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authorJonathan Duran2012-03-06 11:38:39 -0800
committerJonathan Duran2012-03-06 11:38:39 -0800
commit342fb451bd251358068a0dcb10e9dc218b79a176 (patch)
treeaa0195d581c3934fb6dc09981506b3c070002806 /js/helper-classes/backup-delete/Materials/PulseMaterial.js
parent2815adfd7c19b3dff89dc3e1bda9af8d30dca8d6 (diff)
downloadninja-342fb451bd251358068a0dcb10e9dc218b79a176.tar.gz
Squashed commit of the following:
commit 1cd89d4d06e3a8f2c221628b19cf26a2c69f5d3f Author: Jose Antonio Marquez <kgq387@motorola.com> Date: Tue Mar 6 11:24:25 2012 -0800 Fixing WebGL not available bug commit 84332ab81c1b445195f1d9be8bbeae0725c8e758 Author: Valerio Virgillito <valerio@motorola.com> Date: Tue Mar 6 10:58:25 2012 -0800 Squashed commit of preload-fix into Master - Requiring all the previously pre-loaded files - RDGE, Codemirror and gl-matrix are not included via a script tag. Signed-off-by: Valerio Virgillito <valerio@motorola.com> commit 13f52cf0c74f53a919fa864f86669e8155f82961 Merge: dced508 abc04f3 Author: Valerio Virgillito <valerio@motorola.com> Date: Fri Mar 2 15:46:11 2012 -0800 Merge pull request #93 from imix23ways/Timeline Timeline: Critical bug fixes commit dced508bb19a7bcd467ff1b86b5df5bbec4be794 Merge: 0aeb400 cc772ef Author: Valerio Virgillito <valerio@motorola.com> Date: Fri Mar 2 15:45:35 2012 -0800 Merge pull request #92 from mqg734/WebGLFixes Selection Tool Fixes for elements flying off into space when they overlap commit 0aeb400070762cf01d83cf9f9ee25a5595098b7f Merge: ff0a956 aabb48a Author: Valerio Virgillito <valerio@motorola.com> Date: Fri Mar 2 14:05:21 2012 -0800 Merge pull request #94 from ericguzman/PresetsPanel Presets Panel - Fix single-click activation, and transition cut-off bug. commit cc772ef3333ed419d269a2bda7aea5b0150a7bd9 Author: Nivesh Rajbhandari <mqg734@motorola.com> Date: Fri Mar 2 11:34:58 2012 -0800 Fixing flying off into space bug for translate tool too. Signed-off-by: Nivesh Rajbhandari <mqg734@motorola.com> commit abc04f3d50311ed1c21067344bc7e448686f8c5c Author: Jonathan Duran <jduran@motorola.com> Date: Fri Mar 2 11:26:25 2012 -0800 Timeline Fix timing function Signed-off-by: Jonathan Duran <jduran@motorola.com> commit aabb48a1c8d34bc968f4c6b0ffee4e31c1d5d286 Author: Eric Guzman <ericg@motorola.com> Date: Fri Mar 2 11:22:44 2012 -0800 Presets Panel - Fix single-click activation, and transition cut-off bug. Use double-click as the activation event for transition presets. Also fixed the bug when applying a style preset before the transition preset, which disabled transitions after the first one. commit f3207f39ea9d8c1c34246217a23d3a689671903d Author: Nivesh Rajbhandari <mqg734@motorola.com> Date: Fri Mar 2 11:21:29 2012 -0800 Don't draw transform handles if the stage is the target element. Signed-off-by: Nivesh Rajbhandari <mqg734@motorola.com> commit 5425be91e7125c22955b4459a62412ff574e49a8 Author: Jonathan Duran <jduran@motorola.com> Date: Fri Mar 2 11:11:48 2012 -0800 Timeline: Fix for animation iteration count Add default webkit css properties to allow animations with integer iteration counts. Signed-off-by: Jonathan Duran <jduran@motorola.com> commit 1760bac1da9218315ad1bacdcf3a157495a049e8 Author: Nivesh Rajbhandari <mqg734@motorola.com> Date: Fri Mar 2 10:48:41 2012 -0800 Fix for jumping issue when moving items that have any 3d on them. We can't translate 3d moves into 2d space due to perspective, so we must update the matrix3d values instead of the top-left values if items have 3d. Signed-off-by: Nivesh Rajbhandari <mqg734@motorola.com> commit 2c04935f0ccb1cb7c98371fc10b43155f2d956c4 Author: Nivesh Rajbhandari <mqg734@motorola.com> Date: Thu Mar 1 22:20:06 2012 -0800 Fix for elements flying off into space when moving elements that overlap. This was happening because our hit record's element and the browser's element from point did not match. Signed-off-by: Nivesh Rajbhandari <mqg734@motorola.com> commit 50058746779f714ed9b0287f49e56c9f0d35593e Merge: 500426d ff0a956 Author: Nivesh Rajbhandari <mqg734@motorola.com> Date: Thu Mar 1 21:49:44 2012 -0800 Merge branch 'refs/heads/ninja-internal' into WebGLFixes commit 500426dea0ca95a6b45be8ea8d132cfdb4d2c940 Author: Nivesh Rajbhandari <mqg734@motorola.com> Date: Thu Mar 1 10:11:39 2012 -0800 Fixed logic error when resizing with the top-left transform handles. Signed-off-by: Nivesh Rajbhandari <mqg734@motorola.com> commit 7980d9bde2b43aa5a494ddf6f1db5c4959a57b91 Author: Nivesh Rajbhandari <mqg734@motorola.com> Date: Thu Mar 1 10:04:15 2012 -0800 Re-fixing IKNinja-940 - Can't select objects when in side/top view. Signed-off-by: Nivesh Rajbhandari <mqg734@motorola.com> commit f04cc0146d8f7573628678613a99c270116768e4 Author: Nivesh Rajbhandari <mqg734@motorola.com> Date: Wed Feb 29 16:45:40 2012 -0800 Last-used material (instead of FlatMaterial) is applied to shape when turning on use WebGL checkbox in the PI. Signed-off-by: Nivesh Rajbhandari <mqg734@motorola.com> Signed-off-by: Jonathan Duran <jduran@motorola.com>
Diffstat (limited to 'js/helper-classes/backup-delete/Materials/PulseMaterial.js')
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diff --git a/js/helper-classes/backup-delete/Materials/PulseMaterial.js b/js/helper-classes/backup-delete/Materials/PulseMaterial.js
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1/* <copyright>
2 This file contains proprietary software owned by Motorola Mobility, Inc.<br/>
3 No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/>
4 (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
5 </copyright> */
6
7
8
9///////////////////////////////////////////////////////////////////////
10// Class GLMaterial
11// RDGE representation of a material.
12///////////////////////////////////////////////////////////////////////
13function PulseMaterial()
14{
15 // initialize the inherited members
16 this.inheritedFrom = GLMaterial;
17 this.inheritedFrom();
18
19 ///////////////////////////////////////////////////////////////////////
20 // Instance variables
21 ///////////////////////////////////////////////////////////////////////
22 this._name = "PulseMaterial";
23 this._shaderName = "pulse";
24
25 this._texMap = 'assets/images/cubelight.png';
26
27 this._time = 0.0;
28 this._dTime = 0.01;
29
30 ///////////////////////////////////////////////////////////////////////
31 // Property Accessors
32 ///////////////////////////////////////////////////////////////////////
33 this.getName = function() { return this._name; }
34 this.getShaderName = function() { return this._shaderName; }
35
36 this.getTextureMap = function() { return this._propValues[this._propNames[0]] ? this._propValues[this._propNames[0]].slice() : null }
37 this.setTextureMap = function(m) { this._propValues[this._propNames[0]] = m ? m.slice(0) : null; this.updateTexture(); }
38
39 this.isAnimated = function() { return true; }
40
41 ///////////////////////////////////////////////////////////////////////
42 // Material Property Accessors
43 ///////////////////////////////////////////////////////////////////////
44 this._propNames = ["texmap"];
45 this._propLabels = ["Texture map"];
46 this._propTypes = ["file"];
47 this._propValues = [];
48
49 this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
50
51 this.setProperty = function( prop, value )
52 {
53 // make sure we have legitimate imput
54 var ok = this.validateProperty( prop, value );
55 if (!ok)
56 console.log( "invalid property in Radial Gradient Material:" + prop + " : " + value );
57
58 switch (prop)
59 {
60 case "texmap":
61 this.setTextureMap(value);
62 break;
63
64 case "color":
65 break;
66 }
67 }
68 ///////////////////////////////////////////////////////////////////////
69
70
71 ///////////////////////////////////////////////////////////////////////
72 // Methods
73 ///////////////////////////////////////////////////////////////////////
74 // duplcate method requirde
75 this.dup = function( world )
76 {
77 // save the world
78 if (world) this.setWorld( world );
79
80 // allocate a new uber material
81 var newMat = new PulseMaterial();
82
83 // copy over the current values;
84 var propNames = [], propValues = [], propTypes = [], propLabels = [];
85 this.getAllProperties( propNames, propValues, propTypes, propLabels);
86 var n = propNames.length;
87 for (var i=0; i<n; i++)
88 newMat.setProperty( propNames[i], propValues[i] );
89
90 return newMat;
91 }
92
93 this.init = function( world )
94 {
95 // save the world
96 if (world) this.setWorld( world );
97
98 // this variable declared above is inherited set to a smaller delta.
99 // the pulse material runs a little faster
100 this._dTime = 0.01;
101
102 // set up the shader
103 this._shader = new jshader();
104 this._shader.def = pulseMaterialDef;
105 this._shader.init();
106
107 // set up the material node
108 this._materialNode = createMaterialNode("pulseMaterial");
109 this._materialNode.setShader(this._shader);
110
111 this._time = 0;
112 if (this._shader && this._shader.default)
113 this._shader.default.u_time.set( [this._time] );
114
115 // set the shader values in the shader
116 this.updateTexture();
117 this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] );
118 this.update( 0 );
119 }
120
121 this.updateTexture = function()
122 {
123 var material = this._materialNode;
124 if (material)
125 {
126 var technique = material.shaderProgram.default;
127 var renderer = g_Engine.getContext().renderer;
128 if (renderer && technique)
129 {
130 var texMapName = this._propValues[this._propNames[0]];
131 var wrap = 'REPEAT', mips = true;
132 var tex = this.loadTexture( texMapName, wrap, mips );
133
134 /*
135 var glTex = new GLTexture( this.getWorld() );
136 var prevWorld = this.findPreviousWorld();
137 if (prevWorld)
138 {
139 var srcCanvas = prevWorld.getCanvas();
140 tex = glTex.loadFromCanvas( srcCanvas );
141 }
142 else
143 tex = glTex.loadFromFile( texMapName, wrap, mips );
144 */
145
146 if (tex)
147 technique.u_tex0.set( tex );
148 }
149 }
150 }
151
152 this.update = function( time )
153 {
154 var material = this._materialNode;
155 if (material)
156 {
157 var technique = material.shaderProgram.default;
158 var renderer = g_Engine.getContext().renderer;
159 if (renderer && technique)
160 {
161 if (this._shader && this._shader.default)
162 this._shader.default.u_time.set( [this._time] );
163 this._time += this._dTime;
164 if (this._time > 200.0) this._time = 0.0;
165 }
166 }
167 }
168
169 this.setResolution = function( res )
170 {
171 var material = this._materialNode;
172 if (material)
173 {
174 var technique = material.shaderProgram.default;
175 var renderer = g_Engine.getContext().renderer;
176 if (renderer && technique)
177 {
178 technique.u_resolution.set( res );
179 }
180 }
181 }
182
183 this.export = function()
184 {
185 // every material needs the base type and instance name