint equation Gauss-Seidel solver. @class GSSolver @constructor @todo The spook parameters should be specified for each constraint, not globally. @author schteppe / https://github.com/schteppe @see https://www8.cs.umu.se/kurser/5DV058/VT09/lectures/spooknotes.pdf @extends Solver
GSSolver
javascript
schteppe/cannon.js
build/cannon.js
https://github.com/schteppe/cannon.js/blob/master/build/cannon.js
MIT
function Solver(){ /** * All equations to be solved * @property {Array} equations */ this.equations = []; }
Constraint equation solver base class. @class Solver @constructor @author schteppe / https://github.com/schteppe
Solver
javascript
schteppe/cannon.js
build/cannon.js
https://github.com/schteppe/cannon.js/blob/master/build/cannon.js
MIT
function SplitSolver(subsolver){ Solver.call(this); this.iterations = 10; this.tolerance = 1e-7; this.subsolver = subsolver; this.nodes = []; this.nodePool = []; // Create needed nodes, reuse if possible while(this.nodePool.length < 128){ this.nodePool.push(this.createNode()); ...
Splits the equations into islands and solves them independently. Can improve performance. @class SplitSolver @constructor @extends Solver @param {Solver} subsolver
SplitSolver
javascript
schteppe/cannon.js
build/cannon.js
https://github.com/schteppe/cannon.js/blob/master/build/cannon.js
MIT
function sortById(a, b){ return b.id - a.id; }
Solve the subsystems @method solve @param {Number} dt @param {World} world
sortById
javascript
schteppe/cannon.js
build/cannon.js
https://github.com/schteppe/cannon.js/blob/master/build/cannon.js
MIT
function OctreeNode(options){ options = options || {}; /** * The root node * @property {OctreeNode} root */ this.root = options.root || null; /** * Boundary of this node * @property {AABB} aabb */ this.aabb = options.aabb ? options.aabb.clone() : new AABB(); /** ...
@class OctreeNode @param {object} [options] @param {Octree} [options.root] @param {AABB} [options.aabb]
OctreeNode
javascript
schteppe/cannon.js
build/cannon.js
https://github.com/schteppe/cannon.js/blob/master/build/cannon.js
MIT
function Octree(aabb, options){ options = options || {}; options.root = null; options.aabb = aabb; OctreeNode.call(this, options); /** * Maximum subdivision depth * @property {number} maxDepth */ this.maxDepth = typeof(options.maxDepth) !== 'undefined' ? options.maxDepth : 8; }
@class Octree @param {AABB} aabb The total AABB of the tree @param {object} [options] @param {number} [options.maxDepth=8] @extends OctreeNode
Octree
javascript
schteppe/cannon.js
build/cannon.js
https://github.com/schteppe/cannon.js/blob/master/build/cannon.js
MIT
function Pool(){ /** * The pooled objects * @property {Array} objects */ this.objects = []; /** * Constructor of the objects * @property {mixed} type */ this.type = Object; }
For pooling objects that can be reused. @class Pool @constructor
Pool
javascript
schteppe/cannon.js
build/cannon.js
https://github.com/schteppe/cannon.js/blob/master/build/cannon.js
MIT
function Narrowphase(world){ /** * Internal storage of pooled contact points. * @property {Array} contactPointPool */ this.contactPointPool = []; this.frictionEquationPool = []; this.result = []; this.frictionResult = []; /** * Pooled vectors. * @property {Vec3Pool} ...
Helper class for the World. Generates ContactEquations. @class Narrowphase @constructor @todo Sphere-ConvexPolyhedron contacts @todo Contact reduction @todo should move methods to prototype
Narrowphase
javascript
schteppe/cannon.js
build/cannon.js
https://github.com/schteppe/cannon.js/blob/master/build/cannon.js
MIT
function warn(msg){ if(numWarnings > maxWarnings){ return; } numWarnings++; console.warn(msg); }
Generate all contacts between a list of body pairs @method getContacts @param {array} p1 Array of body indices @param {array} p2 Array of body indices @param {World} world @param {array} result Array to store generated contacts @param {array} oldcontacts Optional. Array of reusable contact objects
warn
javascript
schteppe/cannon.js
build/cannon.js
https://github.com/schteppe/cannon.js/blob/master/build/cannon.js
MIT
function pointInPolygon(verts, normal, p){ var positiveResult = null; var N = verts.length; for(var i=0; i!==N; i++){ var v = verts[i]; // Get edge to the next vertex var edge = pointInPolygon_edge; verts[(i+1) % (N)].vsub(v,edge); // Get cross product between polyg...
@method spherePlane @param {Shape} si @param {Shape} sj @param {Vec3} xi @param {Vec3} xj @param {Quaternion} qi @param {Quaternion} qj @param {Body} bi @param {Body} bj
pointInPolygon
javascript
schteppe/cannon.js
build/cannon.js
https://github.com/schteppe/cannon.js/blob/master/build/cannon.js
MIT
function World(){ EventTarget.apply(this); /** * Currently / last used timestep. Is set to -1 if not available. This value is updated before each internal step, which means that it is "fresh" inside event callbacks. * @property {Number} dt */ this.dt = -1; /** * Makes bodies go to ...
The physics world @class World @constructor @extends EventTarget
World
javascript
schteppe/cannon.js
build/cannon.js
https://github.com/schteppe/cannon.js/blob/master/build/cannon.js
MIT
PointerLockControls = function ( camera, cannonBody ) { var eyeYPos = 2; // eyes are 2 meters above the ground var velocityFactor = 0.2; var jumpVelocity = 20; var scope = this; var pitchObject = new THREE.Object3D(); pitchObject.add( camera ); var yawObject = new THREE.Object3D(); ya...
@author mrdoob / http://mrdoob.com/ @author schteppe / https://github.com/schteppe
PointerLockControls
javascript
schteppe/cannon.js
examples/js/PointerLockControls.js
https://github.com/schteppe/cannon.js/blob/master/examples/js/PointerLockControls.js
MIT
VoxelLandscape = function ( world, nx, ny, nz, sx, sy, sz ) { this.nx = nx; this.ny = ny; this.nz = nz; this.sx = sx; this.sy = sy; this.sz = sz; this.world = world; this.map = []; this.boxified = []; this.boxes = []; this.boxShape = new CANNON.Box(new CANNON.Vec3(sx*0.5,sy...
@author schteppe / https://github.com/schteppe
VoxelLandscape
javascript
schteppe/cannon.js
examples/js/VoxelLandscape.js
https://github.com/schteppe/cannon.js/blob/master/examples/js/VoxelLandscape.js
MIT
function addPoint( vertexId ) { var vertex = vertices[ vertexId ].clone(); var mag = vertex.length(); vertex.x += mag * randomOffset(); vertex.y += mag * randomOffset(); vertex.z += mag * randomOffset(); var hole = []; for ( var f = 0; f < faces.length; ) { ...
@author qiao / https://github.com/qiao @fileoverview This is a convex hull generator using the incremental method. The complexity is O(n^2) where n is the number of vertices. O(nlogn) algorithms do exist, but they are much more complicated. Benchmark: Platform: CPU: P7350 @2.00GHz Engine: V8 Num Vertices Time(m...
addPoint
javascript
schteppe/cannon.js
libs/ConvexGeometry.js
https://github.com/schteppe/cannon.js/blob/master/libs/ConvexGeometry.js
MIT
SceneJS_Map = function() { this.items = []; this.lastUniqueId = 0; this.addItem = function() { var item; if (arguments.length == 2) { var id = arguments[0]; item = arguments[1]; if (this.items[id]) { // Won't happen if given ID is string t...
Generic map of IDs to items - can generate own IDs or accept given IDs. Given IDs should be strings in order to not clash with internally generated IDs, which are numbers.
SceneJS_Map
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
nodeType = function() { // Create class supa.apply(this, arguments); this.attr.type = type; }
Extension point to create a new node type. @param {string} type Name of new subtype @param {string} superType Optional name of super-type - {@link SceneJS_node} by default @return {class} New node class
nodeType
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
SceneJS_State = function(cfg) { this.core = cfg.core || {}; this.state = cfg.state || {}; if (cfg.parent) { cfg.parent.addChild(this); } this.children = []; this.dirty = true; this._cleanFunc = cfg.cleanFunc; }
Returns an object containing the attributes that were given when creating the node. Obviously, the map will have the current values, plus any attributes that were later added through set/add methods on the node
SceneJS_State
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
NodeSelector = function(node) { this._targetNode = node; this._methods = { }; }
Loads node and attaches to parent
NodeSelector
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
function createNodes(scene, target, nodes) { var node; var targetNode; for (var i = 0; i < nodes.length; i++) { node = nodes[i]; if (target) { targetNode = scene.findNode(target); if (!targetNode) { continue; ...
Given an attribute name of the form "alpha.beta" and a value, returns this sort of thing: { "alpha": { "beta": value } }
createNodes
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
SceneJS_math_divVec3 = function(u, v, dest) { if (!dest) { dest = u; } dest[0] = u[0] / v[0]; dest[1] = u[1] / v[1]; dest[2] = u[2] / v[2]; return dest; }
@param u vec3 @param v vec3 @param dest vec3 - optional destination @return {vec3} dest if specified, u otherwise @private
SceneJS_math_divVec3
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
SceneJS_math_negateVector4 = function(v, dest) { if (!dest) { dest = v; } dest[0] = -v[0]; dest[1] = -v[1]; dest[2] = -v[2]; dest[3] = -v[3]; return dest; }
@param v vec4 @param dest vec4 - optional destination @return {vec4} dest if specified, v otherwise @private
SceneJS_math_negateVector4
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
SceneJS_math_addVec4 = function(u, v, dest) { if (!dest) { dest = u; } dest[0] = u[0] + v[0]; dest[1] = u[1] + v[1]; dest[2] = u[2] + v[2]; dest[3] = u[3] + v[3]; return dest; }
@param u vec4 @param v vec4 @param dest vec4 - optional destination @return {vec4} dest if specified, u otherwise @private
SceneJS_math_addVec4
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
SceneJS_math_addVec4s = function(v, s, dest) { if (!dest) { dest = v; } dest[0] = v[0] + s; dest[1] = v[1] + s; dest[2] = v[2] + s; dest[3] = v[3] + s; return dest; }
@param v vec4 @param s scalar @param dest vec4 - optional destination @return {vec4} dest if specified, v otherwise @private
SceneJS_math_addVec4s
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
SceneJS_math_addVec3s = function(v, s, dest) { if (!dest) { dest = v; } dest[0] = v[0] + s; dest[1] = v[1] + s; dest[2] = v[2] + s; return dest; }
@param v vec3 @param s scalar @param dest vec3 - optional destination @return {vec3} dest if specified, v otherwise @private
SceneJS_math_addVec3s
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
SceneJS_math_subVec3 = function(u, v, dest) { if (!dest) { dest = u; } dest[0] = u[0] - v[0]; dest[1] = u[1] - v[1]; dest[2] = u[2] - v[2]; return dest; }
@param u vec3 @param v vec3 @param dest vec3 - optional destination @return {vec3} dest if specified, v otherwise @private
SceneJS_math_subVec3
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
SceneJS_math_subVec2 = function(u, v, dest) { if (!dest) { dest = u; } dest[0] = u[0] - v[0]; dest[1] = u[1] - v[1]; return dest; }
@param u vec2 @param v vec2 @param dest vec2 - optional destination @return {vec2} dest if specified, u otherwise @private
SceneJS_math_subVec2
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
SceneJS_math_mulVec2Scalar = function(v, s, dest) { if (!dest) { dest = v; } dest[0] = v[0] * s; dest[1] = v[1] * s; return dest; }
@param v vec2 @param s scalar @param dest vec2 - optional destination @return {vec2} dest if specified, v otherwise @private
SceneJS_math_mulVec2Scalar
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
SceneJS_math_divScalarVec4 = function(s, v, dest) { if (!dest) { dest = v; } dest[0] = s / v[0]; dest[1] = s / v[1]; dest[2] = s / v[2]; dest[3] = s / v[3]; return dest; }
@param s scalar @param v vec4 @param dest vec4 - optional destination @return {vec4} dest if specified, v otherwise @private
SceneJS_math_divScalarVec4
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
SceneJS_math_rcpVec3 = function(v, dest) { return SceneJS_math_divScalarVec3(1.0, v, dest); }
@param v vec3 @param dest vec3 - optional destination @return {vec3} dest if specified, v otherwise @private
SceneJS_math_rcpVec3
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
SceneJS_math_negateMat4 = function(m, dest) { if (!dest) { dest = m; } dest[0] = -m[0]; dest[1] = -m[1]; dest[2] = -m[2]; dest[3] = -m[3]; dest[4] = -m[4]; dest[5] = -m[5]; dest[6] = -m[6]; dest[7] = -m[7]; dest[8] = -m[8]; dest[9] = -m[9]; dest[10] = -m[10];...
@param m mat4 @param dest mat4 - optional destination @return {mat4} dest if specified, m otherwise @private
SceneJS_math_negateMat4
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
SceneJS_math_addMat4 = function(a, b, dest) { if (!dest) { dest = a; } dest[0] = a[0] + b[0]; dest[1] = a[1] + b[1]; dest[2] = a[2] + b[2]; dest[3] = a[3] + b[3]; dest[4] = a[4] + b[4]; dest[5] = a[5] + b[5]; dest[6] = a[6] + b[6]; dest[7] = a[7] + b[7]; dest[8] = a[...
@param a mat4 @param b mat4 @param dest mat4 - optional destination @return {mat4} dest if specified, a otherwise @private
SceneJS_math_addMat4
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
SceneJS_math_addMat4Scalar = function(m, s, dest) { if (!dest) { dest = m; } dest[0] = m[0] + s; dest[1] = m[1] + s; dest[2] = m[2] + s; dest[3] = m[3] + s; dest[4] = m[4] + s; dest[5] = m[5] + s; dest[6] = m[6] + s; dest[7] = m[7] + s; dest[8] = m[8] + s; dest[9...
@param m mat4 @param s scalar @param dest mat4 - optional destination @return {mat4} dest if specified, m otherwise @private
SceneJS_math_addMat4Scalar
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
SceneJS_math_subScalarMat4 = function(s, m, dest) { if (!dest) { dest = m; } dest[0] = s - m[0]; dest[1] = s - m[1]; dest[2] = s - m[2]; dest[3] = s - m[3]; dest[4] = s - m[4]; dest[5] = s - m[5]; dest[6] = s - m[6]; dest[7] = s - m[7]; dest[8] = s - m[8]; dest[9...
@param s scalar @param m mat4 @param dest mat4 - optional destination @return {mat4} dest if specified, m otherwise @private
SceneJS_math_subScalarMat4
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
SceneJS_math_transposeMat4 = function(mat, dest) { // If we are transposing ourselves we can skip a few steps but have to cache some values var m4 = mat[4], m14 = mat[14], m8 = mat[8]; var m13 = mat[13], m12 = mat[12], m9 = mat[9]; if (!dest || mat == dest) { var a01 = mat[1], a02 = mat[2], a03 ...
@param mat mat4 @param dest mat4 - optional destination @return {mat4} dest if specified, mat otherwise @private
SceneJS_math_transposeMat4
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
SceneJS_math_lookAtMat4v = function(pos, target, up, dest) { if (!dest) { dest = SceneJS_math_mat4(); } var posx = pos[0], posy = pos[1], posz = pos[2], upx = up[0], upy = up[1], upz = up[2], targetx = target[0], ta...
@param pos vec3 position of the viewer @param target vec3 point the viewer is looking at @param up vec3 pointing "up" @param dest mat4 Optional, mat4 frustum matrix will be written into @return {mat4} dest if specified, a new mat4 otherwise
SceneJS_math_lookAtMat4v
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
SceneJS_math_billboardMat = function(viewMatrix) { var rotVec = [ SceneJS_math_getColMat4(viewMatrix, 0), SceneJS_math_getColMat4(viewMatrix, 1), SceneJS_math_getColMat4(viewMatrix, 2) ]; var scaleVec = [ SceneJS_math_lenVec4(rotVec[0]), SceneJS_math_lenVec4(rotVec[1...
Creates billboard matrix from given view matrix @private
SceneJS_math_billboardMat
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
SceneJS_webgl_ProgramUniform = function(context, program, name, type, size, location, logging) { var func = null; if (type == context.BOOL) { func = function (v) { context.uniform1i(location, v); }; } else if (type == context.BOOL_VEC2) { func = function (v) { ...
Maps SceneJS node parameter names to WebGL enum names @private
SceneJS_webgl_ProgramUniform
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
SceneJS_webgl_Shader = function(context, type, source, logging) { this.handle = context.createShader(type); // logging.debug("Creating " + ((type == context.VERTEX_SHADER) ? "vertex" : "fragment") + " shader"); this.valid = true; context.shaderSource(this.handle, source); context.compileShader(th...
A vertex/fragment shader in a program @private @param context WebGL context @param gl.VERTEX_SHADER | gl.FRAGMENT_SHADER @param source Source code for shader @param logging Shader will write logging's debug channel as it compiles
SceneJS_webgl_Shader
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
SceneJS_webgl_Program = function(hash, context, vertexSources, fragmentSources, logging) { var a, i, u, u_name, location, shader; this.hash = hash; /* Create shaders from sources */ var shaders = []; for (i = 0; i < vertexSources.length; i++) { shaders.push(new SceneJS_webgl_...
A program on an active WebGL context @private @param hash SceneJS-managed ID for program @param context WebGL context @param vertexSources Source codes for vertex shaders @param fragmentSources Source codes for fragment shaders @param logging Program and shaders will write to logging's debug channel as they compile an...
SceneJS_webgl_Program
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
function mightBeValidEnum(fname, i, value) { if (!mightBeEnum(value)) return false; return (fname in glValidEnumContexts) && (i in glValidEnumContexts[fname]); }
Returns true if 'value' matches any WebGL enum, and the i'th parameter of the WebGL function 'fname' is expected to be (any) enum. Does not check that 'value' is actually a valid i'th parameter to 'fname', as that will be checked by the WebGL implementation itself. @param {string} fname the GL function to use for scre...
mightBeValidEnum
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
function makeDebugContext(ctx, opt_onErrorFunc) { init(ctx); function formatFunctionCall(functionName, args) { // apparently we can't do args.join(","); var argStr = ""; for (var ii = 0; ii < args.length; ++ii) { argStr += ((ii == 0) ? '' : ', ') + (mightBeEnum(args[i...
Given a WebGL context returns a wrapped context that calls gl.getError after every command and calls a function if the result is not gl.NO_ERROR. @param {!WebGLRenderingContext} ctx The webgl context to wrap. @param {!function(err, funcName, args): void} opt_onErrorFunc The function to call when gl.getEr...
makeDebugContext
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
CompilationQueue = function() { this._bins = []; this.size = 0; this.insert = function(level, node) { var bin = this._bins[level]; if (!bin) { bin = this._bins[level] = []; bin.numNodes = 0; } var compilation = bin[...
Tracks compilation states for each scene
CompilationQueue
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
function findLoggingElement(loggingElementId) { var element; if (!loggingElementId) { element = document.getElementById(Scene.DEFAULT_LOGGING_ELEMENT_ID); if (!element) { SceneJS_loggingModule.info("SceneJS.Scene config 'loggingElementId' omitted and failed to fin...
Backend module that provides single point through which exceptions may be raised @private
findLoggingElement
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
function findCanvas(canvasId, contextAttr) { var canvas; if (!canvasId) { SceneJS_loggingModule.info("Scene attribute 'canvasId' omitted - looking for default canvas with ID '" + Scene.DEFAULT_CANVAS_ID + "'"); canvasId = Scene.DEFAULT_CANVAS_ID; c...
Locates canvas in DOM, finds WebGL context on it, sets some default state on the context, then returns canvas, canvas ID and context wrapped up in an object. If canvasId is null, will fall back on Scene.DEFAULT_CANVAS_ID
findCanvas
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
SceneJS_PickBuffer = function(cfg) { var canvas = cfg.canvas; var gl = canvas.context; var pickBuf; this.bound = false; this._touch = function() { var width = canvas.canvas.width; var height = canvas.canvas.height; if (pickBuf) { // Currently have a pick buffer ...
Returns the current status of this scene. When the scene has been destroyed, the returned status will be a map like this: { destroyed: true } Otherwise, the status will be: { numLoading: Number // Number of asset loads (eg. texture, geometry stream etc.) currently in progress }
SceneJS_PickBuffer
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
glEnum = function(context, name) { if (!name) { throw SceneJS_errorModule.fatalError( SceneJS.errors.ILLEGAL_NODE_CONFIG, "Null SceneJS.renderer node config: \"" + name + "\""); } var result = SceneJS_webgl_enumMap[name]; if (!result) {...
Track IDs of bound states as we build call list
glEnum
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
function createProps(props) { var restore; if (stackLen > 0) { // can't restore when no previous props set restore = {}; for (var name in props) { if (props.hasOwnProperty(name)) { if (!(props[name] == undefined)) { res...
Called after all nodes rendered for the current frame
createProps
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
restoreProperties = function(context, props) { var value; for (var key in props) { // Set order-insensitive properties (modes) if (props.hasOwnProperty(key)) { value = props[key]; if (value != undefined && value != null) { var se...
Restores previous renderer properties, except for clear - that's the reason we have a seperate set and restore semantic - we don't want to keep clearing the buffer.
restoreProperties
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
glEnum = function(context, name) { if (!name) { throw SceneJS_errorModule.fatalError( SceneJS.errors.ILLEGAL_NODE_CONFIG, "Null SceneJS.renderer node config: \"" + name + "\""); } var result = SceneJS_webgl_enumMap[name]; if (!result) {...
Maps renderer node properties to WebGL context enums @private
glEnum
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
function popProps() { var oldProps = propStack[stackLen - 1]; stackLen--; var newProps = propStack[stackLen - 1]; dirty = true; }
Clears buffers on the given context as specified in mask
popProps
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
function destroyVBOs(geo) { if (document.getElementById(geo.canvas.canvasId)) { // Context won't exist if canvas has disappeared if (geo.vertexBuf) { geo.vertexBuf.destroy(); } if (geo.normalBuf) { geo.normalBuf.destroy(); } ...
Backend that tracks statistics on loading states of nodes during scene traversal. This supports the "loading-status" events that we can listen for on scene nodes. When a node with that listener is pre-visited, it will call getStatus on this module to save a copy of the status. Then when it is post-visited, it will ca...
destroyVBOs
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
function create() { var positions = [ [-3.000000, 1.650000, 0.000000], [-2.987110, 1.650000, -0.098438], [-2.987110, 1.650000, 0.098438], [-2.985380, 1.567320, -0.049219], [-2.985380, 1.567320, 0.049219], [-2.983500, 1.483080, 0.000000], ...
@class A scene node that defines the geometry of the venerable OpenGL teapot. <p><b>Example Usage</b></p><p>Definition of teapot:</b></p><pre><code> var c = new SceneJS_teapot(); // Requires no parameters </pre></code> @extends SceneJS.Geometry @since Version 0.7.4 @constructor Create a new SceneJS_teapot @param {Objec...
create
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
function letter(ch) { return letters[ch]; }
Backend module that creates vector geometry repreentations of text @private
letter
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
function getHMTLColor(color) { if (color.length != 4) { return color; } for (var i = 0; i < color.length; i++) { color[i] *= 255; } return 'rgba(' + color.join(',') + ')'; }
Backend module that creates bitmapp text textures @private
getHMTLColor
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
function loadTransform() { if (dirty) { if (stackLen > 0) { var t = self.transform; if (!t.matrixAsArray) { t.matrixAsArray = new Float32Array(t.matrix); t.normalMatrixAsArray = new Float32Array( Scen...
Returns a copy of the matrix as a 1D array of 16 elements @returns {Number[16]} The matrix elements
loadTransform
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
function createTexture(scene, cfg, onComplete) { var context = scene.canvas.context; var textureId = SceneJS._createUUID(); var update; try { if (cfg.autoUpdate) { update = function() { //TODO: fix this when minefield is upto spec ...
Creates texture from either image URL or image object
createTexture
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
function destroyMorph(morph) { if (document.getElementById(morph.canvas.canvasId)) { // Context won't exist if canvas has disappeared var target; for (var i = 0, len = morph.targets.length; i < len; i++) { target = morph.targets[i]; if (target.vertexBuf) {...
Destroys morph, returning true if memory freed, else false where canvas not found and morph was implicitly destroyed
destroyMorph
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
function createFrameBuffer(scene, bufId) { var canvas = scene.canvas; var gl = canvas.context; var width = canvas.canvas.width; var height = canvas.canvas.height; var frameBuf = gl.createFramebuffer(); var renderBuf = gl.createRenderbuffer(); var texture = gl.cre...
Creates image buffer, registers it under the given ID
createFrameBuffer
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
function combineMapStack(maps) { var map1; var map2 = {}; var name; for (var i = 0; i < stackLen; i++) { map1 = maps[i]; for (name in map1) { if (map1.hasOwnProperty(name)) { map2[name] = map1[name]; } ...
Gets the texture from this image buffer
combineMapStack
javascript
schteppe/cannon.js
libs/scenejs.js
https://github.com/schteppe/cannon.js/blob/master/libs/scenejs.js
MIT
function Heightfield(data, options){ options = Utils.defaults(options, { maxValue : null, minValue : null, elementSize : 1 }); /** * An array of numbers, or height values, that are spread out along the x axis. * @property {array} data */ this.data = data; /**...
Heightfield shape class. Height data is given as an array. These data points are spread out evenly with a given distance. @class Heightfield @extends Shape @constructor @param {Array} data An array of Y values that will be used to construct the terrain. @param {object} options @param {Number} [options.minValue] Minimum...
Heightfield
javascript
schteppe/cannon.js
src/shapes/Heightfield.js
https://github.com/schteppe/cannon.js/blob/master/src/shapes/Heightfield.js
MIT
function barycentricWeights(x, y, ax, ay, bx, by, cx, cy, result){ result.x = ((by - cy) * (x - cx) + (cx - bx) * (y - cy)) / ((by - cy) * (ax - cx) + (cx - bx) * (ay - cy)); result.y = ((cy - ay) * (x - cx) + (ax - cx) * (y - cy)) / ((by - cy) * (ax - cx) + (cx - bx) * (ay - cy)); result.z = 1 - result.x -...
Get the height in the heightfield at a given position @param {number} x @param {number} y @param {boolean} edgeClamp @return {number}
barycentricWeights
javascript
schteppe/cannon.js
src/shapes/Heightfield.js
https://github.com/schteppe/cannon.js/blob/master/src/shapes/Heightfield.js
MIT
function Plane(){ Shape.call(this, { type: Shape.types.PLANE }); // World oriented normal this.worldNormal = new Vec3(); this.worldNormalNeedsUpdate = true; this.boundingSphereRadius = Number.MAX_VALUE; }
A plane, facing in the Z direction. The plane has its surface at z=0 and everything below z=0 is assumed to be solid plane. To make the plane face in some other direction than z, you must put it inside a Body and rotate that body. See the demos. @class Plane @constructor @extends Shape @author schteppe
Plane
javascript
schteppe/cannon.js
src/shapes/Plane.js
https://github.com/schteppe/cannon.js/blob/master/src/shapes/Plane.js
MIT
function Shape(options){ options = options || {}; /** * Identifyer of the Shape. * @property {number} id */ this.id = Shape.idCounter++; /** * The type of this shape. Must be set to an int > 0 by subclasses. * @property type * @type {Number} * @see Shape.types *...
Base class for shapes @class Shape @constructor @param {object} [options] @param {number} [options.collisionFilterGroup=1] @param {number} [options.collisionFilterMask=-1] @param {number} [options.collisionResponse=true] @param {number} [options.material=null] @author schteppe
Shape
javascript
schteppe/cannon.js
src/shapes/Shape.js
https://github.com/schteppe/cannon.js/blob/master/src/shapes/Shape.js
MIT
function World(options){ options = options || {}; EventTarget.apply(this); /** * Currently / last used timestep. Is set to -1 if not available. This value is updated before each internal step, which means that it is "fresh" inside event callbacks. * @property {Number} dt */ this.dt = -1;...
The physics world @class World @constructor @extends EventTarget @param {object} [options] @param {Vec3} [options.gravity] @param {boolean} [options.allowSleep] @param {Broadphase} [options.broadphase] @param {Solver} [options.solver] @param {boolean} [options.quatNormalizeFast] @param {number} [options.quatNormalizeSk...
World
javascript
schteppe/cannon.js
src/world/World.js
https://github.com/schteppe/cannon.js/blob/master/src/world/World.js
MIT
function useUpdateEffect(effect, deps = []) { const initialMount = useRef(true); useEffect(() => { if (initialMount.current) { initialMount.current = false; } else { effect(); } }, deps); }
A custom useEffect hook that only triggers on updates, not on initial mount @param {Function} effect
useUpdateEffect
javascript
jossmac/react-toast-notifications
examples/src/ConnectivityListener.js
https://github.com/jossmac/react-toast-notifications/blob/master/examples/src/ConnectivityListener.js
MIT
init(options) { this.options = options; this._args = [...options.args]; }
@param {{ type: "sync" | "promise" | "async", taps: Array<Tap>, interceptors: Array<Interceptor> }} options
init
javascript
webpack/tapable
lib/HookCodeFactory.js
https://github.com/webpack/tapable/blob/master/lib/HookCodeFactory.js
MIT
function setTheme(theme) { Object.keys(images).forEach(function(name) { var img = images[name]; if (img.themeable) { svgThemer.setImgSvgProps.call(img, theme, img.setSvgProps); } if (img.themeableRules) { img.themeableRules.forEach(function(themeable) { ...
@param {object} theme @memberOf module:images
setTheme
javascript
fin-hypergrid/core
images/index.js
https://github.com/fin-hypergrid/core/blob/master/images/index.js
MIT
function checkbox(state) { return images[state ? 'checked' : 'unchecked']; }
Convenience function. @param {boolean} state @returns {HTMLImageElement} {@link module:images.checked|checked} when `state` is truthy or {@link module:images.unchecked|unchecked} otherwise. @memberOf module:images
checkbox
javascript
fin-hypergrid/core
images/index.js
https://github.com/fin-hypergrid/core/blob/master/images/index.js
MIT
function filter(state) { return images[state ? 'filter-on' : 'filter-off']; }
Convenience function. @param {boolean} state @returns {HTMLImageElement} {@link module:images.filter-off|filter-off} when `state` is truthy or {@link module:images.filter-on|filter-on} otherwise. @memberOf module:images
filter
javascript
fin-hypergrid/core
images/index.js
https://github.com/fin-hypergrid/core/blob/master/images/index.js
MIT
function rowPropertiesDeprecationWarning() { if (!warned.rowProperties) { warned.rowProperties = true; console.warn('The `rowProperties` property has been deprecated as of v2.1.0 in favor of `rowStripes`. (Will be removed in a future release.)'); } }
@summary How to truncate text. @desc A "quaternary" value, one of: * `undefined` - Text is not truncated. * `true` (default) - Truncate sufficient characters to fit ellipsis if possible. Most acceptable option that avoids need for clipping. * `false` - Truncate *before* last partially visible character. Visibly annoyin...
rowPropertiesDeprecationWarning
javascript
fin-hypergrid/core
src/defaults.js
https://github.com/fin-hypergrid/core/blob/master/src/defaults.js
MIT
function navKey(keyChar, ctrlKey) { var result; if (keyChar.length > 1 || !this.editOnKeydown || ctrlKey) { result = keyChar; // return the mapped value } return result; }
Returns any value of `keyChar` that passes the following logic test: 1. If a non-printable, white-space character, then nav key. 2. If not (i.e., a normal character), can still be a nav key if not editing on key down. 3. If not, can still be a nav key if CTRL key is down. Note: Callers are typcially only interested in...
navKey
javascript
fin-hypergrid/core
src/defaults.js
https://github.com/fin-hypergrid/core/blob/master/src/defaults.js
MIT
function mappedNavKey(keyChar, ctrlKey) { keyChar = this.navKeyMap[keyChar]; return keyChar && this.navKey(keyChar); }
Returns only values of `keyChar` that, when run through {@link module:defaults.navKeyMap|navKeyMap}, pass the {@link module:defaults.navKey|navKey} logic test. @param {string} keyChar - A value from Canvas's `charMap`, to be remapped through {@link module:defaults.navKeyMap|navKeyMap}. @param {boolean} [ctrlKey=false]...
mappedNavKey
javascript
fin-hypergrid/core
src/defaults.js
https://github.com/fin-hypergrid/core/blob/master/src/defaults.js
MIT
function deleteProp(propName) { var descriptor = Object.getOwnPropertyDescriptor(this, propName); if (!descriptor) { return false; // own property not found } else if (!descriptor.get) { return delete this[propName]; // non-accessor property found (returns !descriptor.configurable) } els...
@summary Reapply cell properties after `getCell`. @type {boolean} @default @memberOf module:defaults
deleteProp
javascript
fin-hypergrid/core
src/defaults.js
https://github.com/fin-hypergrid/core/blob/master/src/defaults.js
MIT
function exec(vf) { if (this.dataRow) { var calculator = (typeof vf)[0] === 'f' && vf || this.calculator; if (calculator) { vf = calculator(this.dataRow, this.name, this.subrow); } } return vf; }
@summary Execute value if "calculator" (function) or if column has calculator. @desc This function is referenced here so: 1. It will be available to the cell renderers 2. Its context will naturally be the `config` object @default {@link module:defaults.exec|exec} @method @param vf - Value or function. @memberOf module:...
exec
javascript
fin-hypergrid/core
src/defaults.js
https://github.com/fin-hypergrid/core/blob/master/src/defaults.js
MIT
set cellPropertiesPrePaintNotification(cell) { throw new this.HypergridError('cellPropertiesPrePaintNotification has been deprecated as of v3.0.0. Code to inspect or mutate the render config object should be moved to the getCell hook.'); }
@memberOf Behavior# @desc this function is a hook and is called just before the painting of a cell occurs @param {Point} cell
cellPropertiesPrePaintNotification
javascript
fin-hypergrid/core
src/behaviors/Behavior.js
https://github.com/fin-hypergrid/core/blob/master/src/behaviors/Behavior.js
MIT
function warnBehaviorFeaturesDeprecation() { var featureNames = [], unregisteredFeatures = [], n = 0; this.features.forEach(function(FeatureConstructor) { var className = FeatureConstructor.prototype.$$CLASS_NAME || FeatureConstructor.name, featureName = className || 'feature' + n++; ...
@memberOf Behavior# @desc swap src and tar columns @param {number} src - column index @param {number} tar - column index
warnBehaviorFeaturesDeprecation
javascript
fin-hypergrid/core
src/behaviors/Behavior.js
https://github.com/fin-hypergrid/core/blob/master/src/behaviors/Behavior.js
MIT
function getCellPropertiesObject(rowIndex, dataModel) { return this.getCellOwnProperties(rowIndex, dataModel) || newCellPropertiesObject.call(this, rowIndex, dataModel); }
@todo: Theoretically setData should call this method to ensure each cell's persisted properties object is properly recreated with prototype set to its column's properties object. @this {Column} @param {number} rowIndex - Data row coordinate. @param {DataModel} [dataModel=this.dataModel] @returns {object} @private
getCellPropertiesObject
javascript
fin-hypergrid/core
src/behaviors/cellProperties.js
https://github.com/fin-hypergrid/core/blob/master/src/behaviors/cellProperties.js
MIT
function newCellPropertiesObject(rowIndex, dataModel) { var metadata = (dataModel || this.dataModel).getRowMetadata(rowIndex, null), props = this.properties; switch (this.index) { case this.behavior.treeColumnIndex: props = props.treeHeader; break; case this.beha...
@this {Column} @param {number} rowIndex - Data row coordinate. @param {DataModel} [dataModel=this.dataModel] @returns {object} @private
newCellPropertiesObject
javascript
fin-hypergrid/core
src/behaviors/cellProperties.js
https://github.com/fin-hypergrid/core/blob/master/src/behaviors/cellProperties.js
MIT
function Column(behavior, columnSchema) { switch (typeof columnSchema) { case 'number': if (!warned.number) { console.warn('Column(behavior: object, index: number) overload has been deprecated as of v2.1.6 in favor of Column(behavior: object, columnSchema: object) overload with d...
@summary Create a new `Column` object. @mixes cellProperties.columnMixin @mixes columnProperties.mixin @constructor @param {Behavior} behavior @param {object} columnSchema @param {number} columnSchema.index @param {string} columnSchema.name @param {string} [columnSchema.header] - Displayed in column headers. If not def...
Column
javascript
fin-hypergrid/core
src/behaviors/Column.js
https://github.com/fin-hypergrid/core/blob/master/src/behaviors/Column.js
MIT
set header(header) { this.schema.header = header; }
@summary Get or set the text of the column's header. @desc The _header_ is the label at the top of the column. Setting the header updates both: * the `schema` (aka, header) array in the underlying data source; and * the filter. @type {string}
header
javascript
fin-hypergrid/core
src/behaviors/Column.js
https://github.com/fin-hypergrid/core/blob/master/src/behaviors/Column.js
MIT
set calculator(calculator) { calculator = resolveCalculator.call(this, calculator); if (calculator !== this.schema.calculator) { this.schema.calculator = calculator; this.behavior.grid.reindex(); } }
@summary Get or set the computed column's calculator function. @desc Setting the value here updates the calculator in the data model schema. The results of the new calculations will appear in the column cells on the next repaint. @type {string}
calculator
javascript
fin-hypergrid/core
src/behaviors/Column.js
https://github.com/fin-hypergrid/core/blob/master/src/behaviors/Column.js
MIT
set type(type) { this.schema.type = type; this.behavior.reindex(); }
@summary Get or set the type of the column's header. @desc Setting the type updates the filter which typically uses this information for proper collation. @todo: Instead of using `this._type`, put on data source like the other essential properties. In this case, sorter could use the info to choose a comparator more in...
type
javascript
fin-hypergrid/core
src/behaviors/Column.js
https://github.com/fin-hypergrid/core/blob/master/src/behaviors/Column.js
MIT
function createColumnProperties() { var column = this, tableState = column.behavior.grid.properties, properties; properties = Object.create(tableState, { index: { // read-only (no setter) get: function() { return column.index; } }, ...
@this {Column} @returns {object} @memberOf Column#
createColumnProperties
javascript
fin-hypergrid/core
src/behaviors/columnProperties.js
https://github.com/fin-hypergrid/core/blob/master/src/behaviors/columnProperties.js
MIT
set subgrids(subgridSpecs) { var subgrids = this._subgrids = []; subgrids.lookup = {}; subgridSpecs.forEach(function(spec) { if (spec) { subgrids.push(this.createSubgrid(spec)); } }, this); this.shapeChanged(); }
An array where each element represents a subgrid to be rendered in the hypergrid. The list should always include at least one "data" subgrid, typically {@link Behavior#dataModel|dataModel}. It may also include zero or more other types of subgrids such as header, filter, and summary subgrids. This object also sports a...
subgrids
javascript
fin-hypergrid/core
src/behaviors/subgrids.js
https://github.com/fin-hypergrid/core/blob/master/src/behaviors/subgrids.js
MIT
function derefSubgridRef(ref) { var Constructor; switch (typeof ref) { case 'string': Constructor = dataModels.get(ref); break; case 'function': Constructor = ref; break; default: throw new this.HypergridError('Expected subgrid ...
@summary Resolves a subgrid constructor reference. @desc The ref is resolved to a data model constructor. @this {Behavior} @param {subgridConstructorRef} ref @returns {DataModel} A data model constructor. @memberOf Behavior~
derefSubgridRef
javascript
fin-hypergrid/core
src/behaviors/subgrids.js
https://github.com/fin-hypergrid/core/blob/master/src/behaviors/subgrids.js
MIT
function injectPolyfills(dataModel) { Object.keys(polyfills).forEach(function(key) { if (!dataModel[key]) { dataModel[key] = polyfills[key]; } }); }
Injects missing utility functions into the data model. Typically, data models are extended from `datasaur-base` which supplies the utility functions. However, extending from `datasaur-base` is not a requirement and for those data models that do not, the necessary utility functions are injected here. The only utility ...
injectPolyfills
javascript
fin-hypergrid/core
src/behaviors/Local/decorators.js
https://github.com/fin-hypergrid/core/blob/master/src/behaviors/Local/decorators.js
MIT
function injectCode(dataModel) { dataModel.install(fallbacks, { inject: true }); }
Inject fallback methods into data model when not implemented by data model. @this {Local} @param {DataModel} dataModel @memberOf module:decorators
injectCode
javascript
fin-hypergrid/core
src/behaviors/Local/decorators.js
https://github.com/fin-hypergrid/core/blob/master/src/behaviors/Local/decorators.js
MIT
function injectDefaulthooks(dataModel) { dataModel.install(hooks, { inject: true }); }
@param {DataModel} dataModel @this {Local} @memberOf module:decorators
injectDefaulthooks
javascript
fin-hypergrid/core
src/behaviors/Local/decorators.js
https://github.com/fin-hypergrid/core/blob/master/src/behaviors/Local/decorators.js
MIT
function addDeprecationWarnings() { var grid = this.grid; Object.defineProperties(this.dataModel, { grid: { configurable: true, enumerable: false, get: function() { if (!warned.grid) { console.warn('dataModel.grid has been depreca...
@summary Add deprecation warnings for deprecated legacy data model properties. @desc This method may be removed in a future version whence all deprecations are removed. @this {Local} @memberOf module:decorators
addDeprecationWarnings
javascript
fin-hypergrid/core
src/behaviors/Local/decorators.js
https://github.com/fin-hypergrid/core/blob/master/src/behaviors/Local/decorators.js
MIT
get schema() { return this.dataModel.getSchema(); }
@summary Convenience getter/setter. @desc Calls the data model's `getSchema`/`setSchema` methods. @see {@link https://fin-hypergrid.github.io/doc/DataModel.html#getSchema|getSchema} @see {@link https://fin-hypergrid.github.io/doc/DataModel.html#setSchema|setSchema} @type {Array} @memberOf Local#
schema
javascript
fin-hypergrid/core
src/behaviors/Local/index.js
https://github.com/fin-hypergrid/core/blob/master/src/behaviors/Local/index.js
MIT
get charMap() { return this.dataModel.drillDownCharMap; }
@summary Map of drill down characters used by the data model. @see {@link https://fin-hypergrid.github.io/doc/DataModel.html#charMap|charMap} @type {{OPEN:string, CLOSE:string, INDENT:string}} @memberOf Local#
charMap
javascript
fin-hypergrid/core
src/behaviors/Local/index.js
https://github.com/fin-hypergrid/core/blob/master/src/behaviors/Local/index.js
MIT
function renderMultiLineText(gc, config, val, leftPadding, rightPadding) { var x = config.bounds.x, y = config.bounds.y, width = config.bounds.width, height = config.bounds.height, cleanVal = (val + '').trim().replace(WHITESPACE, ' '), // trim and squeeze whitespace lines = f...
@summary Renders single line text. @param {CanvasRenderingContext2D} gc @param {object} config @param {Rectangle} config.bounds - The clipping rect of the cell to be rendered. @param {*} val - The text to render in the cell. @memberOf SimpleCell.prototype
renderMultiLineText
javascript
fin-hypergrid/core
src/cellRenderers/SimpleCell.js
https://github.com/fin-hypergrid/core/blob/master/src/cellRenderers/SimpleCell.js
MIT