From 2da05a4c71bfe9b136384d9e94fbfbef19f24550 Mon Sep 17 00:00:00 2001 From: Nivesh Rajbhandari Date: Wed, 27 Jun 2012 17:28:06 -0700 Subject: Performance fix for WebGL materials playing even when the dialog/file is no longer in view. Also pausing videos when switching documents. Signed-off-by: Nivesh Rajbhandari --- js/lib/drawing/world.js | 1 + 1 file changed, 1 insertion(+) (limited to 'js/lib/drawing') diff --git a/js/lib/drawing/world.js b/js/lib/drawing/world.js index 8068284e..c8c5b95a 100755 --- a/js/lib/drawing/world.js +++ b/js/lib/drawing/world.js @@ -623,6 +623,7 @@ World.prototype.clearTree = function() if (this._useWebGL) { + this.stop(); var root = this._rootNode; root.children = new Array(); RDGE.globals.engine.unregisterCanvas( this._canvas.rdgeid ); -- cgit v1.2.3 From 22cbc9644b79df60b3f6336f9563debd47fb3ea1 Mon Sep 17 00:00:00 2001 From: hwc487 Date: Thu, 28 Jun 2012 11:44:15 -0700 Subject: Added capability to split a mesh into multiiple parts to avoid buffer overflow situations. --- js/lib/drawing/world.js | 21 ++++++++++++++------- 1 file changed, 14 insertions(+), 7 deletions(-) (limited to 'js/lib/drawing') diff --git a/js/lib/drawing/world.js b/js/lib/drawing/world.js index 8068284e..39f97134 100755 --- a/js/lib/drawing/world.js +++ b/js/lib/drawing/world.js @@ -442,6 +442,7 @@ World.prototype.updateObject = function (obj) { if (prims.length != materialNodes.length) throw new Error("inconsistent material and primitive counts"); var nPrims = prims.length; + var iPrim = 0; var ctrTrNode; if (nPrims > 0) { @@ -459,8 +460,12 @@ World.prototype.updateObject = function (obj) { ); ctrTrNode.meshes = []; - ctrTrNode.attachMeshNode(this.renderer.id + "_prim_" + this._nodeCounter++, prims[0]); ctrTrNode.attachMaterial(materialNodes[0]); + while ((iPrim < nPrims) && (materialNodes[iPrim] == materialNodes[0])) + { + ctrTrNode.attachMeshNode(this.renderer.id + "_prim_" + this._nodeCounter++, prims[iPrim]); + iPrim++; + } } // delete all of the child nodes @@ -481,16 +486,18 @@ World.prototype.updateObject = function (obj) { } ctrTrNode.children = []; - for (var i = 1; i < nPrims; i++) + while (iPrim < nPrims) { - // get the next primitive childTrNode = RDGE.createTransformNode("objNode_" + this._nodeCounter++); ctrTrNode.insertAsChild(childTrNode); + var matNode = materialNodes[iPrim]; + childTrNode.attachMaterial(matNode); - // attach the instanced box goe - var prim = prims[i]; - childTrNode.attachMeshNode(this.renderer.id + "_prim_" + this._nodeCounter++, prim); - childTrNode.attachMaterial(materialNodes[i]); + while ((iPrim < nPrims) && (materialNodes[iPrim] == matNode)) + { + childTrNode.attachMeshNode(this.renderer.id + "_prim_" + this._nodeCounter++, prims[iPrim]); + iPrim++; + } } // send a notification that the tree has changed -- cgit v1.2.3 From 648ee61ae84216d0236e0dbc211addc13b2cfa3a Mon Sep 17 00:00:00 2001 From: Kris Kowal Date: Fri, 6 Jul 2012 11:52:06 -0700 Subject: Expand tabs --- js/lib/drawing/world.js | 1238 +++++++++++++++++++++++------------------------ 1 file changed, 619 insertions(+), 619 deletions(-) (limited to 'js/lib/drawing') diff --git a/js/lib/drawing/world.js b/js/lib/drawing/world.js index fb70d18c..b20b0a5d 100755 --- a/js/lib/drawing/world.js +++ b/js/lib/drawing/world.js @@ -46,66 +46,66 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { // Instance variables /////////////////////////////////////////////////////////////////////// - // flag to do the drawing with WebGL + // flag to do the drawing with WebGL this._useWebGL = false; if(use3D) { this._useWebGL = use3D; } this._canvas = canvas; - if (this._useWebGL) - { + if (this._useWebGL) + { if(preserveDrawingBuffer) - { + { this._glContext = canvas.getContext("experimental-webgl", {preserveDrawingBuffer: true}); } - else - { - this._glContext = canvas.getContext("experimental-webgl"); + else + { + this._glContext = canvas.getContext("experimental-webgl"); } } - else - { - this._2DContext = canvas.getContext( "2d" ); + else + { + this._2DContext = canvas.getContext( "2d" ); } - this._viewportWidth = canvas.width; + this._viewportWidth = canvas.width; this._viewportHeight = canvas.height; - // view parameters - this._fov = 45.0; - this._zNear = 0.1; - this._zFar = 100.0; - this._viewDist = 5.0; + // view parameters + this._fov = 45.0; + this._zNear = 0.1; + this._zFar = 100.0; + this._viewDist = 5.0; - // default light parameters - this._ambientLightColor = [0.1, 0.1, 0.1, 1.0]; - this._diffuseLightColor = [0.1, 0.1, 0.1, 1.0]; - this._specularLightColor = [0.6, 0.6, 0.6, 1.0]; - this._pointLightLoc = [0.0, 0.0, 0.05]; + // default light parameters + this._ambientLightColor = [0.1, 0.1, 0.1, 1.0]; + this._diffuseLightColor = [0.1, 0.1, 0.1, 1.0]; + this._specularLightColor = [0.6, 0.6, 0.6, 1.0]; + this._pointLightLoc = [0.0, 0.0, 0.05]; - // default material properties. Material properties should be overridden - // by the materials used by the objects - this._materialShininess = 20.0; + // default material properties. Material properties should be overridden + // by the materials used by the objects + this._materialShininess = 20.0; this._geomRoot = undefined; - this._cameraMat = Matrix.I(4); - this._cameraMat[14] = 5.0; - this._cameraMatInv = Matrix.I(4); - this._cameraMatInv[14] = -5.0; + this._cameraMat = Matrix.I(4); + this._cameraMat[14] = 5.0; + this._cameraMatInv = Matrix.I(4); + this._cameraMatInv[14] = -5.0; this._camera = null; - // keep a flag indicating whether a render has been completed. - // this allows us to turn off automatic updating if there are - // no animated materials - this._firstRender = true; + // keep a flag indicating whether a render has been completed. + // this allows us to turn off automatic updating if there are + // no animated materials + this._firstRender = true; - this._worldCount = worldCounter; - worldCounter++; + this._worldCount = worldCounter; + worldCounter++; - // keep a counter for generating node names - this._nodeCounter = 0; + // keep a counter for generating node names + this._nodeCounter = 0; // for sending notifications to listeners this._notifier = new Notifier(); @@ -113,42 +113,42 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { /////////////////////////////////////////////////////////////////////// // Property accessors /////////////////////////////////////////////////////////////////////// - this.getGLContext = function() { return this._glContext; }; - this.setGLContext = function(gl) { this._glContext = gl; }; + this.getGLContext = function() { return this._glContext; }; + this.setGLContext = function(gl) { this._glContext = gl; }; - this.get2DContext = function() { return this._2DContext; }; - this.set2DContext = function(c) { this._2DContext = c; }; + this.get2DContext = function() { return this._2DContext; }; + this.set2DContext = function(c) { this._2DContext = c; }; - this.getCanvas = function() { return this._canvas; }; - this.setCanvas = function(c) { this._canvas = c; }; + this.getCanvas = function() { return this._canvas; }; + this.setCanvas = function(c) { this._canvas = c; }; - this.getShaderProgram = function() { return this._shaderProgram; }; + this.getShaderProgram = function() { return this._shaderProgram; }; - this.getViewportWidth = function() { return this._viewportWidth; }; - this.getViewportHeight = function() { return this._viewportHeight; }; + this.getViewportWidth = function() { return this._viewportWidth; }; + this.getViewportHeight = function() { return this._viewportHeight; }; - this.getAspect = function() { return this._viewportWidth/this._viewportHeight; }; + this.getAspect = function() { return this._viewportWidth/this._viewportHeight; }; - this.getGeomRoot = function() { return this._geomRoot; }; - this.getZNear = function() { return this._zNear; }; - this.getZFar = function() { return this._zFar; }; - this.getFOV = function() { return this._fov; }; + this.getGeomRoot = function() { return this._geomRoot; }; + this.getZNear = function() { return this._zNear; }; + this.getZFar = function() { return this._zFar; }; + this.getFOV = function() { return this._fov; }; - this.getCamera = function() { return this._camera; }; + this.getCamera = function() { return this._camera; }; - this.getCameraMat = function() { return this._cameraMat.slice(0); }; - this.setCameraMat = function(c) { this._cameraMat = c.slice(0); this._cameraMatInv = glmat4.inverse(c, []); }; + this.getCameraMat = function() { return this._cameraMat.slice(0); }; + this.setCameraMat = function(c) { this._cameraMat = c.slice(0); this._cameraMatInv = glmat4.inverse(c, []); }; - this.getCameraMatInverse = function() { return this._cameraMatInv.slice(0); }; + this.getCameraMatInverse = function() { return this._cameraMatInv.slice(0); }; - this.getViewDistance = function() { return this._viewDist; }; + this.getViewDistance = function() { return this._viewDist; }; - this.getRootNode = function() { return this._rootNode; }; - this.setRootNode = function(r) { this._rootNode = r; }; + this.getRootNode = function() { return this._rootNode; }; + this.setRootNode = function(r) { this._rootNode = r; }; - this.isWebGL = function() { return this._useWebGL; }; + this.isWebGL = function() { return this._useWebGL; }; - this.getRenderer = function() { return this.renderer; }; + this.getRenderer = function() { return this.renderer; }; // Flag to play/pause animation at authortime this._previewAnimation = true; @@ -164,265 +164,265 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { this.strokeShader = null; this.renderer = null; - // keep an array of texture maps that need to be loaded - this._texMapsToLoad = []; - this._allMapsLoaded = true; + // keep an array of texture maps that need to be loaded + this._texMapsToLoad = []; + this._allMapsLoaded = true; - // this is the node to which objects get hung - this._rootNode = null; + // this is the node to which objects get hung + this._rootNode = null; - // set up the camera matrix - var camMat = Matrix.I(4); - camMat[14] = this.getViewDistance(); - this.setCameraMat( camMat ); + // set up the camera matrix + var camMat = Matrix.I(4); + camMat[14] = this.getViewDistance(); + this.setCameraMat( camMat ); // post-load processing of the scene this.init = function() - { - var ctx1 = RDGE.globals.engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), - ctx2 = RDGE.globals.engine.getContext(); - if (ctx1 != ctx2) console.log( "***** different contexts *****" ); - this.renderer = ctx1.renderer; - this.renderer._world = this; + { + var ctx1 = RDGE.globals.engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), + ctx2 = RDGE.globals.engine.getContext(); + if (ctx1 != ctx2) console.log( "***** different contexts *****" ); + this.renderer = ctx1.renderer; + this.renderer._world = this; - // create a camera, set its perspective, and then point it at the origin - var cam = new RDGE.camera(); - this._camera = cam; - cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); - cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], RDGE.vec3.up()); + // create a camera, set its perspective, and then point it at the origin + var cam = new RDGE.camera(); + this._camera = cam; + cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); + cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], RDGE.vec3.up()); - // make this camera the active camera - this.renderer.cameraManager().setActiveCamera(cam); + // make this camera the active camera + this.renderer.cameraManager().setActiveCamera(cam); - // change clear color - //this.renderer.setClearFlags(RDGE.globals.engine.getContext().DEPTH_BUFFER_BIT); - this.renderer.setClearColor([0.0, 0.0, 0.0, 0.0]); - //this.renderer.NinjaWorld = this; + // change clear color + //this.renderer.setClearFlags(RDGE.globals.engine.getContext().DEPTH_BUFFER_BIT); + this.renderer.setClearColor([0.0, 0.0, 0.0, 0.0]); + //this.renderer.NinjaWorld = this; - // create an empty scene graph - this.myScene = new RDGE.SceneGraph(); + // create an empty scene graph + this.myScene = new RDGE.SceneGraph(); - // create some lights - // light 1 -// this.light = RDGE.createLightNode("myLight"); -// this.light.setPosition([0,0,1.2]); -// this.light.setDiffuseColor([0.75,0.9,1.0,1.0]); + // create some lights + // light 1 +// this.light = RDGE.createLightNode("myLight"); +// this.light.setPosition([0,0,1.2]); +// this.light.setDiffuseColor([0.75,0.9,1.0,1.0]); - // light 2 -// this.light2 = RDGE.createLightNode("myLight2"); -// this.light2.setPosition([-0.5,0,1.2]); -// this.light2.setDiffuseColor([1.0,0.9,0.75,1.0]); + // light 2 +// this.light2 = RDGE.createLightNode("myLight2"); +// this.light2.setPosition([-0.5,0,1.2]); +// this.light2.setDiffuseColor([1.0,0.9,0.75,1.0]); - // create a light transform - var lightTr = RDGE.createTransformNode("lightTr"); + // create a light transform + var lightTr = RDGE.createTransformNode("lightTr"); - // create and attach a material - materials hold the light data - lightTr.attachMaterial(RDGE.createMaterialNode("lights")); + // create and attach a material - materials hold the light data + lightTr.attachMaterial(RDGE.createMaterialNode("lights")); - // enable light channels 1, 2 - channel 0 is used by the default shader -// lightTr.materialNode.enableLightChannel(1, this.light); -// lightTr.materialNode.enableLightChannel(2, this.light2); + // enable light channels 1, 2 - channel 0 is used by the default shader +// lightTr.materialNode.enableLightChannel(1, this.light); +// lightTr.materialNode.enableLightChannel(2, this.light2); - // all added objects are parented to the light node - this._rootNode = lightTr; + // all added objects are parented to the light node + this._rootNode = lightTr; - // add the light node to the scene - this.myScene.addNode(lightTr); + // add the light node to the scene + this.myScene.addNode(lightTr); - // Add the scene to the engine - necessary if you want the engine to draw for you - //RDGE.globals.engine.AddScene("myScene" + this._canvas.id, this.myScene); - var name = this._canvas.getAttribute( "data-RDGE-id" ); - RDGE.globals.engine.AddScene("myScene" + name, this.myScene); - }; + // Add the scene to the engine - necessary if you want the engine to draw for you + //RDGE.globals.engine.AddScene("myScene" + this._canvas.id, this.myScene); + var name = this._canvas.getAttribute( "data-RDGE-id" ); + RDGE.globals.engine.AddScene("myScene" + name, this.myScene); + }; - // main code for handling user interaction and updating the scene - this.update = function(dt) - { - if (!dt) dt = 0.2; + // main code for handling user interaction and updating the scene + this.update = function(dt) + { + if (!dt) dt = 0.2; - dt = 0.01; // use our own internal throttle - this.elapsed += dt; + dt = 0.01; // use our own internal throttle + this.elapsed += dt; - if (this._useWebGL) - { - // changed the global position uniform of light 0, another way to change behavior of a light - RDGE.rdgeGlobalParameters.u_light0Pos.set([5 * Math.cos(this.elapsed), 5 * Math.sin(this.elapsed), 20]); + if (this._useWebGL) + { + // changed the global position uniform of light 0, another way to change behavior of a light + RDGE.rdgeGlobalParameters.u_light0Pos.set([5 * Math.cos(this.elapsed), 5 * Math.sin(this.elapsed), 20]); - // orbit the light nodes around the boxes -// 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)]); -// 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)]); - } + // orbit the light nodes around the boxes +// 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)]); +// 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)]); + } - this.updateMaterials( this.getGeomRoot(), this.elapsed ); + this.updateMaterials( this.getGeomRoot(), this.elapsed ); - // now update all the nodes in the scene - if (this._useWebGL) - this.myScene.update(dt); + // now update all the nodes in the scene + if (this._useWebGL) + this.myScene.update(dt); }; // defining the draw function to control how the scene is rendered - this.draw = function() - { - if (this._useWebGL) - { - RDGE.globals.engine.setContext( this._canvas.rdgeid ); - var ctx = RDGE.globals.engine.getContext(); - var renderer = ctx.renderer; - if (renderer.unloadedTextureCount <= 0) - { - renderer.disableCulling(); - renderer._clear(); - this.myScene.render(); - - if (this._firstRender) - { - this._notifier.sendNotification( this._notifier.FIRST_RENDER ); - if (this._canvas.task) - { - this._firstRender = false; - - if (!this.hasAnimatedMaterials() || !this._previewAnimation) - { - this._canvas.task.stop(); - //this._renderCount = 10; - } - } - } - else if (this._renderCount >= 0) - { - if (this._canvas.task) - { - this._renderCount--; - if (this._renderCount <= 0) - { - this._canvas.task.stop(); + this.draw = function() + { + if (this._useWebGL) + { + RDGE.globals.engine.setContext( this._canvas.rdgeid ); + var ctx = RDGE.globals.engine.getContext(); + var renderer = ctx.renderer; + if (renderer.unloadedTextureCount <= 0) + { + renderer.disableCulling(); + renderer._clear(); + this.myScene.render(); + + if (this._firstRender) + { + this._notifier.sendNotification( this._notifier.FIRST_RENDER ); + if (this._canvas.task) + { + this._firstRender = false; + + if (!this.hasAnimatedMaterials() || !this._previewAnimation) + { + this._canvas.task.stop(); + //this._renderCount = 10; + } + } + } + else if (this._renderCount >= 0) + { + if (this._canvas.task) + { + this._renderCount--; + if (this._renderCount <= 0) + { + this._canvas.task.stop(); } - } - } - } - } - else - { - this.render(); - } + } + } + } + } + else + { + this.render(); + } }; - + this.onRunState = function() { -// console.log( "GLWorld.onRunState" ); - this.restartRenderLoop(); - }; - +// console.log( "GLWorld.onRunState" ); + this.restartRenderLoop(); + }; + this.onLoadState = function() { -// console.log( "GLWorld.onLoadState" ); - }; - - this.textureToLoad = function( texture ) - { - if (!texture.previouslyReferenced) - { - var name = texture.lookUpName; - texture._world = this; - texture.callback = this.textureMapLoaded; - this._texMapsToLoad[name] = true; - this._allMapsLoaded = false; - - // stop the draw loop until all textures have been loaded - this._canvas.task.stop(); - } - }; - - this.textureMapLoaded = function( texture ) - { - var world = texture._world; - if (!world) { - console.log( "**** loaded texture does not have world defined ****" ); - return; - } - - var name = texture.lookUpName; - if (!world._texMapsToLoad[name]) { - console.log( "loaded an unregistered texture map: " + name ); - } - else { - //console.log( "loaded a registered texture map: " + name ); - world._texMapsToLoad[name] = undefined; - } - - // check if all the texture maps are loaded. if so, resume the render loop - world._allMapsLoaded = world.allTextureMapsLoaded(); - if (world._allMapsLoaded) { - world._canvas.task.start(); +// console.log( "GLWorld.onLoadState" ); + }; + + this.textureToLoad = function( texture ) + { + if (!texture.previouslyReferenced) + { + var name = texture.lookUpName; + texture._world = this; + texture.callback = this.textureMapLoaded; + this._texMapsToLoad[name] = true; + this._allMapsLoaded = false; + + // stop the draw loop until all textures have been loaded + this._canvas.task.stop(); } - }; + }; - this.allTextureMapsLoaded = function() { - for (var name in this._texMapsToLoad) { - var needsLoad = this._texMapsToLoad[name]; - if (needsLoad) return false; - } + this.textureMapLoaded = function( texture ) + { + var world = texture._world; + if (!world) { + console.log( "**** loaded texture does not have world defined ****" ); + return; + } - return true; - }; + var name = texture.lookUpName; + if (!world._texMapsToLoad[name]) { + console.log( "loaded an unregistered texture map: " + name ); + } + else { + //console.log( "loaded a registered texture map: " + name ); + world._texMapsToLoad[name] = undefined; + } - this.textureLoadedCallback = function( name ) { -// console.log( "*** material texture loaded: " + name ); + // check if all the texture maps are loaded. if so, resume the render loop + world._allMapsLoaded = world.allTextureMapsLoaded(); + if (world._allMapsLoaded) { + world._canvas.task.start(); + } + }; - var world = this._world; - if (!world) { - console.log( "**** world not defined for loaded texture map: " + name ); + this.allTextureMapsLoaded = function() { + for (var name in this._texMapsToLoad) { + var needsLoad = this._texMapsToLoad[name]; + if (needsLoad) return false; } - else { - world.textureMapLoaded( name ); + + return true; + }; + + this.textureLoadedCallback = function( name ) { +// console.log( "*** material texture loaded: " + name ); + + var world = this._world; + if (!world) { + console.log( "**** world not defined for loaded texture map: " + name ); + } + else { + world.textureMapLoaded( name ); } - }; - - this.hasAnimatedMaterials = function() { - var root = this.getGeomRoot(); - var rtnVal = false; - if (root) { - rtnVal = this.hHasAnimatedMaterials( root ); + }; + + this.hasAnimatedMaterials = function() { + var root = this.getGeomRoot(); + var rtnVal = false; + if (root) { + rtnVal = this.hHasAnimatedMaterials( root ); this._hasAnimatedMaterials = rtnVal; } - else - { - // currently... - // we set this case to true - cloud materials create a - // world with no objects but cloud materials animate. - // TODO - find a better way to do this - rtnVal = true; - this._hasAnimatedMaterials = true; - } - - return rtnVal; - }; - - this.hHasAnimatedMaterials = function( obj ) { - if (obj) { - if (obj.getFillMaterial()) { - if (obj.getFillMaterial().isAnimated()) return true; - } - - if (obj.getStrokeMaterial()) { - if (obj.getStrokeMaterial().isAnimated()) return true; - } - - - // do the sibling - var hasAnim = false; - if (obj.getNext()) hasAnim = this.hHasAnimatedMaterials( obj.getNext() ); - if (hasAnim) return true; - if (obj.getChild()) hasAnim = this.hHasAnimatedMaterials( obj.getChild() ); - if (hasAnim) return true; - } - - return false; - }; - - this.generateUniqueNodeID = function() { - var str = "" + this._nodeCounter; - this._nodeCounter++; - return str; - }; + else + { + // currently... + // we set this case to true - cloud materials create a + // world with no objects but cloud materials animate. + // TODO - find a better way to do this + rtnVal = true; + this._hasAnimatedMaterials = true; + } + + return rtnVal; + }; + + this.hHasAnimatedMaterials = function( obj ) { + if (obj) { + if (obj.getFillMaterial()) { + if (obj.getFillMaterial().isAnimated()) return true; + } + + if (obj.getStrokeMaterial()) { + if (obj.getStrokeMaterial().isAnimated()) return true; + } + + + // do the sibling + var hasAnim = false; + if (obj.getNext()) hasAnim = this.hHasAnimatedMaterials( obj.getNext() ); + if (hasAnim) return true; + if (obj.getChild()) hasAnim = this.hHasAnimatedMaterials( obj.getChild() ); + if (hasAnim) return true; + } + + return false; + }; + + this.generateUniqueNodeID = function() { + var str = "" + this._nodeCounter; + this._nodeCounter++; + return str; + }; this.addListener = function( obj, callbackFunc, calleeData ) { @@ -436,14 +436,14 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { // start RDGE passing your runtime object, and false to indicate we don't need a an initialization state // in the case of a procedurally built scene an init state is not needed for loading data - this._canvas.rdgeid = this._canvas.getAttribute( "data-RDGE-id" ); - if (this._useWebGL) { - rdgeStarted = true; - RDGE.globals.engine.unregisterCanvas( this._canvas ); - RDGE.globals.engine.registerCanvas(this._canvas, this); - RDGE.RDGEStart( this._canvas ); - this._canvas.task.stop() - } + this._canvas.rdgeid = this._canvas.getAttribute( "data-RDGE-id" ); + if (this._useWebGL) { + rdgeStarted = true; + RDGE.globals.engine.unregisterCanvas( this._canvas ); + RDGE.globals.engine.registerCanvas(this._canvas, this); + RDGE.RDGEStart( this._canvas ); + this._canvas.task.stop() + } }; @@ -459,66 +459,66 @@ World.prototype.getGeomRoot = function() { // Methods /////////////////////////////////////////////////////////////////////// World.prototype.updateObject = function (obj) { - if (!this._useWebGL) return; - - var prims = obj.getPrimitiveArray(); - var materialNodes = obj.getMaterialNodeArray(); - if (prims.length != materialNodes.length) - throw new Error("inconsistent material and primitive counts"); - var nPrims = prims.length; - var ctrTrNode; - if (nPrims > 0) - { - ctrTrNode = obj.getTransformNode(); - if (ctrTrNode == null) { - ctrTrNode = RDGE.createTransformNode("objRootNode_" + this._nodeCounter++); - this._rootNode.insertAsChild( ctrTrNode ); - obj.setTransformNode( ctrTrNode ); - } - - ctrTrNode.meshes.forEach( - function(thisMesh) { - RDGE.globals.meshMan.deleteMesh(thisMesh.mesh.name); - } - ); - ctrTrNode.meshes = []; - - ctrTrNode.attachMeshNode(this.renderer.id + "_prim_" + this._nodeCounter++, prims[0]); - ctrTrNode.attachMaterial(materialNodes[0]); - } - - // delete all of the child nodes - var i; - var childTrNode; - var children = ctrTrNode.children; - for (i=0; i 0) + { + ctrTrNode = obj.getTransformNode(); + if (ctrTrNode == null) { + ctrTrNode = RDGE.createTransformNode("objRootNode_" + this._nodeCounter++); + this._rootNode.insertAsChild( ctrTrNode ); + obj.setTransformNode( ctrTrNode ); + } + + ctrTrNode.meshes.forEach( + function(thisMesh) { + RDGE.globals.meshMan.deleteMesh(thisMesh.mesh.name); + } + ); + ctrTrNode.meshes = []; + + ctrTrNode.attachMeshNode(this.renderer.id + "_prim_" + this._nodeCounter++, prims[0]); + ctrTrNode.attachMaterial(materialNodes[0]); + } + + // delete all of the child nodes + var i; + var childTrNode; + var children = ctrTrNode.children; + for (i=0; i= 1)) { this.rebuildTree(this._geomRoot); this.restartRenderLoop(); - } - } - - // convert the object to a string - var jStr = JSON.stringify( worldObj ); - - // prepend some version information to the string. - // this string is also used to differentiate between JSON - // and pre-JSON versions of fileIO. - // the ending ';' in the version string is necessary - jStr = "v1.0;" + jStr; - - return jStr; + } + } + + // convert the object to a string + var jStr = JSON.stringify( worldObj ); + + // prepend some version information to the string. + // this string is also used to differentiate between JSON + // and pre-JSON versions of fileIO. + // the ending ';' in the version string is necessary + jStr = "v1.0;" + jStr; + + return jStr; }; World.prototype.rebuildTree = function (obj) { - if (!obj) return; + if (!obj) return; - obj.buildBuffers(); + obj.buildBuffers(); - if (obj.getChild()) { - this.rebuildTree( obj.getChild () ); + if (obj.getChild()) { + this.rebuildTree( obj.getChild () ); } - if (obj.getNext()) - this.rebuildTree( obj.getNext() ); + if (obj.getNext()) + this.rebuildTree( obj.getNext() ); }; World.prototype.exportObjectsJSON = function( obj, parentObj ) { - if (!obj) return; + if (!obj) return; - var jObj = obj.exportJSON(); - if (!parentObj.children) parentObj.children = []; - parentObj.children.push( jObj ); + var jObj = obj.exportJSON(); + if (!parentObj.children) parentObj.children = []; + parentObj.children.push( jObj ); - if (obj.getChild()) { - this.exportObjectsJSON( obj.getChild (), jObj ); + if (obj.getChild()) { + this.exportObjectsJSON( obj.getChild (), jObj ); } - if (obj.getNext()) - this.exportObjectsJSON( obj.getNext(), parentObj ); + if (obj.getNext()) + this.exportObjectsJSON( obj.getNext(), parentObj ); } World.prototype.findTransformNodeByMaterial = function( materialNode, trNode ) { - //if (trNode == null) trNode = this._ctrNode; - if (trNode == null) trNode = this._rootNode; - if ( trNode.transformNode && (materialNode == trNode.transformNode.materialNode)) return trNode; - - var rtnNode; - if (trNode.children != null) - { - var nKids = trNode.children.length; - for (var i=0; i -Copyright (c) 2012, Motorola Mobility, Inc +Copyright (c) 2012, Motorola Mobility LLC. All Rights Reserved. -BSD License. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: - - Redistributions of source code must retain the above copyright notice, - this list of conditions and the following disclaimer. - - Redistributions in binary form must reproduce the above copyright - notice, this list of conditions and the following disclaimer in the - documentation and/or other materials provided with the distribution. - - Neither the name of Motorola Mobility nor the names of its contributors - may be used to endorse or promote products derived from this software - without specific prior written permission. +* Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + +* Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +* Neither the name of Motorola Mobility LLC nor the names of its + contributors may be used to endorse or promote products derived from this + software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE -ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE +ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS -- cgit v1.2.3