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<!--
Copyright 2009, Google Inc.
All rights reserved.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:

    * Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
    * Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the following disclaimer
in the documentation and/or other materials provided with the
distribution.
    * Neither the name of Google Inc. nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. 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.
-->
<!--
Google I/O O3D Sample.

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>
<style type="text/css">
  html, body {
    height: 100%;
    margin: 0;
    padding: 0;
    border: none;
    font-family: Arial, sans-serif;
  }
</style>
<!-- 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.rendergraph');
o3djs.require('o3djs.primitives');
o3djs.require('o3djs.material');
o3djs.require('o3djs.particles');
o3djs.require('o3djs.scene');
o3djs.require('o3djs.pack');
o3djs.require('o3djs.loader');

// Events
// init() once the page has finished loading.
// unload() when the page is unloaded.
window.onload = init;
window.onunload= unload;

// constants
var MOVE_VELOCITY = 25;  // in units per second.
var JUMP_VELOCITY = 100;
var GRAVITY = -500;

// 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_playerPosition = [0, 0, 0];
var g_playerDirection = 0;
var g_animParam;
var g_playerMode;
var g_eye = [15, 25, 50];
var g_target = [0, 10, 0];
var g_up = [0, 1, 0];
var g_viewMatrix;
var g_moveMatrix;
var g_canJump = true;
var g_jumping = false;
var g_playerVelocity = [0, 0, 0];
var g_targetDirection = 0;
var g_worldTransform;
var g_particleSystem;
var g_poofEmitter;
var g_poof;

var g_anims = {
  idle1: {startFrame: 0, endFrame: 30},
  walk: {startFrame: 31, endFrame: 71},
  jumpStart: {startFrame: 72, endFrame: 87},
  jumpUp: {startFrame: 87, endFrame: 87},
  jumpCrest: {startFrame: 87, endFrame: 91},
  jumpFall: {startFrame: 91, endFrame: 91},
  jumpLand: {startFrame: 91, endFrame: 110},
  run: {startFrame: 111, endFrame: 127},
  idle2: {startFrame: 128, endFrame: 173},
  idle3: {startFrame: 174, endFrame: 246},
  idle4: {startFrame: 247, endFrame: 573}};

var g_animation;
var g_animTimer;

/**
 * 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.
    15000);                    // Far plane.
}

/**
 * Given a view matrix computes an movement matrix to make it easy
 * to move something relative to the camera view in the XZ plane.
 * @param {!o3djs.math.Matrix4} viewMatrix A view matrix.
 * @return {!o3djs.math.Matrix4} A movement matrix.
 */
function computeMoveMatrixFromViewMatrix(viewMatrix) {
  var cameraMatrix = g_math.matrix4.inverse(viewMatrix);
  var xAxis = g_math.cross([0, 1, 0], cameraMatrix[2].slice(0, 3));
  var zAxis = g_math.cross(xAxis, [0, 1, 0]);
  return [
      xAxis.concat(0),
      [0, 1, 0, 0],
      zAxis.concat(0),
      [0, 0, 0, 1]];
}

/*
 * Updates the camera.
 */
function updateCamera() {
  g_viewMatrix = g_math.matrix4.lookAt(g_eye, g_target, g_up);
  g_viewInfo.drawContext.view = g_viewMatrix;
  g_moveMatrix = computeMoveMatrixFromViewMatrix(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();
  }
}

/**
 * Start an animation.
 * @param {!Object} animation to start.
 */
function startAnimation(animation) {
  g_animation = animation;
  g_animTimer = g_animation.startTime;
}

/**
 * Starts a new mode.
 * @param {number} mode Mode to start.
 */
function startMode(mode) {
  if (mode != g_playerMode) {
    g_playerMode = mode;
    mode.init();
  }
}

/**
 * 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;

  // Convert anim frames to anim times.
  for (var animName in g_anims) {
    var anim = g_anims[animName];
    anim.startTime = anim.startFrame / 30;
    anim.endTime = anim.endFrame / 30;
    anim.timeRange = anim.endTime - anim.startTime;
  }

  // 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();

  g_globalParams = o3djs.material.createAndBindStandardParams(g_pack);
  g_globalParams.lightWorldPos.value = [600, 2000, 400];
  g_globalParams.lightColor.value = [1, 1, 1, 1];

  // Load character.
  var transform = g_pack.createObject('Transform');
  g_playerTransform = transform;
  var playerPack = g_client.createPack();
  var paramObject = playerPack.createObject('ParamObject');
  g_animParam = paramObject.createParam('animTime', 'ParamFloat');
  var loader = o3djs.loader.createLoader(initStep3);
  loader.loadScene(g_client, playerPack, g_playerTransform,
                   'assets/character.o3dtgz', prepareScene,
                   {opt_animSource: g_animParam});
  var worldPack = g_client.createPack();
  g_worldTransform = worldPack.createObject('Transform');
  loader.loadScene(g_client, worldPack, g_worldTransform,
                   'assets/background.o3dtgz', prepareScene)
  loader.finish();
}

/**
 * Setup the just loaded scene.
 * @param {!o3d.Pack} pack The pack the scene was loaded into.
 * @param {!o3d.Transform} parent The parent of the scene.
 * @param {*} exception An exception or null if success.
 */
function prepareScene(pack, parent, exception) {
  o3djs.pack.preparePack(pack, g_viewInfo);
  o3djs.material.bindParams(pack, g_globalParams);
  parent.parent = g_root;
}

/**
 * Continue setting up after the both the model and character have loaded.
 */
function initStep3() {
  // Fix for artists not using the same scale on background vs character
  g_worldTransform.scale(10, 10, 10);
  // Fix for current collada import bugs.
  var m = g_client.getObjects('Road', 'o3d.Material')[0];
  m.getParam('shininess').value = 100;

  g_particleSystem = o3djs.particles.createParticleSystem(g_pack, g_viewInfo);
  g_poofEmitter = g_particleSystem.createParticleEmitter();
  g_poofEmitter.setState(o3djs.particles.ParticleStateIds.ADD);
  g_poofEmitter.setColorRamp(
      [1, 1, 1, 0.3,
       1, 1, 1, 0]);
  g_poofEmitter.setParameters({
    numParticles: 30,
    lifeTime: 0.5,
    startTime: 0,
    startSize: 5,
    endSize: 10,
    spinSpeedRange: 10},
    function(index, parameters) {
      var angle = Math.random() * 2 * Math.PI;
      parameters.velocity = g_math.matrix4.transformPoint(
          g_math.matrix4.rotationY(angle), [25, 2.5, 0]);
      parameters.acceleration = g_math.mulVectorVector(
          parameters.velocity, [-1.5, 1, -1.5]);
    });
  g_poof = g_poofEmitter.createOneShot(g_root);

  // 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.
  window.o3d_prepForSelenium = function() {
    g_animParam.value = 0;
    g_animParam = {value: 0};
  }
}

/**
 * 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(elapsedTime) {
  var directionX = 0;
  var directionZ = 0;

  if (g_keyDown[37] || g_keyDown[65]) { directionX = -1; }
  if (g_keyDown[39] || g_keyDown[68]) { directionX = 1; }
  if (g_keyDown[38] || g_keyDown[87]) { directionZ = -1; }
  if (g_keyDown[40] || g_keyDown[83]) { directionZ = 1; }

  if (g_canJump) {
    if (g_keyDown[32]) {
      startMode(g_modes.JUMP);
    }
  } else {
    if (!g_jumping) {
      if (!g_keyDown[32]) {
        g_canJump = true;
      }
    }
  }

  if (directionX != 0 || directionZ != 0) {
    if (!g_jumping) {
      startMode(g_modes.WALK);
    }
     var moveTranslation = g_math.matrix4.transformPoint(
        g_moveMatrix,
        [MOVE_VELOCITY * directionX, 0, MOVE_VELOCITY * directionZ]);
    g_targetDirection = Math.atan2(moveTranslation[0],
                                   moveTranslation[2]);
    g_playerVelocity[0] = moveTranslation[0];
    g_playerVelocity[2] = moveTranslation[2];
  } else {
    g_playerVelocity[0] = 0;
    g_playerVelocity[2] = 0;
    if (!g_jumping) {
      startMode(g_modes.IDLE);
    }
  }
}

/**
 * Move the camera.
 */
function moveCamera() {
  var newTarget = [g_playerPosition[0], 10, g_playerPosition[2]];
  g_target = g_math.lerpVector(g_target, newTarget, 0.03);
  updateCamera();
}

/**
 * Updates the direction.
 * @param {number} elapsedTime Time elasped since last frame.
 */
function updateDirection(elapsedTime) {
  g_playerDirection = g_math.lerpRadian(g_playerDirection, g_targetDirection,
                                        0.2);
}

/**
 * Adds gravity to velocity.
 * @param {number} elapsedTime Time elasped since last frame.
 */
function calculateGravity(elapsedTime) {
  g_playerVelocity[1] += GRAVITY * elapsedTime;
}

/**
 * Updates the player's position.
 * @param {number} elapsedTime Time elasped since last frame.
 */
function updateMovement(elapsedTime) {
  g_playerPosition = g_math.addVector(g_playerPosition,
                                      g_math.mulVectorScalar(g_playerVelocity,
                                                             elapsedTime));
}

var g_modes = {};

/**
 * Handle idle mode.
 */
g_modes.IDLE = {
  init: function() {
    startAnimation(g_anims.idle1);
    g_jumping = false;
  },
  handle: function(elapsedTime) {
      updateDirection(elapsedTime);
      g_animTimer += elapsedTime;
      if (g_animTimer >= g_animation.endTime) {
        // Pick an idle at random.
        var idle = 0;
        if (Math.random() > 0.8) {
          // Choose another idle.
          idle = Math.floor(Math.random() * 10 / 3);
          if (idle > 3) {
            idle = 3;
          }
        }
        var idleName = 'idle' + (idle + 1);
        startAnimation(g_anims[idleName]);
      }
    }
};

/**
 * Handle walk mode.
 */
g_modes.WALK = {
  init: function() {
    startAnimation(g_anims.run);
    g_jumping = false;
  },
  handle: function(elapsedTime) {
      updateDirection(elapsedTime);
      updateMovement(elapsedTime);
      g_animTimer += elapsedTime;
      if (g_animTimer >= g_animation.endTime) {
        g_animTimer = g_math.modClamp(g_animTimer,
                                      g_animation.timeRange,
                                      g_animation.startTime);
      }
    }
};

/**
 * Handle jump mode.
 */
g_modes.JUMP = {
  init: function() {
    startAnimation(g_anims.jumpStart);
    g_jumping = true;
    g_canJump = false;
    g_playerVelocity[1] = JUMP_VELOCITY;
  },
  handle: function(elapsedTime) {
      g_animTimer += elapsedTime;
      if (g_animTimer >= g_animation.endTime) {
        startMode(g_modes.JUMP_UP);
      }
    }
};

g_modes.JUMP_UP = {
  init: function() {
    startAnimation(g_anims.jumpUp);
  },
  handle: function(elapsedTime) {
      updateDirection(elapsedTime);
      calculateGravity(elapsedTime);
      updateMovement(elapsedTime);
      if (g_playerVelocity[1] < 10) {
        startMode(g_modes.JUMP_CREST);
      }
    }
};

g_modes.JUMP_CREST = {
  init: function() {
    startAnimation(g_anims.jumpCrest);
  },
  handle: function(elapsedTime) {
      updateDirection(elapsedTime);
      calculateGravity(elapsedTime);
      updateMovement(elapsedTime);
      g_animTimer += elapsedTime;
      if (g_animTimer >= g_animation.endTime) {
        startMode(g_modes.JUMP_FALL);
      }
    }
};

g_modes.JUMP_FALL = {
  init: function() {
    startAnimation(g_anims.jumpFall);
  },
  handle: function(elapsedTime) {
      updateDirection(elapsedTime);
      calculateGravity(elapsedTime);
      updateMovement(elapsedTime);
      if (g_playerPosition[1] <= 0) {
        startMode(g_modes.JUMP_LAND);
        g_playerPosition[1] = 0;
        g_playerVelocity[1] = 0;
        g_poof.trigger(g_playerPosition);
      }
    }
};

g_modes.JUMP_LAND = {
  init: function() {
    startAnimation(g_anims.jumpLand);
  },
  handle: function(elapsedTime) {
      updateDirection(elapsedTime);
      g_animTimer += elapsedTime;
      if (g_animTimer >= g_animation.endTime) {
        g_jumping = false;
        startMode(g_modes.IDLE);
      }
    }
};

function updatePlayer() {
  g_animParam.value = g_animTimer;
  g_playerTransform.identity();
  g_playerTransform.translate(g_playerPosition);
  g_playerTransform.rotateY(g_playerDirection);
}

/**
 * Called every frame.
 * @param {!o3d.RenderEvent} renderEvent Rendering Information.
 */
function onRender(renderEvent) {
  var elapsedTime = renderEvent.elapsedTime;
  updateClientSize();
  handleMoveKeys(elapsedTime);
  g_playerMode.handle(elapsedTime);
  updatePlayer();
  moveCamera();
};

/**
 * 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>