diff options
Diffstat (limited to 'js/lib')
36 files changed, 3408 insertions, 3851 deletions
diff --git a/js/lib/NJUtils.js b/js/lib/NJUtils.js index 904aa41e..67bb59c4 100755 --- a/js/lib/NJUtils.js +++ b/js/lib/NJUtils.js | |||
@@ -94,7 +94,10 @@ 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; |
99 | var pi = controller + "Pi"; | 102 | var pi = controller + "Pi"; |
100 | 103 | ||
@@ -136,7 +139,8 @@ exports.NJUtils = Object.create(Object.prototype, { | |||
136 | controller: { value: ControllerFactory.getController(controller)}, | 139 | controller: { value: ControllerFactory.getController(controller)}, |
137 | pi: { value: pi}, | 140 | pi: { value: pi}, |
138 | props3D: { value: p3d}, | 141 | props3D: { value: p3d}, |
139 | shapeModel: { value: shapeProps} | 142 | shapeModel: { value: shapeProps}, |
143 | isShape: { value: isShape} | ||
140 | }); | 144 | }); |
141 | 145 | ||
142 | } | 146 | } |
@@ -168,6 +172,7 @@ exports.NJUtils = Object.create(Object.prototype, { | |||
168 | // TODO - Need more info about the shape | 172 | // TODO - Need more info about the shape |
169 | selection = "canvas"; | 173 | selection = "canvas"; |
170 | controller = "shape"; | 174 | controller = "shape"; |
175 | isShape = true; | ||
171 | } | 176 | } |
172 | else | 177 | else |
173 | { | 178 | { |
@@ -179,6 +184,9 @@ exports.NJUtils = Object.create(Object.prototype, { | |||
179 | break; | 184 | break; |
180 | } | 185 | } |
181 | 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 | } | ||
182 | } | 190 | } |
183 | }, | 191 | }, |
184 | 192 | ||
diff --git a/js/lib/drawing/world.js b/js/lib/drawing/world.js index 4ca738f4..eb06e59d 100755 --- a/js/lib/drawing/world.js +++ b/js/lib/drawing/world.js | |||
@@ -29,14 +29,20 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { | |||
29 | } | 29 | } |
30 | 30 | ||
31 | this._canvas = canvas; | 31 | this._canvas = canvas; |
32 | if (this._useWebGL) { | 32 | if (this._useWebGL) |
33 | { | ||
33 | preserveDrawingBuffer = true; | 34 | preserveDrawingBuffer = true; |
34 | if(preserveDrawingBuffer) { | 35 | if(preserveDrawingBuffer) |
36 | { | ||
35 | this._glContext = canvas.getContext("experimental-webgl", {preserveDrawingBuffer: true}); | 37 | this._glContext = canvas.getContext("experimental-webgl", {preserveDrawingBuffer: true}); |
36 | } else { | 38 | } |
39 | else | ||
40 | { | ||
37 | this._glContext = canvas.getContext("experimental-webgl"); | 41 | this._glContext = canvas.getContext("experimental-webgl"); |
38 | } | 42 | } |
39 | } else { | 43 | } |
44 | else | ||
45 | { | ||
40 | this._2DContext = canvas.getContext( "2d" ); | 46 | this._2DContext = canvas.getContext( "2d" ); |
41 | } | 47 | } |
42 | 48 | ||
@@ -124,6 +130,7 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { | |||
124 | 130 | ||
125 | // Flag to play/pause animation at authortime | 131 | // Flag to play/pause animation at authortime |
126 | this._previewAnimation = true; | 132 | this._previewAnimation = true; |
133 | |||
127 | //////////////////////////////////////////////////////////////////////////////////// | 134 | //////////////////////////////////////////////////////////////////////////////////// |
128 | // RDGE | 135 | // RDGE |
129 | // local variables | 136 | // local variables |
@@ -148,46 +155,47 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { | |||
148 | this.setCameraMat( camMat ); | 155 | this.setCameraMat( camMat ); |
149 | 156 | ||
150 | // post-load processing of the scene | 157 | // post-load processing of the scene |
151 | this.init = function() { | 158 | this.init = function() |
152 | var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), | 159 | { |
153 | ctx2 = g_Engine.getContext(); | 160 | var ctx1 = RDGE.globals.engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), |
161 | ctx2 = RDGE.globals.engine.getContext(); | ||
154 | if (ctx1 != ctx2) console.log( "***** different contexts *****" ); | 162 | if (ctx1 != ctx2) console.log( "***** different contexts *****" ); |
155 | this.renderer = ctx1.renderer; | 163 | this.renderer = ctx1.renderer; |
156 | this.renderer._world = this; | 164 | this.renderer._world = this; |
157 | 165 | ||
158 | // create a camera, set its perspective, and then point it at the origin | 166 | // create a camera, set its perspective, and then point it at the origin |
159 | var cam = new camera(); | 167 | var cam = new RDGE.camera(); |
160 | this._camera = cam; | 168 | this._camera = cam; |
161 | cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); | 169 | cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); |
162 | cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], vec3.up()); | 170 | cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], RDGE.vec3.up()); |
163 | 171 | ||
164 | // make this camera the active camera | 172 | // make this camera the active camera |
165 | this.renderer.cameraManager().setActiveCamera(cam); | 173 | this.renderer.cameraManager().setActiveCamera(cam); |
166 | 174 | ||
167 | // change clear color | 175 | // change clear color |
168 | //this.renderer.setClearFlags(g_Engine.getContext().DEPTH_BUFFER_BIT); | 176 | //this.renderer.setClearFlags(RDGE.globals.engine.getContext().DEPTH_BUFFER_BIT); |
169 | this.renderer.setClearColor([0.0, 0.0, 0.0, 0.0]); | 177 | this.renderer.setClearColor([0.0, 0.0, 0.0, 0.0]); |
170 | //this.renderer.NinjaWorld = this; | 178 | //this.renderer.NinjaWorld = this; |
171 | 179 | ||
172 | // create an empty scene graph | 180 | // create an empty scene graph |
173 | this.myScene = new SceneGraph(); | 181 | this.myScene = new RDGE.SceneGraph(); |
174 | 182 | ||
175 | // create some lights | 183 | // create some lights |
176 | // light 1 | 184 | // light 1 |
177 | this.light = createLightNode("myLight"); | 185 | this.light = RDGE.createLightNode("myLight"); |
178 | this.light.setPosition([0,0,1.2]); | 186 | this.light.setPosition([0,0,1.2]); |
179 | this.light.setDiffuseColor([0.75,0.9,1.0,1.0]); | 187 | this.light.setDiffuseColor([0.75,0.9,1.0,1.0]); |
180 | 188 | ||
181 | // light 2 | 189 | // light 2 |
182 | this.light2 = createLightNode("myLight2"); | 190 | this.light2 = RDGE.createLightNode("myLight2"); |
183 | this.light2.setPosition([-0.5,0,1.2]); | 191 | this.light2.setPosition([-0.5,0,1.2]); |
184 | this.light2.setDiffuseColor([1.0,0.9,0.75,1.0]); | 192 | this.light2.setDiffuseColor([1.0,0.9,0.75,1.0]); |
185 | 193 | ||
186 | // create a light transform | 194 | // create a light transform |
187 | var lightTr = createTransformNode("lightTr"); | 195 | var lightTr = RDGE.createTransformNode("lightTr"); |
188 | 196 | ||
189 | // create and attach a material - materials hold the light data | 197 | // create and attach a material - materials hold the light data |
190 | lightTr.attachMaterial(createMaterialNode("lights")); | 198 | lightTr.attachMaterial(RDGE.createMaterialNode("lights")); |
191 | 199 | ||
192 | // enable light channels 1, 2 - channel 0 is used by the default shader | 200 | // enable light channels 1, 2 - channel 0 is used by the default shader |
193 | lightTr.materialNode.enableLightChannel(1, this.light); | 201 | lightTr.materialNode.enableLightChannel(1, this.light); |
@@ -200,21 +208,23 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { | |||
200 | this.myScene.addNode(lightTr); | 208 | this.myScene.addNode(lightTr); |
201 | 209 | ||
202 | // Add the scene to the engine - necessary if you want the engine to draw for you | 210 | // Add the scene to the engine - necessary if you want the engine to draw for you |
203 | //g_Engine.AddScene("myScene" + this._canvas.id, this.myScene); |