diff options
Diffstat (limited to 'js/helper-classes/RDGE')
-rw-r--r-- | js/helper-classes/RDGE/runtime/CanvasDataManager.js | 75 | ||||
-rw-r--r-- | js/helper-classes/RDGE/runtime/GLRuntime.js | 348 | ||||
-rw-r--r-- | js/helper-classes/RDGE/runtime/RuntimeGeomObj.js | 611 | ||||
-rw-r--r-- | js/helper-classes/RDGE/runtime/RuntimeMaterial.js | 282 |
4 files changed, 0 insertions, 1316 deletions
diff --git a/js/helper-classes/RDGE/runtime/CanvasDataManager.js b/js/helper-classes/RDGE/runtime/CanvasDataManager.js deleted file mode 100644 index efbfe4db..00000000 --- a/js/helper-classes/RDGE/runtime/CanvasDataManager.js +++ /dev/null | |||
@@ -1,75 +0,0 @@ | |||
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 ShapeRuntime | ||
11 | // Manages runtime shape display | ||
12 | /////////////////////////////////////////////////////////////////////// | ||
13 | function CanvasDataManager() | ||
14 | { | ||
15 | this.loadGLData = function(root, valueArray, NinjaUtils) | ||
16 | { | ||
17 | var value = valueArray; | ||
18 | var nWorlds = value.length; | ||
19 | for (var i=0; i<nWorlds; i++) | ||
20 | { | ||
21 | var importStr = value[i]; | ||
22 | var startIndex = importStr.indexOf( "id: " ); | ||
23 | if (startIndex >= 0) | ||
24 | { | ||
25 | var endIndex = importStr.indexOf( "\n", startIndex ); | ||
26 | if (endIndex > 0) | ||
27 | { | ||
28 | var id = importStr.substring( startIndex+4, endIndex ); | ||
29 | var canvas = this.findCanvasWithID( id, root ); | ||
30 | if (canvas) | ||
31 | { | ||
32 | var rt = new GLRuntime( canvas, importStr ); | ||
33 | } | ||
34 | } | ||
35 | } | ||
36 | } | ||
37 | } | ||
38 | |||
39 | this.collectGLData = function( elt, dataArray ) | ||
40 | { | ||
41 | if (elt.elementModel && elt.elementModel.shapeModel && elt.elementModel.shapeModel.GLWorld) | ||
42 | { | ||
43 | var data = elt.elementModel.shapeModel.GLWorld.export( true ); | ||
44 | dataArray.push( data ); | ||
45 | } | ||
46 | |||
47 | if (elt.children) | ||
48 | { | ||
49 | var nKids = elt.children.length; | ||
50 | for (var i=0; i<nKids; i++) | ||
51 | { | ||
52 | var child = elt.children[i]; | ||
53 | this.collectGLData( child, dataArray ); | ||
54 | } | ||
55 | } | ||
56 | } | ||
57 | |||
58 | this.findCanvasWithID = function( id, elt ) | ||
59 | { | ||
60 | var cid = elt.getAttribute( "data-RDGE-id" ); | ||
61 | if (cid == id) return elt; | ||
62 | |||
63 | if (elt.children) | ||
64 | { | ||
65 | var nKids = elt.children.length; | ||
66 | for (var i=0; i<nKids; i++) | ||
67 | { | ||
68 | var child = elt.children[i]; | ||
69 | var foundElt = this.findCanvasWithID( id, child ); | ||
70 | if (foundElt) return foundElt; | ||
71 | } | ||
72 | } | ||
73 | } | ||
74 | } | ||
75 | |||
diff --git a/js/helper-classes/RDGE/runtime/GLRuntime.js b/js/helper-classes/RDGE/runtime/GLRuntime.js deleted file mode 100644 index 58cb4e33..00000000 --- a/js/helper-classes/RDGE/runtime/GLRuntime.js +++ /dev/null | |||
@@ -1,348 +0,0 @@ | |||
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 GLRuntime | ||
11 | // Manages runtime fora WebGL canvas | ||
12 | /////////////////////////////////////////////////////////////////////// | ||
13 | function GLRuntime( canvas, importStr ) | ||
14 | { | ||
15 | /////////////////////////////////////////////////////////////////////// | ||
16 | // Instance variables | ||
17 | /////////////////////////////////////////////////////////////////////// | ||
18 | this._canvas = canvas; | ||
19 | this._context = null; | ||
20 | this._importStr = importStr; | ||
21 | |||
22 | this.renderer = null; | ||
23 | this.myScene = null; | ||
24 | this.light = null; | ||
25 | this.light2 = null; | ||
26 | this._rootNode = null; | ||
27 | |||
28 | this._firstRender = true; | ||
29 | this._initialized = false; | ||
30 | |||
31 | this._useWebGL = false; | ||
32 | |||
33 | // view parameters | ||
34 | this._fov = 45.0; | ||
35 | this._zNear = 0.1; | ||
36 | this._zFar = 100.0; | ||
37 | this._viewDist = 5.0; | ||
38 | |||
39 | this._aspect = canvas.width/canvas.height; | ||
40 | |||
41 | this._geomRoot; | ||
42 | |||
43 | // all "live" materials | ||
44 | this._materials = []; | ||
45 | |||
46 | /////////////////////////////////////////////////////////////////////// | ||
47 | // accessors | ||
48 | /////////////////////////////////////////////////////////////////////// | ||
49 | this.getZNear = function() { return this._zNear; } | ||
50 | this.getZFar = function() { return this._zFar; } | ||
51 | this.getFOV = function() { return this._fov; } | ||
52 | this.getAspect = function() { return this._aspect; } | ||
53 | this.getViewDistance = function() { return this._viewDist; } | ||
54 | |||
55 | this.get2DContext = function() { return this._context; } | ||
56 | |||
57 | this.getViewportWidth = function() { return this._canvas.width; } | ||
58 | this.getViewportHeight = function() { return this._canvas.height; } | ||
59 | |||
60 | /////////////////////////////////////////////////////////////////////// | ||
61 | // accessors | ||
62 | /////////////////////////////////////////////////////////////////////// | ||
63 | this.loadScene = function() | ||
64 | { | ||
65 | // parse the data | ||
66 | // the GL runtime must start with a "sceneData: " | ||
67 | var index = importStr.indexOf( "scenedata: " ); | ||
68 | if (index >= 0) | ||
69 | { | ||
70 | this._useWebGL = true; | ||
71 | |||
72 | var rdgeStr = importStr.substr( index+11 ); | ||
73 | var endIndex = rdgeStr.indexOf( "endscene\n" ); | ||
74 | if (endIndex < 0) throw new Error( "ill-formed WebGL data" ); | ||
75 | var len = endIndex - index + 11; | ||
76 | rdgeStr = rdgeStr.substr( 0, endIndex ); | ||
77 | |||
78 | this.myScene.importJSON( rdgeStr ); | ||
79 | this.importObjects( importStr ); | ||
80 | this.linkMaterials( this._geomRoot ); | ||
81 | this.initMaterials(); | ||
82 | } | ||
83 | else | ||
84 | { | ||
85 | this._context = this._canvas.getContext( "2d" ); | ||
86 | this.importObjects( importStr ); | ||
87 | this.render(); | ||
88 | } | ||
89 | } | ||
90 | |||
91 | this.init = function() | ||
92 | { | ||
93 | var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), | ||
94 | ctx2 = g_Engine.getContext(); | ||
95 | if (ctx1 != ctx2) console.log( "***** different contexts *****" ); | ||
96 | this.renderer = ctx1.renderer; | ||
97 | |||
98 | // create a camera, set its perspective, and then point it at the origin | ||
99 | var cam = new camera(); | ||
100 | this._camera = cam; | ||
101 | cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); | ||
102 | cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], vec3.up()); | ||
103 | |||
104 | // make this camera the active camera | ||
105 | this.renderer.cameraManager().setActiveCamera(cam); | ||
106 | |||
107 | // change clear color | ||
108 | this.renderer.setClearColor([1.0, 1.0, 1.0, 0.0]); | ||
109 | |||
110 | // create an empty scene graph | ||
111 | this.myScene = new SceneGraph(); | ||
112 | |||
113 | // load the scene graph data | ||
114 | this.loadScene(); | ||
115 | |||
116 | // Add the scene to the engine - necessary if you want the engine to draw for you | ||
117 | var name = "myScene" + this._canvas.getAttribute( "data-RDGE-id" ); | ||
118 | g_Engine.AddScene(name, this.myScene); | ||
119 | |||
120 | this._initialized = true; | ||
121 | } | ||
122 | |||
123 | // main code for handling user interaction and updating the scene | ||
124 | this.update = function(dt) | ||
125 | { | ||
126 | if (this._initialized) | ||
127 | { | ||
128 | if (!dt) dt = 0.2; | ||
129 | |||
130 | dt = 0.01; // use our own internal throttle | ||
131 | this.elapsed += dt; | ||
132 | |||
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]); | ||
135 | |||
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)]); | ||
138 | //this.light2.setPosition([-1.2*Math.cos(this.elapsed*2.0), 1.2*Math.sin(this.elapsed*2.0), -1.2*Math.cos(this.elapsed)]); |