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-rwxr-xr-xjs/lib/NJUtils.js44
-rwxr-xr-xjs/lib/drawing/world.js295
-rwxr-xr-xjs/lib/geom/brush-stroke.js636
-rwxr-xr-xjs/lib/geom/circle.js145
-rwxr-xr-xjs/lib/geom/geom-obj.js451
-rwxr-xr-xjs/lib/geom/line.js112
-rwxr-xr-xjs/lib/geom/rectangle.js170
-rw-r--r--js/lib/geom/shape-primitive.js4
-rwxr-xr-xjs/lib/geom/sub-path.js18
-rwxr-xr-xjs/lib/nj-base.js13
-rwxr-xr-xjs/lib/rdge/materials/bump-metal-material.js66
-rw-r--r--js/lib/rdge/materials/cloud-material.js247
-rw-r--r--js/lib/rdge/materials/deform-material.js88
-rwxr-xr-xjs/lib/rdge/materials/flat-material.js132
-rw-r--r--js/lib/rdge/materials/fly-material.js9
-rw-r--r--js/lib/rdge/materials/julia-material.js14
-rw-r--r--js/lib/rdge/materials/keleidoscope-material.js8
-rwxr-xr-xjs/lib/rdge/materials/linear-gradient-material.js385
-rw-r--r--js/lib/rdge/materials/mandel-material.js14
-rwxr-xr-xjs/lib/rdge/materials/material-parser.js81
-rwxr-xr-xjs/lib/rdge/materials/material.js15
-rw-r--r--js/lib/rdge/materials/plasma-material.js24
-rw-r--r--js/lib/rdge/materials/pulse-material.js82
-rw-r--r--js/lib/rdge/materials/radial-blur-material.js395
-rwxr-xr-xjs/lib/rdge/materials/radial-gradient-material.js392
-rw-r--r--js/lib/rdge/materials/relief-tunnel-material.js132
-rw-r--r--js/lib/rdge/materials/square-tunnel-material.js133
-rw-r--r--js/lib/rdge/materials/star-material.js133
-rw-r--r--js/lib/rdge/materials/taper-material.js378
-rw-r--r--js/lib/rdge/materials/tunnel-material.js79
-rw-r--r--js/lib/rdge/materials/twist-material.js161
-rw-r--r--js/lib/rdge/materials/twist-vert-material.js424
-rwxr-xr-xjs/lib/rdge/materials/uber-material.js1326
-rw-r--r--js/lib/rdge/materials/water-material.js244
-rw-r--r--js/lib/rdge/materials/z-invert-material.js132
35 files changed, 3680 insertions, 3302 deletions
diff --git a/js/lib/NJUtils.js b/js/lib/NJUtils.js
index 4f1082f9..67bb59c4 100755
--- a/js/lib/NJUtils.js
+++ b/js/lib/NJUtils.js
@@ -94,19 +94,53 @@ exports.NJUtils = Object.create(Object.prototype, {
94 ///// TODO: find a different place for this function 94 ///// TODO: find a different place for this function
95 makeElementModel: { 95 makeElementModel: {
96 value: function(el, selection, controller, isShape) { 96 value: function(el, selection, controller, isShape) {
97 var p3d = Montage.create(Properties3D).init(el); 97 var p3d = Montage.create(Properties3D);
98 if(selection === "Stage") {
99 p3d.init(el, true);
100 }
98 var shapeProps = null; 101 var shapeProps = null;
102 var pi = controller + "Pi";
103
99 if(isShape) { 104 if(isShape) {
100 shapeProps = Montage.create(ShapeModel); 105 shapeProps = Montage.create(ShapeModel);
101 } 106 }
102 107
108 if(el.controller) {
109
110 var componentInfo = Montage.getInfoForObject(el.controller);
111 var componentName = componentInfo.objectName.toLowerCase();
112
113 controller = "component";
114 isShape = false;
115
116 switch(componentName) {
117 case "feedreader":
118 selection = "Feed Reader";
119 pi = "FeedReaderPi";
120 break;
121 case "map":
122 selection = "Map";
123 pi = "MapPi";
124 break;
125 case "youtubechannel":
126 selection = "Youtube Channel";
127 pi = "YoutubeChannelPi";
128 break;
129 case "picasacarousel":
130 selection = "Picasa Carousel";
131 pi = "PicasaCarouselPi";
132 break;
133 }
134 }
135
103 el.elementModel = Montage.create(ElementModel, { 136 el.elementModel = Montage.create(ElementModel, {
104 type: { value: el.nodeName}, 137 type: { value: el.nodeName},
105 selection: { value: selection}, 138 selection: { value: selection},
106 controller: { value: ControllerFactory.getController(controller)}, 139 controller: { value: ControllerFactory.getController(controller)},
107 pi: { value: controller + "Pi"}, 140 pi: { value: pi},
108 props3D: { value: p3d}, 141 props3D: { value: p3d},
109 shapeModel: { value: shapeProps} 142 shapeModel: { value: shapeProps},
143 isShape: { value: isShape}
110 }); 144 });
111 145
112 } 146 }
@@ -138,6 +172,7 @@ exports.NJUtils = Object.create(Object.prototype, {
138 // TODO - Need more info about the shape 172 // TODO - Need more info about the shape
139 selection = "canvas"; 173 selection = "canvas";
140 controller = "shape"; 174 controller = "shape";
175 isShape = true;
141 } 176 }
142 else 177 else
143 { 178 {
@@ -149,6 +184,9 @@ exports.NJUtils = Object.create(Object.prototype, {
149 break; 184 break;
150 } 185 }
151 this.makeElementModel(el, selection, controller, isShape); 186 this.makeElementModel(el, selection, controller, isShape);
187 if(el.elementModel && el.elementModel.props3D) {
188 el.elementModel.props3D.init(el, (selection === "Stage"));
189 }
152 } 190 }
153 }, 191 },
154 192
diff --git a/js/lib/drawing/world.js b/js/lib/drawing/world.js
index df24f556..945c9883 100755
--- a/js/lib/drawing/world.js
+++ b/js/lib/drawing/world.js
@@ -117,6 +117,8 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) {
117 117
118 this.getRenderer = function() { return this.renderer; }; 118 this.getRenderer = function() { return this.renderer; };
119 119
120 // Flag to play/pause animation at authortime
121 this._previewAnimation = true;
120 //////////////////////////////////////////////////////////////////////////////////// 122 ////////////////////////////////////////////////////////////////////////////////////
121 // RDGE 123 // RDGE
122 // local variables 124 // local variables
@@ -142,45 +144,45 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) {
142 144
143 // post-load processing of the scene 145 // post-load processing of the scene
144 this.init = function() { 146 this.init = function() {
145 var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), 147 var ctx1 = RDGE.globals.engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle),
146 ctx2 = g_Engine.getContext(); 148 ctx2 = RDGE.globals.engine.getContext();
147 if (ctx1 != ctx2) console.log( "***** different contexts *****" ); 149 if (ctx1 != ctx2) console.log( "***** different contexts *****" );
148 this.renderer = ctx1.renderer; 150 this.renderer = ctx1.renderer;
149 this.renderer._world = this; 151 this.renderer._world = this;
150 152
151 // create a camera, set its perspective, and then point it at the origin 153 // create a camera, set its perspective, and then point it at the origin
152 var cam = new camera(); 154 var cam = new RDGE.camera();
153 this._camera = cam; 155 this._camera = cam;
154 cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); 156 cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar());
155 cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], vec3.up()); 157 cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], RDGE.vec3.up());
156 158
157 // make this camera the active camera 159 // make this camera the active camera
158 this.renderer.cameraManager().setActiveCamera(cam); 160 this.renderer.cameraManager().setActiveCamera(cam);
159 161
160 // change clear color 162 // change clear color
161 //this.renderer.setClearFlags(g_Engine.getContext().DEPTH_BUFFER_BIT); 163 //this.renderer.setClearFlags(RDGE.globals.engine.getContext().DEPTH_BUFFER_BIT);
162 this.renderer.setClearColor([0.0, 0.0, 0.0, 0.0]); 164 this.renderer.setClearColor([0.0, 0.0, 0.0, 0.0]);
163 //this.renderer.NinjaWorld = this; 165 //this.renderer.NinjaWorld = this;
164 166
165 // create an empty scene graph 167 // create an empty scene graph
166 this.myScene = new SceneGraph(); 168 this.myScene = new RDGE.SceneGraph();
167 169
168 // create some lights 170 // create some lights
169 // light 1 171 // light 1
170 this.light = createLightNode("myLight"); 172 this.light = RDGE.createLightNode("myLight");
171 this.light.setPosition([0,0,1.2]); 173 this.light.setPosition([0,0,1.2]);
172 this.light.setDiffuseColor([0.75,0.9,1.0,1.0]); 174 this.light.setDiffuseColor([0.75,0.9,1.0,1.0]);
173 175
174 // light 2 176 // light 2
175 this.light2 = createLightNode("myLight2"); 177 this.light2 = RDGE.createLightNode("myLight2");
176 this.light2.setPosition([-0.5,0,1.2]); 178 this.light2.setPosition([-0.5,0,1.2]);
177 this.light2.setDiffuseColor([1.0,0.9,0.75,1.0]); 179 this.light2.setDiffuseColor([1.0,0.9,0.75,1.0]);
178 180
179 // create a light transform 181 // create a light transform
180 var lightTr = createTransformNode("lightTr"); 182 var lightTr = RDGE.createTransformNode("lightTr");
181 183
182 // create and attach a material - materials hold the light data 184 // create and attach a material - materials hold the light data
183 lightTr.attachMaterial(createMaterialNode("lights")); 185 lightTr.attachMaterial(RDGE.createMaterialNode("lights"));
184 186
185 // enable light channels 1, 2 - channel 0 is used by the default shader 187 // enable light channels 1, 2 - channel 0 is used by the default shader
186 lightTr.materialNode.enableLightChannel(1, this.light); 188 lightTr.materialNode.enableLightChannel(1, this.light);
@@ -193,9 +195,9 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) {
193 this.myScene.addNode(lightTr); 195 this.myScene.addNode(lightTr);
194 196
195 // Add the scene to the engine - necessary if you want the engine to draw for you 197 // Add the scene to the engine - necessary if you want the engine to draw for you
196 //g_Engine.AddScene("myScene" + this._canvas.id, this.myScene); 198 //RDGE.globals.engine.AddScene("myScene" + this._canvas.id, this.myScene);
197 var name = this._canvas.getAttribute