Members
(readonly) _OBJisLoading
    Indicates if an object is currently loading or not. True when loading, otherwise false.
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(readonly) _TEXisLoading
    Indicates if an texture is currently loading or not. True when loading, otherwise false.
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(readonly) canvas :HTMLCanvasElement
    The HTMLCanvasElement.
    Type:
- HTMLCanvasElement
 
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controller :Object
    The main controller Object which handles mouse, keyboard and touch events.
    Mouse: Left-Mousebutton and drag | Rotation Right-Mousebutton and drag | Translation Mousewheel | Zoom/Object scaling Keyboard: Arrow-Keys | Translation +/- Keys | Zoom/Object scaling Touch-Gestures: Touch and drag | Rotation Double-Tap and drag | Translation Two-finger pinch | Zoom/Object scaling
Type:
- Object
 
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controller:deltaXRot :Number
    The delta x-Rotation of the current interaction.
    Type:
- Number
 
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controller:deltaXTrans :Number
    The delta x-Translation of the current interaction.
    Type:
- Number
 
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controller:deltaYRot :Number
    The delta y-Rotation of the current interaction.
    Type:
- Number
 
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controller:deltaYTrans :Number
    The delta y-Translation of the current interaction.
    Type:
- Number
 
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controller:deltaZTrans :Number
    The delta z-Translation of the current interaction.
    Type:
- Number
 
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controller:objectScale :Number
    The scaling factor.
    Type:
- Number
 
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controller:velocity :Number
    Sets the sensitivity of interactions. Typical values are 1/x, where x is a number.
    Type:
- Number
 
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controller:xRot :Number
    The overall amount of x-Rotation of all interactions.
    Type:
- Number
 
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controller:xTrans :Number
    The overall amount of x-Translation of all interactions.
    Type:
- Number
 
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controller:yRot :Number
    The overall amount of y-Rotation of all interactions.
    Type:
- Number
 
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controller:yTrans :Number
    The overall amount of y-Translation of all interactions.
    Type:
- Number
 
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controller:zTrans :Number
    The overall amount of z-Translation of all interactions.
    Type:
- Number
 
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(readonly) gl :WebGLRenderingContext
    Access to the WebGLRenderingContext interface.
    Type:
- WebGLRenderingContext
 
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Methods
flatten(m) → {Float32Array}
    Takes in a javascript array and copies it into a Float32Array.
    Parameters:
| Name | Type | Description | 
|---|---|---|
m | 
            
            Array | An array in javascript representation | 
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Returns:
    The newly created Float32Array
- Type
 - Float32Array
 
getFragmentShaderSource() → {String}
    Returns the fragment shader code in String representation provided in the FS form.
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Returns:
    String representation of the fragment shader code.
- Type
 - String
 
getVertexShaderSource() → {String}
    Returns the vertex shader code in String representation provided in the VS form.
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Returns:
    String representation of the vertex shader code.
- Type
 - String
 
initShaders(gl) → {WebGLProgram}
    Takes in the WebGLRenderingContext and starts to compile, attach and link the Vertex- and Fragment Shader.
    Parameters:
| Name | Type | Description | 
|---|---|---|
gl | 
            
            WebGLRenderingContext | is the WebGLRenderingContext instance | 
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Returns:
    A WebGLProgram object that is a combination of two compiled WebGLShaders consisting of a vertex shader and
a fragment shader (both written in GLSL). These are then linked into a usable program.
- Type
 - WebGLProgram
 
lookAtArcballCamera(matrix, eye, at, up)
    Generates a mat4 viewing matrix and connects it with the control of an arcball camera, by using the Object literals of the controller Object.
 
    Note: In order to see the changes when interacting with the canvas, the provided matrix has to be send to the vertex shader (e.g. as an uniform) in the render-loop.
Parameters:
| Name | Type | Description | 
|---|---|---|
matrix | 
            
            mat4 | Placeholder matrix in which the viewing matrix will be stored | 
eye | 
            
            vec3 | The starting camera position | 
at | 
            
            vec3 | The starting focus point | 
up | 
            
            vec3 | The starting roll of the camera | 
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modelInteraction(matrix)
    Takes in a mat4 model matrix and manipulates it by using the Object literals of the controller Object.
    Note: In order to see the changes when interacting with the canvas, the provided matrix has to be send to the vertex shader (e.g. as an uniform) in the render-loop.
Parameters:
| Name | Type | Description | 
|---|---|---|
matrix | 
            
            mat4 | Placeholder matrix in which the model matrix will be stored | 
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writeLog(message)
    Logging function which prints the value of any given Type to the status-window.
    Parameters:
| Name | Type | Description | 
|---|---|---|
message | 
            
            * | The message to be displayed | 
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