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-rwxr-xr-xjs/helper-classes/RDGE/GLCircle.js2
-rwxr-xr-xjs/helper-classes/RDGE/GLLine.js2
-rwxr-xr-xjs/helper-classes/RDGE/GLRectangle.js2
-rwxr-xr-xjs/helper-classes/RDGE/GLWorld.js29
-rw-r--r--js/helper-classes/RDGE/runtime/CanvasLoader.js72
-rw-r--r--js/helper-classes/RDGE/runtime/GLRuntime.js159
6 files changed, 246 insertions, 20 deletions
diff --git a/js/helper-classes/RDGE/GLCircle.js b/js/helper-classes/RDGE/GLCircle.js
index 5b32547e..712544c0 100755
--- a/js/helper-classes/RDGE/GLCircle.js
+++ b/js/helper-classes/RDGE/GLCircle.js
@@ -135,7 +135,7 @@ function GLCircle()
135 if (!world._useWebGL) return; 135 if (!world._useWebGL) return;
136 136
137 // make sure RDGE has the correct context 137 // make sure RDGE has the correct context
138 g_Engine.setContext( world.getCanvas().uuid ); 138 g_Engine.setContext( world.getCanvas().rdgeid );
139 139
140 // create the gl buffer 140 // create the gl buffer
141 var gl = world.getGLContext(); 141 var gl = world.getGLContext();
diff --git a/js/helper-classes/RDGE/GLLine.js b/js/helper-classes/RDGE/GLLine.js
index 0d815145..f715a43c 100755
--- a/js/helper-classes/RDGE/GLLine.js
+++ b/js/helper-classes/RDGE/GLLine.js
@@ -171,7 +171,7 @@ function GLLine( world, xOffset, yOffset, width, height, slope, strokeSize, stro
171 if (!world._useWebGL) return; 171 if (!world._useWebGL) return;
172 172
173 // make sure RDGE has the correct context 173 // make sure RDGE has the correct context
174 g_Engine.setContext( world.getCanvas().uuid ); 174 g_Engine.setContext( world.getCanvas().rdgeid );
175 175
176 // create the gl buffer 176 // create the gl buffer
177 var gl = world.getGLContext(); 177 var gl = world.getGLContext();
diff --git a/js/helper-classes/RDGE/GLRectangle.js b/js/helper-classes/RDGE/GLRectangle.js
index 5b6ff94f..3c1cb7dc 100755
--- a/js/helper-classes/RDGE/GLRectangle.js
+++ b/js/helper-classes/RDGE/GLRectangle.js
@@ -214,7 +214,7 @@ function GLRectangle()
214 if (!world._useWebGL) return; 214 if (!world._useWebGL) return;
215 215
216 // make sure RDGE has the correct context 216 // make sure RDGE has the correct context
217 g_Engine.setContext( world.getCanvas().uuid ); 217 g_Engine.setContext( world.getCanvas().rdgeid );
218 218
219 // create the gl buffer 219 // create the gl buffer
220 var gl = world.getGLContext(); 220 var gl = world.getGLContext();
diff --git a/js/helper-classes/RDGE/GLWorld.js b/js/helper-classes/RDGE/GLWorld.js
index 1edd5cff..0addcadc 100755
--- a/js/helper-classes/RDGE/GLWorld.js
+++ b/js/helper-classes/RDGE/GLWorld.js
@@ -136,13 +136,6 @@ function GLWorld( canvas, use3D )
136 var camMat = Matrix.I(4); 136 var camMat = Matrix.I(4);
137 camMat[14] = this.getViewDistance(); 137 camMat[14] = this.getViewDistance();
138 this.setCameraMat( camMat ); 138 this.setCameraMat( camMat );
139
140 //////////////////////////////////////////
141 // test call to SVG importer
142// console.log( "***** SVG TEST *****" );
143// var svgImporter = new SVGParse( this );
144// svgImporter.importSVG();
145 //////////////////////////////////////////
146 139
147 // post-load processing of the scene 140 // post-load processing of the scene
148 this.init = function() 141 this.init = function()
@@ -198,7 +191,9 @@ function GLWorld( canvas, use3D )
198 this.myScene.addNode(lightTr); 191 this.myScene.addNode(lightTr);
199 192
200 // Add the scene to the engine - necessary if you want the engine to draw for you 193 // Add the scene to the engine - necessary if you want the engine to draw for you
201 g_Engine.AddScene("myScene" + this._canvas.id, this.myScene); 194 //g_Engine.AddScene("myScene" + this._canvas.id, this.myScene);
195 var name = this._canvas.getAttribute( "data-RDGE-id" );
196 g_Engine.AddScene("myScene" + name, this.myScene);
202 } 197 }
203 198
204 // main code for handling user interaction and updating the scene 199 // main code for handling user interaction and updating the scene
@@ -227,11 +222,11 @@ function GLWorld( canvas, use3D )
227 } 222 }
228 223
229 // defining the draw function to control how the scene is rendered 224 // defining the draw function to control how the scene is rendered
230 this.draw = function() 225 this.draw = function()
231 { 226 {
232 if (this._useWebGL) 227 if (this._useWebGL)
233 { 228 {
234 g_Engine.setContext( this._canvas.uuid ); 229 g_Engine.setContext( this._canvas.rdgeid );
235 var ctx = g_Engine.getContext(); 230 var ctx = g_Engine.getContext();
236 var renderer = ctx.renderer; 231 var renderer = ctx.renderer;
237 if (renderer.unloadedTextureCount <= 0) 232 if (renderer.unloadedTextureCount <= 0)
@@ -391,12 +386,10 @@ function GLWorld( canvas, use3D )
391 if (this._useWebGL) 386 if (this._useWebGL)
392 { 387 {
393 rdgeStarted = true; 388 rdgeStarted = true;
394 this._canvas.rdgeid = this._canvas.uuid; 389 var id = this._canvas.getAttribute( "data-RDGE-id" );
390 this._canvas.rdgeid = id;
395 g_Engine.registerCanvas(this._canvas, this); 391 g_Engine.registerCanvas(this._canvas, this);
396 RDGEStart( this._canvas ); 392 RDGEStart( this._canvas );
397
398 //this._canvas.fpsTracker = new fpsTracker( '0' );
399 //this._canvas.task = new RDGETask(this._canvas, false);
400 this._canvas.task.stop() 393 this._canvas.task.stop()
401 } 394 }
402} 395}
@@ -765,7 +758,7 @@ GLWorld.prototype.render = function()
765 else 758 else
766 { 759 {
767// console.log( "GLWorld.render, " + this._worldCount ); 760// console.log( "GLWorld.render, " + this._worldCount );
768 g_Engine.setContext( this._canvas.uuid ); 761 g_Engine.setContext( this._canvas.rdgeId );
769 //this.draw(); 762 //this.draw();
770 this.restartRenderLoop(); 763 this.restartRenderLoop();
771 } 764 }
@@ -821,7 +814,9 @@ GLWorld.prototype.getShapeFromPoint = function( offsetX, offsetY )
821GLWorld.prototype.export = function() 814GLWorld.prototype.export = function()
822{ 815{
823 var exportStr = "GLWorld 1.0\n"; 816 var exportStr = "GLWorld 1.0\n";
824 exportStr += "id: " + this._canvas.rdgeid + "\n"; 817 var id = this.getCanvas().getAttribute( "data-RDGE-id" );
818 exportStr += "id: " + id + "\n";
819 //exportStr += "id: " + this._canvas.rdgeid + "\n";
825 exportStr += "fov: " + this._fov + "\n"; 820 exportStr += "fov: " + this._fov + "\n";
826 exportStr += "zNear: " + this._zNear + "\n"; 821 exportStr += "zNear: " + this._zNear + "\n";
827 exportStr += "zFar: " + this._zFar + "\n"; 822 exportStr += "zFar: " + this._zFar + "\n";
@@ -829,7 +824,7 @@ GLWorld.prototype.export = function()
829 824
830 // we need 2 export modes: One for save/restore, one for publish. 825 // we need 2 export modes: One for save/restore, one for publish.
831 // hardcoding for now 826 // hardcoding for now
832 var exportForPublish = false; 827 var exportForPublish = true;
833 exportStr += "publish: " + exportForPublish + "\n"; 828 exportStr += "publish: " + exportForPublish + "\n";
834 829
835 if (exportForPublish) 830 if (exportForPublish)
diff --git a/js/helper-classes/RDGE/runtime/CanvasLoader.js b/js/helper-classes/RDGE/runtime/CanvasLoader.js
new file mode 100644
index 00000000..12a985d3
--- /dev/null
+++ b/js/helper-classes/RDGE/runtime/CanvasLoader.js
@@ -0,0 +1,72 @@
1/* <copyright>
2This file contains proprietary software owned by Motorola Mobility, Inc.<br/>
3No 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///////////////////////////////////////////////////////////////////////
10// Class ShapeRuntime
11// Manages runtime shape display
12///////////////////////////////////////////////////////////////////////
13function CanvasLoader( root, valueArray, loadForAuthoring )
14{
15 var value = valueArray;
16 var nWorlds = value.length;
17 for (var i=0; i<nWorlds; i++)
18 {
19 var importStr = value[i];
20 var startIndex = importStr.indexOf( "id: " );
21 if (startIndex >= 0)
22 {
23 var endIndex = importStr.indexOf( "\n", startIndex );
24 if (endIndex > 0)
25 {
26 var id = importStr.substring( startIndex+4, endIndex );
27 var canvas = this.findCanvasWithID( id, root );
28 if (canvas)
29 {
30 if (loadForAuthoring)
31 {
32 if (!canvas.elementModel)
33 {
34 NJUtils.makeElementModel(canvas, "Canvas", "shape", true);
35 }
36
37 if (canvas.elementModel)
38 {
39 if (canvas.elementModel.shapeModel.GLWorld)
40 canvas.elementModel.shapeModel.GLWorld.clearTree();
41
42 var world = new GLWorld( canvas );
43 canvas.elementModel.shapeModel.GLWorld = world;
44 world.import( importStr );
45 }
46 }
47 else
48 {
49 var rt = new GLRuntime( canvas, importStr );
50 }
51 }
52 }
53 }
54 }
55
56 this.findCanvasWithID = function( id, elt )
57 {
58 var cid = elt.getAttribute( "data-RDGE-id" );
59 if (cid == id) return elt;
60
61 if (elt.children)
62 {
63 var nKids = elt.children.length;
64 for (var i=0; i<nKids; i++)
65 {
66 var child = elt.children[i];
67 this.findCanvasWithID( id, child );
68 }
69 }
70 }