From fb0a659c9ca3479fd6799325498b11f074689936 Mon Sep 17 00:00:00 2001
From: John Mayhew
Date: Mon, 2 Apr 2012 14:57:31 -0700
Subject: -Namespaced all RDGE javascript.
-Removed the following unused files from the build script
/core/script/fx/blur.js
/core/script/fx/ssao.js
/core/script/animation.js
- Fully removed the following from the build and from source control as they are unused or no longer needed
/core/script/util/dbgpanel.js
/core/script/util/fpsTracker.js
/core/script/util/statTracker.js
/core/script/input.js
/core/script/TextureManager.js
/core/script/ubershader.js
---
js/lib/rdge/materials/taper-material.js | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
(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
index eeb08aec..7feea79a 100644
--- a/js/lib/rdge/materials/taper-material.js
+++ b/js/lib/rdge/materials/taper-material.js
@@ -45,7 +45,7 @@ function TaperMaterial()
this.init = function()
{
// set up the shader
- this._shader = new jshader();
+ this._shader = new RDGE.jshader();
this._shader.def = taperShaderDef;
this._shader.init();
@@ -53,7 +53,7 @@ function TaperMaterial()
this._shader.colorMe.color.set( this.getColor() );
// set up the material node
- this._materialNode = createMaterialNode("taperMaterial");
+ this._materialNode = RDGE.createMaterialNode("taperMaterial");
this._materialNode.setShader(this._shader);
// initialize the taper properties
--
cgit v1.2.3
From 8d1cc709340da845d76f84220fe92c11e6217ff3 Mon Sep 17 00:00:00 2001
From: John Mayhew
Date: Tue, 3 Apr 2012 09:36:14 -0700
Subject: Made use of semicolons consistent and updated new files to use the
new RDGE namespace
---
js/lib/rdge/materials/taper-material.js | 439 +++++++++++++++-----------------
1 file changed, 209 insertions(+), 230 deletions(-)
(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
index e59b6112..2a70a153 100644
--- a/js/lib/rdge/materials/taper-material.js
+++ b/js/lib/rdge/materials/taper-material.js
@@ -1,252 +1,231 @@
/*
- 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.
- */
+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( world )
- {
- this.setWorld( world );
-
- // set up the shader
- this._shader = new RDGE.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 = RDGE.createMaterialNode("taperMaterial" + "_" + world.generateUniqueNodeID());
- 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 ))
+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 (world) {
+ this.setWorld(world);
+
+ // set up the shader
+ this._shader = new RDGE.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 = RDGE.createMaterialNode("taperMaterial" + "_" + world.generateUniqueNodeID());
+ 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.exportJSON = function () {
+ var jObj =
{
- switch (prop)
- {
- case "color": this._propValues[prop] = value.slice(); break;
- default: this._propValues[prop] = value; break;
- }
-
- this.updateShaderValues();
- }
- }
- ///////////////////////////////////////////////////////////////////////
- this.exportJSON = function()
- {
- var jObj =
- {
- 'material' : this.getShaderName(),
- 'name' : this.getName(),
- 'color' : this._propValues["color"]
+ 'material': this.getShaderName(),
+ 'name': this.getName(),
+ 'color': this._propValues["color"]
};
- return jObj;
- }
-
- this.importJSON = function( jObj )
- {
- if (this.getShaderName() != jObj.material) throw new Error( "ill-formed material" );
- this.setName( jObj.name );
-
- try
- {
- var color = jObj.color;
- this.setProperty( "color", color);
- }
- catch (e)
- {
- throw new Error( "could not import material: " + jObj );
- }
- }
-
- 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: " + 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