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authorNivesh Rajbhandari2012-04-04 15:53:53 -0700
committerNivesh Rajbhandari2012-04-04 15:53:53 -0700
commitb06dbed626994db7bf41e12a712b5289a1306b50 (patch)
treebee299aae4f4dcac507236f59fdfc3768f9a6b05 /assets
parentdb0fa4e454b76d8a2bd6ba47c6f10166761179e7 (diff)
parente721a7c1009f298a1bd8fea583da14535e039880 (diff)
downloadninja-b06dbed626994db7bf41e12a712b5289a1306b50.tar.gz
Merge branch 'refs/heads/ninja-internal' into ToolFixes
Diffstat (limited to 'assets')
-rw-r--r--assets/canvas-runtime.js445
-rwxr-xr-xassets/rdge-compiled.js777
2 files changed, 536 insertions, 686 deletions
diff --git a/assets/canvas-runtime.js b/assets/canvas-runtime.js
index f53a4ef6..a35f473d 100644
--- a/assets/canvas-runtime.js
+++ b/assets/canvas-runtime.js
@@ -4,11 +4,12 @@ No rights, expressed or implied, whatsoever to this software are provided by Mot
4(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. 4(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
5</copyright> */ 5</copyright> */
6 6
7 7// namespace for the Ninja Canvas Runtime
8var NinjaCvsRt = NinjaCvsRt || {};
8 9
9/////////////////////////////////////////////////////////////////////// 10///////////////////////////////////////////////////////////////////////
10//Loading webGL/canvas data 11//Loading webGL/canvas data
11function initWebGl (rootElement, directory) { 12NinjaCvsRt.initWebGl = function (rootElement, directory) {
12 var cvsDataMngr, ninjaWebGlData = JSON.parse((document.querySelectorAll(['script[data-ninja-webgl]'])[0].innerHTML.replace('(', '')).replace(')', '')); 13 var cvsDataMngr, ninjaWebGlData = JSON.parse((document.querySelectorAll(['script[data-ninja-webgl]'])[0].innerHTML.replace('(', '')).replace(')', ''));
13 if (ninjaWebGlData && ninjaWebGlData.data) { 14 if (ninjaWebGlData && ninjaWebGlData.data) {
14 for (var n=0; ninjaWebGlData.data[n]; n++) { 15 for (var n=0; ninjaWebGlData.data[n]; n++) {
@@ -16,16 +17,16 @@ function initWebGl (rootElement, directory) {
16 } 17 }
17 } 18 }
18 //Creating data manager 19 //Creating data manager
19 cvsDataMngr = new CanvasDataManager(); 20 cvsDataMngr = new NinjaCvsRt.CanvasDataManager();
20 //Loading data to canvas(es) 21 //Loading data to canvas(es)
21 cvsDataMngr.loadGLData(rootElement, ninjaWebGlData.data, directory); 22 cvsDataMngr.loadGLData(rootElement, ninjaWebGlData.data, directory);
22} 23};
23 24
24/////////////////////////////////////////////////////////////////////// 25///////////////////////////////////////////////////////////////////////
25// Class ShapeRuntime 26// Class ShapeRuntime
26// Manages runtime shape display 27// Manages runtime shape display
27/////////////////////////////////////////////////////////////////////// 28///////////////////////////////////////////////////////////////////////
28function CanvasDataManager() 29NinjaCvsRt.CanvasDataManager = function ()
29{ 30{
30 this.loadGLData = function(root, valueArray, assetPath ) 31 this.loadGLData = function(root, valueArray, assetPath )
31 { 32 {
@@ -54,31 +55,12 @@ function CanvasDataManager()
54 var canvas = this.findCanvasWithID( id, root ); 55 var canvas = this.findCanvasWithID( id, root );
55 if (canvas) 56 if (canvas)
56 { 57 {
57 new GLRuntime( canvas, jObj, assetPath ); 58 new NinjaCvsRt.GLRuntime( canvas, jObj, assetPath );
58 } 59 }
59 } 60 }
60 } 61 }
61 } 62 }
62 } 63 };
63
64 this.collectGLData = function( elt, dataArray )
65 {
66 if (elt.elementModel && elt.elementModel.shapeModel && elt.elementModel.shapeModel.GLWorld)
67 {
68 var data = elt.elementModel.shapeModel.GLWorld.export( true );
69 dataArray.push( data );
70 }
71
72 if (elt.children)
73 {
74 var nKids = elt.children.length;
75 for (var i=0; i<nKids; i++)
76 {
77 var child = elt.children[i];
78 this.collectGLData( child, dataArray );
79 }
80 }
81 }
82 64
83 this.findCanvasWithID = function( id, elt ) 65 this.findCanvasWithID = function( id, elt )
84 { 66 {
@@ -95,14 +77,14 @@ function CanvasDataManager()
95 if (foundElt) return foundElt; 77 if (foundElt) return foundElt;
96 } 78 }
97 } 79 }
98 } 80 };
99} 81};
100 82
101/////////////////////////////////////////////////////////////////////// 83///////////////////////////////////////////////////////////////////////
102// Class GLRuntime 84// Class GLRuntime
103// Manages runtime fora WebGL canvas 85// Manages runtime fora WebGL canvas
104/////////////////////////////////////////////////////////////////////// 86///////////////////////////////////////////////////////////////////////
105function GLRuntime( canvas, jObj, assetPath ) 87NinjaCvsRt.GLRuntime = function ( canvas, jObj, assetPath )
106{ 88{
107 /////////////////////////////////////////////////////////////////////// 89 ///////////////////////////////////////////////////////////////////////
108 // Instance variables 90 // Instance variables
@@ -122,6 +104,7 @@ function GLRuntime( canvas, jObj, assetPath )
122 this._initialized = false; 104 this._initialized = false;
123 105
124 this._useWebGL = false; 106 this._useWebGL = false;
107 this._assetPath = undefined;
125 108
126 // view parameters 109 // view parameters
127 this._fov = 45.0; 110 this._fov = 45.0;
@@ -138,27 +121,31 @@ function GLRuntime( canvas, jObj, assetPath )
138 // all "live" materials 121 // all "live" materials
139 this._materials = []; 122 this._materials = [];
140 123
141 // provide the mapping for the asset directory 124 // provide the mapping for the asset directory
142 if (assetPath) 125 if (assetPath)
143 { 126 {
144 this._assetPath = assetPath.slice(); 127 this._assetPath = assetPath.slice();
145 if (this._assetPath[this._assetPath.length-1] != '/') 128 if (this._assetPath[this._assetPath.length-1] != '/')
146 this._assetPath += '/'; 129 this._assetPath += '/';
147 } 130 }
131
132 if(this._assetPath !== undefined) {
133 RDGE.globals.engine.setAssetPath(this._assetPath);
134 }
148 135
149 /////////////////////////////////////////////////////////////////////// 136 ///////////////////////////////////////////////////////////////////////
150 // accessors 137 // accessors
151 /////////////////////////////////////////////////////////////////////// 138 ///////////////////////////////////////////////////////////////////////
152 this.getZNear = function() { return this._zNear; } 139 this.getZNear = function() { return this._zNear; };
153 this.getZFar = function() { return this._zFar; } 140 this.getZFar = function() { return this._zFar; };
154 this.getFOV = function() { return this._fov; } 141 this.getFOV = function() { return this._fov; };
155 this.getAspect = function() { return this._aspect; } 142 this.getAspect = function() { return this._aspect; };
156 this.getViewDistance = function() { return this._viewDist; } 143 this.getViewDistance = function() { return this._viewDist; };
157 144
158 this.get2DContext = function() { return this._context; } 145 this.get2DContext = function() { return this._context; };
159 146
160 this.getViewportWidth = function() { return this._canvas.width; } 147 this.getViewportWidth = function() { return this._canvas.width; };
161 this.getViewportHeight = function() { return this._canvas.height; } 148 this.getViewportHeight = function() { return this._canvas.height; };
162 149
163 /////////////////////////////////////////////////////////////////////// 150 ///////////////////////////////////////////////////////////////////////
164 // accessors 151 // accessors
@@ -188,20 +175,20 @@ function GLRuntime( canvas, jObj, assetPath )
188 this.importObjects( root ); 175 this.importObjects( root );
189 this.render(); 176 this.render();
190 } 177 }
191 } 178 };
192 179
193 this.init = function() 180 this.init = function()
194 { 181 {
195 var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), 182 var ctx1 = RDGE.globals.engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle),
196 ctx2 = g_Engine.getContext(); 183 ctx2 = RDGE.globals.engine.getContext();
197 if (ctx1 != ctx2) console.log( "***** different contexts *****" ); 184 if (ctx1 != ctx2) console.log( "***** different contexts *****" );
198 this.renderer = ctx1.renderer; 185 this.renderer = ctx1.renderer;
199 186
200 // create a camera, set its perspective, and then point it at the origin 187 // create a camera, set its perspective, and then point it at the origin
201 var cam = new camera(); 188 var cam = new RDGE.camera();
202 this._camera = cam; 189 this._camera = cam;
203 cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); 190 cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar());
204 cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], vec3.up()); 191 cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], RDGE.vec3.up());
205 192
206 // make this camera the active camera 193 // make this camera the active camera
207 this.renderer.cameraManager().setActiveCamera(cam); 194 this.renderer.cameraManager().setActiveCamera(cam);
@@ -210,17 +197,17 @@ function GLRuntime( canvas, jObj, assetPath )
210 this.renderer.setClearColor([1.0, 1.0, 1.0, 0.0]); 197 this.renderer.setClearColor([1.0, 1.0, 1.0, 0.0]);
211 198
212 // create an empty scene graph 199 // create an empty scene graph
213 this.myScene = new SceneGraph(); 200 this.myScene = new RDGE.SceneGraph();
214 201
215 // load the scene graph data 202 // load the scene graph data
216 this.loadScene(); 203 this.loadScene();
217 204
218 // Add the scene to the engine - necessary if you want the engine to draw for you 205 // Add the scene to the engine - necessary if you want the engine to draw for you
219 var name = "myScene" + this._canvas.getAttribute( "data-RDGE-id" ); 206 var name = "myScene" + this._canvas.getAttribute( "data-RDGE-id" );
220 g_Engine.AddScene(name, this.myScene); 207 RDGE.globals.engine.AddScene(name, this.myScene);
221 208
222 this._initialized = true; 209 this._initialized = true;
223 } 210 };
224 211
225 // main code for handling user interaction and updating the scene 212 // main code for handling user interaction and updating the scene
226 this.update = function(dt) 213 this.update = function(dt)
@@ -233,7 +220,7 @@ function GLRuntime( canvas, jObj, assetPath )
233 this.elapsed += dt; 220 this.elapsed += dt;
234 221
235 // changed the global position uniform of light 0, another way to change behavior of a light 222 // changed the global position uniform of light 0, another way to change behavior of a light