topical media & game development

talk show tell print

graphic-o3d-samples-animated-scene.htm / htm



  <!--
  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.
  -->
  
  <!--
  Animated Scene.
  
  Load a scene with animation and play it back.
  -->
  <!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>
  Animated Scene.
  </title>
  <style type="text/css">
  .status { color: red; }
  </style>
  <!-- Include sample javascript library functions-->
  <script type="text/javascript" src="o3djs/base.js"></script>
  
  <!-- Our javascript code -->
  <script type="text/javascript">
  o3djs.require('o3djs.util');
  o3djs.require('o3djs.math');
  o3djs.require('o3djs.rendergraph');
  o3djs.require('o3djs.camera');
  o3djs.require('o3djs.pack');
  o3djs.require('o3djs.scene');
  
  // Events
  // init() once the page has finished loading.
  window.onload = init;
  
  // global variables
  var g_o3d;
  var g_math;
  var g_client;
  var g_viewInfo;
  var g_pack;
  var g_finished = false;  // for selenium testing
  var g_clock = 0;
  var g_timeMult = 1;
  var g_animTimeParam;
  var g_animEndTime = 249 / 30;  // 249 30hz frames.
  var g_loadInfo;
  var g_downloadPercent = -1;
  
  
Sets the status message
parameter: {string} msg The message.

  
  function setStatus(msg) {
    var element = document.getElementById('status');
    if (element) {
      element.innerHTML = msg;
    }
  }
  
  
Loads a scene into the transform graph.
parameter: {!o3d.Pack} pack Pack to load scene into.
parameter: {string} fileName filename of the scene.
parameter: {!o3d.Transform} parent parent node in the transform graph to which to load the scene into.

  
  function loadScene(pack, fileName, parent) {
    // Get our full path to the scene
    var scenePath = o3djs.util.getCurrentURI() + fileName;
  
    // Load the file given the full path, and call the callback function
    // when its done loading.
    g_loadInfo = o3djs.scene.loadScene(
        g_client, pack, parent, scenePath, callback,
        { opt_animSource: g_animTimeParam});
  
    
Our callback is called once the scene has been loaded into memory from the web or locally.
parameter: {!o3d.Pack} pack The pack that was passed in above.
parameter: {!o3d.Transform} parent The parent that was passed in above.
parameter: {*} exception null if loading succeeded.

  
    function callback(pack, parent, exception) {
      g_loadInfo = null;
      if (exception) {
        setStatus('could **not** load ' + fileName + '. ' + exception);
        return;
      }
      // Get a CameraInfo (an object with a view and projection matrix)
      // using our javascript library function
      var cameraInfo = o3djs.camera.getViewAndProjectionFromCameras(
          parent,
          g_client.width,
          g_client.height);
      // Copy the view and projection to the draw context.
      g_viewInfo.drawContext.view = cameraInfo.view;
      g_viewInfo.drawContext.projection = cameraInfo.projection;
  
      // Generate draw elements and setup material draw lists.
      o3djs.pack.preparePack(pack, g_viewInfo);
  
      // Reset the clock.
      g_clock = 0;
  
      setStatus('');
  
      g_finished = true;  // for selenium testing.
    }
  }
  
  
Creates the client area.

  
  function init() {
    o3djs.util.makeClients(initStep2);
  }
  
  
Initializes O3D and loads the scene into the transform graph.
parameter: {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);
  
    // Create a param to bind to the animation.
    var paramObject = g_pack.createObject('ParamObject');
    g_animTimeParam = paramObject.createParam('myClock', 'ParamFloat');
  
    // Creates a transform to put our data on.
    var myDataRoot = g_pack.createObject('Transform');
  
    // Connects our root to the client root.
    myDataRoot.parent = g_client.root;
  
    // Load the scene into the transform graph as a child myDataRoot
    loadScene(g_pack, 'assets/kitty_151_idle_stand05_cff1.tgz', myDataRoot);
  
    // Setup an onrender callback for animation.
    g_client.setRenderCallback(onRender);
  }
  
  // update the animation clock
  function onRender(render_event) {
    // Get the number of seconds since the last render.
    var elapsedTime = render_event.elapsedTime;
    g_clock += elapsedTime * g_timeMult;
  
    // Repeat the animation over and over.
    g_clock = g_clock % g_animEndTime;
  
    // Set the time to display.
    g_animTimeParam.value = g_clock;
  
    if (g_loadInfo) {
      var progressInfo = g_loadInfo.getKnownProgressInfoSoFar();
      if (progressInfo.percent != g_downloadPercent) {
        g_downloadPercent = progressInfo.percent;
        setStatus('Loading... ' + progressInfo.percent + '%' +
                  ' (' + progressInfo.downloaded +
                  ' of ' + progressInfo.totalBytes + progressInfo.suffix + ')');
      }
    }
  }
  
  
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>Animated scene.</h1>
  Loads an scene with animation and plays it back.
  <div class="status" id="status">Loading...</div>
  <br/>
  <!-- Start of O3D plugin -->
  <div id="o3d" style="width: 600px; height: 600px;"></div>
  <!-- End of O3D plugin -->
  </body>
  </html>
  


(C) Æliens 20/2/2008

You may not copy or print any of this material without explicit permission of the author or the publisher. In case of other copyright issues, contact the author.