jax 0.0.0.1
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- data/.gitignore +12 -0
- data/.gitmodules +3 -0
- data/.rvmrc +7 -0
- data/Gemfile +4 -0
- data/README.rdoc +32 -0
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- data/src/jax/webgl/camera.js +526 -0
- data/src/jax/webgl/core.js +6 -0
- data/src/jax/webgl/core/buffer.js +161 -0
- data/src/jax/webgl/core/edge.js +6 -0
- data/src/jax/webgl/core/events.js +25 -0
- data/src/jax/webgl/core/face.js +8 -0
- data/src/jax/webgl/core/framebuffer.js +206 -0
- data/src/jax/webgl/material.js +375 -0
- data/src/jax/webgl/mesh.js +412 -0
- data/src/jax/webgl/scene.js +11 -0
- data/src/jax/webgl/scene/frustum.js +260 -0
- data/src/jax/webgl/scene/light_manager.js +112 -0
- data/src/jax/webgl/scene/light_source.js +248 -0
- data/src/jax/webgl/shader.js +282 -0
- data/src/jax/webgl/shader/delegator.js +13 -0
- data/src/jax/webgl/shader/delegator/attribute.js +53 -0
- data/src/jax/webgl/shader/delegator/uniform.js +71 -0
- data/src/jax/webgl/shader/manifest.js +64 -0
- data/src/jax/webgl/shader/program.js +140 -0
- data/src/jax/webgl/shader_chain.js +256 -0
- data/src/jax/webgl/texture.js +312 -0
- data/src/jax/webgl/world.js +119 -0
- data/vendor/ejs/.svn/all-wcprops +17 -0
- data/vendor/ejs/.svn/entries +114 -0
- data/vendor/ejs/.svn/text-base/Eratta.txt.svn-base +3 -0
- data/vendor/ejs/.svn/text-base/license.txt.svn-base +21 -0
- data/vendor/ejs/Eratta.txt +3 -0
- data/vendor/ejs/example/.svn/all-wcprops +29 -0
- data/vendor/ejs/example/.svn/entries +164 -0
- data/vendor/ejs/example/.svn/prop-base/ejs.gif.svn-base +5 -0
- data/vendor/ejs/example/.svn/text-base/demo.html.svn-base +54 -0
- data/vendor/ejs/example/.svn/text-base/ejs.gif.svn-base +0 -0
- data/vendor/ejs/example/.svn/text-base/example.css.svn-base +31 -0
- data/vendor/ejs/example/.svn/text-base/example.js.svn-base +88 -0
- data/vendor/ejs/example/demo.html +54 -0
- data/vendor/ejs/example/ejs.gif +0 -0
- data/vendor/ejs/example/example.css +31 -0
- data/vendor/ejs/example/example.js +88 -0
- data/vendor/ejs/lib/.svn/all-wcprops +11 -0
- data/vendor/ejs/lib/.svn/entries +62 -0
- data/vendor/ejs/lib/.svn/text-base/ejs_fulljslint.js.svn-base +3774 -0
- data/vendor/ejs/lib/ejs_fulljslint.js +3774 -0
- data/vendor/ejs/license.txt +21 -0
- data/vendor/ejs/script/.svn/all-wcprops +17 -0
- data/vendor/ejs/script/.svn/entries +96 -0
- data/vendor/ejs/script/.svn/prop-base/yuicompressor-2.2.4.jar.svn-base +5 -0
- data/vendor/ejs/script/.svn/text-base/production.bat.svn-base +4 -0
- data/vendor/ejs/script/.svn/text-base/yuicompressor-2.2.4.jar.svn-base +0 -0
- data/vendor/ejs/script/production.bat +4 -0
- data/vendor/ejs/script/yuicompressor-2.2.4.jar +0 -0
- data/vendor/ejs/src/.svn/all-wcprops +17 -0
- data/vendor/ejs/src/.svn/entries +96 -0
- data/vendor/ejs/src/.svn/text-base/ejs.js.svn-base +505 -0
- data/vendor/ejs/src/.svn/text-base/view.js.svn-base +200 -0
- data/vendor/ejs/src/ejs.js +505 -0
- data/vendor/ejs/src/view.js +200 -0
- data/vendor/ejs/test/.svn/all-wcprops +23 -0
- data/vendor/ejs/test/.svn/entries +139 -0
- data/vendor/ejs/test/.svn/text-base/index.html.svn-base +18 -0
- data/vendor/ejs/test/.svn/text-base/setup_test.html.svn-base +44 -0
- data/vendor/ejs/test/.svn/text-base/sidebar.html.svn-base +28 -0
- data/vendor/ejs/test/included/.svn/all-wcprops +23 -0
- data/vendor/ejs/test/included/.svn/entries +130 -0
- data/vendor/ejs/test/included/.svn/text-base/prototype.js.svn-base +4184 -0
- data/vendor/ejs/test/included/.svn/text-base/test.css.svn-base +44 -0
- data/vendor/ejs/test/included/.svn/text-base/unittest.js.svn-base +564 -0
- data/vendor/ejs/test/included/prototype.js +4184 -0
- data/vendor/ejs/test/included/test.css +44 -0
- data/vendor/ejs/test/included/unittest.js +564 -0
- data/vendor/ejs/test/index.html +18 -0
- data/vendor/ejs/test/setup_test.html +44 -0
- data/vendor/ejs/test/sidebar.html +28 -0
- data/vendor/ejs/test/templates/.svn/all-wcprops +11 -0
- data/vendor/ejs/test/templates/.svn/entries +62 -0
- data/vendor/ejs/test/templates/.svn/text-base/test.ejs.svn-base +3 -0
- data/vendor/ejs/test/templates/test.ejs +3 -0
- data/vendor/ejs/test/tests/.svn/all-wcprops +23 -0
- data/vendor/ejs/test/tests/.svn/entries +130 -0
- data/vendor/ejs/test/tests/.svn/text-base/rendering.js.svn-base +94 -0
- data/vendor/ejs/test/tests/.svn/text-base/templating.js.svn-base +43 -0
- data/vendor/ejs/test/tests/.svn/text-base/views.js.svn-base +100 -0
- data/vendor/ejs/test/tests/rendering.js +94 -0
- data/vendor/ejs/test/tests/templating.js +43 -0
- data/vendor/ejs/test/tests/views.js +100 -0
- data/vendor/glmatrix/benchmark/js/CanvasMatrix.js +722 -0
- data/vendor/glmatrix/benchmark/js/EWGL_math.js +742 -0
- data/vendor/glmatrix/benchmark/js/mjs.js +1230 -0
- data/vendor/glmatrix/benchmark/matrix_benchmark.html +419 -0
- data/vendor/glmatrix/glMatrix-min.js +32 -0
- data/vendor/glmatrix/glMatrix.js +1815 -0
- data/vendor/glmatrix/unit tests/glMatrix-test.js +74 -0
- data/vendor/glmatrix/unit tests/qunit.css +119 -0
- data/vendor/glmatrix/unit tests/qunit.js +1069 -0
- data/vendor/glmatrix/unit tests/test_glMatrix.html +21 -0
- data/vendor/yuicompressor-2.4.2.jar +0 -0
- metadata +748 -0
@@ -0,0 +1,34 @@
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require 'rake'
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2
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+
require 'jasmine'
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require File.expand_path('../monkeypatch/jasmine', File.dirname(__FILE__))
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include FileUtils
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namespace :jax do
|
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desc "Generate a standalone Web app"
|
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task :package do
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Jax::Packager.invoke
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end
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desc "Upgrade the Jax javascript libraries to the latest version"
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task :update do
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FileUtils.cp File.join(File.dirname(__FILE__), "../../../lib/jax/generators/app/templates/public/javascripts/jax.js"),
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File.join(Jax.root, 'public/javascripts/jax.js')
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puts "Jax updated at public/javascripts/jax.js !"
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end
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task :generate_files do
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# resources
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Jax::ResourceCompiler.new.save(Jax.root.join 'tmp/resources.js')
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# routes
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File.open("tmp/shaders.js", "w") { |file| Jax.application.shaders.each { |shader| shader.save_to file } }
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Jax.application.config.routes.reload!
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File.open(Jax.root.join("tmp/routes.js"), 'w') do |f|
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Jax.application.config.routes.compile(f)
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end
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end
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end
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# make jasmine call gather_resources first, so that resources can be tested
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task :jasmine => 'jax:generate_files'
|
data/lib/jax/version.rb
ADDED
Binary file
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Binary file
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Binary file
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Binary file
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Binary file
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Binary file
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@@ -0,0 +1,26 @@
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<html>
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<head>
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<title>WebGL is not supported!</title>
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</head>
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<body>
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<h1>Uh-oh!</h1>
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<p>
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Unfortunately, WebGL appears to be unavailable! Please verify that you have the latest release of a WebGL-compatible
|
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browser such as <a href="http://www.firefox.com">FireFox 4.0</a> or <a href="http://chrome.google.com">Chrome 11</a>.
|
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+
</p>
|
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<p>
|
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If you are certain you already have a WebGL-compatible browser, please verify that WebGL is enabled and supported
|
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by your system. You could also try upgrading to your graphics drivers to the latest version.
|
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</p>
|
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+
|
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<h2>Your Browser Information</h2>
|
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+
|
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<script type="text/javascript">
|
21
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var fields = ['appCodeName', 'appName', 'appVersion', 'cookieEnabled', 'platform', 'userAgent'];
|
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for (var i = 0; i < fields.length; i++)
|
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document.writeln("<p>"+fields[i]+": "+navigator[fields[i]]+"</p>");
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</script>
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</body>
|
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</html>
|
@@ -0,0 +1 @@
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gem 'jax', :path => File.expand_path("../../../", __FILE__)
|
@@ -0,0 +1,15 @@
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require File.expand_path('../config/application', __FILE__)
|
2
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require 'jax/tasks/rake'
|
3
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+
|
4
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require 'jasmine'
|
5
|
+
|
6
|
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module Jasmine
|
7
|
+
class Config
|
8
|
+
alias _start_server start_server
|
9
|
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def start_server(port = 8889)
|
10
|
+
_start_server(8889)
|
11
|
+
end
|
12
|
+
end
|
13
|
+
end
|
14
|
+
|
15
|
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load 'jasmine/tasks/jasmine.rake'
|
@@ -0,0 +1,24 @@
|
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//= require "application_controller"
|
2
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+
|
3
|
+
var CourthouseController = (function() {
|
4
|
+
return Jax.Controller.create("courthouse", ApplicationController, {
|
5
|
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/* 'index' action. Sets up the scene. 'index' is called by default when first
|
6
|
+
switching to this controller, unless another action name is given.
|
7
|
+
*/
|
8
|
+
index: function() {
|
9
|
+
this.world.addLightSource(LightSource.find('sun'));
|
10
|
+
this.world.addObject(Scene.find('courthouse'));
|
11
|
+
this.world.addObject(Character.find('judge'));
|
12
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+
},
|
13
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+
|
14
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+
/* Some special actions are fired whenever the corresponding input is
|
15
|
+
received from the user.
|
16
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+
*/
|
17
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+
mouse_clicked: function(event) {
|
18
|
+
if (event.target.isKindOf(Door)) {
|
19
|
+
/* user clicks on the door, so they need to go to the next scene */
|
20
|
+
this.redirectTo(event.target.destination);
|
21
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+
}
|
22
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+
}
|
23
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});
|
24
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+
})();
|
@@ -0,0 +1,69 @@
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//= require "application_controller"
|
2
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|
3
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/*
|
4
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+
Example of blinn-phong shading with arbitrary light sources. Renders a teapot with 3 light sources:
|
5
|
+
red, blue and white. The white light source is a spotlight and will pivot back and forth over a 90-degree angle
|
6
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+
with the teapot in the center. The mouse can be moved to move the camera, or dragged to move the teapot.
|
7
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+
*/
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8
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+
|
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var LightingController = (function() {
|
10
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return Jax.Controller.create("lighting", ApplicationController, {
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11
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index: function() {
|
12
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// build a new material, since the default one isn't quite to our liking for this demo
|
13
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// all unspecified options will simply inherit the default ones.
|
14
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var custom_material = Jax.Material.find("lighting_with_shadows");
|
15
|
+
// var custom_material = new Jax.Material({shininess:128,ambient:[0.05,0.05,0.05,1]});
|
16
|
+
// custom_material.addLayer(new Jax.Material.ShadowMap());
|
17
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+
|
18
|
+
// add a Teapot
|
19
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+
this.world.addObject(new Jax.Model({ mesh: new Jax.Mesh.Teapot({size:10, material:custom_material}),position:[0,0,-25] }));
|
20
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+
this.world.addObject(new Jax.Model({ mesh: new Jax.Mesh.Plane({size:75, material:custom_material}), position:[0,-15,-50],direction:[0,1,0]}));
|
21
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+
|
22
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// add a spotlight, like a flashlight -- we'll animate this later
|
23
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+
this.world.addLightSource(Jax.Scene.LightSource.find("spot_light"));
|
24
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+
this.world.addObject(new Jax.Model({mesh:new Jax.Mesh.Sphere({color:[0.5,0.5,0.5,1]}), shadow_caster: false, lit:false, position:[0,0,30]}));
|
25
|
+
|
26
|
+
// add a point light, like a candle
|
27
|
+
var point_light = Jax.Scene.LightSource.find("point_light");
|
28
|
+
this.world.addLightSource(point_light);
|
29
|
+
this.world.addObject(new Jax.Model({mesh:new Jax.Mesh.Sphere({color:[0.5,0,0,1]}), shadow_caster: false, lit:false, position:point_light.getPosition()}));
|
30
|
+
|
31
|
+
// add a directional light, like the sun
|
32
|
+
this.world.addLightSource(Jax.Scene.LightSource.find("directional_light"));
|
33
|
+
|
34
|
+
// position the player backwards 20 units, to [0,0,20].
|
35
|
+
this.player.camera.setPosition(0,15,50);
|
36
|
+
this.player.camera.lookAt([0,0,0],[0,1,0]);
|
37
|
+
},
|
38
|
+
|
39
|
+
/* this updater will take care of pivoting the spotlight horizontally over time. */
|
40
|
+
update: function(timechange) {
|
41
|
+
var spotlight = this.context.world.lighting.getLight(0);
|
42
|
+
var speed = Math.PI/4; // pivot at a speed of 45 degrees per second
|
43
|
+
var rotation_direction = this.rotation_per_second || speed;
|
44
|
+
|
45
|
+
// see if it's time to reverse direction. A camera's view vector has magnitude 1. Remember your
|
46
|
+
// unit circles? When magnitude is 1, X is cos. The cos of 45 degrees is sqrt(2)/2. So to pivot every
|
47
|
+
// 45 degrees off from the focal point (for a total of 90 degrees difference), we'll check X <=> sqrt(2)/2.
|
48
|
+
var view = spotlight.camera.getViewVector();
|
49
|
+
if (view[0] > Math.sqrt(2)/2) this.rotation_per_second = speed;
|
50
|
+
else if (view[0] < -Math.sqrt(2)/2) this.rotation_per_second = -speed;
|
51
|
+
|
52
|
+
// rotate the spotlight. Just like any other object, a light has its own camera, so it's trivial to orient
|
53
|
+
// it within the scene. Rotating about the Y axis causes a horizontal movement.
|
54
|
+
spotlight.camera.rotate(rotation_direction*timechange, 0, 1, 0);
|
55
|
+
},
|
56
|
+
|
57
|
+
/* moving the mouse will pan the camera */
|
58
|
+
mouse_moved: function(event) {
|
59
|
+
var camera = this.context.player.camera;
|
60
|
+
camera.move(0.175, [this.context.mouse.diffx, 0, -this.context.mouse.diffy]);
|
61
|
+
},
|
62
|
+
|
63
|
+
/* dragging the mouse will pan the object */
|
64
|
+
mouse_dragged: function(event) {
|
65
|
+
var camera = this.world.getObject(0).camera;
|
66
|
+
camera.move(0.175, [this.context.mouse.diffx, 0, -this.context.mouse.diffy]);
|
67
|
+
}
|
68
|
+
});
|
69
|
+
})();
|
@@ -0,0 +1,130 @@
|
|
1
|
+
//= require "application_controller"
|
2
|
+
|
3
|
+
/*
|
4
|
+
Example of shadows cast using phong shading and point, directional and spot lights.
|
5
|
+
A single light exists and its type can be toggled by clicking on the canvas. The light
|
6
|
+
will constantly be changing direction, though this should be unnoticeable for the
|
7
|
+
point light, which always emits in all directions.
|
8
|
+
|
9
|
+
WORK IN PROGRESS
|
10
|
+
*/
|
11
|
+
|
12
|
+
var ShadowsController = (function() {
|
13
|
+
return Jax.Controller.create("shadows", ApplicationController, {
|
14
|
+
index: function() {
|
15
|
+
/* light sources */
|
16
|
+
var light01 = new Jax.Scene.LightSource({
|
17
|
+
enabled:true,
|
18
|
+
type: Jax.POINT_LIGHT,
|
19
|
+
angle: 20.0,
|
20
|
+
position: [0,150,150],
|
21
|
+
direction: [-1,-1,-1],
|
22
|
+
color: {
|
23
|
+
ambient: [0,0,0,1],
|
24
|
+
diffuse: [1,1,1,1],
|
25
|
+
specular: [1,1,1,1]
|
26
|
+
},
|
27
|
+
attenuation: {
|
28
|
+
constant: 0,
|
29
|
+
linear: 0.01,
|
30
|
+
quadratic: 0.00001
|
31
|
+
}
|
32
|
+
});
|
33
|
+
|
34
|
+
this.world.addLightSource(light01);
|
35
|
+
|
36
|
+
/* materials */
|
37
|
+
var floor_mat = new Jax.Material({
|
38
|
+
shaderType: "blinn-phong",
|
39
|
+
shininess: 60,
|
40
|
+
ambient: [0.1,0.1,0.1,1],
|
41
|
+
diffuse: [0.4,0.9,0.4,1],
|
42
|
+
specular: [0.4,0.4,0.4,1]
|
43
|
+
});
|
44
|
+
floor_mat.addLayer(new Jax.Material.Lighting());
|
45
|
+
floor_mat.addLayer(new Jax.Material.ShadowMap());
|
46
|
+
|
47
|
+
var torus_mat = new Jax.Material({
|
48
|
+
shaderType: "blinn-phong",
|
49
|
+
shininess: 60,
|
50
|
+
ambient: [0.1,0.1,0.1,1],
|
51
|
+
diffuse: [0.9,0.3,0.3,1],
|
52
|
+
specular:[0.6,0.6,0.6,1]
|
53
|
+
});
|
54
|
+
torus_mat.addLayer(new Jax.Material.Lighting());
|
55
|
+
torus_mat.addLayer(new Jax.Material.ShadowMap());
|
56
|
+
|
57
|
+
var sphere_mat = new Jax.Material({
|
58
|
+
shaderType: "blinn-phong",
|
59
|
+
shininess: 60,
|
60
|
+
ambient: [0.1,0.1,0.1,1],
|
61
|
+
diffuse: [0.3,0.3,0.9,1],
|
62
|
+
specular:[0.4,0.4,0.4,1]
|
63
|
+
});
|
64
|
+
sphere_mat.addLayer(new Jax.Material.Lighting());
|
65
|
+
sphere_mat.addLayer(new Jax.Material.ShadowMap());
|
66
|
+
|
67
|
+
/* objects */
|
68
|
+
this.world.addObject(new Jax.Model({mesh: new Jax.Mesh.Plane({size:500,segments:20,material:floor_mat})}));
|
69
|
+
|
70
|
+
var torus = new Jax.Model({mesh:new Jax.Mesh.Torus({outer_radius:60,inner_radius:32,material:torus_mat})});
|
71
|
+
torus.camera.orient(0,-1,0, 0,0,1);
|
72
|
+
torus.camera.setPosition(-70,50,0);
|
73
|
+
this.world.addObject(torus);
|
74
|
+
|
75
|
+
var sphere = new Jax.Model({mesh: new Jax.Mesh.Sphere({radius:40,stacks:40,slices:40,material:sphere_mat})});
|
76
|
+
sphere.camera.setPosition(70, 40, 0);
|
77
|
+
this.world.addObject(sphere);
|
78
|
+
|
79
|
+
/* camera */
|
80
|
+
this.player.camera.setPosition(30, 500, 400);
|
81
|
+
this.player.camera.lookAt([0,0,0], [0,1,0]);
|
82
|
+
},
|
83
|
+
|
84
|
+
/*
|
85
|
+
TODO delegation
|
86
|
+
delegate getLight() into world.lighting
|
87
|
+
delegate model setPosition() and friends into model.camera
|
88
|
+
*/
|
89
|
+
|
90
|
+
update: function(timechange) {
|
91
|
+
// let's rotate the light's camera
|
92
|
+
var light = this.world.lighting.getLight(0);
|
93
|
+
var rot = light.rotation || 0;
|
94
|
+
rot += Math.PI / 4 * timechange;
|
95
|
+
light.rotation = rot;
|
96
|
+
var length = vec3.length([0,75,75]);
|
97
|
+
light.camera.setPosition(Math.cos(rot)*length, 150, Math.sin(rot)*length);
|
98
|
+
light.camera.lookAt([0,0,0],[0,1,0]);
|
99
|
+
},
|
100
|
+
|
101
|
+
mouse_moved: function(event) {
|
102
|
+
var obj = this.context.world.lighting.getLight(0);
|
103
|
+
// obj.camera.setPosition(vec3.add(obj.camera.getPosition(), [this.context.mouse.diffx, 0, 0]));
|
104
|
+
// document.getElementById('jax_banner').innerHTML = (this.context.mouse.diffx+" "+this.context.mouse.diffy);
|
105
|
+
this.context.player.camera.rotate( this.context.mouse.diffy/50, 1, 0, 0);
|
106
|
+
this.context.player.camera.rotate(-this.context.mouse.diffx/50, 0, 1, 0);
|
107
|
+
},
|
108
|
+
|
109
|
+
mouse_clicked: function(event) {
|
110
|
+
// var lt = this.context.world.lighting.getLight(0);
|
111
|
+
// switch(lt.type) {
|
112
|
+
// case Jax.POINT_LIGHT:
|
113
|
+
// lt.type = Jax.SPOT_LIGHT;
|
114
|
+
// break;
|
115
|
+
// case Jax.SPOT_LIGHT:
|
116
|
+
// lt.type = Jax.DIRECTIONAL_LIGHT;
|
117
|
+
// break;
|
118
|
+
// case Jax.DIRECTIONAL_LIGHT:
|
119
|
+
// lt.type = Jax.POINT_LIGHT;
|
120
|
+
// break;
|
121
|
+
// default:
|
122
|
+
// alert("unexpected light type: "+lt.type);
|
123
|
+
// }
|
124
|
+
},
|
125
|
+
|
126
|
+
mouse_dragged: function(event) {
|
127
|
+
this.context.player.camera.move(0.25, [this.context.mouse.diffx, 0, -this.context.mouse.diffy]);
|
128
|
+
}
|
129
|
+
});
|
130
|
+
})();
|
@@ -0,0 +1,52 @@
|
|
1
|
+
//= require "application_controller"
|
2
|
+
|
3
|
+
var TexturesController = (function() {
|
4
|
+
var movement = { forward: 0, backward: 0, left: 0, right: 0 };
|
5
|
+
|
6
|
+
return Jax.Controller.create("textures", ApplicationController, {
|
7
|
+
index: function() {
|
8
|
+
var tex_mat = Jax.Material.find("bricks");
|
9
|
+
|
10
|
+
this.world.addLightSource(Jax.Scene.LightSource.find("textures_point"));
|
11
|
+
this.world.addObject(new Jax.Model({position:[0,0,-7.5],mesh: new Jax.Mesh.Quad({size:7.5,material:tex_mat})}));
|
12
|
+
},
|
13
|
+
|
14
|
+
key_pressed: function(event) {
|
15
|
+
switch(event.keyCode) {
|
16
|
+
case KeyEvent.DOM_VK_W: movement.forward = 1; break;
|
17
|
+
case KeyEvent.DOM_VK_S: movement.backward = -1; break;
|
18
|
+
case KeyEvent.DOM_VK_A: movement.left = -1; break;
|
19
|
+
case KeyEvent.DOM_VK_D: movement.right = 1; break;
|
20
|
+
}
|
21
|
+
},
|
22
|
+
|
23
|
+
key_released: function(event) {
|
24
|
+
switch(event.keyCode) {
|
25
|
+
case KeyEvent.DOM_VK_W: movement.forward = 0; break;
|
26
|
+
case KeyEvent.DOM_VK_S: movement.backward = 0; break;
|
27
|
+
case KeyEvent.DOM_VK_A: movement.left = 0; break;
|
28
|
+
case KeyEvent.DOM_VK_D: movement.right = 0; break;
|
29
|
+
}
|
30
|
+
},
|
31
|
+
|
32
|
+
mouse_moved: function(event) {
|
33
|
+
this.player.camera.rotate(0.01, [event.diffy, -event.diffx, 0]);
|
34
|
+
this.player.camera.orient(this.player.camera.getViewVector(), [0,1,0]);
|
35
|
+
},
|
36
|
+
|
37
|
+
mouse_dragged: function(event) {
|
38
|
+
var camera = this.world.getObject(0).camera;
|
39
|
+
camera.rotate(0.0375, [this.context.mouse.diffy, 0, -this.context.mouse.diffx]);
|
40
|
+
},
|
41
|
+
|
42
|
+
update: function(tc) {
|
43
|
+
var speed = 1.5 * tc;
|
44
|
+
this.player.camera.move((movement.forward + movement.backward) * speed);
|
45
|
+
this.player.camera.strafe((movement.left + movement.right) * speed);
|
46
|
+
|
47
|
+
var light = this.world.lighting.getLight(0).camera;
|
48
|
+
light.p = (light.p || 0) + tc;
|
49
|
+
light.setPosition(Math.cos(light.p)*2.5, Math.sin(light.p)*2.5, -6.0);
|
50
|
+
}
|
51
|
+
});
|
52
|
+
})();
|
@@ -0,0 +1,23 @@
|
|
1
|
+
/**
|
2
|
+
* class Character < Jax.Model
|
3
|
+
*
|
4
|
+
*/
|
5
|
+
var Character = (function() {
|
6
|
+
return Jax.Model.create({
|
7
|
+
after_initialize: function() {
|
8
|
+
this.setPosition(0, 0, 0);
|
9
|
+
},
|
10
|
+
|
11
|
+
/* other Character-specific logic */
|
12
|
+
attack: function(target) {
|
13
|
+
target.takeDamage(this.damage);
|
14
|
+
},
|
15
|
+
|
16
|
+
takeDamage: function(amount) {
|
17
|
+
this.hit_points -= amount;
|
18
|
+
if (this.hit_points <= 0) {
|
19
|
+
throw new Error("Character "+this.name+" died!");
|
20
|
+
}
|
21
|
+
}
|
22
|
+
});
|
23
|
+
})();
|
@@ -0,0 +1,19 @@
|
|
1
|
+
/**
|
2
|
+
* class Scene < Jax.Model
|
3
|
+
*
|
4
|
+
*/
|
5
|
+
var Scene = (function() {
|
6
|
+
return Jax.Model.create({
|
7
|
+
after_initialize: function() {
|
8
|
+
/* if this.door exists, it's currently the ID of an actual Door instance. We want the instance itself. */
|
9
|
+
/* TODO add some belongs_to/has_many/has_one/etc relationships to handle finding instances automatically */
|
10
|
+
if (this.door)
|
11
|
+
this.door = Door.find(this.door);
|
12
|
+
},
|
13
|
+
|
14
|
+
after_added_to_world: function(world) {
|
15
|
+
if (this.door)
|
16
|
+
world.addObject(this.door);
|
17
|
+
}
|
18
|
+
});
|
19
|
+
})();
|