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0 parents commit 531d0ffe2982b1afd709e20e4276c65607f2f625 unknown committed with Jul 12, 2010
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+Copyright (c) 2010, Jeroen Dierckx - Expertise Centre for Digital Media - OSMA
+All rights reserved.
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions are met:
+ * Redistributions of source code must retain the above copyright
+ notice, this list of conditions and the following disclaimer.
+ * Redistributions in binary form must reproduce the above copyright
+ notice, this list of conditions and the following disclaimer in the
+ documentation and/or other materials provided with the distribution.
+ * Neither the name of the <organization> nor the
+ names of its contributors may be used to endorse or promote products
+ derived from this software without specific prior written permission.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
+ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY
+DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+The Unity Berkelium Plugin
+--------------------------
+
+This plugin wraps Berkelium (http://berkelium.org) into a thin C layer, and provides a C# script that can be attached to Unity objects.
+
+A couple of notes:
+
+- This is a plugin using native code, so it only works with Unity Pro, and it doesn't work inside a browser.
+
+- If you want to get this working in the Unity (Pro) editor, copy all files from "berkelium/bin" to your Unity editor directory (defaults to "C:\Program Files (x86)\Unity\Editor" in Windows 7). I know this is a dirty hack, but that's the only way I could get it to work. If anyone knows a better way, please let me know!
+
+- There is a test project in "test-project/Assets/BerkeliumUnityTest.unity". It contains a plane with the script attached. You can edit the width and height and the URL.
+
+- The URL has to start with a protocol (http:// for example). I don't know why it doesn't work without it.
+
+- When you want mouse events to work, your object needs a mesh collider (or needs to be a GUI texture).
+
+- There is a log file in "test-project" (when using the Unity editor).
+
+- When you release a project, you must copy all files from "berkelium/bin" to your executable's directory. In the test release, I stripped as many files as possible.
+
+- I am developing this plugin as part of the Flemish (Belgian) OSMA project (http://osma.phl.be/). The research project focuses on open game development.
+
+- I release this code under the same license as Berkelium itself, which is a BSD-style license. See the LICENSE file.
+
+
+Known issues:
+- There seems to be some problem with mouse events
+- Keyboard events aren't working yet
+- Scrolling isn't supported yet. This is handled seperately in Berkelium (solution almost ready).
+- The texture is inverted. You can set the X scale of the Transform to -1 (like in the example), but I am looking for a better solution
+- Rendering is very slow. I am still uploading the whole texture each frame (solution almost ready)
+
+Have fun!
+
+
+Greetz,
+Jeroen Dierckx
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+/*
+ * Copyright (C) 2009 280 North Inc. All Rights Reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+// Bottom Up Profiling shows the entire callstack backwards:
+// The root node is a representation of each individual function called, and each child of that node represents
+// a reverse-callstack showing how many of those calls came from it. So, unlike top-down, the statistics in
+// each child still represent the root node. We have to be particularly careful of recursion with this mode
+// because a root node can represent itself AND an ancestor.
+
+WebInspector.BottomUpProfileDataGridTree = function(/*ProfileView*/ aProfileView, /*ProfileNode*/ aProfileNode)
+{
+ WebInspector.ProfileDataGridTree.call(this, aProfileView, aProfileNode);
+
+ // Iterate each node in pre-order.
+ var profileNodeUIDs = 0;
+ var profileNodeGroups = [[], [aProfileNode]];
+ var visitedProfileNodesForCallUID = {};
+
+ this._remainingNodeInfos = [];
+
+ for (var profileNodeGroupIndex = 0; profileNodeGroupIndex < profileNodeGroups.length; ++profileNodeGroupIndex) {
+ var parentProfileNodes = profileNodeGroups[profileNodeGroupIndex];
+ var profileNodes = profileNodeGroups[++profileNodeGroupIndex];
+ var count = profileNodes.length;
+
+ for (var index = 0; index < count; ++index) {
+ var profileNode = profileNodes[index];
+
+ if (!profileNode.UID)
+ profileNode.UID = ++profileNodeUIDs;
+
+ if (profileNode.head && profileNode !== profileNode.head) {
+ // The total time of this ancestor is accounted for if we're in any form of recursive cycle.
+ var visitedNodes = visitedProfileNodesForCallUID[profileNode.callUID];
+ var totalTimeAccountedFor = false;
+
+ if (!visitedNodes) {
+ visitedNodes = {}
+ visitedProfileNodesForCallUID[profileNode.callUID] = visitedNodes;
+ } else {
+ // The total time for this node has already been accounted for iff one of it's parents has already been visited.
+ // We can do this check in this style because we are traversing the tree in pre-order.
+ var parentCount = parentProfileNodes.length;
+ for (var parentIndex = 0; parentIndex < parentCount; ++parentIndex) {
+ if (visitedNodes[parentProfileNodes[parentIndex].UID]) {
+ totalTimeAccountedFor = true;
+ break;
+ }
+ }
+ }
+
+ visitedNodes[profileNode.UID] = true;
+
+ this._remainingNodeInfos.push({ ancestor:profileNode, focusNode:profileNode, totalTimeAccountedFor:totalTimeAccountedFor });
+ }
+
+ var children = profileNode.children;
+ if (children.length) {
+ profileNodeGroups.push(parentProfileNodes.concat([profileNode]))
+ profileNodeGroups.push(children);
+ }
+ }
+ }
+
+ // Populate the top level nodes.
+ WebInspector.BottomUpProfileDataGridNode.prototype._populate.call(this);
+
+ return this;
+}
+
+WebInspector.BottomUpProfileDataGridTree.prototype = {
+ // When focusing, we keep the entire callstack up to this ancestor.
+ focus: function(/*ProfileDataGridNode*/ profileDataGridNode)
+ {
+ if (!profileDataGridNode)
+ return;
+
+ this._save();
+
+ var currentNode = profileDataGridNode;
+ var focusNode = profileDataGridNode;
+
+ while (currentNode.parent && (currentNode instanceof WebInspector.ProfileDataGridNode)) {
+ currentNode._takePropertiesFromProfileDataGridNode(profileDataGridNode);
+
+ focusNode = currentNode;
+ currentNode = currentNode.parent;
+
+ if (currentNode instanceof WebInspector.ProfileDataGridNode)
+ currentNode._keepOnlyChild(focusNode);
+ }
+
+ this.children = [focusNode];
+ this.totalTime = profileDataGridNode.totalTime;
+ },
+
+ exclude: function(/*ProfileDataGridNode*/ profileDataGridNode)
+ {
+ if (!profileDataGridNode)
+ return;
+
+ this._save();
+
+ var excludedCallUID = profileDataGridNode.callUID;
+ var excludedTopLevelChild = this.childrenByCallUID[excludedCallUID];
+
+ // If we have a top level node that is excluded, get rid of it completely (not keeping children),
+ // since bottom up data relies entirely on the root node.
+ if (excludedTopLevelChild)
+ this.children.remove(excludedTopLevelChild);
+
+ var children = this.children;
+ var count = children.length;
+
+ for (var index = 0; index < count; ++index)
+ children[index]._exclude(excludedCallUID);
+
+ if (this.lastComparator)
+ this.sort(this.lastComparator, true);
+ }
+}
+
+WebInspector.BottomUpProfileDataGridTree.prototype.__proto__ = WebInspector.ProfileDataGridTree.prototype;
+
+WebInspector.BottomUpProfileDataGridNode = function(/*ProfileView*/ profileView, /*ProfileNode*/ profileNode, /*BottomUpProfileDataGridTree*/ owningTree)
+{
+ // In bottom up mode, our parents are our children since we display an inverted tree.
+ // However, we don't want to show the very top parent since it is redundant.
+ var hasChildren = !!(profileNode.parent && profileNode.parent.parent);
+
+ WebInspector.ProfileDataGridNode.call(this, profileView, profileNode, owningTree, hasChildren);
+
+ this._remainingNodeInfos = [];
+}
+
+WebInspector.BottomUpProfileDataGridNode.prototype = {
+ _takePropertiesFromProfileDataGridNode: function(/*ProfileDataGridNode*/ profileDataGridNode)
+ {
+ this._save();
+
+ this.selfTime = profileDataGridNode.selfTime;
+ this.totalTime = profileDataGridNode.totalTime;
+ this.numberOfCalls = profileDataGridNode.numberOfCalls;
+ },
+
+ // When focusing, we keep just the members of the callstack.
+ _keepOnlyChild: function(/*ProfileDataGridNode*/ child)
+ {
+ this._save();
+
+ this.removeChildren();
+ this.appendChild(child);
+ },
+
+ _exclude: function(aCallUID)
+ {
+ if (this._remainingNodeInfos)
+ this._populate();
+
+ this._save();
+
+ var children = this.children;
+ var index = this.children.length;
+
+ while (index--)
+ children[index]._exclude(aCallUID);
+
+ var child = this.childrenByCallUID[aCallUID];
+
+ if (child)
+ this._merge(child, true);
+ },
+
+ _merge: function(/*ProfileDataGridNode*/ child, /*Boolean*/ shouldAbsorb)
+ {
+ this.selfTime -= child.selfTime;
+
+ WebInspector.ProfileDataGridNode.prototype._merge.call(this, child, shouldAbsorb);
+ },
+
+ _populate: function(event)
+ {
+ var remainingNodeInfos = this._remainingNodeInfos;
+ var count = remainingNodeInfos.length;
+
+ for (var index = 0; index < count; ++index) {
+ var nodeInfo = remainingNodeInfos[index];
+ var ancestor = nodeInfo.ancestor;
+ var focusNode = nodeInfo.focusNode;
+ var child = this.findChild(ancestor);
+
+ // If we already have this child, then merge the data together.
+ if (child) {
+ var totalTimeAccountedFor = nodeInfo.totalTimeAccountedFor;
+
+ child.selfTime += focusNode.selfTime;
+ child.numberOfCalls += focusNode.numberOfCalls;
+
+ if (!totalTimeAccountedFor)
+ child.totalTime += focusNode.totalTime;
+ } else {
+ // If not, add it as a true ancestor.
+ // In heavy mode, we take our visual identity from ancestor node...
+ var child = new WebInspector.BottomUpProfileDataGridNode(this.profileView, ancestor, this.tree);
+
+ if (ancestor !== focusNode) {
+ // but the actual statistics from the "root" node (bottom of the callstack).
+ child.selfTime = focusNode.selfTime;
+ child.totalTime = focusNode.totalTime;
+ child.numberOfCalls = focusNode.numberOfCalls;
+ }
+
+ this.appendChild(child);
+ }
+
+ var parent = ancestor.parent;
+ if (parent && parent.parent) {
+ nodeInfo.ancestor = parent;
+ child._remainingNodeInfos.push(nodeInfo);
+ }
+ }
+
+ delete this._remainingNodeInfos;
+
+ if (this.removeEventListener)
+ this.removeEventListener("populate", this._populate, this);
+ }
+}
+
+WebInspector.BottomUpProfileDataGridNode.prototype.__proto__ = WebInspector.ProfileDataGridNode.prototype;
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