diff options
Diffstat (limited to 'js/lib/drawing/world.js')
-rwxr-xr-x | js/lib/drawing/world.js | 1238 |
1 files changed, 619 insertions, 619 deletions
diff --git a/js/lib/drawing/world.js b/js/lib/drawing/world.js index fb70d18c..b20b0a5d 100755 --- a/js/lib/drawing/world.js +++ b/js/lib/drawing/world.js | |||
@@ -46,66 +46,66 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { | |||
46 | // Instance variables | 46 | // Instance variables |
47 | /////////////////////////////////////////////////////////////////////// | 47 | /////////////////////////////////////////////////////////////////////// |
48 | 48 | ||
49 | // flag to do the drawing with WebGL | 49 | // flag to do the drawing with WebGL |
50 | this._useWebGL = false; | 50 | this._useWebGL = false; |
51 | if(use3D) { | 51 | if(use3D) { |
52 | this._useWebGL = use3D; | 52 | this._useWebGL = use3D; |
53 | } | 53 | } |
54 | 54 | ||
55 | this._canvas = canvas; | 55 | this._canvas = canvas; |
56 | if (this._useWebGL) | 56 | if (this._useWebGL) |
57 | { | 57 | { |
58 | if(preserveDrawingBuffer) | 58 | if(preserveDrawingBuffer) |
59 | { | 59 | { |
60 | this._glContext = canvas.getContext("experimental-webgl", {preserveDrawingBuffer: true}); | 60 | this._glContext = canvas.getContext("experimental-webgl", {preserveDrawingBuffer: true}); |
61 | } | 61 | } |
62 | else | 62 | else |
63 | { | 63 | { |
64 | this._glContext = canvas.getContext("experimental-webgl"); | 64 | this._glContext = canvas.getContext("experimental-webgl"); |
65 | } | 65 | } |
66 | } | 66 | } |
67 | else | 67 | else |
68 | { | 68 | { |
69 | this._2DContext = canvas.getContext( "2d" ); | 69 | this._2DContext = canvas.getContext( "2d" ); |
70 | } | 70 | } |
71 | 71 | ||
72 | this._viewportWidth = canvas.width; | 72 | this._viewportWidth = canvas.width; |
73 | this._viewportHeight = canvas.height; | 73 | this._viewportHeight = canvas.height; |
74 | 74 | ||
75 | // view parameters | 75 | // view parameters |
76 | this._fov = 45.0; | 76 | this._fov = 45.0; |
77 | this._zNear = 0.1; | 77 | this._zNear = 0.1; |
78 | this._zFar = 100.0; | 78 | this._zFar = 100.0; |
79 | this._viewDist = 5.0; | 79 | this._viewDist = 5.0; |
80 | 80 | ||
81 | // default light parameters | 81 | // default light parameters |
82 | this._ambientLightColor = [0.1, 0.1, 0.1, 1.0]; | 82 | this._ambientLightColor = [0.1, 0.1, 0.1, 1.0]; |
83 | this._diffuseLightColor = [0.1, 0.1, 0.1, 1.0]; | 83 | this._diffuseLightColor = [0.1, 0.1, 0.1, 1.0]; |
84 | this._specularLightColor = [0.6, 0.6, 0.6, 1.0]; | 84 | this._specularLightColor = [0.6, 0.6, 0.6, 1.0]; |
85 | this._pointLightLoc = [0.0, 0.0, 0.05]; | 85 | this._pointLightLoc = [0.0, 0.0, 0.05]; |
86 | 86 | ||
87 | // default material properties. Material properties should be overridden | 87 | // default material properties. Material properties should be overridden |
88 | // by the materials used by the objects | 88 | // by the materials used by the objects |
89 | this._materialShininess = 20.0; | 89 | this._materialShininess = 20.0; |
90 | 90 | ||
91 | this._geomRoot = undefined; | 91 | this._geomRoot = undefined; |
92 | 92 | ||
93 | this._cameraMat = Matrix.I(4); | 93 | this._cameraMat = Matrix.I(4); |
94 | this._cameraMat[14] = 5.0; | 94 | this._cameraMat[14] = 5.0; |
95 | this._cameraMatInv = Matrix.I(4); | 95 | this._cameraMatInv = Matrix.I(4); |
96 | this._cameraMatInv[14] = -5.0; | 96 | this._cameraMatInv[14] = -5.0; |
97 | 97 | ||
98 | this._camera = null; | 98 | this._camera = null; |
99 | // keep a flag indicating whether a render has been completed. | 99 | // keep a flag indicating whether a render has been completed. |
100 | // this allows us to turn off automatic updating if there are | 100 | // this allows us to turn off automatic updating if there are |
101 | // no animated materials | 101 | // no animated materials |
102 | this._firstRender = true; | 102 | this._firstRender = true; |
103 | 103 | ||
104 | this._worldCount = worldCounter; | 104 | this._worldCount = worldCounter; |
105 | worldCounter++; | 105 | worldCounter++; |
106 | 106 | ||
107 | // keep a counter for generating node names | 107 | // keep a counter for generating node names |
108 | this._nodeCounter = 0; | 108 | this._nodeCounter = 0; |
109 | 109 | ||
110 | // for sending notifications to listeners | 110 | // for sending notifications to listeners |
111 | this._notifier = new Notifier(); | 111 | this._notifier = new Notifier(); |
@@ -113,42 +113,42 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { | |||
113 | /////////////////////////////////////////////////////////////////////// | 113 | /////////////////////////////////////////////////////////////////////// |
114 | // Property accessors | 114 | // Property accessors |
115 | /////////////////////////////////////////////////////////////////////// | 115 | /////////////////////////////////////////////////////////////////////// |
116 | this.getGLContext = function() { return this._glContext; }; | 116 | this.getGLContext = function() { return this._glContext; }; |
117 | this.setGLContext = function(gl) { this._glContext = gl; }; | 117 | this.setGLContext = function(gl) { this._glContext = gl; }; |
118 | 118 | ||
119 | this.get2DContext = function() { return this._2DContext; }; | 119 | this.get2DContext = function() { return this._2DContext; }; |
120 | this.set2DContext = function(c) { this._2DContext = c; }; | 120 | this.set2DContext = function(c) { this._2DContext = c; }; |
121 | 121 | ||
122 | this.getCanvas = function() { return this._canvas; }; | 122 | this.getCanvas = function() { return this._canvas; }; |
123 | this.setCanvas = function(c) { this._canvas = c; }; | 123 | this.setCanvas = function(c) { this._canvas = c; }; |
124 | 124 | ||
125 | this.getShaderProgram = function() { return this._shaderProgram; }; | 125 | this.getShaderProgram = function() { return this._shaderProgram; }; |
126 | 126 | ||
127 | this.getViewportWidth = function() { return this._viewportWidth; }; | 127 | this.getViewportWidth = function() { return this._viewportWidth; }; |
128 | this.getViewportHeight = function() { return this._viewportHeight; }; | 128 | this.getViewportHeight = function() { return this._viewportHeight; }; |
129 | 129 | ||
130 | this.getAspect = function() { return this._viewportWidth/this._viewportHeight; }; | 130 | this.getAspect = function() { return this._viewportWidth/this._viewportHeight; }; |
131 | 131 | ||
132 | this.getGeomRoot = function() { return this._geomRoot; }; | 132 | this.getGeomRoot = function() { return this._geomRoot; }; |
133 | this.getZNear = function() { return this._zNear; }; | 133 | this.getZNear = function() { return this._zNear; }; |
134 | this.getZFar = function() { return this._zFar; }; | 134 | this.getZFar = function() { return this._zFar; }; |
135 | this.getFOV = function() { return this._fov; }; | 135 | this.getFOV = function() { return this._fov; }; |
136 | 136 | ||
137 | this.getCamera = function() { return this._camera; }; | 137 | this.getCamera = function() { return this._camera; }; |
138 | 138 | ||
139 | this.getCameraMat = function() { return this._cameraMat.slice(0); }; | 139 | this.getCameraMat = function() { return this._cameraMat.slice(0); }; |
140 | this.setCameraMat = function(c) { this._cameraMat = c.slice(0); this._cameraMatInv = glmat4.inverse(c, []); }; | 140 | this.setCameraMat = function(c) { this._cameraMat = c.slice(0); this._cameraMatInv = glmat4.inverse(c, []); }; |
141 | 141 | ||
142 | this.getCameraMatInverse = function() { return this._cameraMatInv.slice(0); }; | 142 | this.getCameraMatInverse = function() { return this._cameraMatInv.slice(0); }; |
143 | 143 | ||
144 | this.getViewDistance = function() { return this._viewDist; }; | 144 | this.getViewDistance = function() { return this._viewDist; }; |
145 | 145 | ||
146 | this.getRootNode = function() { return this._rootNode; }; | 146 | this.getRootNode = function() { return this._rootNode; }; |
147 | this.setRootNode = function(r) { this._rootNode = r; }; | 147 | this.setRootNode = function(r) { this._rootNode = r; }; |
148 | 148 | ||
149 | this.isWebGL = function() { return this._useWebGL; }; | 149 | this.isWebGL = function() { return this._useWebGL; }; |
150 | 150 | ||
151 | this.getRenderer = function() { return this.renderer; }; | 151 | this.getRenderer = function() { return this.renderer; }; |
152 | 152 | ||
153 | // Flag to play/pause animation at authortime | 153 | // Flag to play/pause animation at authortime |
154 | this._previewAnimation = true; | 154 | this._previewAnimation = true; |
@@ -164,265 +164,265 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { | |||
164 | this.strokeShader = null; | 164 | this.strokeShader = null; |
165 | this.renderer = null; | 165 | this.renderer = null; |
166 | 166 | ||
167 | // keep an array of texture maps that need to be loaded | 167 | // keep an array of texture maps that need to be loaded |
168 | this._texMapsToLoad = []; | 168 | this._texMapsToLoad = []; |
169 | this._allMapsLoaded = true; | 169 | this._allMapsLoaded = true; |
170 | 170 | ||
171 | // this is the node to which objects get hung | 171 | // this is the node to which objects get hung |
172 | this._rootNode = null; | 172 | this._rootNode = null; |
173 | 173 | ||
174 | // set up the camera matrix | 174 | // set up the camera matrix |
175 | var camMat = Matrix.I(4); | 175 | var camMat = Matrix.I(4); |
176 | camMat[14] = this.getViewDistance(); | 176 | camMat[14] = this.getViewDistance(); |
177 | this.setCameraMat( camMat ); | 177 | this.setCameraMat( camMat ); |
178 | 178 | ||
179 | // post-load processing of the scene | 179 | // post-load processing of the scene |
180 | this.init = function() | 180 | this.init = function() |
181 | { | 181 | { |
182 | var ctx1 = RDGE.globals.engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), | 182 | var ctx1 = RDGE.globals.engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), |
183 | ctx2 = RDGE.globals.engine.getContext(); | 183 | ctx2 = RDGE.globals.engine.getContext(); |
184 | if (ctx1 != ctx2) console.log( "***** different contexts *****" ); | 184 | if (ctx1 != ctx2) console.log( "***** different contexts *****" ); |
185 | this.renderer = ctx1.renderer; | 185 | this.renderer = ctx1.renderer; |
186 | this.renderer._world = this; | 186 | this.renderer._world = this; |
187 | 187 | ||
188 | // create a camera, set its perspective, and then point it at the origin | 188 | // create a camera, set its perspective, and then point it at the origin |
189 | var cam = new RDGE.camera(); | 189 | var cam = new RDGE.camera(); |
190 | this._camera = cam; | 190 | this._camera = cam; |
191 | cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); | 191 | cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); |
192 | cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], RDGE.vec3.up()); | 192 | cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], RDGE.vec3.up()); |
193 | 193 | ||
194 | // make this camera the active camera | 194 | // make this camera the active camera |
195 | this.renderer.cameraManager().setActiveCamera(cam); | 195 | this.renderer.cameraManager().setActiveCamera(cam); |
196 | 196 | ||
197 | // change clear color | 197 | // change clear color |
198 | //this.renderer.setClearFlags(RDGE.globals.engine.getContext().DEPTH_BUFFER_BIT); | 198 | //this.renderer.setClearFlags(RDGE.globals.engine.getContext().DEPTH_BUFFER_BIT); |
199 | this.renderer.setClearColor([0.0, 0.0, 0.0, 0.0]); | 199 | this.renderer.setClearColor([0.0, 0.0, 0.0, 0.0]); |