dist/ingress-model-viewer.js
/**
   * Given a mesh internal name and a program internal name, construct
   * a Drawable
   * @param  {String} programName Program internal name
   * @param  {String} meshName    Mesh internal Name
   */
Given a mesh internal name and a program internal name, construct
a Drawable
@param  {String} programName Program internal name
@param  {String} meshName    Mesh internal Name
Given a mesh internal name and a program internal name construct a Drawable @param { String } programName Program internal name @param { String } meshName Mesh internal Name
function Drawable(programName, meshName) {
    _classCallCheck(this, Drawable);
    this.programName = programName;
    this.meshName = meshName;
    this.mesh = null;
    this.program = null;
    this.uniforms = {};
    this.drawfn = this._draw.bind(this);
    this.elapsed = 0;
    this.ready = false;
    this.viewProject = _glMatrix.mat4.create();
    this._translate = _glMatrix.vec3.create();
    this._rotate = _glMatrix.quat.create();
    this._scale = _glMatrix.vec3.fromValues(1, 1, 1);
    this._model = _glMatrix.mat4.create();
    this._ray = _glMatrix.vec3.create();
    this.local = _glMatrix.mat4.create();
    this.world = _glMatrix.mat4.create();
    this.uniforms.u_modelViewProject = _glMatrix.mat4.create();
    this.children = [];
    this.drawMode = _mesh2.default.MODE_TRIANGLES;
    this.animator = new _animator2.default();
  }
function Drawable ( programName , meshName ) { _classCallCheck ( this , Drawable ) ; this . programName = programName ; this . meshName = meshName ; this . mesh = null ; this . program = null ; this . uniforms = { } ; this . drawfn = this . _draw . bind ( this ) ; this . elapsed = 0 ; this . ready = false ; this . viewProject = _glMatrix . mat4 . create ( ) ; this . _translate = _glMatrix . vec3 . create ( ) ; this . _rotate = _glMatrix . quat . create ( ) ; this . _scale = _glMatrix . vec3 . fromValues ( 1 , 1 , 1 ) ; this . _model = _glMatrix . mat4 . create ( ) ; this . _ray = _glMatrix . vec3 . create ( ) ; this . local = _glMatrix . mat4 . create ( ) ; this . world = _glMatrix . mat4 . create ( ) ; this . uniforms . u_modelViewProject = _glMatrix . mat4 . create ( ) ; this . children = [ ] ; this . drawMode = _mesh2 . default . MODE_TRIANGLES ; this . animator = new _animator2 . default ( ) ; }
Given a mesh internal name and a program internal name, construct
 a Drawable
 @param  {String} programName Program internal name
 @param  {String} meshName    Mesh internal Name
Given a mesh internal name and a program internal name construct a Drawable @param { String } programName Program internal name @param { String } meshName Mesh internal Name