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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 Picking Example.
+
+This example shows one way to implement picking. Because O3D is shader
+agnostic we can't handle picking automatically since we have no way of knowing
+what the developer is going to do with their shaders. On the other hand, we can
+provide various functions that make it possible to do your own picking. Only you
+know which objects are pickable and which are not. For example if you are
+making an RTS game, only you would know that units are pickable but ground and
+explosions are not and that neither is your HUD.
+
+It's possible that someone, maybe us, will create an engine to use o3d
+that given a bunch of restrictions and flags on the data it excepts can
+do picking in a more automatic way but that is not the goal of the o3d api.
+Its goal is to provide a LOW-LEVEL shader agnostic API.
+-->
+<!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>
+O3D Picking Example.
+</title>
+<!-- Include default 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.pack');
+o3djs.require('o3djs.camera');
+o3djs.require('o3djs.picking');
+o3djs.require('o3djs.scene');
+
+// Events
+// init() 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_treeInfo; // information about the transform graph.
+var g_pickInfoElem;
+var g_selectedInfo = null;
+var g_flashTimer = 0;
+var g_highlightMaterial;
+var g_highlightShape;
+var g_finished = false; // for selenium testing.
+
+function updateInfo() {
+ if (!g_treeInfo) {
+ g_treeInfo = o3djs.picking.createTransformInfo(g_client.root,
+ null);
+ }
+ g_treeInfo.update();
+}
+
+function unSelectAll() {
+ if (g_selectedInfo) {
+ // Remove it from the transform of the selected object.
+ g_selectedInfo.shapeInfo.parent.transform.removeShape(g_highlightShape);
+ // Remove everything related to it.
+ o3djs.shape.deleteDuplicateShape(g_highlightShape, g_pack);
+ g_highlightShape = null;
+ g_selectedInfo = null;
+ }
+}
+
+function select(pickInfo) {
+ unSelectAll();
+ if (pickInfo) {
+ g_selectedInfo = pickInfo;
+ // make a copy of the selected shape so we can use it to highlight.
+ g_highlightShape = o3djs.shape.duplicateShape(
+ g_pack,
+ g_selectedInfo.shapeInfo.shape,
+ 'highlight_');
+ // Set all of it's elements to use the highlight material.
+ var elements = g_highlightShape.elements;
+ for (var ee = 0; ee < elements.length; ee++) {
+ elements[ee].material = g_highlightMaterial;
+ }
+
+ // Add it to the same transform
+ g_selectedInfo.shapeInfo.parent.transform.addShape(g_highlightShape);
+ g_flashTimer = 0.0; // make it change color immediately.
+ }
+}
+
+function pick(e) {
+ var worldRay = o3djs.picking.clientPositionToWorldRay(
+ e.x,
+ e.y,
+ g_viewInfo.drawContext,
+ g_client.width,
+ g_client.height);
+ unSelectAll();
+
+ // Update the entire tree in case anything moved.
+ g_treeInfo.update();
+
+ var pickInfo = g_treeInfo.pick(worldRay);
+ if (pickInfo) {
+ select(pickInfo);
+ g_pickInfoElem.innerHTML = pickInfo.shapeInfo.shape.name;
+ } else {
+ g_pickInfoElem.innerHTML = '--nothing--';
+ }
+}
+
+function onrender(renderEvent) {
+ g_flashTimer += renderEvent.elapsedTime;
+ g_flashTimer = g_flashTimer % 0.5;
+ if (g_selectedInfo) {
+ if (g_flashTimer < 0.25) {
+ g_highlightMaterial.getParam('color').value = [1, 1, 1, 1];
+ } else {
+ g_highlightMaterial.getParam('color').value = [0, 0, 0, 1];
+ }
+ }
+}
+
+/**
+ * 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 one from the file to ours.
+ 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);
+
+ // Update our info
+ updateInfo();
+
+ g_treeInfo.dump('');
+
+ 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];
+ o3dElement.name = 'o3dObj'; // This is only for our selenium tests.
+ g_o3d = o3dElement.o3d;
+ g_math = o3djs.math;
+ g_client = o3dElement.client;
+
+ g_pickInfoElem = document.getElementById('pickInfo');
+
+ // Creates 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 material for highlighting.
+ g_highlightMaterial = g_pack.createObject('Material');
+ g_highlightMaterial.drawList = g_viewInfo.performanceDrawList;
+ var effect = g_pack.createObject('Effect');
+ o3djs.effect.loadEffect(effect, 'shaders/solid-color.shader');
+ g_highlightMaterial.effect = effect;
+ effect.createUniformParameters(g_highlightMaterial);
+ // Setup a state to bring the lines forward.
+ var state = g_pack.createObject('State');
+ state.getStateParam('PolygonOffset2').value = -1.0;
+ state.getStateParam('FillMode').value = g_o3d.State.WIREFRAME;
+ g_highlightMaterial.state = state;
+
+ // Creates a transform to put our data on.
+ var my_data_root = g_pack.createObject('Transform');
+
+ // Connects our root to the client's root.
+ my_data_root.parent = g_client.root;
+
+ // Load the scene into the transform graph as a child of my_data_root
+ loadScene(g_pack, 'assets/seven_shapes.o3dtgz', my_data_root);
+
+ g_client.setRenderCallback(onrender);
+
+ // Start picking; it won't do anything until the scene finishes loading.
+ o3djs.event.addEventListener(o3dElement, 'mousedown', pick);
+}
+
+/**
+ * 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>
+<h1>Picking</h1>
+Click on an object
+<br/>
+<!-- Start of O3D plugin -->
+<div id="o3d" style="width: 600px; height: 600px;"></div>
+<!-- End of O3D plugin -->
+<div style="font-family: sans-serif; font-size: large;">PICKED: <span id="pickInfo"></span></div>
+</body>
+</html>