| Index: samples/GoogleIO-2009/step14.html
|
| ===================================================================
|
| --- samples/GoogleIO-2009/step14.html (revision 0)
|
| +++ samples/GoogleIO-2009/step14.html (revision 0)
|
| @@ -0,0 +1,581 @@
|
| +<!--
|
| +Copyright 2009, Google 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:
|
| +
|
| + * 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 Google Inc. 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 THE COPYRIGHT
|
| +OWNER 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.
|
| +-->
|
| +<!--
|
| +Google I/O O3D Sample.
|
| +
|
| +This sample shows the steps to make a simple frame rate independent game.
|
| +-->
|
| +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
|
| + "http://www.w3.org/TR/html4/loose.dtd">
|
| +<html>
|
| +<head>
|
| +<meta http-equiv="content-type" content="text/html; charset=UTF-8">
|
| +<title>
|
| +Google I/O O3D Sample
|
| +</title>
|
| +<style type="text/css">
|
| + html, body {
|
| + height: 100%;
|
| + margin: 0;
|
| + padding: 0;
|
| + border: none;
|
| + font-family: Arial, sans-serif;
|
| + }
|
| +</style>
|
| +<!-- Include sample javascript library functions-->
|
| +<script type="text/javascript" src="../o3djs/base.js"></script>
|
| +
|
| +<!-- Our javascript code -->
|
| +<script type="text/javascript">
|
| +o3djs.require('o3djs.util');
|
| +o3djs.require('o3djs.math');
|
| +o3djs.require('o3djs.rendergraph');
|
| +o3djs.require('o3djs.primitives');
|
| +o3djs.require('o3djs.material');
|
| +o3djs.require('o3djs.particles');
|
| +o3djs.require('o3djs.scene');
|
| +o3djs.require('o3djs.pack');
|
| +o3djs.require('o3djs.loader');
|
| +
|
| +// Events
|
| +// init() once the page has finished loading.
|
| +// unload() when the page is unloaded.
|
| +window.onload = init;
|
| +window.onunload= unload;
|
| +
|
| +// constants
|
| +var MOVE_VELOCITY = 25; // in units per second.
|
| +var JUMP_VELOCITY = 100;
|
| +var GRAVITY = -500;
|
| +
|
| +// global variables
|
| +var g_o3dElement;
|
| +var g_o3d;
|
| +var g_math;
|
| +var g_client;
|
| +var g_viewInfo;
|
| +var g_pack;
|
| +var g_root;
|
| +var g_globalParams;
|
| +var g_o3dWidth;
|
| +var g_o3dHeight;
|
| +var g_o3dElement;
|
| +var g_keyDown = []; // which keys are down by key code.
|
| +var g_playerTransform;
|
| +var g_playerPosition = [0, 0, 0];
|
| +var g_playerDirection = 0;
|
| +var g_animParam;
|
| +var g_playerMode;
|
| +var g_eye = [15, 25, 50];
|
| +var g_target = [0, 10, 0];
|
| +var g_up = [0, 1, 0];
|
| +var g_viewMatrix;
|
| +var g_moveMatrix;
|
| +var g_canJump = true;
|
| +var g_jumping = false;
|
| +var g_playerVelocity = [0, 0, 0];
|
| +var g_targetDirection = 0;
|
| +var g_worldTransform;
|
| +var g_particleSystem;
|
| +var g_poofEmitter;
|
| +var g_poof;
|
| +
|
| +var g_anims = {
|
| + idle1: {startFrame: 0, endFrame: 30},
|
| + walk: {startFrame: 31, endFrame: 71},
|
| + jumpStart: {startFrame: 72, endFrame: 87},
|
| + jumpUp: {startFrame: 87, endFrame: 87},
|
| + jumpCrest: {startFrame: 87, endFrame: 91},
|
| + jumpFall: {startFrame: 91, endFrame: 91},
|
| + jumpLand: {startFrame: 91, endFrame: 110},
|
| + run: {startFrame: 111, endFrame: 127},
|
| + idle2: {startFrame: 128, endFrame: 173},
|
| + idle3: {startFrame: 174, endFrame: 246},
|
| + idle4: {startFrame: 247, endFrame: 573}};
|
| +
|
| +var g_animation;
|
| +var g_animTimer;
|
| +
|
| +/**
|
| + * Updates the projection matrix.
|
| + */
|
| +function updateProjection() {
|
| + g_viewInfo.drawContext.projection = g_math.matrix4.perspective(
|
| + g_math.degToRad(45), // field of view.
|
| + g_o3dWidth / g_o3dHeight, // aspect ratio
|
| + 0.1, // Near plane.
|
| + 15000); // Far plane.
|
| +}
|
| +
|
| +/**
|
| + * Given a view matrix computes an movement matrix to make it easy
|
| + * to move something relative to the camera view in the XZ plane.
|
| + * @param {!o3djs.math.Matrix4} viewMatrix A view matrix.
|
| + * @return {!o3djs.math.Matrix4} A movement matrix.
|
| + */
|
| +function computeMoveMatrixFromViewMatrix(viewMatrix) {
|
| + var cameraMatrix = g_math.matrix4.inverse(viewMatrix);
|
| + var xAxis = g_math.cross([0, 1, 0], cameraMatrix[2].slice(0, 3));
|
| + var zAxis = g_math.cross(xAxis, [0, 1, 0]);
|
| + return [
|
| + xAxis.concat(0),
|
| + [0, 1, 0, 0],
|
| + zAxis.concat(0),
|
| + [0, 0, 0, 1]];
|
| +}
|
| +
|
| +/*
|
| + * Updates the camera.
|
| + */
|
| +function updateCamera() {
|
| + g_viewMatrix = g_math.matrix4.lookAt(g_eye, g_target, g_up);
|
| + g_viewInfo.drawContext.view = g_viewMatrix;
|
| + g_moveMatrix = computeMoveMatrixFromViewMatrix(g_viewMatrix);
|
| +};
|
| +
|
| +/**
|
| + * Updates global variables of the client's size if they have changed.
|
| + */
|
| +function updateClientSize() {
|
| + var newWidth = g_client.width;
|
| + var newHeight = g_client.height;
|
| + if (g_o3dWidth != newWidth || g_o3dHeight != newHeight) {
|
| + g_o3dWidth = newWidth;
|
| + g_o3dHeight = newHeight;
|
| + updateProjection();
|
| + }
|
| +}
|
| +
|
| +/**
|
| + * Start an animation.
|
| + * @param {!Object} animation to start.
|
| + */
|
| +function startAnimation(animation) {
|
| + g_animation = animation;
|
| + g_animTimer = g_animation.startTime;
|
| +}
|
| +
|
| +/**
|
| + * Starts a new mode.
|
| + * @param {number} mode Mode to start.
|
| + */
|
| +function startMode(mode) {
|
| + if (mode != g_playerMode) {
|
| + g_playerMode = mode;
|
| + mode.init();
|
| + }
|
| +}
|
| +
|
| +/**
|
| + * Creates the client area.
|
| + */
|
| +function init() {
|
| + o3djs.util.makeClients(initStep2);
|
| +}
|
| +
|
| +/**
|
| + * Initializes O3D and creates one shape.
|
| + * @param {Array} clientElements Array of o3d object elements.
|
| + */
|
| +function initStep2(clientElements) {
|
| + // Initializes global variables and libraries.
|
| + g_o3dElement = clientElements[0];
|
| + g_o3d = g_o3dElement.o3d;
|
| + g_math = o3djs.math;
|
| + g_client = g_o3dElement.client;
|
| +
|
| + // Convert anim frames to anim times.
|
| + for (var animName in g_anims) {
|
| + var anim = g_anims[animName];
|
| + anim.startTime = anim.startFrame / 30;
|
| + anim.endTime = anim.endFrame / 30;
|
| + anim.timeRange = anim.endTime - anim.startTime;
|
| + }
|
| +
|
| + // Creates a pack to manage our resources/assets
|
| + g_pack = g_client.createPack();
|
| +
|
| + g_root = g_pack.createObject('Transform');
|
| +
|
| + g_viewInfo = o3djs.rendergraph.createBasicView(
|
| + g_pack,
|
| + g_root,
|
| + g_client.renderGraphRoot);
|
| +
|
| + updateCamera();
|
| +
|
| + g_globalParams = o3djs.material.createAndBindStandardParams(g_pack);
|
| + g_globalParams.lightWorldPos.value = [600, 2000, 400];
|
| + g_globalParams.lightColor.value = [1, 1, 1, 1];
|
| +
|
| + // Load character.
|
| + var transform = g_pack.createObject('Transform');
|
| + g_playerTransform = transform;
|
| + var playerPack = g_client.createPack();
|
| + var paramObject = playerPack.createObject('ParamObject');
|
| + g_animParam = paramObject.createParam('animTime', 'ParamFloat');
|
| + var loader = o3djs.loader.createLoader(initStep3);
|
| + loader.loadScene(g_client, playerPack, g_playerTransform,
|
| + 'assets/character.o3dtgz', prepareScene,
|
| + {opt_animSource: g_animParam});
|
| + var worldPack = g_client.createPack();
|
| + g_worldTransform = worldPack.createObject('Transform');
|
| + loader.loadScene(g_client, worldPack, g_worldTransform,
|
| + 'assets/background.o3dtgz', prepareScene)
|
| + loader.finish();
|
| +}
|
| +
|
| +/**
|
| + * Setup the just loaded scene.
|
| + * @param {!o3d.Pack} pack The pack the scene was loaded into.
|
| + * @param {!o3d.Transform} parent The parent of the scene.
|
| + * @param {*} exception An exception or null if success.
|
| + */
|
| +function prepareScene(pack, parent, exception) {
|
| + o3djs.pack.preparePack(pack, g_viewInfo);
|
| + o3djs.material.bindParams(pack, g_globalParams);
|
| + parent.parent = g_root;
|
| +}
|
| +
|
| +/**
|
| + * Continue setting up after the both the model and character have loaded.
|
| + */
|
| +function initStep3() {
|
| + // Fix for artists not using the same scale on background vs character
|
| + g_worldTransform.scale(10, 10, 10);
|
| + // Fix for current collada import bugs.
|
| + var m = g_client.getObjects('Road', 'o3d.Material')[0];
|
| + m.getParam('shininess').value = 100;
|
| +
|
| + g_particleSystem = o3djs.particles.createParticleSystem(g_pack, g_viewInfo);
|
| + g_poofEmitter = g_particleSystem.createParticleEmitter();
|
| + g_poofEmitter.setState(o3djs.particles.ParticleStateIds.ADD);
|
| + g_poofEmitter.setColorRamp(
|
| + [1, 1, 1, 0.3,
|
| + 1, 1, 1, 0]);
|
| + g_poofEmitter.setParameters({
|
| + numParticles: 30,
|
| + lifeTime: 0.5,
|
| + startTime: 0,
|
| + startSize: 5,
|
| + endSize: 10,
|
| + spinSpeedRange: 10},
|
| + function(index, parameters) {
|
| + var angle = Math.random() * 2 * Math.PI;
|
| + parameters.velocity = g_math.matrix4.transformPoint(
|
| + g_math.matrix4.rotationY(angle), [25, 2.5, 0]);
|
| + parameters.acceleration = g_math.mulVectorVector(
|
| + parameters.velocity, [-1.5, 1, -1.5]);
|
| + });
|
| + g_poof = g_poofEmitter.createOneShot(g_root);
|
| +
|
| + // Setup a render callback for per frame processing.
|
| + g_client.setRenderCallback(onRender);
|
| +
|
| + o3djs.event.addEventListener(g_o3dElement, 'keydown', onKeyDown);
|
| + o3djs.event.addEventListener(g_o3dElement, 'keyup', onKeyUp);
|
| +
|
| + window.g_finished = true; // for selenium testing.
|
| + window.o3d_prepForSelenium = function() {
|
| + g_animParam.value = 0;
|
| + g_animParam = {value: 0};
|
| + }
|
| +}
|
| +
|
| +/**
|
| + * Tracks key down events.
|
| + * @param {Event} e keyboard event.
|
| + */
|
| +function onKeyDown(e) {
|
| + g_keyDown[e.keyCode] = true;
|
| +}
|
| +
|
| +/**
|
| + * Tracks key up events.
|
| + * @param {Event} e keyboard event.
|
| + */
|
| +function onKeyUp(e) {
|
| + g_keyDown[e.keyCode] = false;
|
| +}
|
| +
|
| +/**
|
| + * Look at keys.
|
| + */
|
| +function handleMoveKeys(elapsedTime) {
|
| + var directionX = 0;
|
| + var directionZ = 0;
|
| +
|
| + if (g_keyDown[37] || g_keyDown[65]) { directionX = -1; }
|
| + if (g_keyDown[39] || g_keyDown[68]) { directionX = 1; }
|
| + if (g_keyDown[38] || g_keyDown[87]) { directionZ = -1; }
|
| + if (g_keyDown[40] || g_keyDown[83]) { directionZ = 1; }
|
| +
|
| + if (g_canJump) {
|
| + if (g_keyDown[32]) {
|
| + startMode(g_modes.JUMP);
|
| + }
|
| + } else {
|
| + if (!g_jumping) {
|
| + if (!g_keyDown[32]) {
|
| + g_canJump = true;
|
| + }
|
| + }
|
| + }
|
| +
|
| + if (directionX != 0 || directionZ != 0) {
|
| + if (!g_jumping) {
|
| + startMode(g_modes.WALK);
|
| + }
|
| + var moveTranslation = g_math.matrix4.transformPoint(
|
| + g_moveMatrix,
|
| + [MOVE_VELOCITY * directionX, 0, MOVE_VELOCITY * directionZ]);
|
| + g_targetDirection = Math.atan2(moveTranslation[0],
|
| + moveTranslation[2]);
|
| + g_playerVelocity[0] = moveTranslation[0];
|
| + g_playerVelocity[2] = moveTranslation[2];
|
| + } else {
|
| + g_playerVelocity[0] = 0;
|
| + g_playerVelocity[2] = 0;
|
| + if (!g_jumping) {
|
| + startMode(g_modes.IDLE);
|
| + }
|
| + }
|
| +}
|
| +
|
| +/**
|
| + * Move the camera.
|
| + */
|
| +function moveCamera() {
|
| + var newTarget = [g_playerPosition[0], 10, g_playerPosition[2]];
|
| + g_target = g_math.lerpVector(g_target, newTarget, 0.03);
|
| + updateCamera();
|
| +}
|
| +
|
| +/**
|
| + * Updates the direction.
|
| + * @param {number} elapsedTime Time elasped since last frame.
|
| + */
|
| +function updateDirection(elapsedTime) {
|
| + g_playerDirection = g_math.lerpRadian(g_playerDirection, g_targetDirection,
|
| + 0.2);
|
| +}
|
| +
|
| +/**
|
| + * Adds gravity to velocity.
|
| + * @param {number} elapsedTime Time elasped since last frame.
|
| + */
|
| +function calculateGravity(elapsedTime) {
|
| + g_playerVelocity[1] += GRAVITY * elapsedTime;
|
| +}
|
| +
|
| +/**
|
| + * Updates the player's position.
|
| + * @param {number} elapsedTime Time elasped since last frame.
|
| + */
|
| +function updateMovement(elapsedTime) {
|
| + g_playerPosition = g_math.addVector(g_playerPosition,
|
| + g_math.mulVectorScalar(g_playerVelocity,
|
| + elapsedTime));
|
| +}
|
| +
|
| +var g_modes = {};
|
| +
|
| +/**
|
| + * Handle idle mode.
|
| + */
|
| +g_modes.IDLE = {
|
| + init: function() {
|
| + startAnimation(g_anims.idle1);
|
| + g_jumping = false;
|
| + },
|
| + handle: function(elapsedTime) {
|
| + updateDirection(elapsedTime);
|
| + g_animTimer += elapsedTime;
|
| + if (g_animTimer >= g_animation.endTime) {
|
| + // Pick an idle at random.
|
| + var idle = 0;
|
| + if (Math.random() > 0.8) {
|
| + // Choose another idle.
|
| + idle = Math.floor(Math.random() * 10 / 3);
|
| + if (idle > 3) {
|
| + idle = 3;
|
| + }
|
| + }
|
| + var idleName = 'idle' + (idle + 1);
|
| + startAnimation(g_anims[idleName]);
|
| + }
|
| + }
|
| +};
|
| +
|
| +/**
|
| + * Handle walk mode.
|
| + */
|
| +g_modes.WALK = {
|
| + init: function() {
|
| + startAnimation(g_anims.run);
|
| + g_jumping = false;
|
| + },
|
| + handle: function(elapsedTime) {
|
| + updateDirection(elapsedTime);
|
| + updateMovement(elapsedTime);
|
| + g_animTimer += elapsedTime;
|
| + if (g_animTimer >= g_animation.endTime) {
|
| + g_animTimer = g_math.modClamp(g_animTimer,
|
| + g_animation.timeRange,
|
| + g_animation.startTime);
|
| + }
|
| + }
|
| +};
|
| +
|
| +/**
|
| + * Handle jump mode.
|
| + */
|
| +g_modes.JUMP = {
|
| + init: function() {
|
| + startAnimation(g_anims.jumpStart);
|
| + g_jumping = true;
|
| + g_canJump = false;
|
| + g_playerVelocity[1] = JUMP_VELOCITY;
|
| + },
|
| + handle: function(elapsedTime) {
|
| + g_animTimer += elapsedTime;
|
| + if (g_animTimer >= g_animation.endTime) {
|
| + startMode(g_modes.JUMP_UP);
|
| + }
|
| + }
|
| +};
|
| +
|
| +g_modes.JUMP_UP = {
|
| + init: function() {
|
| + startAnimation(g_anims.jumpUp);
|
| + },
|
| + handle: function(elapsedTime) {
|
| + updateDirection(elapsedTime);
|
| + calculateGravity(elapsedTime);
|
| + updateMovement(elapsedTime);
|
| + if (g_playerVelocity[1] < 10) {
|
| + startMode(g_modes.JUMP_CREST);
|
| + }
|
| + }
|
| +};
|
| +
|
| +g_modes.JUMP_CREST = {
|
| + init: function() {
|
| + startAnimation(g_anims.jumpCrest);
|
| + },
|
| + handle: function(elapsedTime) {
|
| + updateDirection(elapsedTime);
|
| + calculateGravity(elapsedTime);
|
| + updateMovement(elapsedTime);
|
| + g_animTimer += elapsedTime;
|
| + if (g_animTimer >= g_animation.endTime) {
|
| + startMode(g_modes.JUMP_FALL);
|
| + }
|
| + }
|
| +};
|
| +
|
| +g_modes.JUMP_FALL = {
|
| + init: function() {
|
| + startAnimation(g_anims.jumpFall);
|
| + },
|
| + handle: function(elapsedTime) {
|
| + updateDirection(elapsedTime);
|
| + calculateGravity(elapsedTime);
|
| + updateMovement(elapsedTime);
|
| + if (g_playerPosition[1] <= 0) {
|
| + startMode(g_modes.JUMP_LAND);
|
| + g_playerPosition[1] = 0;
|
| + g_playerVelocity[1] = 0;
|
| + g_poof.trigger(g_playerPosition);
|
| + }
|
| + }
|
| +};
|
| +
|
| +g_modes.JUMP_LAND = {
|
| + init: function() {
|
| + startAnimation(g_anims.jumpLand);
|
| + },
|
| + handle: function(elapsedTime) {
|
| + updateDirection(elapsedTime);
|
| + g_animTimer += elapsedTime;
|
| + if (g_animTimer >= g_animation.endTime) {
|
| + g_jumping = false;
|
| + startMode(g_modes.IDLE);
|
| + }
|
| + }
|
| +};
|
| +
|
| +function updatePlayer() {
|
| + g_animParam.value = g_animTimer;
|
| + g_playerTransform.identity();
|
| + g_playerTransform.translate(g_playerPosition);
|
| + g_playerTransform.rotateY(g_playerDirection);
|
| +}
|
| +
|
| +/**
|
| + * Called every frame.
|
| + * @param {!o3d.RenderEvent} renderEvent Rendering Information.
|
| + */
|
| +function onRender(renderEvent) {
|
| + var elapsedTime = renderEvent.elapsedTime;
|
| + updateClientSize();
|
| + handleMoveKeys(elapsedTime);
|
| + g_playerMode.handle(elapsedTime);
|
| + updatePlayer();
|
| + moveCamera();
|
| +};
|
| +
|
| +/**
|
| + * Remove any callbacks so they don't get called after the page has unloaded.
|
| + */
|
| +function unload() {
|
| + if (g_client) {
|
| + g_client.cleanup();
|
| + }
|
| +}
|
| +</script>
|
| +</head>
|
| +<body>
|
| +<table style="width: 100%; height:100%;">
|
| + <tr style="height: 50px;"><td>
|
| + <div style="width: 100%; height: 50px; font-size: large;">
|
| + <img src="assets/colorbar.png" width="100%" height="10px"/><br/>
|
| + Google I/O 2009 O3D Sample
|
| + </div>
|
| + </td></tr>
|
| + <tr style="height: 100%;"><td>
|
| + <div style="width: 100%; height: 100%;">
|
| + <div id="o3d" style="width: 100%; height: 100%;"></div>
|
| + </div>
|
| + </td></tr>
|
| +</table>
|
| +</body>
|
| +</html>
|
|
|