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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 Skinning example.
+
+Shows a simple skinned cylinder.
+-->
+<!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>
+Skinning.
+</title>
+<!-- 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.effect');
+o3djs.require('o3djs.primitives');
+
+// 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_viewInfo;
+var g_pack;
+var g_transforms = [];
+var g_finished = false; // for selenium testing.
+var g_clock = 0;
+var g_timeMult = 1;
+
+/**
+ * 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.
+ var o3dElement = clientElements[0];
+ g_o3d = o3dElement.o3d;
+ g_math = o3djs.math;
+ g_client = o3dElement.client;
+
+ // 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);
+
+ // Set our projection matrix, with a vertical field of view of 45 degrees
+ // a near clipping plane of 0.1 and far clipping plane of 10000.
+ g_viewInfo.drawContext.projection = g_math.matrix4.perspective(
+ g_math.degToRad(45),
+ g_client.width / g_client.height,
+ 0.1,
+ 10000);
+
+ // Create and load the effect.
+ var effect = g_pack.createObject('Effect');
+ o3djs.effect.loadEffect(effect, 'shaders/phong-with-colormult.shader');
+
+ // Create a Material for the effect.
+ var material = g_pack.createObject('Material');
+
+ // Apply our effect to this material.
+ material.effect = effect;
+
+ // Set the material's drawList
+ material.drawList = g_viewInfo.performanceDrawList;
+
+ // Create the params the effect needs on the material.
+ effect.createUniformParameters(material);
+
+ // Set the material parameters.
+ material.getParam('lightWorldPos').value = [1000, 1000, 0];
+ material.getParam('lightIntensity').value = [1, 1, 1, 1];
+ material.getParam('ambientIntensity').value = [0.1, 0.1, 0.1, 1];
+ material.getParam('ambient').value = [1, 1, 1, 1];
+ material.getParam('diffuse').value = [1, 0.2, 1, 1];
+ material.getParam('specular').value = [0.5, 0.5, 0.5, 1];
+ material.getParam('shininess').value = 50;
+ material.getParam('colorMult').value = [1, 1, 1, 1];
+
+ // Create a cylinder.
+ var vertexInfo = o3djs.primitives.createCylinderVertices(
+ 40, 200, 12, 20,
+ [[1, 0, 0, 0],
+ [0, 1, 0, 0],
+ [0, 0, 1, 0],
+ [0, 100, 0, 1]]);
+ var shape = vertexInfo.createShape(g_pack, material);
+
+ // Create an ParamArray to hold matrices for skinning.
+ var matrices = g_pack.createObject('ParamArray');
+
+ // Create a Skin to hold the influences and bind pose.
+ var skin = g_pack.createObject('Skin');
+
+ // Create a SkinEval to use the Skin.
+ var skinEval = g_pack.createObject('SkinEval');
+
+ // Tell the SkinEval which matrices and Skin to use.
+ skinEval.matrices = matrices;
+ skinEval.skin = skin;
+
+ // Create 11 matrices on our ParamArray.
+ matrices.resize(11, 'o3d.ParamMatrix4');
+
+ // Create 11 transforms for the bones and parent them into a chain.
+ for (var ii = 0; ii <= 10; ++ii) {
+ var transform = g_pack.createObject('Transform');
+ g_transforms[ii] = transform;
+ if (ii > 0) {
+ transform.translate(0, 20, 0);
+ }
+ transform.parent = ii == 0 ? g_client.root : g_transforms[ii - 1];
+ // Bind the world matrix of the transform to the corresponding matrix in the
+ // ParamArray.
+ matrices.getParam(ii).bind(transform.getParam('worldMatrix'));
+ // Store the inverse world matrix of each transform as the bind pose for the
+ // skin.
+ skin.setInverseBindPoseMatrix(ii, g_math.inverse(transform.worldMatrix));
+ }
+
+ // Add the cylinder to the root transform.
+ g_transforms[0].addShape(shape);
+
+ // Skinning happens in world space so bind the transform of the shape
+ // to the SkinEval so it can put our skin in object space.
+ skinEval.getParam('base').bind(g_transforms[0].getParam('worldMatrix'));
+
+ // Make our source data for skinning and setup the influences for each bone.
+ // We only need the position and normals.
+ var positions = [];
+ var normals = [];
+ var positionStream = vertexInfo.findStream(g_o3d.Stream.POSITION);
+ var normalStream = vertexInfo.findStream(g_o3d.Stream.NORMAL);
+ var numVertices = positionStream.numElements();
+ for (var ii = 0; ii < numVertices; ++ii) {
+ // Choose the bones to influence the vertex based on its height.
+ var y = positionStream.getElementVector(ii)[1] / 20;
+ var influence = y % 1;
+ var bone = Math.floor(y);
+ var bone_2 = bone + 1;
+ if (bone_2 > 10) {
+ bone_2 = 10;
+ }
+ skin.setVertexInfluences(ii, [bone, 1 - influence, bone_2, influence]);
+ }
+
+ // Create a SourceBuffer for the Skin and set the vertices on it.
+ var sourceBuffer = g_pack.createObject('SourceBuffer');
+ var positionField = sourceBuffer.createField('FloatField', 3);
+ var normalField = sourceBuffer.createField('FloatField', 3);
+ sourceBuffer.allocateElements(numVertices);
+ positionField.setAt(0, positionStream.elements);
+ normalField.setAt(0, normalStream.elements);
+
+ // Tell the skinEval how to use the SourceBuffer
+ skinEval.setVertexStream(g_o3d.Stream.POSITION,
+ 0,
+ positionField,
+ 0);
+ skinEval.setVertexStream(g_o3d.Stream.NORMAL,
+ 0,
+ normalField,
+ 0);
+
+ // Bind the Primitive's position and normal streams
+ // to the SkinEval so the SkinEval will fill them in each frame.
+ var streamBank = shape.elements[0].streamBank;
+ streamBank.bindStream(skinEval, g_o3d.Stream.POSITION, 0);
+ streamBank.bindStream(skinEval, g_o3d.Stream.POSITION, 0);
+
+ // Setup an onrender callback for animation.
+ g_client.setRenderCallback(onrender);
+
+ g_finished = true; // for selenium testing.
+}
+
+/**
+ * Called every frame.
+ * @param {!o3d.RenderEvent} renderEvent Info for rendering.
+ */
+function onrender(renderEvent) {
+ // Get the number of seconds since the last render.
+ var elapsedTime = renderEvent.elapsedTime;
+ g_clock += elapsedTime * g_timeMult;
+
+ var x = Math.sin(g_clock * 0.3) * 400;
+ var z = Math.cos(g_clock * 0.3) * 400;
+ var y = Math.sin(g_clock * 0.7) * 50 + 100;
+
+ // spin the camera.
+ g_viewInfo.drawContext.view = g_math.matrix4.lookAt(
+ [x, y, z], // eye
+ [0, 100, 0], // target
+ [0, 1, 0]); // up
+
+ // Make our bone chain bend.
+ var rotation = Math.PI / g_transforms.length * Math.sin(g_clock * 1);
+ for (var ii = 1; ii < g_transforms.length; ++ii) {
+ var transform = g_transforms[ii];
+ transform.identity();
+ transform.translate(0, 20, 0);
+ transform.rotateX(rotation);
+ }
+}
+
+/**
+ * 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>Skinning</h1>
+<!-- Start of O3D plugin -->
+<div id="o3d" style="width: 800px; height: 600px;"></div>
+<!-- End of O3D plugin -->
+</body>
+</html>