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+<!-- |
+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. |
+--> |
+ |
+<!-- |
+O3D Tutorial A2 |
+ |
+In this tutorial, we show how to perform transformations on a scene that |
+we have loaded. |
+--> |
+<!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> |
+Tutorial A2: Transformations |
+</title> |
+<!-- Include sample javascript library functions--> |
+<script type="text/javascript" src="../o3d-webgl/base.js"></script> |
+<script type="text/javascript" src="../o3djs/base.js"></script> |
+<!-- Our javascript code --> |
+<script type="text/javascript" id="o3dscript"> |
+o3djs.base.o3d = o3d; |
+o3djs.require('o3djs.webgl'); |
+o3djs.require('o3djs.camera'); |
+o3djs.require('o3djs.math'); |
+o3djs.require('o3djs.rendergraph'); |
+o3djs.require('o3djs.pack'); |
+o3djs.require('o3djs.scene'); |
+ |
+// Events |
+// Run the init() function once the page has finished loading. |
+window.onload = init; |
+ |
+// global variables |
+var g_o3d; |
+var g_math; |
+var g_client; |
+var g_viewInfo; |
+var g_pack; |
+var g_keyPressDelta = 0.05; |
+var g_finished = false; // for selenium testing |
+ |
+// root node of scene |
+var g_sceneRoot; |
+ |
+/** |
+ * Loads a scene into the transform graph. |
+ * @param {!o3d.Pack} pack Pack to load scene into. |
+ * @param {string} fileName filename of the scene. |
+ * @param {!o3d.Transform} parent parent node in the transform graph to |
+ * which to load the scene into. |
+ */ |
+function loadScene(pack, fileName, parent) { |
+ // Get our full path to the scene |
+ var scenePath = o3djs.util.getCurrentURI() + fileName; |
+ |
+ // Load the file given the full path, and call the callback function |
+ // when its done loading. |
+ o3djs.scene.loadScene(g_client, pack, parent, scenePath, callback); |
+ |
+ /** |
+ * Our callback is called once the scene has been loaded into memory |
+ * from the web or locally. |
+ * @param {!o3d.Pack} pack The pack that was passed in above. |
+ * @param {!o3d.Transform} parent The parent that was passed in above. |
+ * @param {*} exception null if loading succeeded. |
+ */ |
+ function callback(pack, parent, exception) { |
+ if (exception) { |
+ alert('Could not load: ' + fileName + '\n' + exception); |
+ return; |
+ } |
+ // Get a CameraInfo (an object with a view and projection matrix) |
+ // using our javascript library function |
+ var cameraInfo = o3djs.camera.getViewAndProjectionFromCameras( |
+ parent, |
+ g_client.width, |
+ g_client.height); |
+ |
+ // Copy the view and projection to the draw context. |
+ g_viewInfo.drawContext.view = cameraInfo.view; |
+ g_viewInfo.drawContext.projection = cameraInfo.projection; |
+ |
+ // Generate draw elements and setup material draw lists. |
+ o3djs.pack.preparePack(pack, g_viewInfo); |
+ |
+ g_finished = true; // for selenium testing |
+ } |
+} |
+ |
+/** |
+ * Creates the client area. |
+ */ |
+function init() { |
+ o3djs.webgl.makeClients(initStep2); |
+} |
+ |
+/** |
+ * Initializes O3D and loads the scene into the transform graph. |
+ * @param {Array} clientElements Array of o3d object elements. |
+ */ |
+function initStep2(clientElements) { |
+ // Initializes global variables and libraries. |
+ var o3dElement = clientElements[0]; |
+ g_o3d = o3dElement.o3d; |
+ g_math = o3djs.math; |
+ g_client = o3dElement.client; |
+ |
+ // Create a pack to manage our resources/assets |
+ g_pack = g_client.createPack(); |
+ |
+ // Create the render graph for a view. |
+ g_viewInfo = o3djs.rendergraph.createBasicView( |
+ g_pack, |
+ g_client.root, |
+ g_client.renderGraphRoot); |
+ |
+ // Create a transform node to act as the 'root' of the scene |
+ g_sceneRoot = g_pack.createObject('Transform'); |
+ // Attach it to the root of the transform graph. |
+ g_sceneRoot.parent = g_client.root; |
+ |
+ // Load the scene into the transform graph as a child of the g_sceneRoot. |
+ loadScene(g_pack, '../assets/teapot/scene.json', g_sceneRoot); |
+ |
+ // Execute keyPressedCallback(..) when we detect a keypress on the document. |
+ window.document.onkeypress = keyPressedCallback; |
+} |
+ |
+/** |
+ * Function performing the rotate action in response to a key-press. |
+ * Rotates the scene based on key pressed. (w ,s, a, d). Note that the x and |
+ * y-axis referenced here are relative to the current view of the scene. |
+ * @param {keyPressed} The letter pressed, in lower case. |
+ * @param {delta} The angle by which the scene should be rotated. |
+ * @return true if an action was taken. |
+ */ |
+function keyPressedAction(keyPressed, delta) { |
+ var actionTaken = false; |
+ switch(keyPressed) { |
+ case 'a': |
+ g_sceneRoot.localMatrix = |
+ g_math.matrix4.mul(g_sceneRoot.localMatrix, |
+ g_math.matrix4.rotationY(-delta)); |
+ actionTaken = true; |
+ break; |
+ case 'd': |
+ g_sceneRoot.localMatrix = |
+ g_math.matrix4.mul(g_sceneRoot.localMatrix, |
+ g_math.matrix4.rotationY(delta)); |
+ actionTaken = true; |
+ break; |
+ case 'w': |
+ g_sceneRoot.localMatrix = |
+ g_math.matrix4.mul(g_sceneRoot.localMatrix, |
+ g_math.matrix4.rotationX(-delta)); |
+ actionTaken = true; |
+ break; |
+ case 's': |
+ g_sceneRoot.localMatrix = |
+ g_math.matrix4.mul(g_sceneRoot.localMatrix, |
+ g_math.matrix4.rotationX(delta)); |
+ actionTaken = true; |
+ break; |
+ } |
+ return actionTaken; |
+} |
+ |
+/** |
+ * Callback for the keypress event. |
+ * Invokes the action to be performed for the key pressed. |
+ * @param {event} keyPress event passed to us by javascript. |
+ */ |
+function keyPressedCallback(event) { |
+ event = event || window.event; |
+ |
+ // Ignore accelerator key messages. |
+ if (event.metaKey) |
+ return; |
+ |
+ var keyChar = String.fromCharCode(o3djs.event.getEventKeyChar(event)); |
+ // Just in case they have capslock on. |
+ keyChar = keyChar.toLowerCase(); |
+ |
+ if (keyPressedAction(keyChar, g_keyPressDelta)) { |
+ o3djs.event.cancel(event); |
+ } |
+} |
+ |
+/** |
+ * Resets the view of the scene by resetting its local matrix to the identity |
+ * matrix. |
+ */ |
+function resetView() { |
+ g_sceneRoot.identity(); |
+} |
+ |
+</script> |
+</head> |
+<body> |
+<h1>Transformations</h1> |
+This tutorial shows how to perform transformations on a scene that |
+has been loaded. |
+<br/> |
+<!-- Start of O3D plugin --> |
+<div id="o3d" style="width: 600px; height: 600px;"></div> |
+<!-- End of O3D plugin --> |
+<p>Use W, S, A, D to rotate.</p> |
+<form name="default_form" action="#" method="get"> |
+<input type="button" value="Reset view" onclick="resetView()" /> |
+<input type="button" value="W" id="W" |
+ onclick="keyPressedAction('w', g_keyPressDelta);" /> |
+<input type="button" value="S" id="S" |
+ onclick="keyPressedAction('s', g_keyPressDelta);" /> |
+<input type="button" value="A" id="A" |
+ onclick="keyPressedAction('a', g_keyPressDelta);" /> |
+<input type="button" value="D" id="D" |
+ onclick="keyPressedAction('d', g_keyPressDelta);" /> |
+</form> |
+</body> |
+</html> |