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hello_rotate.html
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hello_rotate.html
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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="o3djs/base.js"></script>
<!-- Our javascript code -->
<script type="text/javascript" id="o3dscript">
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 = 0.25;
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.util.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.o3dtgz', 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) {
console.log("key-->" + keyPressed + "<--")
var actionTaken = false;
switch(keyPressed) {
case 'a':
case '%':
g_sceneRoot.localMatrix =
g_math.matrix4.mul(g_sceneRoot.localMatrix,
g_math.matrix4.rotationY(-delta));
actionTaken = true;
break;
case 'd':
case "'":
g_sceneRoot.localMatrix =
g_math.matrix4.mul(g_sceneRoot.localMatrix,
g_math.matrix4.rotationY(delta));
actionTaken = true;
break;
case 'w':
case '&':
g_sceneRoot.localMatrix =
g_math.matrix4.mul(g_sceneRoot.localMatrix,
g_math.matrix4.rotationX(-delta));
actionTaken = true;
break;
case 's':
case '(':
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 or arrow keys 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>