From 84332ab81c1b445195f1d9be8bbeae0725c8e758 Mon Sep 17 00:00:00 2001 From: Valerio Virgillito Date: Tue, 6 Mar 2012 10:58:25 -0800 Subject: Squashed commit of preload-fix into Master - Requiring all the previously pre-loaded files - RDGE, Codemirror and gl-matrix are not included via a script tag. Signed-off-by: Valerio Virgillito --- js/lib/rdge/materials/taper-material.js | 223 ++++++++++++++++++++++++++++++++ 1 file changed, 223 insertions(+) create mode 100644 js/lib/rdge/materials/taper-material.js (limited to 'js/lib/rdge/materials/taper-material.js') diff --git a/js/lib/rdge/materials/taper-material.js b/js/lib/rdge/materials/taper-material.js new file mode 100644 index 00000000..eeb08aec --- /dev/null +++ b/js/lib/rdge/materials/taper-material.js @@ -0,0 +1,223 @@ +/* + 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. +
*/ + +var MaterialParser = require("js/lib/rdge/materials/material-parser").MaterialParser; +/////////////////////////////////////////////////////////////////////// +// Class GLMaterial +// RDGE representation of a material. +/////////////////////////////////////////////////////////////////////// +function TaperMaterial() +{ + // initialize the inherited members + this.inheritedFrom = GLMaterial; + this.inheritedFrom(); + + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + this._name = "TaperMaterial"; + this._shaderName = "taper"; + + this._color = [1,0,0,1]; + + this._deltaTime = 0.0; + + /////////////////////////////////////////////////////////////////////// + // Property Accessors + /////////////////////////////////////////////////////////////////////// + this.getColor = function() { return this._color; } + this.getShaderName = function() { return this._shaderName; } + + this.isAnimated = function() { return true; } + this.hasVertexDeformation = function() { return this._hasVertexDeformation; } + this._hasVertexDeformation = true; + this._vertexDeformationTolerance = 0.02; // should be a property + + /////////////////////////////////////////////////////////////////////// + // Methods + /////////////////////////////////////////////////////////////////////// + // duplcate method requirde + this.dup = function() { return new TaperMaterial(); } + + this.init = function() + { + // set up the shader + this._shader = new jshader(); + this._shader.def = taperShaderDef; + this._shader.init(); + + // set the defaults + this._shader.colorMe.color.set( this.getColor() ); + + // set up the material node + this._materialNode = createMaterialNode("taperMaterial"); + this._materialNode.setShader(this._shader); + + // initialize the taper properties + this.updateShaderValues(); + } + + + /////////////////////////////////////////////////////////////////////// + // Material Property Accessors + /////////////////////////////////////////////////////////////////////// + this._propNames = ["color", "u_limit1", "u_limit2", "u_limit3", "u_minVal", "u_maxVal", "u_center", "u_taperAmount" ]; + this._propLabels = ["Color", "Minimum Parameter Value", "Center Paramater Value", "Maximum Parameter Value", "Minimum Data Bounds", "Maximum Data Bounds", "Center", "Taper Amount"]; + this._propTypes = ["color", "float", "float", "float", "float", "float", "float", "float"]; + this._propValues = []; + + // initialize the property values + this._propValues[ this._propNames[0] ] = this._color.slice(); + this._propValues[ this._propNames[1] ] = 0.25; + this._propValues[ this._propNames[2] ] = 0.50; + this._propValues[ this._propNames[3] ] = 0.75; + this._propValues[ this._propNames[4] ] = -1; + this._propValues[ this._propNames[5] ] = 1; + this._propValues[ this._propNames[6] ] = 0.0; + this._propValues[ this._propNames[7] ] = 0.9; + + this.setProperty = function( prop, value ) + { + // make sure we have legitimate input + if (this.validateProperty( prop, value )) + { + switch (prop) + { + case "color": this._propValues[prop] = value.slice(); break; + default: this._propValues[prop] = value; break; + } + + this.updateShaderValues(); + } + } + /////////////////////////////////////////////////////////////////////// + + this.export = function() + { + // this function should be overridden by subclasses + var exportStr = "material: " + this.getShaderName() + "\n"; + exportStr += "name: " + this.getName() + "\n"; + + if (this._shader) + exportStr += "color: " + String(this._shader.colorMe.color) + "\n"; + else + exportStr += "color: " + this.getColor() + "\n"; + exportStr += "endMaterial\n"; + + return exportStr; + } + + this.import = function( importStr ) + { + var pu = new MaterialParser( importStr ); + var material = pu.nextValue( "material: " ); + if (material != this.getShaderName()) throw new Error( "ill-formed material" ); + this.setName( pu.nextValue( "name: ") ); + + var rtnStr; + try + { + var color = eval( "[" + pu.nextValue( "color: " ) + "]" ); + + this.setProperty( "color", color); + + var endKey = "endMaterial\n"; + var index = importStr.indexOf( endKey ); + index += endKey.length; + rtnStr = importStr.substr( index ); + } + catch (e) + { + throw new Error( "could not import material: " + importStr ); + } + + return rtnStr; + } + + this.update = function( time ) + { + //var speed = 0.01; + //time *= speed; + this._deltaTime += 0.01; + + if (this._shader && this._shader.colorMe) + { + var t3 = this._propValues[ this._propNames[3] ] - this._deltaTime; + if (t3 < 0) + { + this._deltaTime = this._propValues[ this._propNames[1] ] - 1.0; + t3 = this._propValues[ this._propNames[3] ] - this._deltaTime; + } + var t1 = this._propValues[ this._propNames[1] ] - this._deltaTime, + t2 = this._propValues[ this._propNames[2] ] - this._deltaTime; + + + this._shader.colorMe[this._propNames[1]].set( [t1] ); + this._shader.colorMe[this._propNames[2]].set( [t2] ); + this._shader.colorMe[this._propNames[3]].set( [t3] ); + } + } + + this.updateShaderValues = function() + { + if (this._shader && this._shader.colorMe) + { + var nProps = this._propNames.length; + for (var i=0; i