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-rwxr-xr-xjs/helper-classes/RDGE/GLCircle.js3
-rwxr-xr-xjs/helper-classes/RDGE/GLWorld.js17
-rwxr-xr-xjs/helper-classes/RDGE/Materials/BumpMetalMaterial.js2
-rwxr-xr-xjs/helper-classes/RDGE/Materials/RadialGradientMaterial.js4
-rw-r--r--js/helper-classes/RDGE/runtime/GLRuntime.js4
-rw-r--r--js/helper-classes/RDGE/runtime/RuntimeGeomObj.js331
-rw-r--r--js/helper-classes/RDGE/runtime/RuntimeMaterial.js103
7 files changed, 433 insertions, 31 deletions
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diff --git a/js/helper-classes/RDGE/GLCircle.js b/js/helper-classes/RDGE/GLCircle.js
index 15ed6b6d..59d0bdaf 100755
--- a/js/helper-classes/RDGE/GLCircle.js
+++ b/js/helper-classes/RDGE/GLCircle.js
@@ -381,7 +381,6 @@ function GLCircle()
381 // translate 381 // translate
382 var xCtr = 0.5*world.getViewportWidth() + this._xOffset, 382 var xCtr = 0.5*world.getViewportWidth() + this._xOffset,
383 yCtr = 0.5*world.getViewportHeight() + this._yOffset; 383 yCtr = 0.5*world.getViewportHeight() + this._yOffset;
384 //ctx.setTransform( xScale, 0.0, 0.0, yScale, xCtr, yCtr );
385 var mat = Matrix.create( [ 384 var mat = Matrix.create( [
386 [ xScale, 0.0, 0.0, xCtr], 385 [ xScale, 0.0, 0.0, xCtr],
387 [ 0.0, yScale, 0.0, yCtr], 386 [ 0.0, yScale, 0.0, yCtr],
@@ -538,6 +537,8 @@ function GLCircle()
538 rtnStr += "flatMaterial"; 537 rtnStr += "flatMaterial";
539 rtnStr += "\n"; 538 rtnStr += "\n";
540 539
540 rtnStr += this.exportMaterials();
541
541 return rtnStr; 542 return rtnStr;
542 } 543 }
543 544
diff --git a/js/helper-classes/RDGE/GLWorld.js b/js/helper-classes/RDGE/GLWorld.js
index 3a779b92..ce5f0516 100755
--- a/js/helper-classes/RDGE/GLWorld.js
+++ b/js/helper-classes/RDGE/GLWorld.js
@@ -379,10 +379,12 @@ function GLWorld( canvas, use3D )
379 return false; 379 return false;
380 } 380 }
381 381
382 382 this.generateUniqueNodeID = function()
383 // END RDGE 383 {
384 //////////////////////////////////////////////////////////////////////////////////// 384 var str = String( this._nodeCounter );
385 385 this._nodeCounter++;
386 return str;
387 }
386 388
387 // start RDGE passing your runtime object, and false to indicate we don't need a an initialization state 389 // start RDGE passing your runtime object, and false to indicate we don't need a an initialization state
388 // in the case of a procedurally built scene an init state is not needed for loading data 390 // in the case of a procedurally built scene an init state is not needed for loading data
@@ -395,13 +397,6 @@ function GLWorld( canvas, use3D )
395 RDGEStart( this._canvas ); 397 RDGEStart( this._canvas );
396 this._canvas.task.stop() 398 this._canvas.task.stop()
397 } 399 }
398
399 this.generateUniqueNodeID = function()
400 {
401 var str = String( this._nodeCounter );
402 this._nodeCounter++;
403 return str;
404 }
405} 400}
406 401
407 402
diff --git a/js/helper-classes/RDGE/Materials/BumpMetalMaterial.js b/js/helper-classes/RDGE/Materials/BumpMetalMaterial.js
index 1a6c54c9..52332ab8 100755
--- a/js/helper-classes/RDGE/Materials/BumpMetalMaterial.js
+++ b/js/helper-classes/RDGE/Materials/BumpMetalMaterial.js
@@ -65,7 +65,7 @@ function BumpMetalMaterial()
65 this.setProperty = function( prop, value ) 65 this.setProperty = function( prop, value )
66 { 66 {
67 // every material should do something with the "color" property 67 // every material should do something with the "color" property
68 if (prop === "color") prop = "lightDiff"; 68 if (prop === "color") return; //prop = "lightDiff";
69 69
70 // make sure we have legitimate imput 70 // make sure we have legitimate imput
71 var ok = this.validateProperty( prop, value ); 71 var ok = this.validateProperty( prop, value );
diff --git a/js/helper-classes/RDGE/Materials/RadialGradientMaterial.js b/js/helper-classes/RDGE/Materials/RadialGradientMaterial.js
index 4ebb1f30..45b260ef 100755
--- a/js/helper-classes/RDGE/Materials/RadialGradientMaterial.js
+++ b/js/helper-classes/RDGE/Materials/RadialGradientMaterial.js
@@ -146,8 +146,10 @@ function RadialGradientMaterial()
146 // duplcate method requirde 146 // duplcate method requirde
147 this.dup = function() { return new RadialGradientMaterial(); } 147 this.dup = function() { return new RadialGradientMaterial(); }
148 148
149 this.init = function() 149 this.init = function( world )
150 { 150 {
151 this.setWorld( world );
152
151 // set up the shader 153 // set up the shader
152 this._shader = new jshader(); 154 this._shader = new jshader();
153 this._shader.def = radialGradientMaterialDef; 155 this._shader.def = radialGradientMaterialDef;
diff --git a/js/helper-classes/RDGE/runtime/GLRuntime.js b/js/helper-classes/RDGE/runtime/GLRuntime.js
index e0fff4a8..58cb4e33 100644
--- a/js/helper-classes/RDGE/runtime/GLRuntime.js
+++ b/js/helper-classes/RDGE/runtime/GLRuntime.js
@@ -131,7 +131,7 @@ function GLRuntime( canvas, importStr )
131 this.elapsed += dt; 131 this.elapsed += dt;
132 132
133 // changed the global position uniform of light 0, another way to change behavior of a light 133 // changed the global position uniform of light 0, another way to change behavior of a light
134 //rdgeGlobalParameters.u_light0Pos.set( [5*Math.cos(this.elapsed), 5*Math.sin(this.elapsed), 20]); 134 rdgeGlobalParameters.u_light0Pos.set( [5*Math.cos(this.elapsed), 5*Math.sin(this.elapsed), 20]);
135 135
136 // orbit the light nodes around the boxes 136 // orbit the light nodes around the boxes
137 //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)]); 137 //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)]);
@@ -328,6 +328,8 @@ function GLRuntime( canvas, importStr )
328 } 328 }
329 329
330 // start RDGE or load Canvas 2D objects 330 // start RDGE or load Canvas 2D objects
331 var index = importStr.indexOf( "scenedata: " );
332 this._useWebGL = (index >= 0);
331 if (this._useWebGL) 333 if (this._useWebGL)
332 { 334 {
333 var id = canvas.getAttribute( "data-RDGE-id" ); 335 var id = canvas.getAttribute( "data-RDGE-id" );
diff --git a/js/helper-classes/RDGE/runtime/RuntimeGeomObj.js b/js/helper-classes/RDGE/runtime/RuntimeGeomObj.js
index 2539abc1..253154f9 100644
--- a/js/helper-classes/RDGE/runtime/RuntimeGeomObj.js
+++ b/js/helper-classes/RDGE/runtime/RuntimeGeomObj.js
@@ -80,9 +80,9 @@ function RuntimeGeomObj()
80 switch (materialType) 80 switch (materialType)
81 { 81 {
82 case "flat": mat = new RuntimeFlatMaterial(); break; 82 case "flat": mat = new RuntimeFlatMaterial(); break;
83 83 case "radialGradient": mat = new RuntimeRadialGradientMaterial(); break;
84 case "radialGradient":
85 case "linearGradient": mat = new RuntimeLinearGradientMaterial(); break; 84 case "linearGradient": mat = new RuntimeLinearGradientMaterial(); break;
85 case "bumpMetal": mat = new RuntimeBumpMetalMaterial(); break;
86 86
87 case "water": 87 case "water":
88 case "tunnel": 88 case "tunnel":
@@ -113,6 +113,101 @@ function RuntimeGeomObj()
113 importStr = importStr.substr( endIndex ); 113 importStr = importStr.substr( endIndex );
114 } 114 }
115 } 115 }
116
117 ////////////////////////////////////////////////////////////////////
118 // vector function
119
120 this.vecAdd = function( dimen, a, b )
121 {
122 var rtnVec;
123 if ((a.length < dimen) || (b.length < dimen))
124 {
125 throw new Error( "dimension error in vecAdd" );
126 }
127
128 rtnVec = [];
129 for (var i=0; i<dimen; i++)
130 rtnVec[i] = a[i] + b[i];
131
132 return rtnVec;
133 }
134
135
136 this.vecSubtract = function( dimen, a, b )
137 {
138 var rtnVec;
139 if ((a.length < dimen) || (b.length < dimen))
140 {
141 throw new Error( "dimension error in vecSubtract" );
142 }
143
144 rtnVec = [];
145 for (var i=0; i<dimen; i++)
146 rtnVec[i] = a[i] - b[i];
147
148 return rtnVec;
149 }
150
151 this.vecDot = function( dimen, v0, v1 )
152 {
153 if ((v0.length < dimen) || (v1.length < dimen))
154 {
155 throw new Error( "dimension error in vecDot" );
156 }
157
158 var sum = 0.0;
159 for (var i=0; i<dimen; i++)
160 sum += v0[i] * v1[i];
161
162 return sum;
163 }
164
165 this.vecMag = function( dimen, vec )
166 {
167 var sum = 0.0;
168 for (var i=0; i<dimen; i++)
169 sum += vec[i]*vec[i];
170 return Math.sqrt( sum );
171 }
172
173 this.vecScale = function(dimen, vec, scale)
174 {
175 for (var i=0; i<dimen; i++)
176 vec[i] *= scale;
177
178 return vec;
179 }
180
181 this.vecNormalize = function(dimen, vec, len)
182 {
183 var rtnVec;
184 if (!len) len = 1.0;
185
186 var sum = 0.0;
187 for (var i=0; i<dimen; i++)
188 sum += vec[i]*vec[i];
189 sum = Math.sqrt( sum );
190
191 if (Math.abs(sum) >= 0.001)
192 {