build/module/lib/facets/ModelFacet.js
/**
     * <p>
     * A collection of properties governing GLSL uniforms for Rigid Body Modeling.
     * </p>
     * <p>
     * In Physics, the composite object may represent a rigid body.
     * In Computer Graphics, the composite object is a collection of drawing primitives.
     * </p>
     * <p>
     * ModelFacet implements Facet required for manipulating a composite object.
     * </p>
     * <p>
     * Constructs a ModelFacet at the origin and with unity attitude.
     * </p>
     */

A collection of properties governing GLSL uniforms for Rigid Body Modeling.


In Physics, the composite object may represent a rigid body.
In Computer Graphics, the composite object is a collection of drawing primitives.


ModelFacet implements Facet required for manipulating a composite object.


Constructs a ModelFacet at the origin and with unity attitude.
A collection of properties governing GLSL uniforms for Rigid Body Modeling . In Physics the composite object may represent a rigid body . In Computer Graphics the composite object is a collection of drawing primitives . ModelFacet implements Facet required for manipulating a composite object . Constructs a ModelFacet at the origin and with unity attitude .
function ModelFacet() {
        var _this = _super.call(this) || this;
        _this.matS = Matrix4.one.clone();
        _this._matM = Matrix4.one.clone();
        _this._matN = Matrix3.one.clone();
        _this.matR = Matrix4.one.clone();
        _this.matT = Matrix4.one.clone();
        _this.nameM = GraphicsProgramSymbols.UNIFORM_MODEL_MATRIX;
        _this.nameN = GraphicsProgramSymbols.UNIFORM_NORMAL_MATRIX;
        _this.X.modified = true;
        _this.R.modified = true;
        _this.matS.modified = true;
        return _this;
    }
function ModelFacet ( ) { var _this = _super . call ( this ) || this ; _this . matS = Matrix4 . one . clone ( ) ; _this . _matM = Matrix4 . one . clone ( ) ; _this . _matN = Matrix3 . one . clone ( ) ; _this . matR = Matrix4 . one . clone ( ) ; _this . matT = Matrix4 . one . clone ( ) ; _this . nameM = GraphicsProgramSymbols . UNIFORM_MODEL_MATRIX ; _this . nameN = GraphicsProgramSymbols . UNIFORM_NORMAL_MATRIX ; _this . X . modified = true ; _this . R . modified = true ; _this . matS . modified = true ; return _this ; }
<p>
 A collection of properties governing GLSL uniforms for Rigid Body Modeling.
<p > A collection of properties governing GLSL uniforms for Rigid Body Modeling .
/**
         * @default diag(1, 1, 1, 1)
         */ /**
         * The name used for the model matrix in the vertex shader.
         */ /**
         * The name used for the normal matrix in the vertex shader.
         */