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This sample shows the steps to make a simple frame rate independent game. --> <!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> Google I/O O3D Sample </title> <link rel="stylesheet" type="text/css" href="assets/style.css" /> <!-- 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.util'); o3djs.require('o3djs.math'); o3djs.require('o3djs.rendergraph'); o3djs.require('o3djs.primitives'); o3djs.require('o3djs.material'); // Events // init() once the page has finished loading. // unload() when the page is unloaded. window.onload = init; window.onunload= unload; // global variables var g_o3dElement; var g_o3d; var g_math; var g_client; var g_viewInfo; var g_pack; var g_root; var g_globalParams; var g_o3dWidth; var g_o3dHeight; var g_o3dElement; var g_keyDown = []; // which keys are down by key code. var g_playerTransform; var g_playerXPosition = 0; var g_playerZPosition = 0; var g_eye = [15, 25, 50]; var g_target = [0, 10, 0]; var g_up = [0, 1, 0]; var g_viewMatrix; /** * Updates the projection matrix. */ function updateProjection() { g_viewInfo.drawContext.projection = g_math.matrix4.perspective( g_math.degToRad(45), // field of view. g_o3dWidth / g_o3dHeight, // aspect ratio 0.1, // Near plane. 5000); // Far plane. } /* * Updates the camera. */ function updateCamera() { g_viewMatrix = g_math.matrix4.lookAt(g_eye, g_target, g_up); g_viewInfo.drawContext.view = g_viewMatrix; }; /** * Updates global variables of the client's size if they have changed. */ function updateClientSize() { var newWidth = g_client.width; var newHeight = g_client.height; if (g_o3dWidth != newWidth || g_o3dHeight != newHeight) { g_o3dWidth = newWidth; g_o3dHeight = newHeight; updateProjection(); } } /** * 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. g_o3dElement = clientElements[0]; g_o3d = g_o3dElement.o3d; g_math = o3djs.math; g_client = g_o3dElement.client; // Creates a pack to manage our resources/assets g_pack = g_client.createPack(); g_root = g_pack.createObject('Transform'); g_viewInfo = o3djs.rendergraph.createBasicView( g_pack, g_root, g_client.renderGraphRoot); updateCamera(); var redMaterial = o3djs.material.createBasicMaterial( g_pack, g_viewInfo, [0.2, 1, 0.2, 1]); // green var checkerMaterial = o3djs.material.createMaterialFromFile( g_pack, 'shaders/checker.shader', g_viewInfo.performanceDrawList); g_globalParams = o3djs.material.createAndBindStandardParams(g_pack); g_globalParams.lightWorldPos.value = [30, 60, 40]; g_globalParams.lightColor.value = [1, 1, 1, 1]; // Create a ground plane. var shape = o3djs.primitives.createPlane( g_pack, checkerMaterial, 100, 100, 10, 10); var transform = g_pack.createObject('Transform'); transform.parent = g_root; transform.addShape(shape); // Create a cylinder. var shape = o3djs.primitives.createCylinder( g_pack, redMaterial, 2.5, 5, 20, 1, g_math.matrix4.translation([0, 2.5, 0])); var transform = g_pack.createObject('Transform'); transform.parent = g_root; transform.addShape(shape); g_playerTransform = transform; // Setup a render callback for per frame processing. g_client.setRenderCallback(onRender); o3djs.event.addEventListener(g_o3dElement, 'keydown', onKeyDown); o3djs.event.addEventListener(g_o3dElement, 'keyup', onKeyUp); window.g_finished = true; // for selenium testing. } /** * Tracks key down events. * @param {Event} e keyboard event. */ function onKeyDown(e) { g_keyDown[e.keyCode] = true; } /** * Tracks key up events. * @param {Event} e keyboard event. */ function onKeyUp(e) { g_keyDown[e.keyCode] = false; } /** * Look at keys. */ function handleMoveKeys() { var directionX = 0; var directionZ = 0; if (g_keyDown[37] || g_keyDown[65]) { directionX = -3; } if (g_keyDown[39] || g_keyDown[68]) { directionX = 3; } if (g_keyDown[38] || g_keyDown[87]) { directionZ = -3; } if (g_keyDown[40] || g_keyDown[83]) { directionZ = 3; } g_playerXPosition += directionX; g_playerZPosition += directionZ; g_playerTransform.identity(); g_playerTransform.translate(g_playerXPosition, 0, g_playerZPosition); } /** * Called every frame. * @param {!o3d.RenderEvent} renderEvent Rendering Information. */ function onRender(renderEvent) { var elapsedTime = renderEvent.elapsedTime; updateClientSize(); handleMoveKeys(); }; /** * Remove 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 style="width: 100%; height:100%;"> <tr style="height: 50px;"><td> <div style="width: 100%; height: 50px; font-size: large;"> <img src="assets/colorbar.png" width="100%" height="10px"/><br/> Google I/O 2009 O3D Sample </div> </td></tr> <tr style="height: 100%;"><td> <div style="width: 100%; height: 100%;"> <div id="o3d" style="width: 100%; height: 100%;"></div> </div> </td></tr> </table> </body> </html>