/*
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.
*/
// namespace for the Ninja Canvas Runtime
var NinjaCvsRt = NinjaCvsRt || {};
///////////////////////////////////////////////////////////////////////
//Loading webGL/canvas data
NinjaCvsRt.initWebGl = function (rootElement, directory) {
var cvsDataMngr, ninjaWebGlData = JSON.parse((document.querySelectorAll(['script[data-ninja-webgl]'])[0].innerHTML.replace('(', '')).replace(')', ''));
if (ninjaWebGlData && ninjaWebGlData.data) {
for (var n=0; ninjaWebGlData.data[n]; n++) {
ninjaWebGlData.data[n] = unescape(ninjaWebGlData.data[n]);
}
}
//Creating data manager
cvsDataMngr = new NinjaCvsRt.CanvasDataManager();
//Loading data to canvas(es)
cvsDataMngr.loadGLData(rootElement, ninjaWebGlData.data, directory);
};
///////////////////////////////////////////////////////////////////////
// Class ShapeRuntime
// Manages runtime shape display
///////////////////////////////////////////////////////////////////////
NinjaCvsRt.CanvasDataManager = function ()
{
this.loadGLData = function(root, valueArray, assetPath )
{
if (assetPath)
this._assetPath = assetPath.slice();
var value = valueArray;
var nWorlds = value.length;
for (var i=0; i= 0.001)
{
var scale = len/sum;
rtnVec = [];
for (i = 0; i 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();
var c = null, inset = 0;
if (this._fillColor)
{
c = "rgba(" + 255*this._fillColor[0] + "," + 255*this._fillColor[1] + "," + 255*this._fillColor[2] + "," + this._fillColor[3] + ")";
ctx.fillStyle = c;
ctx.lineWidth = lw;
inset = Math.ceil( lw ) + 0.5;
this.renderPath( inset, ctx );
ctx.fill();
ctx.closePath();
}
// render the stroke
ctx.beginPath();
if (this._strokeColor)
{
c = "rgba(" + 255*this._strokeColor[0] + "," + 255*this._strokeColor[1] + "," + 255*this._strokeColor[2] + "," + this._strokeColor[3] + ")";
ctx.strokeStyle = c;
ctx.lineWidth = lw;
inset = Math.ceil( 0.5*lw ) + 0.5;
this.renderPath( inset, ctx );
ctx.stroke();
ctx.closePath();
}
};
};
///////////////////////////////////////////////////////////////////////
// Class RuntimeLine
///////////////////////////////////////////////////////////////////////
NinjaCvsRt.RuntimeLine = function ()
{
this.inheritedFrom = NinjaCvsRt.RuntimeGeomObj;
this.inheritedFrom();
this.importJSON = function( jObj )
{
this._xOffset = jObj.xoff;
this._yOffset = jObj.yoff;
this._width = jObj.width;
this._height = jObj.height;
this._xAdj = jObj.xAdj;
this._yAdj = jObj.yAdj;
this._strokeWidth = jObj.strokeWidth;
this._slope = jObj.slope;
this._strokeStyle = jObj.strokeStyle;
this._strokeColor = jObj.strokeColor;
var strokeMaterialName = jObj.strokeMat;
this.importMaterials( jObj.materials );
};
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;
// set up the stroke style
var lineWidth = this._strokeWidth,
w = this._width,
h = this._height;
var c,
gradient,
colors,
len,
n,
position,
cs;
ctx.beginPath();
ctx.lineWidth = lineWidth;
if (this._strokeColor) {
if(this._strokeColor.gradientMode) {
if(this._strokeColor.gradientMode === "radial") {
gradient = ctx.createRadialGradient(w/2, h/2, 0, w/2, h/2, Math.max(w/2, h/2));
} else {
gradient = ctx.createLinearGradient(0, h/2, w, h/2);
}
colors = this._strokeColor.color;
len = colors.length;
for(n=0; n 0) {
p0 = [this._xAdj, this._yAdj];
p1 = [w - this._xAdj, h - this._yAdj];
} else {
p0 = [this._xAdj, h - this._yAdj];
p1 = [w - this._xAdj, this._yAdj];
}
// draw the line
ctx.moveTo( p0[0], p0[1] );
ctx.lineTo( p1[0], p1[1] );
ctx.stroke();
}
};
};
///////////////////////////////////////////////////////////////////////
// Class RuntimeOval
///////////////////////////////////////////////////////////////////////
NinjaCvsRt.RuntimeOval = function ()
{
// inherit the members of NinjaCvsRt.RuntimeGeomObj
this.inheritedFrom = NinjaCvsRt.RuntimeGeomObj;
this.inheritedFrom();
this.importJSON = function( jObj )
{
this._xOffset = jObj.xoff;
this._yOffset = jObj.yoff;
this._width = jObj.width;
this._height = jObj.height;
this._strokeWidth = jObj.strokeWidth;
this._strokeColor = jObj.strokeColor;
this._fillColor = jObj.fillColor;
this._innerRadius = jObj.innerRadius;
this._strokeStyle = jObj.strokeStyle;
var strokeMaterialName = jObj.strokeMat;
var fillMaterialName = jObj.fillMat;
this.importMaterials( jObj.materials );
};
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, y0, 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 = this.MatrixIdentity( 4 );
mat[0] = xScale; mat[12] = xCtr;
mat[5] = yScale; mat[13] = yCtr;
/*
var mat = [
[ 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;
var c;
if (this._fillColor)
{
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 bezPtsInside = this.circularArcToBezier( Vector.create([0,0,0]), Vector.create([1,0,0]), -2.0*Math.PI );
if (bezPtsInside)
{
n = bezPtsInside.length;
p = this.transformPoint( bezPtsInside[0], mat );
ctx.moveTo( p[0], p[1] );
index = 1;
while (index < n)
{
p0 = this.transformPoint( bezPtsInside[index], mat );
p1 = this.transformPoint( bezPtsInside[index+1], mat );
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)
{
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)
{
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 > 0.01)
{
// 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)
{
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;
}
}
// 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 = this.MatrixRotationZ( dAngle );
for ( var i=0; i 200.0) this._time = 0.0;
}
}
};
};
NinjaCvsRt.RuntimeRadialGradientMaterial = function ()
{
// inherit the members of NinjaCvsRt.RuntimeMaterial
this.inheritedFrom = NinjaCvsRt.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 = RDGE.globals.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.importJSON = function( jObj )
{
this._color1 = jObj.color1,
this._color2 = jObj.color2,
this._color3 = jObj.color3,
this._color4 = jObj.color4,
this._colorStop1 = jObj.colorStop1,
this._colorStop2 = jObj.colorStop2,
this._colorStop3 = jObj.colorStop3,
this._colorStop4 = jObj.colorStop4;
if (this._angle !== undefined)
this._angle = jObj.angle;
};
};
NinjaCvsRt.RuntimeLinearGradientMaterial = function ()
{
// inherit the members of NinjaCvsRt.RuntimeMaterial
this.inheritedFrom = NinjaCvsRt.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;
};
NinjaCvsRt.RuntimeBumpMetalMaterial = function ()
{
// inherit the members of NinjaCvsRt.RuntimeMaterial
this.inheritedFrom = NinjaCvsRt.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.importJSON = function( jObj )
{
this._lightDiff = jObj.lightDiff;
this._diffuseTexture = jObj.diffuseTexture;
this._specularTexture = jObj.specularTexture;
this._normalTexture = jObj.normalMap;
};
this.init = function( world )
{
var material = this._materialNode;
if (material)
{
var technique = material.shaderProgram.default;
var renderer = RDGE.globals.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 );
}
}
}
}
};
};
NinjaCvsRt.RuntimeUberMaterial = function ()
{
// inherit the members of NinjaCvsRt.RuntimeMaterial
this.inheritedFrom = NinjaCvsRt.RuntimeMaterial;
this.inheritedFrom();
this._MAX_LIGHTS = 4;
this.init = function( )
{
var material = this._materialNode;
if (material)
{
var technique = material.shaderProgram.defaultTechnique;
var renderer = RDGE.globals.engine.getContext().renderer;
if (renderer && technique)
{
if (this._shader && this._shader.defaultTechnique)
{
if (this._ambientColor && technique.u_ambientColor) technique.u_ambientColor.set(this._ambientColor );
if (this._diffuseColor && technique.u_diffuseColor ) technique.u_diffuseColor.set(this._diffuseColor );
if (this._specularColor && technique.u_specularColor) technique.u_specularColor.set(this._specularColor);
if (this._specularPower && technique.u_specularPower) technique.u_specularPower.set([this._specularPower]);
if (this._lights)
{
for(var i = 0; i < 4; ++i)
{
var light = this._lights[i];
if (light)
{
if(light.type == 'directional')
{
technique['u_light'+i+'Dir'].set( light.direction || [ 0, 0, 1 ]);
}
else if(light.type == 'spot')
{
technique['u_light'+i+'Atten'].set(light.attenuation || [ 1,0,0 ]);
technique['u_light'+i+'Pos'].set(light.position || [ 0, 0, 0 ]);
technique['u_light'+i+'Spot'].set([ Math.cos( ( light.spotInnerCutoff || 45.0 ) * deg2Rad ),
Math.cos( ( light.spotOuterCutoff || 90.0 ) * deg2Rad )]);
}
else
{
technique['u_light'+i+'Pos'].set(light.position || [ 0, 0, 0 ]);
technique['u_light'+i+'Atten'].set(light.attenuation || [ 1,0,0 ]);
}
// set the common light properties
technique['u_light'+i+'Color'].set(light.diffuseColor || [ 1,1,1,1 ]);
technique['u_light'+i+'Specular'].set(light.specularColor || [ 1, 1, 1, 1 ]);
}
}
}
// currently not exported
var uvTransform = [ 2.0, 0, 0, 0, 0, 2.0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 1];
technique.u_uvMatrix.set(uvTransform);
var tex = null;
if (this._diffuseMap)
{
tex = renderer.getTextureByName(this._diffuseMap, 'REPEAT');
technique.s_diffuseMap.set( tex );
}
if (this._normalMap)
{
tex = renderer.getTextureByName(this._normalMap, 'REPEAT');
technique.s_normalMap.set( tex );
}
if (this._specularMap)
{
tex = renderer.getTextureByName(this._specularMap, 'REPEAT');
technique.s_specMap.set( tex );
}
if(this._environmentMap)
{
tex = renderer.getTextureByName(this._environmentMap, 'CLAMP');
technique.s_envMap.set( tex );
if (this._environmentAmount)
technique.u_envReflection.set([ this._environmentAmount ] );
}
}
}
}
};
this.update = function( time )
{
};
this.importJSON = function( jObj )
{
if (jObj.materialProps)
{
this._ambientColor = jObj.materialProps.ambientColor;
this._diffuseColor = jObj.materialProps.diffuseColor;
this._specularColor = jObj.materialProps.specularColor;
this._specularPower = jObj.materialProps.specularPower;
}
var lightArray = jObj.lights;
if (lightArray)
{
this._lights = [];
for (var i=0; i 200.0) this._time = 0.0;
}
}
};
};