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// This file comes from Box2D-JS, Copyright (c) 2008 ANDO Yasushi.
// The original version is available at http://box2d-js.sourceforge.net/ under the
// zlib/libpng license (see License.txt).
// This version has been modified to make it work with O3D.
o3djs.require('o3djs.util');
o3djs.require('o3djs.math');
o3djs.require('o3djs.rendergraph');
o3djs.require('o3djs.primitives');
o3djs.require('o3djs.picking');
var initId = 0;
var world;
var canvasWidth;
var canvasHeight;
var canvasTop;
var canvasLeft;
function setupWorld(did) {
var transforms = g.client.getObjectsByClassName('o3d.Transform');
for (var tt = 0; tt < transforms.length; ++tt) {
var transform = transforms[tt];
if (transform.clientId != g.root.clientId &&
transform.clientId != g.client.root.clientId) {
transform.parent = null;
g.pack.removeObject(transform);
}
}
if (!did) did = 0;
world = createWorld();
initId += did;
initId %= demos.InitWorlds.length;
if (initId < 0) initId = demos.InitWorlds.length + initId;
demos.InitWorlds[initId](world);
}
function setupNextWorld() { setupWorld(1); }
function setupPrevWorld() { setupWorld(-1); }
function step(elapsedTime) {
// NOTE: changed to use the renderEvent's elapsed time instead of
// javascript timers. The check below makes the physics never do a time step
// slower that 1/30th of a second because collision bugs will happen.
if (elapsedTime > 1 / 30) {
elapsedTime = 1 / 30;
}
var stepping = false;
var timeStep = elapsedTime;
var iteration = 1;
if (world) {
world.Step(timeStep, iteration);
drawWorld(world);
}
}
// When the sample is running in V8, window.g is the browser's global object and
// g is v8's. When the sample is running only in the browser, they are the same
// object.
window.g = {};
// A global object to track stuff with.
var g = {
o3dWidth: -1, // width of our client area
o3dHeight: -1, // height of our client area
materials: [], // all our materials
shapes: [] // all our shapes
};
/**
* Sets up the o3d stuff.
* @param {HTML element} o3dElement The o3d object element.
*/
function setupO3D(o3dElement) {
// Initializes global variables and libraries.
g.o3dElement = o3dElement;
g.o3d = o3dElement.o3d;
g.math = o3djs.math;
g.client = o3dElement.client;
g.mgr = new O3DManager();
// The browser needs to be able to see these globals so that it can
// call unload later.
window.g.client = g.client;
// Get the width and height of our client area.
g.o3dWidth = g.client.width;
g.o3dHeight = g.client.height;
// 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);
// Create an object to hold global params.
g.globalParamObject = g.pack.createObject('ParamObject');
g.lightWorldPosParam = g.globalParamObject.createParam('lightWorldPos',
'ParamFloat3');
g.lightColorParam = g.globalParamObject.createParam('lightColor',
'ParamFloat4');
g.lightWorldPosParam.value = [200, -1500, -1000];
g.lightColorParam.value = [1, 1, 1.0, 1.0];
// Create Materials.
g.materials = [];
var material = g.pack.createObject('Material');
var effect = g.pack.createObject('Effect');
effect.loadFromFXString(document.getElementById('shader').value);
material.effect = effect;
effect.createUniformParameters(material);
material.getParam('lightWorldPos').bind(g.lightWorldPosParam);
material.getParam('lightColor').bind(g.lightColorParam);
material.getParam('emissive').set(0, 0, 0, 1);
material.getParam('ambient').set(0, 0, 0, 1);
material.getParam('specular').set(1, 1, 1, 1);
material.getParam('shininess').value = 20;
material.drawList = g.viewInfo.performanceDrawList;
g.materials[0] = material;
// Create a kind of checkboardish texture.
var pixels = [];
for (var y = 0; y < 32; ++y) {
for (var x = 0; x < 32; ++x) {
var offset = (y * 32 + x) * 3; // rgb
var u = x / 32 * Math.PI * 0.5;
var v = y / 32 * Math.PI * 0.5;
pixels[offset + 0] = 1;//Math.sin(Math.PI * 32 / x) * 0.2 + 0.8; // red
pixels[offset + 1] = Math.floor(x / 8) % 2 * 0.2 + 0.8; // green
pixels[offset + 2] = Math.floor(y / 8) % 2 * 0.5 + 0.5; // blue
}
}
var texture = g.pack.createTexture2D(32, 32, g.o3d.Texture.XRGB8, 1, false);
texture.set(0, pixels);
var samplerParam = material.getParam('diffuseSampler');
var sampler = g.pack.createObject('Sampler');
samplerParam.value = sampler;
sampler.texture = texture;
// Creates a transform to put our data on.
g.root = g.pack.createObject('Transform');
g.root.parent = g.client.root;
// make a cube for drawing lines
g.lineShape = o3djs.primitives.createRainbowCube(
g.pack,
g.materials[0],
1,
g.math.matrix4.translation([0, 0.5, 0]));
// Set the projection matrix
g.viewInfo.drawContext.projection = g.math.matrix4.perspective(
g.math.degToRad(45),
g.o3dWidth / g.o3dHeight,
0.1,
10000);
// Set the view matrix.
g.viewInfo.drawContext.view = g.math.matrix4.lookAt(
[100, -50, -600],
[250, 80, 0],
[0, -1, 0]);
// Make copies of the view and projection matrix to get fast access to them.
g.projectionMatrix = g.math.matrix4.copy(g.viewInfo.drawContext.projection);
g.viewMatrix = g.math.matrix4.copy(g.viewInfo.drawContext.view);
// Make a bounding box to use for picking.
g.worldBox = g.o3d.BoundingBox([0, -100, 0],
[500, 250, 5]);
// Steps the physics with a time of zero. This is left over from the orignial
// code.
step(0);
g.client.setRenderCallback(o3dOnRender);
}
/**
* Called just before rendering each frame.
* @param {o3d.RenderEvent} renderEvent The render event passed by
* o3d.
*/
function o3dOnRender(renderEvent) {
var newWidth = g.client.width;
var newHeight = g.client.height;
if (newWidth != g.o3dWidth || newHeight != g.o3dHeight) {
g.o3dWidth = newWidth;
g.o3dHeight = newHeight;
// Adjust the projection matrix.
var projectionMatrix = g.math.matrix4.perspective(g.math.degToRad(45),
g.o3dWidth / g.o3dHeight,
0.1,
10000);
g.viewInfo.drawContext.projection = projectionMatrix;
g.projectionMatrix = projectionMatrix;
}
step(renderEvent.elapsedTime);
}
/**
* This is the original setup code modified to work with o3d.
* @param {Array} clientElements Array of o3d objects.
*/
function setupStep2(clientElements) {
var canvasElm = clientElements[0];
canvasElm.id = 'canvas';
setupO3D(canvasElm);
setupWorld();
canvasWidth = g.client.width;
canvasHeight = g.client.height;
canvasTop = parseInt(canvasElm.style.top);
canvasLeft = parseInt(canvasElm.style.left);
o3djs.event.addEventListener(canvasElm, 'mousedown', function(e) {
if (e.shiftKey || e.button == g.o3d.Event.BUTTON_RIGHT) {
setupPrevWorld();
} else {
createNewRandomObject(world, e);
}
});
window.g_finished = true; // for selenium
}
/**
* Creates a new random object using 3d picking to figure out where to start it.
* @param {Object} world A B2World object.
* @param {Object} offset Mouse position relative to o3d area.
*/
function createNewRandomObject(world, offset) {
var worldRay = o3djs.picking.clientPositionToWorldRayEx(
offset.x,
offset.y,
g.viewMatrix,
g.projectionMatrix,
g.o3dWidth,
g.o3dHeight);
var rayIntersectionInfo = g.worldBox.intersectRay(worldRay.near,
worldRay.far);
if (rayIntersectionInfo.intersected) {
var position = rayIntersectionInfo.position;
if (Math.random() < 0.5) {
demos.top.createBall(world, position[0], position[1]);
} else {
createBox(world, position[0], position[1], 10, 10, false);
}
}
}
function init() {
window.g_finished = false; // for selenium.
// Runs the sample in V8. Comment out this line to run it in the browser
// JavaScript engine, for example if you want to debug it. This sample cannot
// currently run in V8 on IE because it access the DOM.
if (!o3djs.base.IsMSIE()) {
o3djs.util.setMainEngine(o3djs.util.Engine.V8);
o3djs.util.addScriptUri('third_party');
o3djs.util.addScriptUri('demos');
o3djs.util.addScriptUri('style');
}
o3djs.util.makeClients(setupStep2);
}
function uninit() {
if (g.client) {
g.client.cleanup();
}
}
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