diff options
author | John Mayhew | 2012-04-02 14:57:31 -0700 |
---|---|---|
committer | John Mayhew | 2012-04-02 14:57:31 -0700 |
commit | fb0a659c9ca3479fd6799325498b11f074689936 (patch) | |
tree | 46342298281aa93e48756e040715f42770ccc526 /js/helper-classes/RDGE | |
parent | c24f58c10231c30d3a8a4c9fb9a4f395dd746180 (diff) | |
download | ninja-fb0a659c9ca3479fd6799325498b11f074689936.tar.gz |
-Namespaced all RDGE javascript.
-Removed the following unused files from the build script
/core/script/fx/blur.js
/core/script/fx/ssao.js
/core/script/animation.js
- Fully removed the following from the build and from source control as they are unused or no longer needed
/core/script/util/dbgpanel.js
/core/script/util/fpsTracker.js
/core/script/util/statTracker.js
/core/script/input.js
/core/script/TextureManager.js
/core/script/ubershader.js
Diffstat (limited to 'js/helper-classes/RDGE')
42 files changed, 8090 insertions, 9855 deletions
diff --git a/js/helper-classes/RDGE/runtime/GLRuntime.js b/js/helper-classes/RDGE/runtime/GLRuntime.js index 5c99be02..80162f91 100644 --- a/js/helper-classes/RDGE/runtime/GLRuntime.js +++ b/js/helper-classes/RDGE/runtime/GLRuntime.js | |||
@@ -31,8 +31,8 @@ function GLRuntime( canvas, importStr ) | |||
31 | /////////////////////////////////////////////////////////////////////// | 31 | /////////////////////////////////////////////////////////////////////// |
32 | var id = canvas.getAttribute( "data-RDGE-id" ); | 32 | var id = canvas.getAttribute( "data-RDGE-id" ); |
33 | canvas.rdgeid = id; | 33 | canvas.rdgeid = id; |
34 | g_Engine.registerCanvas(canvas, this); | 34 | RDGE.globals.engine.registerCanvas(canvas, this); |
35 | RDGEStart( canvas ); | 35 | RDGE.RDGEStart( canvas ); |
36 | 36 | ||
37 | this.loadScene = function() | 37 | this.loadScene = function() |
38 | { | 38 | { |
@@ -53,16 +53,16 @@ function GLRuntime( canvas, importStr ) | |||
53 | 53 | ||
54 | this.init = function() | 54 | this.init = function() |
55 | { | 55 | { |
56 | var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), | 56 | var ctx1 = RDGE.globals.engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), |
57 | ctx2 = g_Engine.getContext(); | 57 | ctx2 = RDGE.globals.engine.getContext(); |
58 | if (ctx1 != ctx2) console.log( "***** different contexts *****" ); | 58 | if (ctx1 != ctx2) console.log( "***** different contexts *****" ); |
59 | this.renderer = ctx1.renderer; | 59 | this.renderer = ctx1.renderer; |
60 | 60 | ||
61 | // create a camera, set its perspective, and then point it at the origin | 61 | // create a camera, set its perspective, and then point it at the origin |
62 | var cam = new camera(); | 62 | var cam = new RDGE.camera(); |
63 | this._camera = cam; | 63 | this._camera = cam; |
64 | cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); | 64 | cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); |
65 | cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], vec3.up()); | 65 | cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], RDGE.vec3.up()); |
66 | 66 | ||
67 | // make this camera the active camera | 67 | // make this camera the active camera |
68 | this.renderer.cameraManager().setActiveCamera(cam); | 68 | this.renderer.cameraManager().setActiveCamera(cam); |
@@ -77,17 +77,17 @@ function GLRuntime( canvas, importStr ) | |||
77 | /* | 77 | /* |
78 | // create some lights | 78 | // create some lights |
79 | // light 1 | 79 | // light 1 |
80 | this.light = createLightNode("myLight"); | 80 | this.light = RDGE.createLightNode("myLight"); |
81 | this.light.setPosition([0,0,1.2]); | 81 | this.light.setPosition([0,0,1.2]); |
82 | this.light.setDiffuseColor([0.75,0.9,1.0,1.0]); | 82 | this.light.setDiffuseColor([0.75,0.9,1.0,1.0]); |
83 | 83 | ||
84 | // light 2 | 84 | // light 2 |
85 | this.light2 = createLightNode("myLight2"); | 85 | this.light2 = RDGE.createLightNode("myLight2"); |
86 | this.light2.setPosition([-0.5,0,1.2]); | 86 | this.light2.setPosition([-0.5,0,1.2]); |
87 | this.light2.setDiffuseColor([1.0,0.9,0.75,1.0]); | 87 | this.light2.setDiffuseColor([1.0,0.9,0.75,1.0]); |
88 | 88 | ||
89 | // create a light transform | 89 | // create a light transform |
90 | var lightTr = createTransformNode("lightTr"); | 90 | var lightTr = RDGE.createTransformNode("lightTr"); |
91 | 91 | ||
92 | // create and attach a material - materials hold the light data | 92 | // create and attach a material - materials hold the light data |
93 | lightTr.attachMaterial(createMaterialNode("lights")); | 93 | lightTr.attachMaterial(createMaterialNode("lights")); |
@@ -107,7 +107,7 @@ function GLRuntime( canvas, importStr ) | |||
107 | 107 | ||
108 | // Add the scene to the engine - necessary if you want the engine to draw for you | 108 | // Add the scene to the engine - necessary if you want the engine to draw for you |
109 | var name = "myScene" + this._canvas.getAttribute( "data-RDGE-id" ); | 109 | var name = "myScene" + this._canvas.getAttribute( "data-RDGE-id" ); |
110 | g_Engine.AddScene(name, this.myScene); | 110 | RDGE.globals.engine.AddScene(name, this.myScene); |
111 | } | 111 | } |
112 | 112 | ||
113 | // main code for handling user interaction and updating the scene | 113 | // main code for handling user interaction and updating the scene |
@@ -119,7 +119,7 @@ function GLRuntime( canvas, importStr ) | |||
119 | this.elapsed += dt; | 119 | this.elapsed += dt; |
120 | 120 | ||
121 | // changed the global position uniform of light 0, another way to change behavior of a light | 121 | // changed the global position uniform of light 0, another way to change behavior of a light |
122 | rdgeGlobalParameters.u_light0Pos.set( [5*Math.cos(this.elapsed), 5*Math.sin(this.elapsed), 20]); | 122 | RDGE.rdgeGlobalParameters.u_light0Pos.set([5 * Math.cos(this.elapsed), 5 * Math.sin(this.elapsed), 20]); |
123 | 123 | ||
124 | // orbit the light nodes around the boxes | 124 | // orbit the light nodes around the boxes |
125 | this.light.setPosition([1.2*Math.cos(this.elapsed*2.0), 1.2*Math.sin(this.elapsed*2.0), 1.2*Math.cos(this.elapsed*2.0)]); | 125 | this.light.setPosition([1.2*Math.cos(this.elapsed*2.0), 1.2*Math.sin(this.elapsed*2.0), 1.2*Math.cos(this.elapsed*2.0)]); |
@@ -132,9 +132,9 @@ function GLRuntime( canvas, importStr ) | |||
132 | // defining the draw function to control how the scene is rendered | 132 | // defining the draw function to control how the scene is rendered |
133 | this.draw = function() | 133 | this.draw = function() |
134 | { | 134 | { |
135 | g_Engine.setContext( this._canvas.rdgeid ); | 135 | RDGE.globals.engine.setContext( this._canvas.rdgeid ); |
136 | 136 | ||
137 | var ctx = g_Engine.getContext(); | 137 | var ctx = RDGE.globals.engine.getContext(); |
138 | var renderer = ctx.renderer; | 138 | var renderer = ctx.renderer; |
139 | if (renderer.unloadedTextureCount <= 0) | 139 | if (renderer.unloadedTextureCount <= 0) |
140 | { | 140 | { |
diff --git a/js/helper-classes/RDGE/src/core/script/MeshManager.js b/js/helper-classes/RDGE/src/core/script/MeshManager.js index 43813078..2c31781e 100755 --- a/js/helper-classes/RDGE/src/core/script/MeshManager.js +++ b/js/helper-classes/RDGE/src/core/script/MeshManager.js | |||
@@ -4,86 +4,80 @@ 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 | function Model(name, mesh) | 7 | // RDGE namespaces |
8 | { | 8 | var RDGE = RDGE || {}; |
9 | |||
10 | RDGE.Model = function (name, mesh) { | ||
9 | this.name = name; | 11 | this.name = name; |
10 | this.mesh = mesh; | 12 | this.mesh = mesh; |
11 | this.camera = null; | 13 | this.camera = null; |
12 | } | 14 | }; |
13 | 15 | ||
14 | /* | 16 | /* |
15 | * Maintains a list of meshes to allow instancing of data | 17 | * Maintains a list of meshes to allow instancing of data |
16 | */ | 18 | */ |
17 | function MeshManager() { | 19 | RDGE.MeshManager = function () { |
18 | this.contentUrl = "assets_web/mesh/"; | 20 | this.contentUrl = "assets_web/mesh/"; |
19 | this.modelMap = {}; | 21 | this.modelMap = {}; |
20 | this.readyList = []; // meshes that have data ready | 22 | this.readyList = []; // meshes that have data ready |
21 | this.meshesLoading = true; // indicates that no meshes have loaded or that they are still loading | 23 | this.meshesLoading = true; // indicates that no meshes have loaded or that they are still loading |
22 | this.postMeshLoadCallbackList = []; |