From 6321075d93044c6747682a8e7280b5996da7ec52 Mon Sep 17 00:00:00 2001
From: hwc487
Date: Thu, 2 Feb 2012 11:57:58 -0800
Subject: added some additional shaders
---
assets/shaders/Deform.frag.glsl | 29 +++++
assets/shaders/Fly.frag.glsl | 23 ++++
assets/shaders/ReliefTunnel.frag.glsl | 35 ++++++
assets/shaders/SquareTunnel.frag.glsl | 21 ++++
assets/shaders/Star.frag.glsl | 28 +++++
assets/shaders/Water.frag.glsl | 55 +++++++++
assets/shaders/ZInvert.frag.glsl | 23 ++++
js/helper-classes/RDGE/Materials/DeformMaterial.js | 133 +++++++++++++++++++++
js/helper-classes/RDGE/Materials/FlyMaterial.js | 133 +++++++++++++++++++++
.../RDGE/Materials/ReliefTunnelMaterial.js | 133 +++++++++++++++++++++
.../RDGE/Materials/SquareTunnelMaterial.js | 133 +++++++++++++++++++++
js/helper-classes/RDGE/Materials/StarMaterial.js | 133 +++++++++++++++++++++
js/helper-classes/RDGE/Materials/WaterMaterial.js | 133 +++++++++++++++++++++
.../RDGE/Materials/ZInvertMaterial.js | 133 +++++++++++++++++++++
js/helper-classes/RDGE/MaterialsLibrary.js | 21 ++++
js/panels/Materials/Materials.xml | 7 ++
.../materials-popup.reel/materials-popup.js | 7 ++
js/preloader/Preloader.js | 7 ++
18 files changed, 1187 insertions(+)
create mode 100644 assets/shaders/Deform.frag.glsl
create mode 100644 assets/shaders/Fly.frag.glsl
create mode 100644 assets/shaders/ReliefTunnel.frag.glsl
create mode 100644 assets/shaders/SquareTunnel.frag.glsl
create mode 100644 assets/shaders/Star.frag.glsl
create mode 100644 assets/shaders/Water.frag.glsl
create mode 100644 assets/shaders/ZInvert.frag.glsl
create mode 100644 js/helper-classes/RDGE/Materials/DeformMaterial.js
create mode 100644 js/helper-classes/RDGE/Materials/FlyMaterial.js
create mode 100644 js/helper-classes/RDGE/Materials/ReliefTunnelMaterial.js
create mode 100644 js/helper-classes/RDGE/Materials/SquareTunnelMaterial.js
create mode 100644 js/helper-classes/RDGE/Materials/StarMaterial.js
create mode 100644 js/helper-classes/RDGE/Materials/WaterMaterial.js
create mode 100644 js/helper-classes/RDGE/Materials/ZInvertMaterial.js
diff --git a/assets/shaders/Deform.frag.glsl b/assets/shaders/Deform.frag.glsl
new file mode 100644
index 00000000..1dbe45a0
--- /dev/null
+++ b/assets/shaders/Deform.frag.glsl
@@ -0,0 +1,29 @@
+#ifdef GL_ES
+precision highp float;
+#endif
+
+uniform float u_time;
+uniform vec2 u_resolution;
+//uniform vec4 mouse;
+uniform sampler2D u_tex0;
+
+void main(void)
+{
+ vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
+ //vec2 m = -1.0 + 2.0 * mouse.xy / u_resolution.xy;
+ vec2 m = vec2(-.8, .8);
+
+ float a1 = atan(p.y-m.y,p.x-m.x);
+ float r1 = sqrt(dot(p-m,p-m));
+ float a2 = atan(p.y+m.y,p.x+m.x);
+ float r2 = sqrt(dot(p+m,p+m));
+
+ vec2 uv;
+ uv.x = 0.2*u_time + (r1-r2)*0.25;
+ uv.y = sin(2.0*(a1-a2));
+
+ float w = r1*r2*0.8;
+ vec3 col = texture2D(u_tex0,uv).xyz;
+
+ gl_FragColor = vec4(col/(.1+w),1.0);
+}
\ No newline at end of file
diff --git a/assets/shaders/Fly.frag.glsl b/assets/shaders/Fly.frag.glsl
new file mode 100644
index 00000000..f99b5ab8
--- /dev/null
+++ b/assets/shaders/Fly.frag.glsl
@@ -0,0 +1,23 @@
+#ifdef GL_ES
+precision highp float;
+#endif
+
+uniform vec2 u_resolution;
+uniform float u_time;
+uniform sampler2D u_tex0;
+
+void main(void)
+{
+ vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
+ vec2 uv;
+
+ float an = u_time*.25;
+
+ float x = p.x*cos(an)-p.y*sin(an);
+ float y = p.x*sin(an)+p.y*cos(an);
+
+ uv.x = .25*x/abs(y);
+ uv.y = .20*u_time + .25/abs(y);
+
+ gl_FragColor = vec4(texture2D(u_tex0,uv).xyz * y*y, 1.0);
+}
diff --git a/assets/shaders/ReliefTunnel.frag.glsl b/assets/shaders/ReliefTunnel.frag.glsl
new file mode 100644
index 00000000..cee707db
--- /dev/null
+++ b/assets/shaders/ReliefTunnel.frag.glsl
@@ -0,0 +1,35 @@
+#ifdef GL_ES
+precision highp float;
+#endif
+
+uniform vec2 u_resolution;
+uniform float u_time;
+uniform sampler2D u_tex0;
+
+void main(void)
+{
+ vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
+ vec2 uv;
+
+ float r = sqrt( dot(p,p) );
+ float a = atan(p.y,p.x) + 0.5*sin(0.5*r-0.5*u_time);
+
+ float s = 0.5 + 0.5*cos(7.0*a);
+ s = smoothstep(0.0,1.0,s);
+ s = smoothstep(0.0,1.0,s);
+ s = smoothstep(0.0,1.0,s);
+ s = smoothstep(0.0,1.0,s);
+
+ uv.x = u_time + 1.0/( r + .2*s);
+ uv.y = 3.0*a/3.1416;
+
+ float w = (0.5 + 0.5*s)*r*r;
+
+ vec3 col = texture2D(u_tex0,uv).xyz;
+
+ float ao = 0.5 + 0.5*cos(7.0*a);
+ ao = smoothstep(0.0,0.4,ao)-smoothstep(0.4,0.7,ao);
+ ao = 1.0-0.5*ao*r;
+
+ gl_FragColor = vec4(col*w*ao,1.0);
+}
diff --git a/assets/shaders/SquareTunnel.frag.glsl b/assets/shaders/SquareTunnel.frag.glsl
new file mode 100644
index 00000000..51ef7b7c
--- /dev/null
+++ b/assets/shaders/SquareTunnel.frag.glsl
@@ -0,0 +1,21 @@
+#ifdef GL_ES
+precision highp float;
+#endif
+
+uniform vec2 u_resolution;
+uniform float u_time;
+uniform sampler2D u_tex0;
+
+void main(void)
+{
+ vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
+ vec2 uv;
+
+ float r = pow( pow(p.x*p.x,16.0) + pow(p.y*p.y,16.0), 1.0/32.0 );
+ uv.x = .5*u_time + 0.5/r;
+ uv.y = 1.0*atan(p.y,p.x)/3.1416;
+
+ vec3 col = texture2D(u_tex0,uv).xyz;
+
+ gl_FragColor = vec4(col*r*r*r,1.0);
+}
diff --git a/assets/shaders/Star.frag.glsl b/assets/shaders/Star.frag.glsl
new file mode 100644
index 00000000..f63fe605
--- /dev/null
+++ b/assets/shaders/Star.frag.glsl
@@ -0,0 +1,28 @@
+#ifdef GL_ES
+precision highp float;
+#endif
+
+uniform float u_time;
+uniform vec2 u_resolution;
+uniform sampler2D u_tex0;
+
+void main(void)
+{
+ vec2 uv;
+
+ vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
+ float a = atan(p.y,p.x);
+ float r = sqrt(dot(p,p));
+ float s = r * (1.0+0.8*cos(u_time*1.0));
+
+ uv.x = .02*p.y+.03*cos(-u_time+a*3.0)/s;
+ uv.y = .1*u_time +.02*p.x+.03*sin(-u_time+a*3.0)/s;
+
+ float w = .9 + pow(max(1.5-r,0.0),4.0);
+
+ w*=0.6+0.4*cos(u_time+3.0*a);
+
+ vec3 col = texture2D(u_tex0,uv).xyz;
+
+ gl_FragColor = vec4(col*w,1.0);
+}
\ No newline at end of file
diff --git a/assets/shaders/Water.frag.glsl b/assets/shaders/Water.frag.glsl
new file mode 100644
index 00000000..5b71a658
--- /dev/null
+++ b/assets/shaders/Water.frag.glsl
@@ -0,0 +1,55 @@
+#ifdef GL_ES
+precision highp float;
+#endif
+
+uniform sampler2D u_tex0;
+uniform float u_time;
+uniform vec2 u_resolution;
+
+const float speedx = 1./ 0.1;
+const float speedy = 1./ .01;
+const float speedr = 1./ 0.01;
+const float delta = 20.;
+const float intence = 10.;
+const int dif = 7;
+
+float col(vec2 coord)
+{
+ float delta_theta = 3.1415926535897932 / float(dif);
+ float col = 0.;
+ float theta = 0.;
+ theta = u_time/200.;
+
+ coord.x += u_time/speedx;
+ coord.y += u_time/speedy;
+ for (int i = 0; i < dif; i++)
+ {
+ coord.x += u_time/speedr;
+ theta = theta + delta_theta;
+ col = col + cos( (coord.x*cos(theta) - coord.y*sin(theta))*20. );
+ }
+
+ return cos(col);
+}
+
+void main(void)
+{
+ vec2 p = (gl_FragCoord.xy) / u_resolution.xy;
+
+ vec2 c1 = p;
+ vec2 c2 = p;
+
+ c2.x = c2.x+u_resolution.x/delta;
+ float dx = (col(c1)-col(c2))/delta;
+
+ c2 = p;
+ c2.y = c2.y + u_resolution.y/delta;
+ float dy = (col(c1)-col(c2))/delta;
+
+ c1.x = c1.x+dx;
+ c1.y = -(c1.y+dy);
+
+ float alpha = 1.+dot(dx,dy)*intence;
+ if (alpha < 0.7) alpha = 0.7;
+ gl_FragColor = texture2D(u_tex0,c1)*(alpha);
+}
diff --git a/assets/shaders/ZInvert.frag.glsl b/assets/shaders/ZInvert.frag.glsl
new file mode 100644
index 00000000..b1fd1748
--- /dev/null
+++ b/assets/shaders/ZInvert.frag.glsl
@@ -0,0 +1,23 @@
+#ifdef GL_ES
+precision highp float;
+#endif
+
+uniform vec2 u_resolution;
+uniform float u_time;
+uniform sampler2D u_tex0;
+
+void main(void)
+{
+ vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
+ vec2 uv;
+
+ float a = atan(p.y,p.x);
+ float r = sqrt(dot(p,p));
+
+ uv.x = cos(0.6+u_time) + cos(cos(1.2+u_time)+a)/r;
+ uv.y = cos(0.3+u_time) + sin(cos(2.0+u_time)+a)/r;
+
+ vec3 col = texture2D(u_tex0,uv*.25).xyz;
+
+ gl_FragColor = vec4(col*r*r,1.0);
+}
\ No newline at end of file
diff --git a/js/helper-classes/RDGE/Materials/DeformMaterial.js b/js/helper-classes/RDGE/Materials/DeformMaterial.js
new file mode 100644
index 00000000..ddc97383
--- /dev/null
+++ b/js/helper-classes/RDGE/Materials/DeformMaterial.js
@@ -0,0 +1,133 @@
+/*
+ This file contains proprietary software owned by Motorola Mobility, Inc.
+ No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
+ (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
+ */
+
+
+
+///////////////////////////////////////////////////////////////////////
+// Class GLMaterial
+// RDGE representation of a material.
+///////////////////////////////////////////////////////////////////////
+function DeformMaterial()
+{
+ // initialize the inherited members
+ this.inheritedFrom = PulseMaterial;
+ this.inheritedFrom();
+
+ ///////////////////////////////////////////////////////////////////////
+ // Instance variables
+ ///////////////////////////////////////////////////////////////////////
+ this._name = "DeformMaterial";
+ this._shaderName = "deform";
+
+ this._texMap = 'assets/images/rocky-normal.jpg';
+
+ this._time = 0.0;
+ this._dTime = 0.01;
+
+ ///////////////////////////////////////////////////////////////////////
+ // Properties
+ ///////////////////////////////////////////////////////////////////////
+ // all defined in parent PulseMaterial.js
+ // load the local default value
+ this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
+
+ ///////////////////////////////////////////////////////////////////////
+ // Material Property Accessors
+ ///////////////////////////////////////////////////////////////////////
+
+ ///////////////////////////////////////////////////////////////////////
+
+
+ ///////////////////////////////////////////////////////////////////////
+ // Methods
+ ///////////////////////////////////////////////////////////////////////
+ // duplcate method requirde
+ this.dup = function( world )
+ {
+ // allocate a new uber material
+ var newMat = new DeformMaterial();
+
+ // copy over the current values;
+ var propNames = [], propValues = [], propTypes = [], propLabels = [];
+ this.getAllProperties( propNames, propValues, propTypes, propLabels);
+ var n = propNames.length;
+ for (var i=0; i
+ This file contains proprietary software owned by Motorola Mobility, Inc.
+ No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
+ (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
+ */
+
+
+
+///////////////////////////////////////////////////////////////////////
+// Class GLMaterial
+// RDGE representation of a material.
+///////////////////////////////////////////////////////////////////////
+function FlyMaterial()
+{
+ // initialize the inherited members
+ this.inheritedFrom = PulseMaterial;
+ this.inheritedFrom();
+
+ ///////////////////////////////////////////////////////////////////////
+ // Instance variables
+ ///////////////////////////////////////////////////////////////////////
+ this._name = "FlyMaterial";
+ this._shaderName = "tunnel";
+
+ this._texMap = 'assets/images/rocky-normal.jpg';
+
+ this._time = 0.0;
+ this._dTime = 0.01;
+
+ ///////////////////////////////////////////////////////////////////////
+ // Properties
+ ///////////////////////////////////////////////////////////////////////
+ // all defined in parent PulseMaterial.js
+ // load the local default value
+ this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
+
+ ///////////////////////////////////////////////////////////////////////
+ // Material Property Accessors
+ ///////////////////////////////////////////////////////////////////////
+
+ ///////////////////////////////////////////////////////////////////////
+
+
+ ///////////////////////////////////////////////////////////////////////
+ // Methods
+ ///////////////////////////////////////////////////////////////////////
+ // duplcate method requirde
+ this.dup = function( world )
+ {
+ // allocate a new uber material
+ var newMat = new FlyMaterial();
+
+ // copy over the current values;
+ var propNames = [], propValues = [], propTypes = [], propLabels = [];
+ this.getAllProperties( propNames, propValues, propTypes, propLabels);
+ var n = propNames.length;
+ for (var i=0; i
+ This file contains proprietary software owned by Motorola Mobility, Inc.
+ No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
+ (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
+ */
+
+
+
+///////////////////////////////////////////////////////////////////////
+// Class GLMaterial
+// RDGE representation of a material.
+///////////////////////////////////////////////////////////////////////
+function ReliefTunnelMaterial()
+{
+ // initialize the inherited members
+ this.inheritedFrom = PulseMaterial;
+ this.inheritedFrom();
+
+ ///////////////////////////////////////////////////////////////////////
+ // Instance variables
+ ///////////////////////////////////////////////////////////////////////
+ this._name = "ReliefTunnelMaterial";
+ this._shaderName = "tunnel";
+
+ this._texMap = 'assets/images/rocky-normal.jpg';
+
+ this._time = 0.0;
+ this._dTime = 0.01;
+
+ ///////////////////////////////////////////////////////////////////////
+ // Properties
+ ///////////////////////////////////////////////////////////////////////
+ // all defined in parent PulseMaterial.js
+ // load the local default value
+ this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
+
+ ///////////////////////////////////////////////////////////////////////
+ // Material Property Accessors
+ ///////////////////////////////////////////////////////////////////////
+
+ ///////////////////////////////////////////////////////////////////////
+
+
+ ///////////////////////////////////////////////////////////////////////
+ // Methods
+ ///////////////////////////////////////////////////////////////////////
+ // duplcate method requirde
+ this.dup = function( world )
+ {
+ // allocate a new uber material
+ var newMat = new ReliefTunnelMaterial();
+
+ // copy over the current values;
+ var propNames = [], propValues = [], propTypes = [], propLabels = [];
+ this.getAllProperties( propNames, propValues, propTypes, propLabels);
+ var n = propNames.length;
+ for (var i=0; i
+ This file contains proprietary software owned by Motorola Mobility, Inc.
+ No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
+ (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
+ */
+
+
+
+///////////////////////////////////////////////////////////////////////
+// Class GLMaterial
+// RDGE representation of a material.
+///////////////////////////////////////////////////////////////////////
+function SquareTunnelMaterial()
+{
+ // initialize the inherited members
+ this.inheritedFrom = PulseMaterial;
+ this.inheritedFrom();
+
+ ///////////////////////////////////////////////////////////////////////
+ // Instance variables
+ ///////////////////////////////////////////////////////////////////////
+ this._name = "SquareTunnelMaterial";
+ this._shaderName = "tunnel";
+
+ this._texMap = 'assets/images/rocky-normal.jpg';
+
+ this._time = 0.0;
+ this._dTime = 0.01;
+
+ ///////////////////////////////////////////////////////////////////////
+ // Properties
+ ///////////////////////////////////////////////////////////////////////
+ // all defined in parent PulseMaterial.js
+ // load the local default value
+ this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
+
+ ///////////////////////////////////////////////////////////////////////
+ // Material Property Accessors
+ ///////////////////////////////////////////////////////////////////////
+
+ ///////////////////////////////////////////////////////////////////////
+
+
+ ///////////////////////////////////////////////////////////////////////
+ // Methods
+ ///////////////////////////////////////////////////////////////////////
+ // duplcate method requirde
+ this.dup = function( world )
+ {
+ // allocate a new uber material
+ var newMat = new SquareTunnelMaterial();
+
+ // copy over the current values;
+ var propNames = [], propValues = [], propTypes = [], propLabels = [];
+ this.getAllProperties( propNames, propValues, propTypes, propLabels);
+ var n = propNames.length;
+ for (var i=0; i
+ This file contains proprietary software owned by Motorola Mobility, Inc.
+ No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
+ (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
+ */
+
+
+
+///////////////////////////////////////////////////////////////////////
+// Class GLMaterial
+// RDGE representation of a material.
+///////////////////////////////////////////////////////////////////////
+function StarMaterial()
+{
+ // initialize the inherited members
+ this.inheritedFrom = PulseMaterial;
+ this.inheritedFrom();
+
+ ///////////////////////////////////////////////////////////////////////
+ // Instance variables
+ ///////////////////////////////////////////////////////////////////////
+ this._name = "StarMaterial";
+ this._shaderName = "star";
+
+ this._texMap = 'assets/images/rocky-normal.jpg';
+
+ this._time = 0.0;
+ this._dTime = 0.01;
+
+ ///////////////////////////////////////////////////////////////////////
+ // Properties
+ ///////////////////////////////////////////////////////////////////////
+ // all defined in parent PulseMaterial.js
+ // load the local default value
+ this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
+
+ ///////////////////////////////////////////////////////////////////////
+ // Material Property Accessors
+ ///////////////////////////////////////////////////////////////////////
+
+ ///////////////////////////////////////////////////////////////////////
+
+
+ ///////////////////////////////////////////////////////////////////////
+ // Methods
+ ///////////////////////////////////////////////////////////////////////
+ // duplcate method requirde
+ this.dup = function( world )
+ {
+ // allocate a new uber material
+ var newMat = new StarMaterial();
+
+ // copy over the current values;
+ var propNames = [], propValues = [], propTypes = [], propLabels = [];
+ this.getAllProperties( propNames, propValues, propTypes, propLabels);
+ var n = propNames.length;
+ for (var i=0; i
+ This file contains proprietary software owned by Motorola Mobility, Inc.
+ No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
+ (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
+ */
+
+
+
+///////////////////////////////////////////////////////////////////////
+// Class GLMaterial
+// RDGE representation of a material.
+///////////////////////////////////////////////////////////////////////
+function WaterMaterial()
+{
+ // initialize the inherited members
+ this.inheritedFrom = PulseMaterial;
+ this.inheritedFrom();
+
+ ///////////////////////////////////////////////////////////////////////
+ // Instance variables
+ ///////////////////////////////////////////////////////////////////////
+ this._name = "WaterMaterial";
+ this._shaderName = "water";
+
+ this._texMap = 'assets/images/rocky-normal.jpg';
+
+ this._time = 0.0;
+ this._dTime = 0.01;
+
+ ///////////////////////////////////////////////////////////////////////
+ // Properties
+ ///////////////////////////////////////////////////////////////////////
+ // all defined in parent PulseMaterial.js
+ // load the local default value
+ this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
+
+ ///////////////////////////////////////////////////////////////////////
+ // Material Property Accessors
+ ///////////////////////////////////////////////////////////////////////
+
+ ///////////////////////////////////////////////////////////////////////
+
+
+ ///////////////////////////////////////////////////////////////////////
+ // Methods
+ ///////////////////////////////////////////////////////////////////////
+ // duplcate method requirde
+ this.dup = function( world )
+ {
+ // allocate a new uber material
+ var newMat = new WaterMaterial();
+
+ // copy over the current values;
+ var propNames = [], propValues = [], propTypes = [], propLabels = [];
+ this.getAllProperties( propNames, propValues, propTypes, propLabels);
+ var n = propNames.length;
+ for (var i=0; i
+ This file contains proprietary software owned by Motorola Mobility, Inc.
+ No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
+ (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
+ */
+
+
+
+///////////////////////////////////////////////////////////////////////
+// Class GLMaterial
+// RDGE representation of a material.
+///////////////////////////////////////////////////////////////////////
+function ZInvertMaterial()
+{
+ // initialize the inherited members
+ this.inheritedFrom = PulseMaterial;
+ this.inheritedFrom();
+
+ ///////////////////////////////////////////////////////////////////////
+ // Instance variables
+ ///////////////////////////////////////////////////////////////////////
+ this._name = "ZInvertMaterial";
+ this._shaderName = "zinvert";
+
+ this._texMap = 'assets/images/rocky-normal.jpg';
+
+ this._time = 0.0;
+ this._dTime = 0.01;
+
+ ///////////////////////////////////////////////////////////////////////
+ // Properties
+ ///////////////////////////////////////////////////////////////////////
+ // all defined in parent PulseMaterial.js
+ // load the local default value
+ this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
+
+ ///////////////////////////////////////////////////////////////////////
+ // Material Property Accessors
+ ///////////////////////////////////////////////////////////////////////
+
+ ///////////////////////////////////////////////////////////////////////
+
+
+ ///////////////////////////////////////////////////////////////////////
+ // Methods
+ ///////////////////////////////////////////////////////////////////////
+ // duplcate method requirde
+ this.dup = function( world )
+ {
+ // allocate a new uber material
+ var newMat = new ZInvertMaterial();
+
+ // copy over the current values;
+ var propNames = [], propValues = [], propTypes = [], propLabels = [];
+ this.getAllProperties( propNames, propValues, propTypes, propLabels);
+ var n = propNames.length;
+ for (var i=0; i
+
+
+
+
+
+
+
diff --git a/js/panels/Materials/materials-popup.reel/materials-popup.js b/js/panels/Materials/materials-popup.reel/materials-popup.js
index afdc3628..bce2e42b 100644
--- a/js/panels/Materials/materials-popup.reel/materials-popup.js
+++ b/js/panels/Materials/materials-popup.reel/materials-popup.js
@@ -246,6 +246,13 @@ exports.MaterialsPopup = Montage.create(Component, {
(materialID === "RadialBlurMaterial") ||
(materialID === "PulseMaterial") ||
(materialID === "TunnelMaterial") ||
+ (materialID === "ReliefTunnelMaterial") ||
+ (materialID === "SquareTunnelMaterial") ||
+ (materialID === "FlyMaterial") ||
+ (materialID === "WaterMaterial") ||
+ (materialID === "ZInvertMaterial") ||
+ (materialID === "DeformMaterial") ||
+ (materialID === "StarMaterial") ||
(materialID === "TwistMaterial") ||
(materialID === "KeleidoscopeMaterial") ||
(materialID === "JuliaMaterial") ||
diff --git a/js/preloader/Preloader.js b/js/preloader/Preloader.js
index 3daeb1b4..12028e32 100755
--- a/js/preloader/Preloader.js
+++ b/js/preloader/Preloader.js
@@ -70,6 +70,13 @@ exports.Preloader = Montage.create(Component, {
{"type":"js", "url":"js/helper-classes/RDGE/Materials/RadialBlurMaterial.js"},
{"type":"js", "url":"js/helper-classes/RDGE/Materials/PulseMaterial.js"},
{"type":"js", "url":"js/helper-classes/RDGE/Materials/TunnelMaterial.js"},
+ {"type":"js", "url":"js/helper-classes/RDGE/Materials/ReliefTunnelMaterial.js"},
+ {"type":"js", "url":"js/helper-classes/RDGE/Materials/SquareTunnelMaterial.js"},
+ {"type":"js", "url":"js/helper-classes/RDGE/Materials/FlyMaterial.js"},
+ {"type":"js", "url":"js/helper-classes/RDGE/Materials/WaterMaterial.js"},
+ {"type":"js", "url":"js/helper-classes/RDGE/Materials/ZInvertMaterial.js"},
+ {"type":"js", "url":"js/helper-classes/RDGE/Materials/DeformMaterial.js"},
+ {"type":"js", "url":"js/helper-classes/RDGE/Materials/StarMaterial.js"},
{"type":"js", "url":"js/helper-classes/RDGE/Materials/TwistMaterial.js"},
{"type":"js", "url":"js/helper-classes/RDGE/Materials/KeleidoscopeMaterial.js"},
{"type":"js", "url":"js/helper-classes/RDGE/Materials/JuliaMaterial.js"},
--
cgit v1.2.3
From 4ebae7378608750192f8d3bb392a54222ca0ec2f Mon Sep 17 00:00:00 2001
From: hwc487
Date: Thu, 2 Feb 2012 13:56:25 -0800
Subject: Added the 'animate' flag to the pulse material
---
js/helper-classes/RDGE/Materials/RadialBlurMaterial.js | 2 ++
1 file changed, 2 insertions(+)
diff --git a/js/helper-classes/RDGE/Materials/RadialBlurMaterial.js b/js/helper-classes/RDGE/Materials/RadialBlurMaterial.js
index 9acb4213..732800cf 100644
--- a/js/helper-classes/RDGE/Materials/RadialBlurMaterial.js
+++ b/js/helper-classes/RDGE/Materials/RadialBlurMaterial.js
@@ -37,6 +37,8 @@ function RadialBlurMaterial()
this.getTextureMap = function() { return this._texMap.slice(0); }
this.setTextureMap = function(m) { this._propValues[this._propNames[0]] = m.slice(0); this.updateTexture(); }
+ this.isAnimated = function() { return true; }
+
///////////////////////////////////////////////////////////////////////
// Material Property Accessors
///////////////////////////////////////////////////////////////////////
--
cgit v1.2.3
From 3d5b5f7c5efb25b5e605d5d120b57f2dde33fd23 Mon Sep 17 00:00:00 2001
From: hwc487
Date: Fri, 3 Feb 2012 15:18:45 -0800
Subject: Added a counter to the renderer that tracks the number of unloaded
texture maps.
Started vertex deformations.
---
js/helper-classes/RDGE/GLMaterial.js | 11 ++
js/helper-classes/RDGE/GLRectangle.js | 148 +++++++++++++++++++--
js/helper-classes/RDGE/GLWorld.js | 25 ++--
js/helper-classes/RDGE/Materials/FlatMaterial.js | 1 +
.../RDGE/Materials/LinearGradientMaterial.js | 4 +-
js/helper-classes/RDGE/src/core/script/renderer.js | 13 ++
6 files changed, 178 insertions(+), 24 deletions(-)
diff --git a/js/helper-classes/RDGE/GLMaterial.js b/js/helper-classes/RDGE/GLMaterial.js
index c633f679..07a98ab5 100644
--- a/js/helper-classes/RDGE/GLMaterial.js
+++ b/js/helper-classes/RDGE/GLMaterial.js
@@ -31,6 +31,11 @@ function GLMaterial( world )
this._texture;
+ // vertex deformation variables
+ this._hasVertexDeformation = false;
+ this._vertexDeformationRange = [0, 0, 1, 1]; // (xMin, yMin, xMax, yMax)
+ this._vertexDeformationTolerance = 0.05;
+
// RDGE variables
this._shader;
this._materialNode;
@@ -66,6 +71,12 @@ function GLMaterial( world )
// Any material needing continuous rendering should override this method
this.isAnimated = function() { return false; }
+ // the vertex shader can apply deformations requiring refinement in
+ // certain areas.
+ this.hasVertexDeformation = function() { return this._hasVertexDeformation; }
+ this.getVertexDeformationRange = function() { return this._vertexDeformationRange.slice(); }
+ this.getVertexDeformationTolerance = function() { return this._vertexDeformationTolerance; }
+
///////////////////////////////////////////////////////////////////////
// Common Material Methods
diff --git a/js/helper-classes/RDGE/GLRectangle.js b/js/helper-classes/RDGE/GLRectangle.js
index 1bb4bcac..e72b4488 100644
--- a/js/helper-classes/RDGE/GLRectangle.js
+++ b/js/helper-classes/RDGE/GLRectangle.js
@@ -280,7 +280,7 @@ function GLRectangle()
// stroke
var strokeMaterial = this.makeStrokeMaterial();
- prim = this.createStroke([x,y], 2*xFill, 2*yFill, strokeSize, tlRadius, blRadius, brRadius, trRadius, strokeMaterial)
+ prim = this.createStroke([x,y], 2*xFill, 2*yFill, strokeSize, tlRadius, blRadius, brRadius, trRadius);
this._primArray.push( prim );
this._materialNodeArray.push( strokeMaterial.getMaterialNode() );
@@ -486,7 +486,7 @@ function GLRectangle()
this.createStroke = function(ctr, width, height, strokeWidth, tlRad, blRad, brRad, trRad, material)
{
// create the geometry
- var prim = RectangleStroke.create( ctr, width, height, strokeWidth, tlRad, blRad, brRad, trRad)
+ var prim = RectangleStroke.create( ctr, width, height, strokeWidth, tlRad, blRad, brRad, trRad, material)
return prim;
}
@@ -496,9 +496,9 @@ function GLRectangle()
// special the (common) case of no rounded corners
var prim
if ((tlRad <= 0) && (blRad <= 0) && (brRad <= 0) && (trRad <= 0))
- prim = RectangleGeometry.create( ctr, width, height );
+ prim = RectangleGeometry.create( ctr, width, height, material );
else
- prim = RectangleFill.create( ctr, width, height, tlRad, blRad, brRad, trRad);
+ prim = RectangleFill.create( ctr, width, height, tlRad, blRad, brRad, trRad, material);
return prim;
}
@@ -747,7 +747,7 @@ function GLRectangle()
}
RectangleFill = {};
-RectangleFill.create = function( rectCtr, width, height, tlRad, blRad, brRad, trRad)
+RectangleFill.create = function( rectCtr, width, height, tlRad, blRad, brRad, trRad, material)
{
var x = rectCtr[0], y = rectCtr[1], z = 0.0;
var hw = 0.5*width, hh = 0.5*height;
@@ -834,6 +834,17 @@ RectangleFill.create = function( rectCtr, width, height, tlRad, blRad, brRad,
j++;
}
+ //refine the mesh for vertex deformations
+ if (material)
+ {
+ if (material.hasVertexDeformation())
+ {
+ var paramRange = material.getVertexDeformationRange();
+ var tolerance = material.getVertexDeformationTolerance();
+ nVertices = ShapePrimitive.refineMesh( this.vertices, this.normals, this.uvs, this.indices, nVertices, paramRange, tolerance );
+ }
+ }
+
// create the RDGE primitive
var prim = ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, g_Engine.getContext().renderer.TRIANGLES, nVertices);
return prim;
@@ -906,7 +917,7 @@ RectangleFill.getRoundedCorner = function(ctr, startPt, vertices)
RectangleStroke = {};
-RectangleStroke.create = function( rectCtr, width, height, strokeWidth, tlRad, blRad, brRad, trRad)
+RectangleStroke.create = function( rectCtr, width, height, strokeWidth, tlRad, blRad, brRad, trRad, material)
{
var x = rectCtr[0], y = rectCtr[1], z = 0.0;
var hw = 0.5*width, hh = 0.5*height, sw = strokeWidth;
@@ -1097,6 +1108,17 @@ RectangleStroke.create = function( rectCtr, width, height, strokeWidth, tlRad,
k++;
}
+ //refine the mesh for vertex deformations
+ if (material)
+ {
+ if (material.hasVertexDeformation())
+ {
+ var paramRange = material.getVertexDeformationRange();
+ var tolerance = material.getVertexDeformationTolerance();
+ nVertices = ShapePrimitive.refineMesh( this.vertices, this.normals, this.uvs, this.indices, nVertices, paramRange, tolerance );
+ }
+ }
+
// create the RDGE primitive
var prim = ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, g_Engine.getContext().renderer.TRIANGLES, nVertices);
return prim;
@@ -1141,7 +1163,7 @@ RectangleStroke.getUV = RectangleFill.getUV;
// Helper function for generating Three.js geometry
RectangleGeometry = {};
-RectangleGeometry.create = function( ctr, width, height )
+RectangleGeometry.create = function( ctr, width, height, material )
{
var x = ctr[0], y = ctr[1], z = 0.0;
var hw = 0.5*width, hh = 0.5*height;
@@ -1179,6 +1201,17 @@ RectangleGeometry.create = function( ctr, width, height )
RectangleGeometry.pushIndices( 2, 1, 0 );
RectangleGeometry.pushIndices( 0, 3, 2 );
+ //refine the mesh for vertex deformations
+ if (material)
+ {
+ if (material.hasVertexDeformation())
+ {
+ var paramRange = material.getVertexDeformationRange();
+ var tolerance = material.getVertexDeformationTolerance();
+ nVertices = ShapePrimitive.refineMesh( this.vertices, this.normals, this.uvs, this.indices, nVertices, paramRange, tolerance );
+ }
+ }
+
// create the RDGE primitive
var prim = ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, g_Engine.getContext().renderer.TRIANGLES, nVertices);
return prim;
@@ -1249,4 +1282,103 @@ ShapePrimitive.create = function(coords, normals, uvs, indices, primType, ver
renderer.createPrimitive(prim, vertexCount);
return prim;
-}
\ No newline at end of file
+}
+
+
+ShapePrimitive.refineMesh = function( verts, norms, uvs, indices, nVertices, paramRange, tolerance )
+{
+ // get the param range
+ var pUMin = paramRange[0], pVMin = paramRange[1],
+ pUMax = paramRange[2], pVMax = paramRange[3];
+ var iTriangle = 0;
+ var nTriangles = indices.length/3;
+ var index = 0;
+ while (iTriangle < nTriangles)
+ {
+ // get the indices of the 3 vertices
+ var i0 = indices[index],
+ i1 = indices[index+1],
+ i2 = indices[index+2];
+
+ // get the uv values
+ var vrtIndex = 3*iTriangle;
+ var iuv0 = 2 * i0,
+ iuv1 = 2 * i1,
+ iuv2 = 2 * i2;
+ var u0 = uvs[iuv0], v0 = uvs[iuv0+1],
+ u1 = uvs[iuv1], v1 = uvs[iuv1+1],
+ u2 = uvs[iuv2], v2 = uvs[iuv2+1];
+
+ // find the u and v range
+ var uMin = u0, vMin = v0;
+ if (u1 < uMin) uMin = u1; if (v1 < vMin) vMin = v1;
+ if (u2 < uMin) uMin = u2; if (v2 < vMin) vMin = v2;
+ var uMax = u0, vMax = v0;
+ if (u1 > uMax) uMax = u1; if (v1 > vMax) vMax = v1;
+ if (u2 > uMax) uMax = u2; if (v2 > vMax) vMax = v2;
+
+ // if the parameter range of the triangle is outside the
+ // desired parameter range, advance to the next polygon and continue
+ if ((uMin > pUMax) || (uMax < pUMin) || (vMin > pVMax) || (vMax < pVMin))
+ {
+ // go to the next triangle
+ iTriangle++;
+ index += 3;
+ }
+ else
+ {
+ // check thesize of the triangle in uv space. If small enough, advance
+ // to the next triangle. If not small enough, split the triangle into 3;
+ var du = uMax - uMin, dv = vMax - vMin;
+ if ((du < tolerance) && (dv < tolerance))
+ {
+ iTriangle++;
+ index += 3;
+ }
+ else // split the triangle
+ {
+ //calculate the position of the new vertex
+ var iPt0 = 3 * i0,
+ iPt1 = 3 * i1,
+ iPt2 = 3 * i2;
+ var x0 = verts[iPt0], y0 = verts[iPt0+1], z0 = verts[iPt0+2],
+ x1 = verts[iPt1], y1 = verts[iPt1+1], z1 = verts[iPt1+2],
+ x2 = verts[iPt2], y2 = verts[iPt2+1], z2 = verts[iPt2+2];
+ var xMid = (x0 + x1 + x2)/3.0,
+ yMid = (y0 + y1 + y2)/3.0,
+ zMid = (z0 + z1 + z2)/3.0;
+
+ // calculate the uv value of the new coordinate
+ var uMid = (u0 + u1 + u2)/3.0,
+ vMid = (v0 + v1 + v2)/3.0;
+
+ // calculate the normal for the new coordinate
+ var nx0 = norms[iPt0], ny0 = norms[iPt0+1], nz0 = norms[iPt0+2],
+ nx1 = norms[iPt1], ny1 = norms[iPt1+1], nz1 = norms[iPt1+2],
+ nx2 = norms[iPt2], ny2 = norms[iPt2+1], nz2 = norms[iPt2+2];
+ var nxMid = (nx0 + nx1 + nx2),
+ nyMid = (ny0 + ny1 + ny2),
+ nzMid = (nz0 + nz1 + nz2);
+ var nrm = VecUtils.vecNormalize(3, [nxMid, nyMid, nzMid], 1.0 );
+
+ // push the new vertex
+ verts.push(nrm[0]); verts.push(nrm[1]); verts.push(nrm[2]);
+ uvs.push(uMid), uvs.push(vMid);
+ norms.push(nrm[0]); norms.push(nrm[1]); norms.push(nrm[2]);
+ var iMidVrt = nVertices;
+ nVertices++;
+
+ // split the current triangle into 3
+ indices[index+2] = iMidVrt;
+ indices.push(i1); indices.push(i2); indices.push(iMidVrt); nTriangles++;
+ indices.push(i2); indices.push(i0); indices.push(iMidVrt); nTriangles++;
+
+ // by not advancing 'index', we examine the first of the 3 triangles generated above
+ }
+ }
+ }
+ return nVertices;
+}
+
+
+
diff --git a/js/helper-classes/RDGE/GLWorld.js b/js/helper-classes/RDGE/GLWorld.js
index 819f89db..c97e29d4 100644
--- a/js/helper-classes/RDGE/GLWorld.js
+++ b/js/helper-classes/RDGE/GLWorld.js
@@ -225,19 +225,15 @@ function GLWorld( canvas, use3D )
{
if (this._useWebGL)
{
- if (this._allMapsLoaded)
+ var ctx = g_Engine.getContext();
+ var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle);
+ if (ctx1 != ctx) console.log( "***** different contexts (2) *****" );
+ var aRenderer = ctx1.renderer;
+ var renderer = ctx.renderer;
+ if (renderer != aRenderer) console.log( "***** DIFFERENT RENDERERS *****" );
+
+ if (renderer.unloadedTextureCount <= 0)
{
- var ctx = g_Engine.getContext();
- //console.log( "RDGE state: " + ctx.ctxStateManager.currentState().name);
-
- /////////////////////////////
- var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle);
- if (ctx1 != ctx) console.log( "***** different contexts (2) *****" );
- var aRenderer = ctx1.renderer;
- //////////////////////////////////////////
-
- var renderer = ctx.renderer;
- if (renderer != aRenderer) console.log( "***** DIFFERENT RENDERERS *****" );
renderer.disableCulling();
this.myScene.render();
//console.log( "render" );
@@ -249,8 +245,8 @@ function GLWorld( canvas, use3D )
if (!this.hasAnimatedMaterials())
{
//this.myScene.render();
- //this._canvas.task.stop();
- this._renderCount = 10;
+ this._canvas.task.stop();
+ //this._renderCount = 10;
}
}
else if (this._renderCount >= 0)
@@ -259,7 +255,6 @@ function GLWorld( canvas, use3D )
if (this._renderCount <= 0)
this._canvas.task.stop();
}
-
}
}
else
diff --git a/js/helper-classes/RDGE/Materials/FlatMaterial.js b/js/helper-classes/RDGE/Materials/FlatMaterial.js
index 3e3ae25e..c8eb3b6c 100644
--- a/js/helper-classes/RDGE/Materials/FlatMaterial.js
+++ b/js/helper-classes/RDGE/Materials/FlatMaterial.js
@@ -121,6 +121,7 @@ function FlatMaterial()
flatShaderDef =
{
'shaders': { // shader files
+ //'defaultVShader':"assets/shaders/Taper.vert.glsl",
'defaultVShader':"assets/shaders/Basic.vert.glsl",
'defaultFShader':"assets/shaders/Basic.frag.glsl",
},
diff --git a/js/helper-classes/RDGE/Materials/LinearGradientMaterial.js b/js/helper-classes/RDGE/Materials/LinearGradientMaterial.js
index ce965296..8b23d77e 100644
--- a/js/helper-classes/RDGE/Materials/LinearGradientMaterial.js
+++ b/js/helper-classes/RDGE/Materials/LinearGradientMaterial.js
@@ -135,8 +135,10 @@ function LinearGradientMaterial()
// duplcate method requirde
this.dup = function() { return new LinearGradientMaterial(); }
- this.init = function()
+ this.init = function( world )
{
+ this.setWorld( world );
+
// set up the shader
this._shader = new jshader();
this._shader.def = linearGradientMaterialDef;
diff --git a/js/helper-classes/RDGE/src/core/script/renderer.js b/js/helper-classes/RDGE/src/core/script/renderer.js
index 517947df..04cb36a7 100644
--- a/js/helper-classes/RDGE/src/core/script/renderer.js
+++ b/js/helper-classes/RDGE/src/core/script/renderer.js
@@ -359,9 +359,11 @@ _renderer = function(canvas) {
* @param wrap - optional "CLAMP or "REPEAT", default is clamp
* @param mips - optional true/false value to create mipmaps, the default is true
*/
+ this.unloadedTextureCount = 0;
_texparams = function(wrap, mips) { this.wrap = wrap, this.mips = mips };
this.createTexture = function(url, wrap, mips) {
var texture = this.ctx.createTexture();
+ this.unloadedTextureCount++;
if (wrap === undefined)
wrap = "CLAMP";
@@ -379,7 +381,18 @@ _renderer = function(canvas) {
stateMan.RDGEInitState.loadTexture(texture);
//console.log( "loaded texture: " + texture.lookUpName );
if (texture.callback) texture.callback( texture );
+ this.context.renderer.unloadedTextureCount--;
+ if (this.context.renderer.unloadedTextureCount < 0)
+ console.log( "more textures loaded then created..." );
};
+ texture.image.onerror = function() {
+ this.context.renderer.unloadedTextureCount--;
+ if (texture.callback) texture.callback( texture );
+ console.log( "Error loading texture: " + texture.image.src );
+ if (this.context.renderer.unloadedTextureCount < 0)
+ console.log( "more textures loaded then created..." );
+ }
+
}
return texture;
}
--
cgit v1.2.3
From 465636cc0676d7fb83939d6fdb9204e474d47d46 Mon Sep 17 00:00:00 2001
From: hwc487
Date: Mon, 6 Feb 2012 13:08:26 -0800
Subject: Removed an unnecessary (and incorrect) snapping calculation.
---
js/helper-classes/3D/snap-manager.js | 13 ++++++-------
1 file changed, 6 insertions(+), 7 deletions(-)
diff --git a/js/helper-classes/3D/snap-manager.js b/js/helper-classes/3D/snap-manager.js
index 8819f637..7e1260bf 100644
--- a/js/helper-classes/3D/snap-manager.js
+++ b/js/helper-classes/3D/snap-manager.js
@@ -977,7 +977,7 @@ var SnapManager = exports.SnapManager = Montage.create(Component, {
viewUtils.setViewportObj( stage );
MathUtils.makeDimension3( screenPt );
- this.hSnapToElements( stage, screenPt, hitRecs, 0, screenPt );
+ this.hSnapToElements( stage, hitRecs, 0, screenPt );
return;
}
@@ -985,7 +985,7 @@ var SnapManager = exports.SnapManager = Montage.create(Component, {
hSnapToElements :
{
- value: function( elt, parentPt, hitRecs, depth, globalScrPt )
+ value: function( elt, hitRecs, depth, globalScrPt )
{
// hit test the current object
var hit;
@@ -994,8 +994,7 @@ var SnapManager = exports.SnapManager = Montage.create(Component, {
// if the element is in the 2D cache snapping is done there
if (elt.elementModel && !elt.elementModel.isIn2DSnapCache)
{
- var scrPt = viewUtils.parentToChild( parentPt, elt, false );
- hit = this.snapToElement( elt, scrPt, globalScrPt );
+ hit = this.snapToElement( elt, globalScrPt );
if (hit)
{
//hitRecs.push( hit );
@@ -1017,14 +1016,14 @@ var SnapManager = exports.SnapManager = Montage.create(Component, {
}
// test the rest of the tree
var n = elt.childElementCount;
- var eltPt = viewUtils.parentToChild( parentPt, elt, true );
+ //var eltPt = viewUtils.parentToChild( parentPt, elt, true );
if (n > 0)
{
for (var i=0; i 0) { xMin = pt[0]; xMax = pt[0] + width; }
+ else { xMax = pt[0]; xMin = pt[0] + width; }
+ if (height > 0) { yMin = pt[1]; yMax = pt[1] + height; }
+ else { yMax = pt[1]; yMin = pt[1] + height; }
+
+ // get the bounds of the element in global screen space
+ var bounds = ViewUtils.getElementViewBounds3D( elt );
+ var bounds3D = [];
+ for (var i=0; i<4; i++)
+ bounds3D[i] = ViewUtils.localToGlobal( bounds[i], elt );
+
+ // get the min/maxs for the element
+ var xMinElt = bounds3D[0][0], xMaxElt = bounds3D[0][0],
+ yMinElt = bounds3D[0][1], yMaxElt = bounds3D[0][1];
+ for (var i=1; i<4; i++)
+ {
+ if (bounds3D[i][0] < xMinElt) xMinElt = bounds3D[i][0];
+ else if (bounds3D[i][0] > xMaxElt) xMaxElt = bounds3D[i][0];
+ if (bounds3D[i][1] < yMinElt) yMinElt = bounds3D[i][1];
+ else if (bounds3D[i][1] > yMaxElt) yMaxElt = bounds3D[i][1];
+ }
+
+ // test 1. Overall bounding box test
+ if ((xMaxElt < xMin) || (xMinElt > xMax) || (yMaxElt < yMin) || (yMinElt > yMax))
+ return false;
+
+ // test 2. See if any of the corners of the element are contained in the rectangle
+ var rect = Object.create(Rectangle, {});
+ rect.set( pt[0], pt[1], width, height );
+ for (var i=0; i<4; i++)
+ {
+ if (rect.contains( bounds3D[i][0], bounds3D[i][1] )) return true;
+ }
+
+ // test 3. Bounding box tests on individual edges of the element
+ for (var i=0; i<4; i++)
+ {
+ var pt0 = bounds3D[i],
+ pt1 = bounds3D[(i+1)%4];
+
+ // get the extremes of the edge
+ if (pt0[0] < pt1[0]) { xMinElt = pt0[0]; xMaxElt = pt1[0]; }
+ else { xMaxElt = pt0[0]; xMinElt = pt1[0]; }
+ if (pt0[1] < pt1[1]) { yMinElt = pt0[1]; yMaxElt = pt1[1]; }
+ else { yMaxElt = pt0[1]; yMinElt = pt1[1]; }
+
+ if ((xMaxElt < xMin) || (xMinElt > xMax) || (yMaxElt < yMin) || (yMinElt > yMax))
+ continue;
+ else
+ {
+ // intersect the element edge with the 4 sides of the rectangle
+ // vertical edges
+ var xRect = xMin;
+ for (var j=0; j<2; j++)
+ {
+ if ((xMinElt < xRect) && (xMaxElt > xRect))
+