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authorhwc4872012-03-29 07:27:49 -0700
committerhwc4872012-03-29 07:27:49 -0700
commit2ab7fbef0df37f0c2bb6a4447f03993b9d50b5d0 (patch)
treea66f2eea7d70fa20ca78a7f997ca8e7c1ad67cc6 /js/lib/drawing/world.js
parent0a0aa4662ffa687dd049cc5a24e701cedf87253a (diff)
downloadninja-2ab7fbef0df37f0c2bb6a4447f03993b9d50b5d0.tar.gz
linked textures
Diffstat (limited to 'js/lib/drawing/world.js')
-rwxr-xr-xjs/lib/drawing/world.js72
1 files changed, 9 insertions, 63 deletions
diff --git a/js/lib/drawing/world.js b/js/lib/drawing/world.js
index f077a5e2..a489110f 100755
--- a/js/lib/drawing/world.js
+++ b/js/lib/drawing/world.js
@@ -364,6 +364,15 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) {
364 return str; 364 return str;
365 }; 365 };
366 366
367 this.addListener = function( obj, callbackFunc, calleeData )
368 {
369 this._notifier.addListener( obj, callbackFunc, calleeData );
370 }
371
372 this.removeListener = function( obj )
373 {
374 this._notifier.removeListener( obj );
375 }
367 376
368 // start RDGE passing your runtime object, and false to indicate we don't need a an initialization state 377 // start RDGE passing your runtime object, and false to indicate we don't need a an initialization state
369 // in the case of a procedurally built scene an init state is not needed for loading data 378 // in the case of a procedurally built scene an init state is not needed for loading data
@@ -818,70 +827,7 @@ World.prototype.exportObjectsJSON = function( obj, parentObj )
818 this.exportObjectsJSON( obj.getNext(), parentObj ); 827 this.exportObjectsJSON( obj.getNext(), parentObj );
819} 828}
820 829
821/*
822World.prototype.export = function()
823{
824 var exportStr = "GLWorld 1.0\n";
825 var id = this.getCanvas().getAttribute( "data-RDGE-id" );
826 exportStr += "id: " + id + "\n";
827 //exportStr += "id: " + this._canvas.rdgeid + "\n";
828 exportStr += "fov: " + this._fov + "\n";
829 exportStr += "zNear: " + this._zNear + "\n";
830 exportStr += "zFar: " + this._zFar + "\n";
831 exportStr += "viewDist: " + this._viewDist + "\n";
832 if (this._useWebGL)
833 exportStr += "webGL: true\n";
834
835 // we need 2 export modes: One for save/restore, one for publish.
836 // hardcoding for now
837 //var exportForPublish = false;
838 //if (!exportForPublish) exportForPublish = false;
839 var exportForPublish = true;
840 exportStr += "publish: " + exportForPublish + "\n";
841
842 if (exportForPublish && this._useWebGL)
843 {
844 exportStr += "scenedata: " + this.myScene.exportJSON() + "endscene\n";
845
846 // write out all of the objects
847 exportStr += "tree\n";
848 exportStr += this.exportObjects( this._geomRoot );
849 exportStr += "endtree\n";
850 }
851 else
852 {
853 // output the material library
854 //exportStr += MaterialsLibrary.export(); // THIS NEEDS TO BE DONE AT THE DOC LEVEL
855
856 // write out all of the objects
857 exportStr += "tree\n";
858 exportStr += this.exportObjects( this._geomRoot );
859 exportStr += "endtree\n";
860 }
861
862 return exportStr;
863};
864
865World.prototype.exportObjects = function( obj ) {
866 if (!obj) return;
867
868 var rtnStr = "OBJECT\n";
869 rtnStr += obj.export();
870 830
871 if (obj.getChild()) {
872 rtnStr += this.exportObjects( obj.getChild () );
873 }
874
875 // the end object goes outside the children
876 rtnStr += "ENDOBJECT\n";
877
878 if (obj.getNext()) {
879 rtnStr += this.exportObjects( obj.getNext() );
880 }
881
882 return rtnStr;
883};
884*/
885 831
886World.prototype.findTransformNodeByMaterial = function( materialNode, trNode ) { 832World.prototype.findTransformNodeByMaterial = function( materialNode, trNode ) {
887 //if (trNode == null) trNode = this._ctrNode; 833 //if (trNode == null) trNode = this._ctrNode;