summaryrefslogtreecommitdiffstats
path: root/o3d/samples/animation.html
blob: 96c042253a981330f26b4df5d530cd954eeae4ef (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
<!--
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.
-->

<!--
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>