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Load a scene with animation and play it back. --> <!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> Animated Scene. </title> <style type="text/css"> .status { color: red; } </style> <!-- 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.camera'); o3djs.require('o3djs.pack'); o3djs.require('o3djs.scene'); // Events // init() once the page has finished loading. 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_finished = false; // for selenium testing var g_clock = 0; var g_timeMult = 1; var g_animTimeParam; var g_animEndTime = 249 / 30; // 249 30hz frames. var g_loadInfo; var g_downloadPercent = -1; /** * Sets the status message * @param {string} msg The message. */ function setStatus(msg) { var element = document.getElementById('status'); if (element) { element.innerHTML = msg; } } /** * 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. g_loadInfo = o3djs.scene.loadScene( g_client, pack, parent, scenePath, callback, { opt_animSource: g_animTimeParam}); /** * 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) { g_loadInfo = null; if (exception) { setStatus('could **not** load ' + fileName + '. ' + 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); // Reset the clock. g_clock = 0; setStatus(''); 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; // 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 param to bind to the animation. var paramObject = g_pack.createObject('ParamObject'); g_animTimeParam = paramObject.createParam('myClock', 'ParamFloat'); // Creates a transform to put our data on. var myDataRoot = g_pack.createObject('Transform'); // Connects our root to the client root. myDataRoot.parent = g_client.root; // Load the scene into the transform graph as a child myDataRoot loadScene(g_pack, 'assets/kitty_151_idle_stand05_cff1.o3dtgz', myDataRoot); // Setup an onrender callback for animation. g_client.setRenderCallback(onRender); } // update the animation clock function onRender(render_event) { // Get the number of seconds since the last render. var elapsedTime = render_event.elapsedTime; g_clock += elapsedTime * g_timeMult; // Repeat the animation over and over. g_clock = g_clock % g_animEndTime; // Set the time to display. g_animTimeParam.value = g_clock; if (g_loadInfo) { var progressInfo = g_loadInfo.getKnownProgressInfoSoFar(); if (progressInfo.percent != g_downloadPercent) { g_downloadPercent = progressInfo.percent; setStatus('Loading... ' + progressInfo.percent + '%' + ' (' + progressInfo.downloaded + ' of ' + progressInfo.totalBytes + progressInfo.suffix + ')'); } } } /** * 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>Animated scene.</h1> Loads an scene with animation and plays it back. <div class="status" id="status">Loading...</div> <br/> <!-- Start of O3D plugin --> <div id="o3d" style="width: 600px; height: 600px;"></div> <!-- End of O3D plugin --> </body> </html>