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authorgspencer@google.com <gspencer@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2009-05-27 23:15:42 +0000
committergspencer@google.com <gspencer@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2009-05-27 23:15:42 +0000
commit05b47f7a8c5451f858dc220df0e3a97542edace6 (patch)
treea2273d619f0625c9d44d40842845ccce2eac1045 /o3d/samples/customcamera.html
parent5cdc8bdb4c847cefe7f4542bd10c9880c2c557a0 (diff)
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This is the O3D source tree's initial commit to the Chromium tree. It
is not built or referenced at all by the chrome build yet, and doesn't yet build in it's new home. We'll change that shortly. git-svn-id: svn://svn.chromium.org/chrome/trunk/src@17035 0039d316-1c4b-4281-b951-d872f2087c98
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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 B4
+
+This tutorial shows how we generate a simple cube mesh
+and view it using a dynamically generated camera which can be animated.
+
+We also show how to dynamically change the perspective matrix
+to adjust to the correct aspect ratio as the o3d window is resized.
+
+The cube can be animated along the target's y-axis and the animation is
+done every time a frame is rendered.
+-->
+<!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 B4: Cameras and events
+</title>
+<style type="text/css">
+ html, body {
+ height: 100%;
+ margin: 0;
+ padding: 0;
+ border: none;
+ }
+</style>
+<!-- Our javascript code -->
+<script type="text/javascript" src="o3djs/base.js"></script>
+<script type="text/javascript">
+o3djs.require('o3djs.util');
+o3djs.require('o3djs.math');
+o3djs.require('o3djs.rendergraph');
+o3djs.require('o3djs.primitives');
+o3djs.require('o3djs.effect');
+
+// Events
+// Run the init() function once the page has finished loading.
+// unload() when the page is unloaded.
+window.onload = init;
+window.onunload = unload;
+
+// global variables
+var g_o3d;
+var g_math;
+var g_client;
+var g_pack;
+var g_viewInfo;
+var g_o3dElement;
+var g_o3dWidth = -1;
+var g_o3dHeight = -1;
+
+// Our view and projection matrices
+// The view matrix transforms objects from world space to view space.
+var g_viewMatrix;
+// The projection matrix projects objects from view space to the screen.
+var g_projMatrix;
+
+// Animation varibles
+
+// Boolean flag that signals whether animation is on.
+var g_animate;
+// Current angle
+var g_animateAngle;
+
+/**
+ * Creates our client area by looking for <div>s with an id that starts with
+ * "o3d".
+ */
+function init() {
+ o3djs.util.makeClients(initStep2);
+}
+
+/**
+ * Initializes O3D, loads the effect, and draws the cube.
+ * @param {Array} clientElements Array of o3d object elements.
+ */
+function initStep2(clientElements) {
+ // Initialize global variables and libraries.
+ g_o3dElement = clientElements[0];
+ g_o3d = g_o3dElement.o3d;
+ g_math = o3djs.math;
+ g_client = g_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);
+
+ // Reset animation variables.
+ g_animate = false;
+ g_animateAngle = 0;
+
+ // Create and load the effect.
+ var effect = g_pack.createObject('Effect');
+ o3djs.effect.loadEffect(effect, 'shaders/vertex-color.shader');
+
+ // Create a material for it.
+ var myMaterial = g_pack.createObject('Material');
+
+ // Set the material's drawList
+ myMaterial.drawList = g_viewInfo.performanceDrawList;
+
+ // Apply our effect to this material. The effect tells the 3D hardware
+ // which shader to use.
+ myMaterial.effect = effect;
+
+ // Create the parameters the effect needs on the material.
+ effect.createUniformParameters(myMaterial);
+
+ // Create a cube.
+ var cube = o3djs.primitives.createRainbowCube(g_pack, myMaterial, 1);
+
+ setDefaultCameraValues();
+ setCamera();
+
+ // Generate the projection and viewProjection matrices based
+ // on the plugin size by calling Resize().
+ resize();
+
+ // Attach the cube to the root of the transform graph.
+ var root = g_client.root;
+ root.addShape(cube);
+
+
+ // Set our render callback for animation.
+ // This sets a function to be executed every time a frame is rendered.
+ g_client.setRenderCallback(onrender);
+}
+
+// Generates the projection matrix based on the size of the g_o3d plugin
+// and calculates the view-projection matrix.
+function resize() {
+ var newWidth = g_client.width;
+ var newHeight = g_client.height;
+
+ if (newWidth != g_o3dWidth || newHeight != g_o3dHeight) {
+ g_o3dWidth = newWidth;
+ g_o3dHeight = newHeight;
+
+ // Create our projection matrix, with a vertical field of view of 45 degrees
+ // a near clipping plane of 0.1 and far clipping plane of 100.
+ g_projMatrix = g_math.matrix4.perspective(
+ g_math.degToRad(45),
+ g_o3dWidth / g_o3dHeight,
+ 0.1,
+ 100);
+
+ // update our view projection matrix
+ setViewProjection();
+ }
+}
+
+// Sets the view and projection matrices.
+function setViewProjection() {
+ g_viewInfo.drawContext.view = g_viewMatrix;
+ g_viewInfo.drawContext.projection = g_projMatrix;
+}
+
+// Sets the default camera values and updates the view matrix
+function setDefaultCameraValues() {
+ var myForm = document.defaultForm;
+
+ // default eye position = (2, 2, 4)
+ myForm.eyeX.value = '2.0';
+ myForm.eyeY.value = '1.0';
+ myForm.eyeZ.value = '4.0';
+
+ // default target position = (0, 0, 0)
+ // (ie centre of the cube)
+ myForm.targetX.value = '0.0';
+ myForm.targetY.value = '0.0';
+ myForm.targetZ.value = '0.0';
+
+ // default up vector = (0, 1, 0)
+ // (this tells the renderer which direction is 'up')
+ // in this case, we define the positive y-axis to be 'up'.
+ myForm.upX.value = '0.0';
+ myForm.upY.value = '1.0';
+ myForm.upZ.value = '0.0';
+
+ // update the view matrix
+ setCamera();
+}
+
+// Updates the view matrix using the current camera parameters
+function setCamera() {
+ // Create our view matrix using the target, eye, and up vectors in the form
+ // and using the lookAt(..)
+ // helper function to create the matrix.
+ var myForm = document.defaultForm;
+
+ // Eye-position, this is where our camera is at.
+ var eye = [parseFloat(myForm.eyeX.value),
+ parseFloat(myForm.eyeY.value),
+ parseFloat(myForm.eyeZ.value)];
+
+ // Target, this is where our camera is pointed at.
+ var target = [parseFloat(myForm.targetX.value),
+ parseFloat(myForm.targetY.value),
+ parseFloat(myForm.targetZ.value)];
+
+ // Up-vector, this tells the camera which direction is 'up'.
+ // We define the positive y-direction to be up in this example.
+ var up = [parseFloat(myForm.upX.value),
+ parseFloat(myForm.upY.value),
+ parseFloat(myForm.upZ.value)];
+
+ g_viewMatrix = g_math.matrix4.lookAt(eye, target, up);
+
+ // if we already have our projection matrix,
+ // update the view projection matrix.
+ if (g_projMatrix)
+ setViewProjection();
+}
+
+// Validates a field in the form to make sure it contains a float.
+function validateFloat(field) {
+ var floatValue = parseFloat(field.value);
+ if (isNaN(floatValue))
+ field.value = '0.0';
+ else
+ field.value = floatValue;
+}
+
+// Toggles animation
+function toggleAnimate() {
+ // toggle the animate flag.
+ g_animate = !g_animate;
+
+ if (g_animate) {
+ // turn on animation
+ document.defaultForm.btnAnimate.value = 'Stop animation';
+ } else {
+ // turn off animation
+ document.defaultForm.btnAnimate.value = 'Animate';
+ }
+}
+
+// Animates the camera.
+// This function executes on each frame.
+// It was set using g_client.setRenderCallback(..)
+// in initStep2().
+function onrender(renderEvent) {
+ resize();
+ if (g_animate) {
+ // Update the angle frame rate independently.
+ g_animateAngle += 2.0 * renderEvent.elapsedTime;
+
+ var myForm = document.defaultForm;
+ // Set radius to 1.5
+ var radius = 1.5;
+ // rotate around the y-axis relative to the target
+ myForm.eyeX.value = parseFloat(myForm.targetX.value) +
+ Math.sin(g_animateAngle) * radius;
+ myForm.eyeZ.value = parseFloat(myForm.targetZ.value) +
+ Math.cos(g_animateAngle) * radius;
+
+ setCamera();
+ }
+}
+
+/**
+ * Removes 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 width="100%" style="height:100%;"><tr><td valign="middle" align="center">
+<table width="100%" style="height:100%;"><tr><td>
+<h1>Cameras and events</h1>
+<p>
+This tutorial shows how we generate a simple cube mesh
+and view it using a dynamically generated camera which can be animated.
+</p>
+<p>
+Press Animate to animate the camera and use the textboxes to manually
+set the position of the camera.
+</p>
+<!-- Centre everything in the div -->
+ <table id="container" width="98%" style="height:50%;"><tr><td height="100%">
+ <!-- Start of g_o3d plugin -->
+ <div id="o3d" style="width: 100%; height: 100%;"></div>
+ <!-- End of g_o3d plugin -->
+ </td></tr></table>
+ <!-- Format input fields nicely in a table -->
+ <form action="#" method="get" name="defaultForm">
+ <table style="margin-left:auto; margin-right:auto"
+ summary="This table contains camera controls.">
+ <thead style="font-weight:bold; text-align:center">
+ <tr>
+ <th></th>
+ <th>x</th>
+ <th>y</th>
+ <th>z</th>
+ <th></th>
+ </tr>
+ </thead>
+ <tbody>
+ <tr>
+ <td>Eye</td>
+ <td><input name="eyeX"
+ type="text"
+ onblur="validateFloat(this)"/></td>
+ <td><input name="eyeY"
+ type="text"
+ onblur="validateFloat(this)"/></td>
+ <td><input name="eyeZ"
+ type="text"
+ onblur="validateFloat(this)"/></td>
+ <td rowspan="2">
+ <input name="btnSet"
+ type="button"
+ value="Set camera"
+ onClick="setCamera()"/>
+ </td>
+ </tr>
+ <tr>
+ <td>Target</td>
+ <td><input name="targetX"
+ type="text"
+ onblur="validateFloat(this)"/></td>
+ <td><input name="targetY"
+ type="text"
+ onblur="validateFloat(this)"/></td>
+ <td><input name="targetZ"
+ type="text"
+ onblur="validateFloat(this)"/></td>
+ </tr>
+ <tr>
+ <td>Up vector</td>
+ <td><input name="upX"
+ type="text"
+ onblur="validateFloat(this)"/></td>
+ <td><input name="upY"
+ type="text"
+ onblur="validateFloat(this)"/></td>
+ <td><input name="upZ"
+ type="text"
+ onblur="validateFloat(this)"/></td>
+ <td>
+ <input name="btnDefault"
+ type="button"
+ value="Restore default camera"
+ onClick="setDefaultCameraValues()"/>
+ </td>
+ </tr>
+ <tr>
+ <td colspan="5" style="text-align:center">
+ <input name="btnAnimate"
+ type="button"
+ value="Animate"
+ onClick="toggleAnimate()"/>
+ </td>
+ </tr>
+ </tbody>
+ </table>
+ </form>
+</td></tr></table>
+</td></tr></table>
+</body>
+</html>