From 7b6e8194b91168abdeb94702eb350d14f147858b Mon Sep 17 00:00:00 2001 From: hwc487 Date: Thu, 8 Mar 2012 17:29:18 -0800 Subject: Canvas IO --- js/lib/drawing/world.js | 29 +- js/lib/geom/circle.js | 5 +- js/lib/geom/geom-obj.js | 42 +- js/lib/geom/rectangle.js | 5 +- js/lib/rdge/materials/bump-metal-material.js | 10 +- js/lib/rdge/materials/pulse-material.js | 8 +- js/lib/rdge/materials/radial-blur-material.js | 6 +- js/lib/rdge/materials/taper-material.js | 2 +- js/lib/rdge/materials/uber-material.js | 46 +- js/lib/rdge/runtime/CanvasDataManager.js | 83 -- js/lib/rdge/runtime/CanvasRuntime.js | 1338 +++++++++++++++++++++++++ js/lib/rdge/runtime/GLRuntime.js | 357 ------- js/lib/rdge/runtime/RuntimeGeomObj.js | 633 ------------ js/lib/rdge/runtime/RuntimeMaterial.js | 351 ------- 14 files changed, 1474 insertions(+), 1441 deletions(-) delete mode 100644 js/lib/rdge/runtime/CanvasDataManager.js create mode 100644 js/lib/rdge/runtime/CanvasRuntime.js delete mode 100644 js/lib/rdge/runtime/GLRuntime.js delete mode 100644 js/lib/rdge/runtime/RuntimeGeomObj.js delete mode 100644 js/lib/rdge/runtime/RuntimeMaterial.js (limited to 'js/lib') diff --git a/js/lib/drawing/world.js b/js/lib/drawing/world.js index b8bceda6..cffd0083 100755 --- a/js/lib/drawing/world.js +++ b/js/lib/drawing/world.js @@ -349,7 +349,7 @@ var World = function GLWorld( canvas, use3D ) { this.generateUniqueNodeID = function() { - var str = String( this._nodeCounter ); + var str = "" + this._nodeCounter; this._nodeCounter++; return str; } @@ -727,7 +727,8 @@ World.prototype.getShapeFromPoint = function( offsetX, offsetY ) { } }; -World.prototype.export = function( exportForPublish ) { +World.prototype.export = function( imagePath ) +{ var exportStr = "GLWorld 1.0\n"; var id = this.getCanvas().getAttribute( "data-RDGE-id" ); exportStr += "id: " + id + "\n"; @@ -742,9 +743,17 @@ World.prototype.export = function( exportForPublish ) { // we need 2 export modes: One for save/restore, one for publish. // hardcoding for now //var exportForPublish = false; - if (!exportForPublish) exportForPublish = false; + //if (!exportForPublish) exportForPublish = false; + var exportForPublish = true; exportStr += "publish: " + exportForPublish + "\n"; + // the relative path for local assets needs to be modified to + // the path specified by argument 'imagePath'. Save that path + // so exporting functions can call newPath = world.cleansePath( oldPath ); + this._imagePath = imagePath.slice(); + var endchar = this._imagePath[this._imagePath.length-1] + if (endchar != '/') this._imagePath += '/'; + if (exportForPublish && this._useWebGL) { exportStr += "scenedata: " + this.myScene.exportJSON() + "endscene\n"; @@ -928,6 +937,20 @@ World.prototype.importSubObject = function( objStr, parentNode ) { return trNode; }; +World.prototype.cleansePath = function( url ) +{ + //this._imagePath + var searchStr = "assets/"; + var index = url.indexOf( searchStr ); + var rtnPath = url; + if (index >= 0) + { + rtnPath = url.substr( index + searchStr.length ); + rtnPath = this._imagePath + rtnPath; + } + return rtnPath; +} + if (typeof exports === "object") { exports.World = World; } \ No newline at end of file diff --git a/js/lib/geom/circle.js b/js/lib/geom/circle.js index ad77383b..f94d4e6b 100755 --- a/js/lib/geom/circle.js +++ b/js/lib/geom/circle.js @@ -61,6 +61,8 @@ var Circle = function GLCircle() { } else { this._fillMaterial = MaterialsModel.exportFlatMaterial(); } + + this.exportMaterials(); }; /////////////////////////////////////////////////////////////////////// @@ -610,8 +612,9 @@ var Circle = function GLCircle() { console.log( "object material not found in library: " + fillMaterialName ); fillMat = MaterialsModel.exportFlatMaterial(); } - this._fillMaterial = fillMat; + + this.importMaterials( importStr ); }; this.collidesWithPoint = function( x, y ) { diff --git a/js/lib/geom/geom-obj.js b/js/lib/geom/geom-obj.js index 852aab89..1a197832 100755 --- a/js/lib/geom/geom-obj.js +++ b/js/lib/geom/geom-obj.js @@ -5,6 +5,27 @@ No rights, expressed or implied, whatsoever to this software are provided by Mot */ var MaterialsModel = require("js/models/materials-model").MaterialsModel; +var FlatMaterial = require("js/lib/rdge/materials/flat-material").FlatMaterial; +var LinearGradientMaterial = require("js/lib/rdge/materials/linear-gradient-material").LinearGradientMaterial; +var RadialGradientMaterial = require("js/lib/rdge/materials/radial-gradient-material").RadialGradientMaterial; +var BumpMetalMaterial = require("js/lib/rdge/materials/bump-metal-material").BumpMetalMaterial; +var UberMaterial = require("js/lib/rdge/materials/uber-material").UberMaterial; +var RadialBlurMaterial = require("js/lib/rdge/materials/radial-blur-material").RadialBlurMaterial; +var PlasmaMaterial = require("js/lib/rdge/materials/plasma-material").PlasmaMaterial; +var PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial; +var TunnelMaterial = require("js/lib/rdge/materials/tunnel-material").TunnelMaterial; +var ReliefTunnelMaterial = require("js/lib/rdge/materials/relief-tunnel-material").ReliefTunnelMaterial; +var SquareTunnelMaterial = require("js/lib/rdge/materials/square-tunnel-material").SquareTunnelMaterial; +var FlyMaterial = require("js/lib/rdge/materials/fly-material").FlyMaterial; +var WaterMaterial = require("js/lib/rdge/materials/water-material").WaterMaterial; +var ZInvertMaterial = require("js/lib/rdge/materials/z-invert-material").ZInvertMaterial; +var DeformMaterial = require("js/lib/rdge/materials/deform-material").DeformMaterial; +var StarMaterial = require("js/lib/rdge/materials/star-material").StarMaterial; +var TwistMaterial = require("js/lib/rdge/materials/twist-material").TwistMaterial; +var JuliaMaterial = require("js/lib/rdge/materials/julia-material").JuliaMaterial; +var KeleidoscopeMaterial = require("js/lib/rdge/materials/keleidoscope-material").KeleidoscopeMaterial; +var MandelMaterial = require("js/lib/rdge/materials/mandel-material").MandelMaterial; + /////////////////////////////////////////////////////////////////////// // Class GLGeomObj // Super class for all geometry classes @@ -235,7 +256,26 @@ var GeomObj = function GLGeomObj() { var materialType = this.getPropertyFromString( "material: ", importStr ); switch (materialType) { - case "flat": mat = new FlatMaterial(); break; + case "flat": mat = new FlatMaterial(); break; + case "radialGradient": mat = new RadialGradientMaterial(); break; + case "linearGradient": mat = new LinearGradientMaterial(); break; + case "bumpMetal": mat = new BumpMetalMaterial(); break; + case "uber": mat = new UberMaterial(); break; + case "plasma": mat = new PlasmaMaterial(); break; + case "deform": mat = new DeformMaterial(); break; + case "water": mat = new WaterMaterial(); break; + case "tunnel": mat = new TunnelMaterial(); break; + case "reliefTunnel": mat = new ReliefTunnelMaterial(); break; + case "squareTunnel": mat = new SquareTunnelMaterial(); break; + case "twist": mat = new TwiseMaterial(); break; + case "fly": mat = new FlyMaterial(); break; + case "julia": mat = new JuliaMaterial(); break; + case "mandel": mat = new MandelMaterial(); break; + case "star": mat = new StarMaterial(); break; + case "zinvert": mat = new ZInvertMaterial(); break; + case "keleidoscope": mat = new KeleidoscopeMaterial(); break; + case "radialBlur": mat = new RadialBlurMaterial(); break; + case "pulse": mat = new PulseMaterial(); break; default: console.log( "material type: " + materialType + " is not supported" ); diff --git a/js/lib/geom/rectangle.js b/js/lib/geom/rectangle.js index f91e830c..370bb257 100755 --- a/js/lib/geom/rectangle.js +++ b/js/lib/geom/rectangle.js @@ -79,6 +79,8 @@ var Rectangle = function GLRectangle() { } else { this._fillMaterial = MaterialsModel.exportFlatMaterial(); } + + this.exportMaterials(); }; /////////////////////////////////////////////////////////////////////// @@ -264,8 +266,9 @@ var Rectangle = function GLRectangle() { console.log( "object material not found in library: " + fillMaterialName ); fillMat = MaterialsModel.exportFlatMaterial(); } - this._fillMaterial = fillMat; + + this.importMaterials( importStr ); }; this.buildBuffers = function() { diff --git a/js/lib/rdge/materials/bump-metal-material.js b/js/lib/rdge/materials/bump-metal-material.js index 67b16371..70873885 100755 --- a/js/lib/rdge/materials/bump-metal-material.js +++ b/js/lib/rdge/materials/bump-metal-material.js @@ -158,10 +158,14 @@ var BumpMetalMaterial = function BumpMetalMaterial() { var exportStr = "material: " + this.getShaderName() + "\n"; exportStr += "name: " + this.getName() + "\n"; + var world = this.getWorld(); + if (!world) + throw new Error( "no world in material.export, " + this.getName() ); + exportStr += "lightDiff: " + this.getLightDiff() + "\n"; - exportStr += "diffuseTexture: " + this.getDiffuseTexture() + "\n"; - exportStr += "specularTexture: " + this.getSpecularTexture() + "\n"; - exportStr += "normalMap: " + this.getNormalTexture() + "\n"; + exportStr += "diffuseTexture: " + world.cleansePath(this.getDiffuseTexture()) + "\n"; + exportStr += "specularTexture: " + world.cleansePath(this.getSpecularTexture()) + "\n"; + exportStr += "normalMap: " + world.cleansePath(this.getNormalTexture()) + "\n"; // every material needs to terminate like this exportStr += "endMaterial\n"; diff --git a/js/lib/rdge/materials/pulse-material.js b/js/lib/rdge/materials/pulse-material.js index 1e3137eb..8ad78bd4 100644 --- a/js/lib/rdge/materials/pulse-material.js +++ b/js/lib/rdge/materials/pulse-material.js @@ -179,8 +179,12 @@ var PulseMaterial = function PulseMaterial() { var exportStr = "material: " + this.getShaderName() + "\n"; exportStr += "name: " + this.getName() + "\n"; - var texMapName = this._propValues[this._propNames[0]]; - exportStr += "texture: " + texMapName + "\n"; + var world = this.getWorld(); + if (!world) + throw new Error( "no world in material.export, " + this.getName() ); + + var texMapName = world.cleansePath( this._propValues[this._propNames[0]] ); + exportStr += "texture: " +texMapName + "\n"; // every material needs to terminate like this exportStr += "endMaterial\n"; diff --git a/js/lib/rdge/materials/radial-blur-material.js b/js/lib/rdge/materials/radial-blur-material.js index d0d05e8d..f23f0712 100644 --- a/js/lib/rdge/materials/radial-blur-material.js +++ b/js/lib/rdge/materials/radial-blur-material.js @@ -162,7 +162,11 @@ var RadialBlurMaterial = function RadialBlurMaterial() { var exportStr = "material: " + this.getShaderName() + "\n"; exportStr += "name: " + this.getName() + "\n"; - var texMapName = this._propValues[this._propNames[0]]; + var world = this.getWorld(); + if (!world) + throw new Error( "no world in material.export, " + this.getName() ); + + var texMapName = world.cleansePath( this._propValues[this._propNames[0]] ); exportStr += "texture: " + texMapName + "\n"; // every material needs to terminate like this diff --git a/js/lib/rdge/materials/taper-material.js b/js/lib/rdge/materials/taper-material.js index bd89f08f..03a7ba9c 100644 --- a/js/lib/rdge/materials/taper-material.js +++ b/js/lib/rdge/materials/taper-material.js @@ -104,7 +104,7 @@ function TaperMaterial() exportStr += "name: " + this.getName() + "\n"; if (this._shader) - exportStr += "color: " + String(this._shader.colorMe.color) + "\n"; + exportStr += "color: " + this._shader.colorMe.color + "\n"; else exportStr += "color: " + this.getColor() + "\n"; exportStr += "endMaterial\n"; diff --git a/js/lib/rdge/materials/uber-material.js b/js/lib/rdge/materials/uber-material.js index 0964c9c4..d120ffa1 100755 --- a/js/lib/rdge/materials/uber-material.js +++ b/js/lib/rdge/materials/uber-material.js @@ -33,6 +33,8 @@ var UberMaterial = function UberMaterial() { this._useEnvironmentMap = true; this._useLights = [true, true, true, true]; + this._MAX_LIGHTS = 4; + /////////////////////////////////////////////////////////////////////// // Material Property Accessors /////////////////////////////////////////////////////////////////////// @@ -374,6 +376,18 @@ var UberMaterial = function UberMaterial() { var index = importStr.indexOf( endKey ); index += endKey.length; importStr = importStr.substr( index ); + var pu = new MaterialParser( importStr ); + + var matProps = pu.nextValue( "materialProps: " ); + if (matProps) + { + var ambientColor = Number( pu.nextValue( "ambientColor: " )); this.setProperty( "ambientColor", ambientColor ); + var diffuseColor = Number( pu.nextValue( "diffuseColor: " )); this.setProperty( "diffuseColor", diffuseColor ); + var specularColor = Number( pu.nextValue( "specularColor: " )); this.setProperty( "specularColor", specularColor ); + var specularPower = Number( pu.nextValue( "specularPower: " )); this.setProperty( "specularPower", specularPower ); + } + + var lightProps = pu.nextValue( "theLights" ); } this.export = function() @@ -387,7 +401,7 @@ var UberMaterial = function UberMaterial() { // export the material properties if (typeof caps.material != 'undefined') { - exportStr += "material: true\n"; + exportStr += "materialProps: true\n"; exportStr += "ambientColor: " + caps.material.ambientColor + "\n"; exportStr += "diffuseColor: " + caps.material.diffuseColor + "\n"; exportStr += "specularColor: " + caps.material.specularColor + "\n"; @@ -396,8 +410,9 @@ var UberMaterial = function UberMaterial() { if (typeof caps.lighting != 'undefined') { + exportStr += "lightProps: true\n"; + var light = caps.lighting['light' + i]; - var t; 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. - */ - - -var GeomObj = require("js/lib/geom/geom-obj").GeomObj; -var ShapePrimitive = require("js/lib/geom/shape-primitive").ShapePrimitive; -var MaterialsModel = require("js/models/materials-model").MaterialsModel; -var GLRuntime = require("js/lib/rdge/runtime/GLRuntime").GLRuntime; - -/////////////////////////////////////////////////////////////////////// -// Class ShapeRuntime -// Manages runtime shape display -/////////////////////////////////////////////////////////////////////// -var CanvasDataManager = function CanvasDataManager() -{ - this.loadGLData = function(root, valueArray ) - { - var value = valueArray; - var nWorlds = value.length; - for (var i=0; i= 0) - { - var endIndex = importStr.indexOf( "\n", startIndex ); - if (endIndex > 0) - { - var id = importStr.substring( startIndex+4, endIndex ); - var canvas = this.findCanvasWithID( id, root ); - if (canvas) - { - var rt = new GLRuntime( canvas, importStr ); - } - } - } - } - } - - this.collectGLData = function( elt, dataArray ) - { - if (elt.elementModel && elt.elementModel.shapeModel && elt.elementModel.shapeModel.GLWorld) - { - var data = elt.elementModel.shapeModel.GLWorld.export( true ); - dataArray.push( data ); - } - - if (elt.children) - { - var nKids = elt.children.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 ShapeRuntime +// Manages runtime shape display +/////////////////////////////////////////////////////////////////////// +function CanvasDataManager() +{ + this.loadGLData = function(root, valueArray ) + { + var value = valueArray; + var nWorlds = value.length; + for (var i=0; i= 0) + { + var endIndex = importStr.indexOf( "\n", startIndex ); + if (endIndex > 0) + { + var id = importStr.substring( startIndex+4, endIndex ); + var canvas = this.findCanvasWithID( id, root ); + if (canvas) + { + var rt = new GLRuntime( canvas, importStr ); + } + } + } + } + } + + this.collectGLData = function( elt, dataArray ) + { + if (elt.elementModel && elt.elementModel.shapeModel && elt.elementModel.shapeModel.GLWorld) + { + var data = elt.elementModel.shapeModel.GLWorld.export( true ); + dataArray.push( data ); + } + + if (elt.children) + { + var nKids = elt.children.length; + for (var i=0; i= 0) + { + this._useWebGL = true; + + var rdgeStr = importStr.substr( index+11 ); + var endIndex = rdgeStr.indexOf( "endscene\n" ); + if (endIndex < 0) throw new Error( "ill-formed WebGL data" ); + var len = endIndex - index + 11; + rdgeStr = rdgeStr.substr( 0, endIndex ); + + this.myScene.importJSON( rdgeStr ); + this.importObjects( importStr ); + this.linkMaterials( this._geomRoot ); + this.initMaterials(); + } + else + { + this._context = this._canvas.getContext( "2d" ); + this.importObjects( importStr ); + this.render(); + } + } + + this.init = function() + { + var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), + ctx2 = g_Engine.getContext(); + if (ctx1 != ctx2) console.log( "***** different contexts *****" ); + this.renderer = ctx1.renderer; + + // create a camera, set its perspective, and then point it at the origin + var cam = new camera(); + this._camera = cam; + cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); + cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], vec3.up()); + + // make this camera the active camera + this.renderer.cameraManager().setActiveCamera(cam); + + // change clear color + this.renderer.setClearColor([1.0, 1.0, 1.0, 0.0]); + + // create an empty scene graph + this.myScene = new SceneGraph(); + + // load the scene graph data + this.loadScene(); + + // Add the scene to the engine - necessary if you want the engine to draw for you + var name = "myScene" + this._canvas.getAttribute( "data-RDGE-id" ); + g_Engine.AddScene(name, this.myScene); + + this._initialized = true; + } + + // main code for handling user interaction and updating the scene + this.update = function(dt) + { + if (this._initialized) + { + if (!dt) dt = 0.2; + + dt = 0.01; // use our own internal throttle + this.elapsed += dt; + + // changed the global position uniform of light 0, another way to change behavior of a light + 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)]); + + this.updateMaterials(); + + // now update all the nodes in the scene + this.myScene.update(dt); + } + } + + this.updateMaterials = function() + { + var nMats = this._materials.length; + for (var i=0; i= 0) + { + // update the string to the current object + importStr = importStr.substr( index+7 ); + + // read the next object + var obj = this.importObject( importStr, parent ); + + // determine if we have children + var endIndex = importStr.indexOf( "ENDOBJECT\n" ), + childIndex = importStr.indexOf( "OBJECT\n" ); + if (endIndex < 0) throw new Error( "ill-formed object data" ); + if ((childIndex >= 0) && (childIndex < endIndex)) + { + importStr = importStr.substr( childIndex + 7 ); + importStr = this.importObjects( importStr, obj ); + endIndex = importStr.indexOf( "ENDOBJECT\n" ) + } + + // remove the string for the object(s) just created + importStr = importStr.substr( endIndex ); + + // get the location of the next object + index = importStr.indexOf( "OBJECT\n", endIndex ); + } + + return importStr; + } + + this.importObject = function( objStr, parent ) + { + var type = Number( getPropertyFromString( "type: ", objStr ) ); + + var obj; + switch (type) + { + case 1: + obj = new RuntimeRectangle(); + obj.import( objStr, parent ); + break; + + case 2: // circle + obj = new RuntimeOval(); + obj.import( objStr, parent ); + break; + + case 3: // line + obj = new RuntimeLine(); + obj.import( objStr, parent ); + break; + + default: + throw new Error( "Attempting to load unrecognized object type: " + type ); + break; + } + + if (obj) + this.addObject( obj ); + + return obj; + } + + this.addObject = function( obj, parent ) + { + if (!obj) return; + obj.setWorld( this ); + + if (parent == null) + this._geomRoot = obj; + else + parent.addChild( obj ); + } + + this.linkMaterials = function( obj ) + { + if (!obj) return; + + // get the array of materials from the object + var matArray = obj._materials; + var nMats = matArray.length; + for (var i=0; i= 0); + if (this._useWebGL) + { + var id = canvas.getAttribute( "data-RDGE-id" ); + canvas.rdgeid = id; + g_Engine.registerCanvas(canvas, this); + RDGEStart( canvas ); + } + else + { + this.loadScene(); + } +} + +/////////////////////////////////////////////////////////////////////// +// Class RuntimeGeomObj +// Super class for all geometry classes +/////////////////////////////////////////////////////////////////////// +function RuntimeGeomObj() +{ + /////////////////////////////////////////////////////////////////////// + // Constants + /////////////////////////////////////////////////////////////////////// + this.GEOM_TYPE_RECTANGLE = 1; + this.GEOM_TYPE_CIRCLE = 2; + this.GEOM_TYPE_LINE = 3; + this.GEOM_TYPE_PATH = 4; + this.GEOM_TYPE_CUBIC_BEZIER = 5; + this.GEOM_TYPE_UNDEFINED = -1; + + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + this._children; + + // stroke and fill colors + this._strokeColor = [0,0,0,0]; + this._fillColor = [0,0,0,0]; + + // array of materials + this._materials = []; + + /////////////////////////////////////////////////////////////////////// + // Property accessors + /////////////////////////////////////////////////////////////////////// + + this.geomType = function() { return this.GEOM_TYPE_UNDEFINED; } + + this.setWorld = function(w) { this._world = w; } + this.getWorld = function() { return this._world; } + + /////////////////////////////////////////////////////////////////////// + // Methods + /////////////////////////////////////////////////////////////////////// + this.makeStrokeMaterial = function() + { + } + + this.makeFillMaterial = function() + { + } + + + this.render = function() + { + } + + this.addChild = function( child ) + { + if (!this._children) this._children = []; + this._children.push( child ); + } + + this.import = function() + { + } + + this.importMaterials = function(importStr) + { + var nMaterials = Number( getPropertyFromString( "nMaterials: ", importStr ) ); + for (var i=0; i= 0.001) + { + var scale = len/sum; + rtnVec = []; + for (var i=0; i= 0) + rtnStr = rtnStr.substr(0, index); + + return rtnStr; +} + +/////////////////////////////////////////////////////////////////////// +// Class RuntimeRectangle +/////////////////////////////////////////////////////////////////////// +function RuntimeRectangle() +{ + // inherit the members of RuntimeGeomObj + this.inheritedFrom = RuntimeGeomObj; + this.inheritedFrom(); + + this.import = function( importStr ) + { + this._xOffset = Number( getPropertyFromString( "xoff: ", importStr ) ); + this._yOffset = Number( getPropertyFromString( "yoff: ", importStr ) ); + this._width = Number( getPropertyFromString( "width: ", importStr ) ); + this._height = Number( getPropertyFromString( "height: ", importStr ) ); + this._strokeWidth = Number( getPropertyFromString( "strokeWidth: ", importStr ) ); + this._innerRadius = Number( getPropertyFromString( "innerRadius: ", importStr ) ); + this._strokeStyle = Number( getPropertyFromString( "strokeStyle: ", importStr ) ); + var strokeMaterialName = getPropertyFromString( "strokeMat: ", importStr ); + var fillMaterialName = getPropertyFromString( "fillMat: ", importStr ); + this._strokeStyle = getPropertyFromString( "strokeStyle: ", importStr ); + this._fillColor = eval( "[" + getPropertyFromString( "fillColor: ", importStr ) + "]" ); + this._strokeColor = eval( "[" + getPropertyFromString( "strokeColor: ", importStr ) + "]" ); + this._tlRadius = Number( getPropertyFromString( "tlRadius: ", importStr ) ); + this._trRadius = Number( getPropertyFromString( "trRadius: ", importStr ) ); + this._blRadius = Number( getPropertyFromString( "blRadius: ", importStr ) ); + this._brRadius = Number( getPropertyFromString( "brRadius: ", importStr ) ); + + this.importMaterials( importStr ); + } + + this.renderPath = function( inset, ctx ) + { + // various declarations + var pt, rad, ctr, startPt, bPts; + var width = Math.round(this._width), + height = Math.round(this._height); + + pt = [inset, inset]; // top left corner + + var tlRad = this._tlRadius; //top-left radius + var trRad = this._trRadius; + var blRad = this._blRadius; + var brRad = this._brRadius; + + if ((tlRad <= 0) && (blRad <= 0) && (brRad <= 0) && (trRad <= 0)) + { + ctx.rect(pt[0], pt[1], width - 2*inset, height - 2*inset); + } + else + { + // get the top left point + rad = tlRad - inset; + if (rad < 0) rad = 0; + pt[1] += rad; + if (Math.abs(rad) < 0.001) pt[1] = inset; + ctx.moveTo( pt[0], pt[1] ); + + // get the bottom left point + pt = [inset, height - inset]; + rad = blRad - inset; + if (rad < 0) rad = 0; + pt[1] -= rad; + ctx.lineTo( pt[0], pt[1] ); + + // get the bottom left curve + if (rad > 0.001) + ctx.quadraticCurveTo( inset, height-inset, inset+rad, height-inset ); + + // do the bottom of the rectangle + pt = [width - inset, height - inset]; + rad = brRad - inset; + if (rad < 0) rad = 0; + pt[0] -= rad; + ctx.lineTo( pt[0], pt[1] ); + + // get the bottom right arc + if (rad > 0.001) + ctx.quadraticCurveTo( width-inset, height-inset, width-inset, height-inset-rad ); + + // get the right of the rectangle + pt = [width - inset, inset]; + rad = trRad - inset; + if (rad < 0) rad = 0; + pt[1] += rad; + ctx.lineTo( pt[0], pt[1] ); + + // do the top right corner + if (rad > 0.001) + ctx.quadraticCurveTo( width-inset, inset, width-inset-rad, inset ); + + // do the top of the rectangle + pt = [inset, inset] + rad = tlRad - inset; + if (rad < 0) rad = 0; + pt[0] += rad; + ctx.lineTo( pt[0], pt[1] ); + + // do the top left corner + if (rad > 0.001) + ctx.quadraticCurveTo( inset, inset, inset, inset+rad ); + else + ctx.lineTo( inset, 2*inset ); + } + } + + this.render = function() + { + // get the world + var world = this.getWorld(); + if (!world) throw( "null world in rectangle render" ); + + // get the context + var ctx = world.get2DContext(); + if (!ctx) return; + + // get some dimensions + var lw = this._strokeWidth; + var w = world.getViewportWidth(), + h = world.getViewportHeight(); + + // render the fill + ctx.beginPath(); + if (this._fillColor) + { + var c = "rgba(" + 255*this._fillColor[0] + "," + 255*this._fillColor[1] + "," + 255*this._fillColor[2] + "," + this._fillColor[3] + ")"; + ctx.fillStyle = c; + + ctx.lineWidth = lw; + var inset = Math.ceil( lw ) + 0.5; + this.renderPath( inset, ctx ); + ctx.fill(); + ctx.closePath(); + } + + // render the stroke + ctx.beginPath(); + if (this._strokeColor) + { + var c = "rgba(" + 255*this._strokeColor[0] + "," + 255*this._strokeColor[1] + "," + 255*this._strokeColor[2] + "," + this._strokeColor[3] + ")"; + ctx.strokeStyle = c; + + ctx.lineWidth = lw; + var inset = Math.ceil( 0.5*lw ) + 0.5; + this.renderPath( inset, ctx ); + ctx.stroke(); + ctx.closePath(); + } + } +} + +/////////////////////////////////////////////////////////////////////// +// Class RuntimeOval +/////////////////////////////////////////////////////////////////////// +function RuntimeOval() +{ + // inherit the members of RuntimeGeomObj + this.inheritedFrom = RuntimeGeomObj; + this.inheritedFrom(); + + this.import = function( importStr ) + { + this._xOffset = Number( getPropertyFromString( "xoff: ", importStr ) ); + this._yOffset = Number( getPropertyFromString( "yoff: ", importStr ) ); + this._width = Number( getPropertyFromString( "width: ", importStr ) ); + this._height = Number( getPropertyFromString( "height: ", importStr ) ); + this._strokeWidth = Number( getPropertyFromString( "strokeWidth: ", importStr ) ); + this._innerRadius = Number( getPropertyFromString( "innerRadius: ", importStr ) ); + this._strokeStyle = getPropertyFromString( "strokeStyle: ", importStr ); + var strokeMaterialName = getPropertyFromString( "strokeMat: ", importStr ); + var fillMaterialName = getPropertyFromString( "fillMat: ", importStr ); + this._fillColor = eval( "[" + getPropertyFromString( "fillColor: ", importStr ) + "]" ); + this._strokeColor = eval( "[" + getPropertyFromString( "strokeColor: ", importStr ) + "]" ); + + this.importMaterials( importStr ); + } + + this.render = function() + { + // get the world + var world = this.getWorld(); + if (!world) throw( "null world in buildBuffers" ); + + // get the context + var ctx = world.get2DContext(); + if (!ctx) return; + + // declare some variables + var p0, p1; + var x0, y1, x1, y1; + + // create the matrix + var lineWidth = this._strokeWidth; + var innerRad = this._innerRadius; + var xScale = 0.5*this._width - lineWidth, + yScale = 0.5*this._height - lineWidth; + + // translate + var xCtr = 0.5*world.getViewportWidth() + this._xOffset, + yCtr = 0.5*world.getViewportHeight() + this._yOffset; + var mat = Matrix.create( [ + [ xScale, 0.0, 0.0, xCtr], + [ 0.0, yScale, 0.0, yCtr], + [ 0.0, 0.0, 1.0, 0.0], + [ 0.0, 0.0, 0.0, 1.0] + ] ); + + // get a bezier representation of the circle + var bezPts = this.circularArcToBezier( [0,0,0], [1,0,0], 2.0*Math.PI ); + if (bezPts) + { + var n = bezPts.length; + + // set up the fill style + ctx.beginPath(); + ctx.lineWidth = 0; + if (this._fillColor) + { + var c = "rgba(" + 255*this._fillColor[0] + "," + 255*this._fillColor[1] + "," + 255*this._fillColor[2] + "," + this._fillColor[3] + ")"; + ctx.fillStyle = c; + + // draw the fill + ctx.beginPath(); + var p = this.transformPoint( bezPts[0], mat ); + ctx.moveTo( p[0], p[1] ); + var index = 1; + while (index < n) + { + p0 = this.transformPoint( bezPts[index], mat ); + p1 = this.transformPoint( bezPts[index+1], mat ); + + x0 = p0[0]; y0 = p0[1]; + x1 = p1[0]; y1 = p1[1]; + ctx.quadraticCurveTo( x0, y0, x1, y1 ); + index += 2; + } + + if ( innerRad > 0.001) + { + xScale = 0.5*innerRad*this._width; + yScale = 0.5*innerRad*this._height; + mat[0] = xScale; + mat[5] = yScale; + + // get the bezier points + var bezPts = this.circularArcToBezier( Vector.create([0,0,0]), Vector.create([1,0,0]), -2.0*Math.PI ); + if (bezPts) + { + var n = bezPts.length; + p = this.transformPoint( bezPts[0], mat ); + ctx.moveTo( p[0], p[1] ); + index = 1; + while (index < n) + { + p0 = this.transformPoint( bezPts[index], mat ); + p1 = this.transformPoint( bezPts[index+1], mat ); + + var x0 = p0[0], y0 = p0[1], + x1 = p1[0], y1 = p1[1]; + ctx.quadraticCurveTo( x0, y0, x1, y1 ); + index += 2; + } + } + } + + // fill the path + ctx.fill(); + } + + // calculate the stroke matrix + xScale = 0.5*this._width - 0.5*lineWidth; + yScale = 0.5*this._height - 0.5*lineWidth; + mat[0] = xScale; + mat[5] = yScale; + + // set up the stroke style + ctx.beginPath(); + ctx.lineWidth = lineWidth; + if (this._strokeColor) + { + var c = "rgba(" + 255*this._strokeColor[0] + "," + 255*this._strokeColor[1] + "," + 255*this._strokeColor[2] + "," + this._strokeColor[3] + ")"; + ctx.strokeStyle = c; + + // draw the stroke + p = this.transformPoint( bezPts[0], mat ); + ctx.moveTo( p[0], p[1] ); + index = 1; + while (index < n) + { + var p0 = this.transformPoint( bezPts[index], mat ); + var p1 = this.transformPoint( bezPts[index+1], mat ); + + var x0 = p0[0], y0 = p0[1], + x1 = p1[0], y1 = p1[1]; + ctx.quadraticCurveTo( x0, y0, x1, y1 ); + index += 2; + } + + if (innerRad > 0.01) + { + // calculate the stroke matrix + xScale = 0.5*innerRad*this._width - 0.5*lineWidth; + yScale = 0.5*innerRad*this._height - 0.5*lineWidth; + mat[0] = xScale; + mat[5] = yScale; + + // draw the stroke + p = this.transformPoint( bezPts[0], mat ); + ctx.moveTo( p[0], p[1] ); + index = 1; + while (index < n) + { + var p0 = this.transformPoint( bezPts[index], mat ); + var p1 = this.transformPoint( bezPts[index+1], mat ); + + var x0 = p0[0], y0 = p0[1], + x1 = p1[0], y1 = p1[1]; + ctx.quadraticCurveTo( x0, y0, x1, y1 ); + index += 2; + } + } + + // render the stroke + ctx.stroke(); + } + } + } + + /////////////////////////////////////////////////////////////////////// + // this function returns the quadratic Bezier approximation to the specified + // circular arc. The input can be 2D or 3D, determined by the minimum dimension + // of the center and start point. + // includedAngle is in radians, can be positiveor negative + this.circularArcToBezier= function( ctr_, startPt_, includedAngle ) + { + var dimen = 3; + var ctr = ctr_.slice(); + var startPt = startPt_.slice(); + + // make sure the start point is good + var pt = this.vecSubtract(dimen, startPt, ctr); + var rad = this.vecMag(dimen, pt); + + if ((dimen != 3) || (rad <= 0) || (includedAngle === 0)) + { + if (dimen != 3) console.log( "circularArcToBezier works for 3 dimensional points only. Was " + dimen ); + return [ startPt.slice(0), startPt.slice(0), startPt.slice(0) ]; + } + + // determine the number of segments. 45 degree span maximum. + var nSegs = Math.ceil( Math.abs(includedAngle)/(0.25*Math.PI) ); + if (nSegs <= 0) return [ startPt.slice(0), startPt.slice(0), startPt.slice(0) ]; + var dAngle = includedAngle/nSegs; + + // determine the length of the center control point from the circle center + var cs = Math.cos( 0.5*Math.abs(dAngle) ), sn = Math.sin( 0.5*Math.abs(dAngle) ); + var c = rad*sn; + var h = c*sn/cs; + var d = rad*cs + h; + + var rtnPts = [ this.vecAdd(dimen, pt, ctr) ]; + var rotMat = Matrix.RotationZ( dAngle ); + for ( var i=0; i= 0) + rtnStr = rtnStr.substr(0, index); + + return rtnStr; + } + +} + +function RuntimeFlatMaterial() +{ + // inherit the members of RuntimeMaterial + this.inheritedFrom = RuntimeMaterial; + this.inheritedFrom(); + + this._name = "FlatMaterial"; + this._shaderName = "flat"; + + // assign a default color + this._color = [1,0,0,1]; + + this.import = function( importStr ) + { + var colorStr = this.getPropertyFromString( "color: ", importStr ); + if (colorStr) + this._color = eval( "[" + colorStr + "]" ); + }; + + + this.init = function() + { + if (this._shader) + { + this._shader.colorMe["color"].set( this._color ); + } + } +} + +function RuntimePulseMaterial() +{ + // inherit the members of RuntimeMaterial + this.inheritedFrom = RuntimeMaterial; + this.inheritedFrom(); + + this._name = "PulseMaterial"; + this._shaderName = "pulse"; + + this._texMap = 'assets/images/cubelight.png'; + + this.isAnimated = function() { return true; } + + + this.import = function( importStr ) + { + this._texMap = this.getPropertyFromString( "texture: ", importStr ); + } + + this.init = function() + { + var material = this._materialNode; + if (material) + { + var technique = material.shaderProgram.default; + var renderer = g_Engine.getContext().renderer; + if (renderer && technique) + { + if (this._shader && this._shader.default) + { + var res = [ renderer.vpWidth, renderer.vpHeight ]; + technique.u_resolution.set( res ); + + var wrap = 'REPEAT', mips = true; + var tex = renderer.getTextureByName(this._texMap, wrap, mips ); + if (tex) + technique.u_tex0.set( tex ); + + this._shader.default.u_time.set( [this._time] ); + } + } + } + } + + // several materials inherit from pulse. + // they may share this update method + this.update = function( time ) + { + var material = this._materialNode; + if (material) + { + var technique = material.shaderProgram.default; + var renderer = g_Engine.getContext().renderer; + if (renderer && technique) + { + if (this._shader && this._shader.default) + this._shader.default.u_time.set( [this._time] ); + this._time += this._dTime; + if (this._time > 200.0) this._time = 0.0; + } + } + } +} + +function RuntimeRadialGradientMaterial() +{ + // inherit the members of RuntimeMaterial + this.inheritedFrom = RuntimeMaterial; + this.inheritedFrom(); + + this._name = "RadialGradientMaterial"; + this._shaderName = "radialGradient"; + + // setup default values + this._color1 = [1,0,0,1]; this._colorStop1 = 0.0; + this._color2 = [0,1,0,1]; this._colorStop2 = 0.3; + this._color3 = [0,1,0,1]; this._colorStop3 = 0.6; + this._color4 = [0,1,0,1]; this._colorStop4 = 1.0; + + this.init = function() + { + var material = this._materialNode; + if (material) + { + var technique = material.shaderProgram.default; + var renderer = g_Engine.getContext().renderer; + if (renderer && technique) + { + if (this._shader && this._shader.default) + { + this._shader.default.u_color1.set( this._color1 ); + this._shader.default.u_color2.set( this._color2 ); + this._shader.default.u_color3.set( this._color3 ); + this._shader.default.u_color4.set( this._color4 ); + + this._shader.default.u_colorStop1.set( [this._colorStop1] ); + this._shader.default.u_colorStop2.set( [this._colorStop2] ); + this._shader.default.u_colorStop3.set( [this._colorStop3] ); + this._shader.default.u_colorStop4.set( [this._colorStop4] ); + + if (this._angle !== undefined) + this._shader.default.u_cos_sin_angle.set([Math.cos(this._angle), Math.sin(this._angle)]); + } + } + } + } + + this.import = function( importStr ) + { + var colorStr; + colorStr = this.getPropertyFromString( "color1: ", importStr ); + this._color1 = eval( "[" + colorStr + "]" ); + colorStr = this.getPropertyFromString( "color2: ", importStr ); + this._color2 = eval( "[" + colorStr + "]" ); + colorStr = this.getPropertyFromString( "color3: ", importStr ); + this._color3 = eval( "[" + colorStr + "]" ); + colorStr = this.getPropertyFromString( "color4: ", importStr ); + this._color4 = eval( "[" + colorStr + "]" ); + + this._colorStop1 = Number( this.getPropertyFromString( "colorStop1: ", importStr ) ); + this._colorStop2 = Number( this.getPropertyFromString( "colorStop2: ", importStr ) ); + this._colorStop3 = Number( this.getPropertyFromString( "colorStop3: ", importStr ) ); + this._colorStop4 = Number( this.getPropertyFromString( "colorStop4: ", importStr ) ); + + if (this._angle !== undefined) + this._angle = this.getPropertyFromString( "angle: ", importStr ); + } + +} + +function RuntimeLinearGradientMaterial() +{ + // inherit the members of RuntimeMaterial + this.inheritedFrom = RuntimeRadialGradientMaterial; + this.inheritedFrom(); + + this._name = "LinearGradientMaterial"; + this._shaderName = "linearGradient"; + + // the only difference between linear & radial gradient is the existance of an angle for linear. + this._angle = 0.0; +} + +function RuntimeBumpMetalMaterial() +{ + // inherit the members of RuntimeMaterial + this.inheritedFrom = RuntimeMaterial; + this.inheritedFrom(); + + this._name = "BumpMetalMaterial"; + this._shaderName = "bumpMetal"; + + this._lightDiff = [0.3, 0.3, 0.3, 1.0]; + this._diffuseTexture = "assets/images/metal.png"; + this._specularTexture = "assets/images/silver.png"; + this._normalTexture = "assets/images/normalMap.png"; + + this.import = function( importStr ) + { + this._lightDiff = eval( "[" + this.getPropertyFromString( "lightDiff: ", importStr ) + "]" ); + this._diffuseTexture = this.getPropertyFromString( "diffuseTexture: ", importStr ); + this._specularTexture = this.getPropertyFromString( "specularTexture: ", importStr ); + this._normalTexture = this.getPropertyFromString( "normalMap: ", importStr ); + } + + this.init = function() + { + var material = this._materialNode; + if (material) + { + var technique = material.shaderProgram.default; + var renderer = g_Engine.getContext().renderer; + if (renderer && technique) + { + if (this._shader && this._shader.default) + { + technique.u_light0Diff.set( this._lightDiff ); + + var tex; + var wrap = 'REPEAT', mips = true; + if (this._diffuseTexture) + { + tex = renderer.getTextureByName(this._diffuseTexture, wrap, mips ); + if (tex) technique.u_colMap.set( tex ); + + } + if (this._normalTexture) + { + tex = renderer.getTextureByName(this._normalTexture, wrap, mips ); + if (tex) technique.u_normalMap.set( tex ); + } + if (this._specularTexture) + { + tex = renderer.getTextureByName(this._specularTexture, wrap, mips ); + technique.u_glowMap.set( tex ); + } + } + } + } + } +} + +function RuntimeUberMaterial() +{ +} + +function RuntimePlasmaMaterial() +{ + // inherit the members of RuntimeMaterial + this.inheritedFrom = RuntimeMaterial; + this.inheritedFrom(); + + this.init = function( ) + { + this.update(); + } + + this.update = function( time ) + { + var material = this._materialNode; + if (material) + { + var technique = material.shaderProgram.default; + var renderer = g_Engine.getContext().renderer; + if (renderer && technique) + { + if (this._shader && this._shader.default) + this._shader.default.u_time.set( [this._time] ); + this._time += this._dTime; + if (this._time > 200.0) this._time = 0.0; + } + } + } +} \ No newline at end of file diff --git a/js/lib/rdge/runtime/GLRuntime.js b/js/lib/rdge/runtime/GLRuntime.js deleted file mode 100644 index a4da8549..00000000 --- a/js/lib/rdge/runtime/GLRuntime.js +++ /dev/null @@ -1,357 +0,0 @@ -/* -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 GeomObj = require("js/lib/geom/geom-obj").GeomObj, - RuntimeGeomObj = require("js/lib/rdge/runtime/RuntimeGeomObj"), - RuntimeRectangle = RuntimeGeomObj.RuntimeRectangle, - RuntimeOval = RuntimeGeomObj.RuntimeOval, - getPropertyFromString = require("js/lib/rdge/runtime/RuntimeGeomObj").getPropertyFromString; - -/////////////////////////////////////////////////////////////////////// -// Class GLRuntime -// Manages runtime fora WebGL canvas -/////////////////////////////////////////////////////////////////////// -var GLRuntime = function GLRuntime( canvas, importStr ) -{ - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._canvas = canvas; - this._context = null; - this._importStr = importStr; - - this.renderer = null; - this.myScene = null; - this.light = null; - this.light2 = null; - this._rootNode = null; - - this._firstRender = true; - this._initialized = false; - - this._useWebGL = false; - - // view parameters - this._fov = 45.0; - this._zNear = 0.1; - this._zFar = 100.0; - this._viewDist = 5.0; - - this._aspect = canvas.width/canvas.height; - - this._geomRoot; - - // all "live" materials - this._materials = []; - - /////////////////////////////////////////////////////////////////////// - // accessors - /////////////////////////////////////////////////////////////////////// - this.getZNear = function() { return this._zNear; } - this.getZFar = function() { return this._zFar; } - this.getFOV = function() { return this._fov; } - this.getAspect = function() { return this._aspect; } - this.getViewDistance = function() { return this._viewDist; } - - this.get2DContext = function() { return this._context; } - - this.getViewportWidth = function() { return this._canvas.width; } - this.getViewportHeight = function() { return this._canvas.height; } - - /////////////////////////////////////////////////////////////////////// - // accessors - /////////////////////////////////////////////////////////////////////// - this.loadScene = function() - { - // parse the data - // the GL runtime must start with a "sceneData: " - var index = importStr.indexOf( "scenedata: " ); - if (index >= 0) - { - this._useWebGL = true; - - var rdgeStr = importStr.substr( index+11 ); - var endIndex = rdgeStr.indexOf( "endscene\n" ); - if (endIndex < 0) throw new Error( "ill-formed WebGL data" ); - var len = endIndex - index + 11; - rdgeStr = rdgeStr.substr( 0, endIndex ); - - this.myScene.importJSON( rdgeStr ); - this.importObjects( importStr ); - this.linkMaterials( this._geomRoot ); - this.initMaterials(); - } - else - { - this._context = this._canvas.getContext( "2d" ); - this.importObjects( importStr ); - this.render(); - } - } - - this.init = function() - { - var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), - ctx2 = g_Engine.getContext(); - if (ctx1 != ctx2) console.log( "***** different contexts *****" ); - this.renderer = ctx1.renderer; - - // create a camera, set its perspective, and then point it at the origin - var cam = new camera(); - this._camera = cam; - cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); - cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], vec3.up()); - - // make this camera the active camera - this.renderer.cameraManager().setActiveCamera(cam); - - // change clear color - this.renderer.setClearColor([1.0, 1.0, 1.0, 0.0]); - - // create an empty scene graph - this.myScene = new SceneGraph(); - - // load the scene graph data - this.loadScene(); - - // Add the scene to the engine - necessary if you want the engine to draw for you - var name = "myScene" + this._canvas.getAttribute( "data-RDGE-id" ); - g_Engine.AddScene(name, this.myScene); - - this._initialized = true; - } - - // main code for handling user interaction and updating the scene - this.update = function(dt) - { - if (this._initialized) - { - if (!dt) dt = 0.2; - - dt = 0.01; // use our own internal throttle - this.elapsed += dt; - - // changed the global position uniform of light 0, another way to change behavior of a light - 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)]); - - this.updateMaterials(); - - // now update all the nodes in the scene - this.myScene.update(dt); - } - } - - this.updateMaterials = function() - { - var nMats = this._materials.length; - for (var i=0; i= 0) - { - // update the string to the current object - importStr = importStr.substr( index+7 ); - - // read the next object - var obj = this.importObject( importStr, parent ); - - // determine if we have children - var endIndex = importStr.indexOf( "ENDOBJECT\n" ), - childIndex = importStr.indexOf( "OBJECT\n" ); - if (endIndex < 0) throw new Error( "ill-formed object data" ); - if ((childIndex >= 0) && (childIndex < endIndex)) - { - importStr = importStr.substr( childIndex + 7 ); - importStr = this.importObjects( importStr, obj ); - endIndex = importStr.indexOf( "ENDOBJECT\n" ) - } - - // remove the string for the object(s) just created - importStr = importStr.substr( endIndex ); - - // get the location of the next object - index = importStr.indexOf( "OBJECT\n", endIndex ); - } - - return importStr; - } - - this.importObject = function( objStr, parent ) - { - var type = Number( getPropertyFromString( "type: ", objStr ) ); -