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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" id="o3dscript"> o3djs.require('o3djs.util'); o3djs.require('o3djs.math'); o3djs.require('o3djs.rendergraph'); o3djs.require('o3djs.material'); o3djs.require('o3djs.primitives'); // Events // init() once the page has finished loading. // unload() when the page is unloaded. window.onload = init; window.onunload = unload; // constants var NUM_BONES = 11; var BONE_SPACING = 20; // 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 a material. var material = o3djs.material.createBasicMaterial( g_pack, g_viewInfo, [1, 0.2, 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 matrices on our ParamArray. matrices.resize(NUM_BONES, 'o3d.ParamMatrix4'); // Create 11 transforms for the bones and parent them into a chain. for (var ii = 0; ii < NUM_BONES; ++ii) { var transform = g_pack.createObject('Transform'); g_transforms[ii] = transform; if (ii > 0) { transform.translate(0, BONE_SPACING, 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. // boneArea will be a fractional value between 2 bones based on the Y // position of the vertex. In other words, if the y Position of the vertex // 63 and the bones are 20 units apart then boneArea will = 6.15 meaning // it's between bones 6 and 7 var boneArea = positionStream.getElementVector(ii)[1] / BONE_SPACING; // Pull out the fractional part of boneArea var influence = boneArea % 1; // Compute the bone indicies var bone1 = Math.floor(boneArea); var bone2 = bone1 + 1; if (bone2 >= NUM_BONES) { bone2 = NUM_BONES - 1; } // Now make each vertex be influenced by these two bones. In the example // above where boneArea was 6.15 we let bone1 influence the vertex by // (1 - 0.15) or 0.85 and bone2 influence it by 0.15. skin.setVertexInfluences(ii, [bone1, 1 - influence, bone2, 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.NORMAL, 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, BONE_SPACING, 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>