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-rwxr-xr-xjs/lib/drawing/world.js1289
1 files changed, 649 insertions, 640 deletions
diff --git a/js/lib/drawing/world.js b/js/lib/drawing/world.js
index fb70d18c..ca2f07cc 100755
--- a/js/lib/drawing/world.js
+++ b/js/lib/drawing/world.js
@@ -1,24 +1,25 @@
1/* <copyright> 1/* <copyright>
2Copyright (c) 2012, Motorola Mobility, Inc 2Copyright (c) 2012, Motorola Mobility LLC.
3All Rights Reserved. 3All Rights Reserved.
4BSD License.
5 4
6Redistribution and use in source and binary forms, with or without 5Redistribution and use in source and binary forms, with or without
7modification, are permitted provided that the following conditions are met: 6modification, are permitted provided that the following conditions are met:
8 7
9 - Redistributions of source code must retain the above copyright notice, 8* Redistributions of source code must retain the above copyright notice,
10 this list of conditions and the following disclaimer. 9 this list of conditions and the following disclaimer.
11 - Redistributions in binary form must reproduce the above copyright 10
12 notice, this list of conditions and the following disclaimer in the 11* Redistributions in binary form must reproduce the above copyright notice,
13 documentation and/or other materials provided with the distribution. 12 this list of conditions and the following disclaimer in the documentation
14 - Neither the name of Motorola Mobility nor the names of its contributors 13 and/or other materials provided with the distribution.
15 may be used to endorse or promote products derived from this software 14
16 without specific prior written permission. 15* Neither the name of Motorola Mobility LLC nor the names of its
16 contributors may be used to endorse or promote products derived from this
17 software without specific prior written permission.
17 18
18THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 19THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
19AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 20AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
20IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 21IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
21ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 22ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
22LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 23LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
23CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 24CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
24SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 25SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
@@ -46,66 +47,66 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) {
46 // Instance variables 47 // Instance variables
47 /////////////////////////////////////////////////////////////////////// 48 ///////////////////////////////////////////////////////////////////////
48 49
49 // flag to do the drawing with WebGL 50 // flag to do the drawing with WebGL
50 this._useWebGL = false; 51 this._useWebGL = false;
51 if(use3D) { 52 if(use3D) {
52 this._useWebGL = use3D; 53 this._useWebGL = use3D;
53 } 54 }
54 55
55 this._canvas = canvas; 56 this._canvas = canvas;
56 if (this._useWebGL) 57 if (this._useWebGL)
57 { 58 {
58 if(preserveDrawingBuffer) 59 if(preserveDrawingBuffer)
59 { 60 {
60 this._glContext = canvas.getContext("experimental-webgl", {preserveDrawingBuffer: true}); 61 this._glContext = canvas.getContext("experimental-webgl", {preserveDrawingBuffer: true});
61 } 62 }
62 else 63 else
63 { 64 {
64 this._glContext = canvas.getContext("experimental-webgl"); 65 this._glContext = canvas.getContext("experimental-webgl");
65 } 66 }
66 } 67 }
67 else 68 else
68 { 69 {
69 this._2DContext = canvas.getContext( "2d" ); 70 this._2DContext = canvas.getContext( "2d" );
70 } 71 }
71 72
72 this._viewportWidth = canvas.width; 73 this._viewportWidth = canvas.width;
73 this._viewportHeight = canvas.height; 74 this._viewportHeight = canvas.height;
74 75
75 // view parameters 76 // view parameters
76 this._fov = 45.0; 77 this._fov = 45.0;
77 this._zNear = 0.1; 78 this._zNear = 0.1;
78 this._zFar = 100.0; 79 this._zFar = 100.0;
79 this._viewDist = 5.0; 80 this._viewDist = 5.0;
80 81
81 // default light parameters 82 // default light parameters
82 this._ambientLightColor = [0.1, 0.1, 0.1, 1.0]; 83 this._ambientLightColor = [0.1, 0.1, 0.1, 1.0];
83 this._diffuseLightColor = [0.1, 0.1, 0.1, 1.0]; 84 this._diffuseLightColor = [0.1, 0.1, 0.1, 1.0];
84 this._specularLightColor = [0.6, 0.6, 0.6, 1.0]; 85 this._specularLightColor = [0.6, 0.6, 0.6, 1.0];
85 this._pointLightLoc = [0.0, 0.0, 0.05]; 86 this._pointLightLoc = [0.0, 0.0, 0.05];
86 87
87 // default material properties. Material properties should be overridden 88 // default material properties. Material properties should be overridden
88 // by the materials used by the objects 89 // by the materials used by the objects
89 this._materialShininess = 20.0; 90 this._materialShininess = 20.0;
90 91
91 this._geomRoot = undefined; 92 this._geomRoot = undefined;
92 93
93 this._cameraMat = Matrix.I(4); 94 this._cameraMat = Matrix.I(4);
94 this._cameraMat[14] = 5.0; 95 this._cameraMat[14] = 5.0;
95 this._cameraMatInv = Matrix.I(4); 96 this._cameraMatInv = Matrix.I(4);
96 this._cameraMatInv[14] = -5.0; 97 this._cameraMatInv[14] = -5.0;
97 98
98 this._camera = null; 99 this._camera = null;
99 // keep a flag indicating whether a render has been completed. 100 // keep a flag indicating whether a render has been completed.
100 // this allows us to turn off automatic updating if there are 101 // this allows us to turn off automatic updating if there are
101 // no animated materials 102 // no animated materials
102 this._firstRender = true; 103 this._firstRender = true;
103 104
104 this._worldCount = worldCounter; 105 this._worldCount = worldCounter;
105 worldCounter++; 106 worldCounter++;
106 107
107 // keep a counter for generating node names 108 // keep a counter for generating node names
108 this._nodeCounter = 0; 109 this._nodeCounter = 0;
109 110
110 // for sending notifications to listeners 111 // for sending notifications to listeners
111 this._notifier = new Notifier(); 112 this._notifier = new Notifier();
@@ -113,46 +114,46 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) {
113 /////////////////////////////////////////////////////////////////////// 114 ///////////////////////////////////////////////////////////////////////
114 // Property accessors 115 // Property accessors
115 /////////////////////////////////////////////////////////////////////// 116 ///////////////////////////////////////////////////////////////////////
116 this.getGLContext = function() { return this._glContext; }; 117 this.getGLContext = function() { return this._glContext; };
117 this.setGLContext = function(gl) { this._glContext = gl; }; 118 this.setGLContext = function(gl) { this._glContext = gl; };
118 119
119 this.get2DContext = function() { return this._2DContext; }; 120 this.get2DContext = function() { return this._2DContext; };
120 this.set2DContext = function(c) { this._2DContext = c; }; 121 this.set2DContext = function(c) { this._2DContext = c; };
121 122
122 this.getCanvas = function() { return this._canvas; }; 123 this.getCanvas = function() { return this._canvas; };
123 this.setCanvas = function(c) { this._canvas = c; }; 124 this.setCanvas = function(c) { this._canvas = c; };
124 125
125 this.getShaderProgram = function() { return this._shaderProgram; }; 126 this.getShaderProgram = function() { return this._shaderProgram; };
126 127
127 this.getViewportWidth = function() { return this._viewportWidth; }; 128 this.getViewportWidth = function() { return this._viewportWidth; };
128 this.getViewportHeight = function() { return this._viewportHeight; }; 129 this.getViewportHeight = function() { return this._viewportHeight; };
129 130
130 this.getAspect = function() { return this._viewportWidth/this._viewportHeight; }; 131 this.getAspect = function() { return this._viewportWidth/this._viewportHeight; };
131 132
132 this.getGeomRoot = function() { return this._geomRoot; }; 133 this.getGeomRoot = function() { return this._geomRoot; };
133 this.getZNear = function() { return this._zNear; }; 134 this.getZNear = function() { return this._zNear; };
134 this.getZFar = function() { return this._zFar; }; 135 this.getZFar = function() { return this._zFar; };
135 this.getFOV = function() { return this._fov; }; 136 this.getFOV = function() { return this._fov; };
136 137
137 this.getCamera = function() { return this._camera; }; 138 this.getCamera = function() { return this._camera; };
138 139
139 this.getCameraMat = function() { return this._cameraMat.slice(0); }; 140 this.getCameraMat = function() { return this._cameraMat.slice(0); };
140 this.setCameraMat = function(c) { this._cameraMat = c.slice(0); this._cameraMatInv = glmat4.inverse(c, []); }; 141 this.setCameraMat = function(c) { this._cameraMat = c.slice(0); this._cameraMatInv = glmat4.inverse(c, []); };
141 142
142 this.getCameraMatInverse = function() { return this._cameraMatInv.slice(0); }; 143 this.getCameraMatInverse = function() { return this._cameraMatInv.slice(0); };
143 144
144 this.getViewDistance = function() { return this._viewDist; }; 145 this.getViewDistance = function() { return this._viewDist; };
145 146
146 this.getRootNode = function() { return this._rootNode; }; 147 this.getRootNode = function() { return this._rootNode; };
147 this.setRootNode = function(r) { this._rootNode = r; }; 148 this.setRootNode = function(r) { this._rootNode = r; };
148 149
149 this.isWebGL = function() { return this._useWebGL; }; 150 this.isWebGL = function() { return this._useWebGL; };
150 151
151 this.getRenderer = function() { return this.renderer; }; 152 this.getRenderer = function() { return this.renderer; };
152 153
153 // Flag to play/pause animation at authortime 154 // Flag to play/pause animation at authortime
154 this._previewAnimation = true; 155 this._previewAnimation = true;
155 156
156 //////////////////////////////////////////////////////////////////////////////////// 157 ////////////////////////////////////////////////////////////////////////////////////
157 // RDGE 158 // RDGE
158 // local variables 159 // local variables
@@ -164,265 +165,265 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) {
164 this.strokeShader = null; 165 this.strokeShader = null;
165 this.renderer = null; 166 this.renderer = null;
166 167
167 // keep an array of texture maps that need to be loaded 168 // keep an array of texture maps that need to be loaded
168 this._texMapsToLoad = []; 169 this._texMapsToLoad = [];
169 this._allMapsLoaded = true; 170 this._allMapsLoaded = true;
171
172 // this is the node to which objects get hung