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Diffstat (limited to 'js/lib/rdge/runtime/CanvasRuntime.js')
-rw-r--r-- | js/lib/rdge/runtime/CanvasRuntime.js | 1338 |
1 files changed, 0 insertions, 1338 deletions
diff --git a/js/lib/rdge/runtime/CanvasRuntime.js b/js/lib/rdge/runtime/CanvasRuntime.js deleted file mode 100644 index d16613ca..00000000 --- a/js/lib/rdge/runtime/CanvasRuntime.js +++ /dev/null | |||
@@ -1,1338 +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 | // Class ShapeRuntime | ||
10 | // Manages runtime shape display | ||
11 | /////////////////////////////////////////////////////////////////////// | ||
12 | function CanvasDataManager() | ||
13 | { | ||
14 | this.loadGLData = function(root, valueArray ) | ||
15 | { | ||
16 | var value = valueArray; | ||
17 | var nWorlds = value.length; | ||
18 | for (var i=0; i<nWorlds; i++) | ||
19 | { | ||
20 | var importStr = value[i]; | ||
21 | var startIndex = importStr.indexOf( "id: " ); | ||
22 | if (startIndex >= 0) | ||
23 | { | ||
24 | var endIndex = importStr.indexOf( "\n", startIndex ); | ||
25 | if (endIndex > 0) | ||
26 | { | ||
27 | var id = importStr.substring( startIndex+4, endIndex ); | ||
28 | var canvas = this.findCanvasWithID( id, root ); | ||
29 | if (canvas) | ||
30 | { | ||
31 | var rt = new GLRuntime( canvas, importStr ); | ||
32 | } | ||
33 | } | ||
34 | } | ||
35 | } | ||
36 | } | ||
37 | |||
38 | this.collectGLData = function( elt, dataArray ) | ||
39 | { | ||
40 | if (elt.elementModel && elt.elementModel.shapeModel && elt.elementModel.shapeModel.GLWorld) | ||
41 | { | ||
42 | var data = elt.elementModel.shapeModel.GLWorld.export( true ); | ||
43 | dataArray.push( data ); | ||
44 | } | ||
45 | |||
46 | if (elt.children) | ||
47 | { | ||
48 | var nKids = elt.children.length; | ||
49 | for (var i=0; i<nKids; i++) | ||
50 | { | ||
51 | var child = elt.children[i]; | ||
52 | this.collectGLData( child, dataArray ); | ||
53 | } | ||
54 | } | ||
55 | } | ||
56 | |||
57 | this.findCanvasWithID = function( id, elt ) | ||
58 | { | ||
59 | var cid = elt.getAttribute( "data-RDGE-id" ); | ||
60 | if (cid == id) return elt; | ||
61 | |||
62 | if (elt.children) | ||
63 | { | ||
64 | var nKids = elt.children.length; | ||
65 | for (var i=0; i<nKids; i++) | ||
66 | { | ||
67 | var child = elt.children[i]; | ||
68 | var foundElt = this.findCanvasWithID( id, child ); | ||
69 | if (foundElt) return foundElt; | ||
70 | } | ||
71 | } | ||
72 | } | ||
73 | } | ||
74 | |||
75 | /////////////////////////////////////////////////////////////////////// | ||
76 | // Class GLRuntime | ||
77 | // Manages runtime fora WebGL canvas | ||
78 | /////////////////////////////////////////////////////////////////////// | ||
79 | function GLRuntime( canvas, importStr ) | ||
80 | { | ||
81 | /////////////////////////////////////////////////////////////////////// | ||
82 | // Instance variables | ||
83 | /////////////////////////////////////////////////////////////////////// | ||
84 | this._canvas = canvas; | ||
85 | this._context = null; | ||
86 | this._importStr = importStr; | ||
87 | |||
88 | this.renderer = null; | ||
89 | this.myScene = null; | ||
90 | this.light = null; | ||
91 | this.light2 = null; | ||
92 | this._rootNode = null; | ||
93 | |||
94 | this._firstRender = true; | ||
95 | this._initialized = false; | ||
96 | |||
97 | this._useWebGL = false; | ||
98 | |||
99 | // view parameters | ||
100 | this._fov = 45.0; | ||
101 | this._zNear = 0.1; | ||
102 | this._zFar = 100.0; | ||
103 | this._viewDist = 5.0; | ||
104 | |||
105 | this._aspect = canvas.width/canvas.height; | ||
106 | |||
107 | this._geomRoot; | ||
108 | |||
109 | // all "live" materials | ||
110 | this._materials = []; | ||
111 | |||
112 | /////////////////////////////////////////////////////////////////////// | ||
113 | // accessors | ||
114 | /////////////////////////////////////////////////////////////////////// | ||
115 | this.getZNear = function() { return this._zNear; } | ||
116 | this.getZFar = function() { return this._zFar; } | ||
117 | this.getFOV = function() { return this._fov; } | ||
118 | this.getAspect = function() { return this._aspect; } | ||
119 | this.getViewDistance = function() { return this._viewDist; } | ||
120 | |||
121 | this.get2DContext = function() { return this._context; } | ||
122 | |||
123 | this.getViewportWidth = function() { return this._canvas.width; } | ||
124 | this.getViewportHeight = function() { return this._canvas.height; } | ||
125 | |||
126 | /////////////////////////////////////////////////////////////////////// | ||
127 | // accessors | ||
128 | /////////////////////////////////////////////////////////////////////// | ||
129 | this.loadScene = function() | ||
130 | { | ||
131 | // parse the data | ||
132 | // the GL runtime must start with a "sceneData: " | ||
133 | var index = importStr.indexOf( "scenedata: " ); | ||
134 | if (index >= 0) | ||
135 | { | ||
136 | this._useWebGL = true; | ||
137 | |||
138 | var rdgeStr = importStr.substr( index+11 ); | ||
139 | var endIndex = rdgeStr.indexOf( "endscene\n" ); | ||
140 | if (endIndex < 0) throw new Error( "ill-formed WebGL data" ); | ||
141 | var len = endIndex - index + 11; | ||
142 | rdgeStr = rdgeStr.substr( 0, endIndex ); | ||
143 | |||
144 | this.myScene.importJSON( rdgeStr ); | ||
145 | this.importObjects( importStr ); | ||
146 | this.linkMaterials( this._geomRoot ); | ||
147 | this.initMaterials(); | ||
148 | } | ||
149 | else | ||
150 | { | ||
151 | this._context = this._canvas.getContext( "2d" ); | ||
152 | this.importObjects( importStr ); | ||
153 | this.render(); | ||
154 | } | ||
155 | } | ||
156 | |||
157 | this.init = function() | ||
158 | { | ||
159 | var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), | ||
160 | ctx2 = g_Engine.getContext(); | ||
161 | if (ctx1 != ctx2) console.log( "***** different contexts *****" ); | ||
162 | this.renderer = ctx1.renderer; | ||
163 | |||
164 | // create a camera, set its perspective, and then point it at the origin | ||
165 | var cam = new camera(); | ||
166 | this._camera = cam; | ||
167 | cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); | ||
168 | cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], vec3.up()); | ||
169 | |||
170 | // make this camera the active camera | ||
171 | this.renderer.cameraManager().setActiveCamera(cam); | ||
172 | |||
173 | // change clear color | ||
174 | this.renderer.setClearColor([1.0, 1.0, 1.0, 0.0]); | ||
175 | |||
176 | // create an empty scene graph | ||
177 | this.myScene = new SceneGraph(); | ||
178 | |||
179 | // load the scene graph data | ||
180 | this.loadScene(); | ||
181 | |||
182 | // Add the scene to the engine - necessary if you want the engine to draw for you | ||
183 | var name = "myScene" + this._canvas.getAttribute( "data-RDGE-id" ); | ||
184 | g_Engine.AddScene(name, this.myScene); | ||
185 | |||
186 | this._initialized = true; | ||
187 | } | ||
188 | |||
189 | // main code for handling user interaction and updating the scene | ||
190 | this.update = function(dt) | ||
191 | { | ||
192 | if (this._initialized) | ||
193 | { | ||
194 | if (!dt) dt = 0.2; | ||
195 | |||
196 | dt = 0.01; // use our own internal throttle | ||
197 | this.elapsed += dt; | ||
198 | |||
199 | // changed the global position uniform of light 0, another way to change behavior of a light | ||
200 | rdgeGlobalParameters.u_light0Pos.set( [5*Math.cos(this.elapsed), 5*Math.sin(this.elapsed), 20]); | ||
201 | |||
202 | // orbit the light nodes around the boxes | ||
203 | //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)]); | ||
204 | //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)]); | ||
205 | |||
206 | this.updateMaterials(); | ||
207 | |||
208 | // now update all the nodes in the scene | ||
209 | this.myScene.update(dt); | ||
210 | } | ||
211 | } | ||
212 | |||
213 | this.updateMaterials = function() | ||
214 | { | ||
215 | var nMats = this._materials.length; | ||
216 | for (var i=0; i<nMats; i++) | ||
217 | { | ||
218 | var mat = this._materials[i]; | ||
219 | mat.update(); | ||
220 | } | ||
221 | } | ||
222 | |||
223 | // defining the draw function to control how the scene is rendered | ||
224 | this.draw = function() | ||
225 | { | ||