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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. --> <!-- Sample demonstrating basic 2D vector curve rendering in 3D. --> <!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 GPU2D Sample: Basic Vector Shapes </title> <!-- 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.cameracontroller'); o3djs.require('o3djs.gpu2d'); o3djs.require('o3djs.io'); o3djs.require('o3djs.math'); o3djs.require('o3djs.rendergraph'); o3djs.require('o3djs.util'); // Events // init() once the page has finished loading. // unload() when the page is unloaded. window.onload = createClients; window.onunload = unload; // Globals var g_o3d; var g_math; var g_client; var g_pack; var g_viewInfo; var g_o3dElement; var g_finished = false; // for selenium testing. var g_clientWidth; var g_clientHeight; var g_path; var g_cameraController; /** * Remove any callbacks so they don't get called after the page has unloaded. */ function unload() { if (g_client) { g_client.cleanup(); // Clear the mouse events. onMouseUp(); } } function createClients() { o3djs.util.makeClients(init); } function init(clientElements) { // Initializes global variables and libraries. var o3dElement = clientElements[0]; g_o3dElement = o3dElement; g_o3d = o3dElement.o3d; g_math = o3djs.math; g_client = o3dElement.client; // Store the size of the plugin, so that we can adjust coordinates in // full-screen mode. This is necessary because we're not adjusting the aspect // ratio; we'd rather that the canvas filled the available area, rather than // staying a fixed size or aspect ratio. g_clientWidth = g_o3dElement.clientWidth; g_clientHeight = g_o3dElement.clientHeight; // 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); // Set the background color to light gray. g_viewInfo.clearBuffer.clearColor = [0.8, 0.8, 0.8, 1]; // Set up our CameraController. g_cameraController = o3djs.cameracontroller.createCameraController( [0, 0, 0], // centerPos 500, // backpedal 0, // heightAngle 0, // rotationAngle g_math.degToRad(15), // fieldOfViewAngle updateViewAndProjectionMatrices); // opt_onChange g_cameraController.distancePerUnit = 100.0; updateViewAndProjectionMatrices(); // Set up event handlers for mouse interaction. o3djs.event.addEventListener(o3dElement, 'mousedown', onMouseDown); o3djs.event.addEventListener(o3dElement, 'mousemove', onMouseMove); o3djs.event.addEventListener(o3dElement, 'mouseup', onMouseUp); // Create a Path. g_path = o3djs.gpu2d.createPath(g_pack, g_viewInfo.zOrderedDrawList); g_client.root.addShape(g_path.shape); // Set the fill of the path. g_path.setFill(o3djs.gpu2d.createColor(g_pack, 0.8, 0.0, 0.3, 1.0)); // Draw something on the path. g_path.moveTo(25.0, -50.0); g_path.cubicTo(75.0, 50.0, 125.0, 25.0, 175.0, 50.0); g_path.cubicTo(125.0, -50.0, 75.0, -25.0, 25.0, -50.0); g_path.moveTo(-25.0, -50.0); g_path.cubicTo(-75.0, 50.0, -125.0, 25.0, -175.0, 50.0); g_path.cubicTo(-125.0, -50.0, -75.0, -25.0, -25.0, -50.0); g_path.close(); // Force an update. g_path.update(); g_finished = true; // for selenium testing. } /** * Event handler that gets called when a mouse click takes place in * the O3D element. It changes the state of the camera controller * based on which modifier keys are pressed. * @param {!Event} e The mouse down event. */ function onMouseDown(e) { if (e.button == 0) { if (!e.shiftKey && !e.ctrlKey && !e.metaKey && !e.altKey) { g_cameraController.setDragMode( o3djs.cameracontroller.DragMode.MOVE_CENTER_IN_VIEW_PLANE, e.x, e.y); } else if (e.metaKey || e.altKey) { g_cameraController.setDragMode( o3djs.cameracontroller.DragMode.SPIN_ABOUT_CENTER, e.x, e.y); } else if (!e.shiftKey && e.ctrlKey) { g_cameraController.setDragMode( o3djs.cameracontroller.DragMode.DOLLY_IN_OUT, e.x, e.y); } else if (e.shiftKey && !e.ctrlKey) { g_cameraController.setDragMode( o3djs.cameracontroller.DragMode.ZOOM_IN_OUT, e.x, e.y); } else if (e.shiftKey && e.ctrlKey) { g_cameraController.setDragMode( o3djs.cameracontroller.DragMode.DOLLY_ZOOM, e.x, e.y); } } } /** * Event handler that gets called when a mouse move event takes place * in the O3D element. It tells the camera controller that the mouse * has moved. * @param {!Event} e The mouse move event. */ function onMouseMove(e) { g_cameraController.mouseMoved(e.x, e.y); } /** * Event handler that gets called when a mouse up event takes place in * the O3D element. It tells the camera controller that the mouse has * been released. * @param {!Event} e The mouse up event. */ function onMouseUp(e) { g_cameraController.setDragMode( o3djs.cameracontroller.DragMode.NONE, e.x, e.y); } /** * Updates the view and projection matrices. */ function updateViewAndProjectionMatrices() { g_viewInfo.drawContext.view = g_cameraController.calculateViewMatrix(); // Set up a perspective transformation for the projection. g_viewInfo.drawContext.projection = g_math.matrix4.perspective( g_cameraController.fieldOfViewAngle * 2, // Frustum angle. g_o3dElement.clientWidth / g_o3dElement.clientHeight, // Aspect ratio. 1, // Near plane. 5000); // Far plane. } </script> </head> <body> <h1>O3D GPU2D Sample: Basic Vector Shapes</h1> <br/> <!-- Start of O3D plugin --> <div id="o3d" style="width: 800px; height: 600px;"></div> <!-- End of O3D plugin --> <p><p>See above for output. </body> </html>