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<!--
O3D Animation.

Shows various things being animated by O3D.
-->
<!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>
Animation.
</title>
<!-- Include sample javascript library functions-->
<script type="text/javascript" src="o3djs/base.js"></script>

<!-- Our javascript code -->
<script type="text/javascript" id="o3d">
o3djs.require('o3djs.util');
o3djs.require('o3djs.math');
o3djs.require('o3djs.effect');
o3djs.require('o3djs.rendergraph');
o3djs.require('o3djs.primitives');

// Events
// init() once the page has finished loading.
window.onload = init;

// global variables
var g_framesRendered = 0;
var g_o3d;
var g_math;
var g_client;
var g_viewInfo;
var g_pack;
var g_finished = false;  // for selenium
var g_groupTransforms = [];
var GROUPS_ACROSS = 2;
var UNITS_ACROSS_GROUP = 2;
var TOTAL_ACROSS = GROUPS_ACROSS * UNITS_ACROSS_GROUP;
var HALF_WIDTH = TOTAL_ACROSS * 0.0;
var UNIT_SPACING = 200;

/**
 * Creates an oscillating animation to animate a single float from 0 to
 * endOutput over endInput seconds with a little bit of ease in, ease out.
 *
 * @param {!o3d.Pack} pack Pack to associate created objects with.
 * @param {!o3d.ParamObject} paramObject Object that has param to animate.
 * @param {string} paramName Name of the param to animate.
 * @param {number} endInput Number of seconds to take to get
 * @param {number} endOutput Target value.
 */
function attachParamFloatAnimation(pack,
                                   paramObject,
                                   paramName,
                                   endInput,
                                   endOutput) {
  // Create a FunctionEval through which to evaluate the curve.
  var functionEval = pack.createObject('FunctionEval');

  // Bind the param we want to get its value from our FunctionEval's output.
  paramObject.getParam(paramName).bind(functionEval.getParam('output'));

  // Create a curve
  var curve = pack.createObject('Curve');

  // Set the functionEval to use the curve as it's function.
  functionEval.functionObject = curve;

  // Create 2 keys for the curve.
  var key1 = curve.createKey('BezierCurveKey');
  key1.input = 0;
  key1.output = 0;
  key1.outTangent = [0, endInput * 2 / 3];
  var key2 = curve.createKey('BezierCurveKey');
  key2.inTangent = [endInput / 3, endOutput];
  key2.input = endInput;
  key2.output = endOutput;

  // Set the curve to oscillate.
  curve.postInfinity = g_o3d.Curve.OSCILLATE;

  // Make a SecondCounter to provide an input to the functionEval.
  var counter = pack.createObject('SecondCounter');

  // Bind the counter's count to the input of the FunctionEval.
  functionEval.getParam('input').bind(counter.getParam('count'));
}

/**
 * Creates an oscillating animation to animate a single float of a float4 from 0
 * to endOutput over endInput seconds with a little bit of ease in, ease out.
 *
 * @param {!o3d.Pack} pack Pack to associate created objects with.
 * @param {!o3d.ParamObject} paramObject Object that has param to animate.
 * @param {string} paramName Name of the param Float4 to animate.
 * @param {string} innerParamName Name of the individual float to animate.
 * @param {number} endInput Duration of animation.
 * @param {number} endOutput Target value.
 * @return {!o3d.ParamObject} The created ParamOperation.
 */
function attach1FloatOfFloat4Animation(pack,
                                       paramObject,
                                       paramName,
                                       innerParamName,
                                       endInput,
                                       endOutput) {

  var paramOp = pack.createObject('ParamOp4FloatsToFloat4');
  paramObject.getParam(paramName).bind(paramOp.getParam('output'));
  attachParamFloatAnimation(pack, paramOp, innerParamName, endInput, endOutput);
  return paramOp;
}

/**
 * Creates an animation to animate one of the 9 values of a TRSToMatrix4 and
 * binds it to a transform.
 *
 * @param {!o3d.Pack} pack Pack to associate created objects with.
 * @param {!o3d.Transform} transform Transform to animate.
 * @param {number} endInput Duration of animation.
 * @param {number} endOutput Target value.
 * @param {string} paramName Name of param to animate.
 * @return {!o3d.TRSToMatrix4} The created TRSToMatrix4.
 */
function attachTRSAnimation(pack, transform, endInput, endOutput, paramName) {
  var trs = pack.createObject('TRSToMatrix4');
  transform.getParam('localMatrix').bind(trs.getParam('output'));
  attachParamFloatAnimation(pack, trs, paramName, endInput, endOutput);
  return trs;
}

/**
 * Creates the client area.
 */
function init() {
  o3djs.util.makeClients(initStep2);
}

/**
 * Initializes O3D and sets up some shapes with animations.
 */
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();

  g_viewInfo = o3djs.rendergraph.createBasicView(
      g_pack,
      g_client.root,
      g_client.renderGraphRoot);

  // 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 10000.
  g_viewInfo.drawContext.projection = g_math.matrix4.perspective(
      g_math.degToRad(45),
      g_client.width / g_client.height,
      0.1,
      10000);

  // Set our view
  g_viewInfo.drawContext.view = g_math.matrix4.lookAt(
      [100, 50, 400], // Eye.
      [0, 0, 0],      // Target.
      [0, 1, 0]);     // Up.

  var effect = g_pack.createObject('Effect');
  effect.loadFromFXString(document.getElementById('shader').value);

  // 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 for translucent objects.
  material.drawList = g_viewInfo.zOrderedDrawList;

  // Create the parameters the effect needs on the material.
  effect.createUniformParameters(material);

  // Set the light position
  var light_pos_param = material.getParam('light_pos');
  light_pos_param.value = [100, 75, 400];

  // Set the phong components of the light source
  var light_ambient_param = material.getParam('light_ambient');
  var light_diffuse_param = material.getParam('light_diffuse');
  var light_specular_param = material.getParam('light_specular');

  light_ambient_param.value = [0.1, 0.1, 0.1, 1]; // Gray
  light_diffuse_param.value = [1, 1, 1, 1]; // White
  light_specular_param.value = [0.5, 0.5, 0.5, 1]; // White

  // Set the shininess of the material (for specular lighting)
  var shininess_param = material.getParam('shininess');
  shininess_param.value = 5.0;

  // Position of the camera.
  // (should be the same as the 'eye' position given below)
  var camera_pos_param = material.getParam('camera_pos');
  // Camera is at (0, 0, 3).
  camera_pos_param.value = [0, 0, 3];

  var data = [ { paramName: 'translateY',
                 endOutput: 50,
                 color: [1, 0, 0, 1] },
               { paramName: 'rotateY',
                 endOutput: Math.PI,
                 color: [0, 1, 0, 1] },
               { paramName: 'scaleY',
                 endOutput: 3,
                 color: [1, 1, 0, 1] },
               { paramName: '',
                 endOutput: Math.PI * 3,
                 color: [1, 1, 0, 1] } ];

  for (var ii = 0; ii < 4; ++ii) {
    var xPos = (ii - 1.5) * 100;
    // Create a shape.
    var shape;
    switch (ii) {
    case 0:
    case 2:
      shape = o3djs.primitives.createSphere(g_pack, material, 40, 10, 12);
      break;
    case 1:
    case 3:
      shape = o3djs.primitives.createCube(g_pack, material, 60);
      break;
    }

    var transform = g_pack.createObject('Transform');
    transform.parent = g_client.root;
    transform.addShape(shape);

    // Change the color of each one
    transform.createParam('colorMult', 'ParamFloat4').value = data[ii].color;

    switch (ii) {
      case 0:
      case 1:
      case 2:
        var trs = attachTRSAnimation(g_pack,
                                     transform,
                                     ii * 0.6 + 0.5,
                                     data[ii].endOutput,
                                     data[ii].paramName);

        // space them out.
        trs.translateX = xPos;
        break;

      case 3: {
        var paramOp = attach1FloatOfFloat4Animation(g_pack,
                                                    transform,
                                                    'colorMult',
                                                    'input3',
                                                    0.5,
                                                    1);
        paramOp.input1 = 1;
        paramOp.input2 = 1;
        transform.translate(xPos, 0, 0);
        break;
      }
    }
  }

  g_finished = true;  // for selenium
}

</script>
</head>
<body>
<h1>Animation</h1>
Once the scene is setup no Javascript is running.
<br/>
<!-- Start of O3D plugin -->
<div id="o3d" style="width: 800px; height: 600px"></div>
<!-- End of O3D plugin -->
<!-- Don't render the textarea -->
<div style="display:none">
<textarea id="shader" name="fx" cols="80" rows="20">
// The 4x4 world view projection matrix.
float4x4 worldViewProjection : WorldViewProjection;
float4x4 worldInverseTranspose : WorldInverseTranspose;
float4x4 world : World;

// positions of the light and camera
float3 light_pos;
float3 camera_pos;

// lighting components of the light source
float4 light_ambient;
float4 light_diffuse;
float4 light_specular;

//  shininess of the material. (for specular lighting)
float shininess;

float4 colorMult;

// input parameters for our vertex shader
struct a2v {
  float4 pos : POSITION;
  float3 normal : NORMAL;
  float4 col : COLOR;
};

// input parameters for our pixel shader
// also the output parameters for our vertex shader
struct v2f {
  float4 pos : POSITION;
  float4 pos2 : TEXCOORD0;
  float3 norm : TEXCOORD1;
  float3 light : TEXCOORD2;
  float4 col : COLOR;
};

/**
 * vsMain - our vertex shader
 *
 * @param IN.pos Position vector of vertex
 * @param IN.normal Normal of vertex
 * @param IN.col Color of vertex
 */
v2f vsMain(a2v IN) {
  /**
   * We use the standard phong illumination equation here.
   * We restrict (clamp) the dot products so that we
   * don't get any negative values.
   * All vectors are normalized for proper calculations.
   *
   * The output color is the summation of the
   * ambient, diffuse, and specular contributions.
   *
   * Note that we have to transform each vertex and normal
   * by the view projection matrix first.
   */
  v2f OUT;

  OUT.pos = mul(IN.pos, worldViewProjection);
  OUT.pos2 = OUT.pos;
  OUT.norm = mul(float4(IN.normal, 0), worldInverseTranspose).xyz;
  OUT.light = light_pos - mul(IN.pos, world).xyz;
  OUT.col = IN.col;
  return OUT;
}
/**
 * psMain - pixel shader
 *
 * @param IN.pos Position vector of vertex
 * @param IN.col Color of vertex
 */
float4 psMain(v2f IN): COLOR {
  float3 light = normalize(IN.light);
  float3 normal = normalize(IN.norm);
  float3 r = normalize(reflect(normal, light));
  float3 v = normalize(IN.pos2.xyz);
  float4 litR = lit(dot(normal, light), dot(r, v), shininess);
  return float4(((light_ambient + light_diffuse * litR.y) * colorMult +
  light_specular * litR.z).xyz, colorMult.w);
}

// Here we tell our effect file *which* functions are
// our vertex and pixel shaders.

// #o3d VertexShaderEntryPoint vsMain
// #o3d PixelShaderEntryPoint psMain
// #o3d MatrixLoadOrder RowMajor
</textarea>
</div>
</body>
</html>