diff options
Diffstat (limited to 'js/lib/drawing')
-rwxr-xr-x | js/lib/drawing/world.js | 89 |
1 files changed, 45 insertions, 44 deletions
diff --git a/js/lib/drawing/world.js b/js/lib/drawing/world.js index fb70d18c..0c11726f 100755 --- a/js/lib/drawing/world.js +++ b/js/lib/drawing/world.js | |||
@@ -1,24 +1,25 @@ | |||
1 | /* <copyright> | 1 | /* <copyright> |
2 | Copyright (c) 2012, Motorola Mobility, Inc | 2 | Copyright (c) 2012, Motorola Mobility LLC. |
3 | All Rights Reserved. | 3 | All Rights Reserved. |
4 | BSD License. | ||
5 | 4 | ||
6 | Redistribution and use in source and binary forms, with or without | 5 | Redistribution and use in source and binary forms, with or without |
7 | modification, are permitted provided that the following conditions are met: | 6 | modification, 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 | ||
18 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | 19 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
19 | AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | 20 | AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
20 | IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE | 21 | IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE |
21 | ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE | 22 | ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE |
22 | LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR | 23 | LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR |
23 | CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF | 24 | CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF |
24 | SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS | 25 | SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS |
@@ -68,7 +69,7 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { | |||
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 | ||
@@ -152,7 +153,7 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { | |||
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 |
@@ -175,7 +176,7 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { | |||
175 | var camMat = Matrix.I(4); | 176 | var camMat = Matrix.I(4); |
176 | camMat[14] = this.getViewDistance(); | 177 | camMat[14] = this.getViewDistance(); |
177 | this.setCameraMat( camMat ); | 178 | this.setCameraMat( camMat ); |
178 | 179 | ||
179 | // post-load processing of the scene | 180 | // post-load processing of the scene |
180 | this.init = function() | 181 | this.init = function() |
181 | { | 182 | { |
@@ -184,13 +185,13 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { | |||
184 | if (ctx1 != ctx2) console.log( "***** different contexts *****" ); | 185 | if (ctx1 != ctx2) console.log( "***** different contexts *****" ); |
185 | this.renderer = ctx1.renderer; | 186 | this.renderer = ctx1.renderer; |
186 | this.renderer._world = this; | 187 | this.renderer._world = this; |
187 | 188 | ||
188 | // create a camera, set its perspective, and then point it at the origin | 189 | // create a camera, set its perspective, and then point it at the origin |
189 | var cam = new RDGE.camera(); | 190 | var cam = new RDGE.camera(); |
190 | this._camera = cam; | 191 | this._camera = cam; |
191 | cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); | 192 | cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); |
192 | cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], RDGE.vec3.up()); | 193 | cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], RDGE.vec3.up()); |
193 | 194 | ||
194 | // make this camera the active camera | 195 | // make this camera the active camera |
195 | this.renderer.cameraManager().setActiveCamera(cam); | 196 | this.renderer.cameraManager().setActiveCamera(cam); |
196 | 197 | ||
@@ -198,61 +199,61 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { | |||
198 | //this.renderer.setClearFlags(RDGE.globals.engine.getContext().DEPTH_BUFFER_BIT); | 199 | //this.renderer.setClearFlags(RDGE.globals.engine.getContext().DEPTH_BUFFER_BIT); |
199 | this.renderer.setClearColor([0.0, 0.0, 0.0, 0.0]); | 200 | this.renderer.setClearColor([0.0, 0.0, 0.0, 0.0]); |
200 | //this.renderer.NinjaWorld = this; | 201 | //this.renderer.NinjaWorld = this; |
201 | 202 | ||
202 | // create an empty scene graph | 203 | // create an empty scene graph |
203 | this.myScene = new RDGE.SceneGraph(); | 204 | this.myScene = new RDGE.SceneGraph(); |
204 | 205 | ||
205 | // create some lights | 206 | // create some lights |
206 | // light 1 | 207 | // light 1 |
207 | // this.light = RDGE.createLightNode("myLight"); | 208 | // this.light = RDGE.createLightNode("myLight"); |
208 | // this.light.setPosition([0,0,1.2]); | 209 | // this.light.setPosition([0,0,1.2]); |
209 | // this.light.setDiffuseColor([0.75,0.9,1.0,1.0]); | 210 | // this.light.setDiffuseColor([0.75,0.9,1.0,1.0]); |
210 | 211 | ||
211 | // light 2 | 212 | // light 2 |
212 | // this.light2 = RDGE.createLightNode("myLight2"); | 213 | // this.light2 = RDGE.createLightNode("myLight2"); |
213 | // this.light2.setPosition([-0.5,0,1.2]); | 214 | // this.light2.setPosition([-0.5,0,1.2]); |
214 | // this.light2.setDiffuseColor([1.0,0.9,0.75,1.0]); | 215 | // this.light2.setDiffuseColor([1.0,0.9,0.75,1.0]); |
215 | 216 | ||
216 | // create a light transform | 217 | // create a light transform |
217 | var lightTr = RDGE.createTransformNode("lightTr"); | 218 | var lightTr = RDGE.createTransformNode("lightTr"); |
218 | 219 | ||
219 | // create and attach a material - materials hold the light data | 220 | // create and attach a material - materials hold the light data |
220 | lightTr.attachMaterial(RDGE.createMaterialNode("lights")); | 221 | lightTr.attachMaterial(RDGE.createMaterialNode("lights")); |
221 | 222 | ||
222 | // enable light channels 1, 2 - channel 0 is used by the default shader | 223 | // enable light channels 1, 2 - channel 0 is used by the default shader |
223 | // lightTr.materialNode.enableLightChannel(1, this.light); | 224 | // lightTr.materialNode.enableLightChannel(1, this.light); |
224 | // lightTr.materialNode.enableLightChannel(2, this.light2); | 225 | // lightTr.materialNode.enableLightChannel(2, this.light2); |
225 | 226 | ||
226 | // all added objects are parented to the light node | 227 | // all added objects are parented to the light node |
227 | this._rootNode = lightTr; | 228 | this._rootNode = lightTr; |
228 | 229 | ||
229 | // add the light node to the scene | 230 | // add the light node to the scene |
230 | this.myScene.addNode(lightTr); | 231 | this.myScene.addNode(lightTr); |
231 | 232 | ||
232 | // Add the scene to the engine - necessary if you want the engine to draw for you | 233 | // Add the scene to the engine - necessary if you want the engine to draw for you |
233 | //RDGE.globals.engine.AddScene("myScene" + this._canvas.id, this.myScene); | 234 | //RDGE.globals.engine.AddScene("myScene" + this._canvas.id, this.myScene); |
234 | var name = this._canvas.getAttribute( "data-RDGE-id" ); | 235 | var name = this._canvas.getAttribute( "data-RDGE-id" ); |
235 | RDGE.globals.engine.AddScene("myScene" + name, this.myScene); | 236 | RDGE.globals.engine.AddScene("myScene" + name, this.myScene); |
236 | }; | 237 | }; |
237 | 238 | ||
238 | // main code for handling user interaction and updating the scene | 239 | // main code for handling user interaction and updating the scene |
239 | this.update = function(dt) | 240 | this.update = function(dt) |
240 | { | 241 | { |
241 | if (!dt) dt = 0.2; | 242 | if (!dt) dt = 0.2; |
242 | 243 | ||
243 | dt = 0.01; // use our own internal throttle | 244 | dt = 0.01; // use our own internal throttle |
244 | this.elapsed += dt; | 245 | this.elapsed += dt; |
245 | 246 | ||
246 | if (this._useWebGL) | 247 | if (this._useWebGL) |
247 | { | 248 | { |
248 | // changed the global position uniform of light 0, another way to change behavior of a light | 249 | // changed the global position uniform of light 0, another way to change behavior of a light |
249 | RDGE.rdgeGlobalParameters.u_light0Pos.set([5 * Math.cos(this.elapsed), 5 * Math.sin(this.elapsed), 20]); | 250 | RDGE.rdgeGlobalParameters.u_light0Pos.set([5 * Math.cos(this.elapsed), 5 * Math.sin(this.elapsed), 20]); |
250 | 251 | ||
251 | // orbit the light nodes around the boxes | 252 | // orbit the light nodes around the boxes |
252 | // 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)]); | 253 | // 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)]); |
253 | // 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)]); | 254 | // 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)]); |
254 | } | 255 | } |
255 | 256 | ||
256 | this.updateMaterials( this.getGeomRoot(), this.elapsed ); | 257 | this.updateMaterials( this.getGeomRoot(), this.elapsed ); |
257 | 258 | ||
258 | // now update all the nodes in the scene | 259 | // now update all the nodes in the scene |
@@ -260,7 +261,7 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { | |||
260 | this.myScene.update(dt); | 261 | this.myScene.update(dt); |
261 | }; | 262 | }; |
262 | 263 | ||
263 | // defining the draw function to control how the scene is rendered | 264 | // defining the draw function to control how the scene is rendered |
264 | this.draw = function() | 265 | this.draw = function() |
265 | { | 266 | { |
266 | if (this._useWebGL) | 267 | if (this._useWebGL) |
@@ -306,12 +307,12 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { | |||
306 | this.render(); | 307 | this.render(); |
307 | } | 308 | } |
308 | }; | 309 | }; |
309 | 310 | ||
310 | this.onRunState = function() { | 311 | this.onRunState = function() { |
311 | // console.log( "GLWorld.onRunState" ); | 312 | // console.log( "GLWorld.onRunState" ); |
312 | this.restartRenderLoop(); | 313 | this.restartRenderLoop(); |
313 | }; | 314 | }; |
314 | 315 | ||
315 | this.onLoadState = function() { | 316 | this.onLoadState = function() { |
316 | // console.log( "GLWorld.onLoadState" ); | 317 | // console.log( "GLWorld.onLoadState" ); |
317 | }; | 318 | }; |
@@ -375,7 +376,7 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { | |||
375 | world.textureMapLoaded( name ); | 376 | world.textureMapLoaded( name ); |
376 | } | 377 | } |
377 | }; | 378 | }; |
378 | 379 | ||
379 | this.hasAnimatedMaterials = function() { | 380 | this.hasAnimatedMaterials = function() { |
380 | var root = this.getGeomRoot(); | 381 | var root = this.getGeomRoot(); |
381 | var rtnVal = false; | 382 | var rtnVal = false; |
@@ -433,7 +434,7 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { | |||
433 | { | 434 | { |
434 | this._notifier.removeListener( obj ); | 435 | this._notifier.removeListener( obj ); |
435 | } | 436 | } |
436 | 437 |