57b06601cf
Review URL: http://codereview.chromium.org/149438 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@20437 0039d316-1c4b-4281-b951-d872f2087c98
331 linhas
8.9 KiB
HTML
331 linhas
8.9 KiB
HTML
<!--
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Copyright 2009, Google Inc.
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are
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met:
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* Redistributions of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the following disclaimer
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in the documentation and/or other materials provided with the
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distribution.
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* Neither the name of Google Inc. nor the names of its
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contributors may be used to endorse or promote products derived from
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this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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-->
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<!--
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Google I/O O3D Sample.
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This sample shows the steps to make a simple frame rate independent game.
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-->
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
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"http://www.w3.org/TR/html4/loose.dtd">
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<html>
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<head>
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<meta http-equiv="content-type" content="text/html; charset=UTF-8">
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<title>
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Google I/O O3D Sample
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</title>
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<style type="text/css">
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html, body {
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height: 100%;
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margin: 0;
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padding: 0;
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border: none;
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font-family: Arial, sans-serif;
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}
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</style>
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<!-- Include sample javascript library functions-->
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<script type="text/javascript" src="../o3djs/base.js"></script>
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<!-- Our javascript code -->
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<script type="text/javascript">
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o3djs.require('o3djs.util');
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o3djs.require('o3djs.math');
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o3djs.require('o3djs.rendergraph');
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o3djs.require('o3djs.primitives');
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o3djs.require('o3djs.material');
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// Events
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// init() once the page has finished loading.
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// unload() when the page is unloaded.
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window.onload = init;
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window.onunload= unload;
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// constants
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var MOVE_VELOCITY = 25; // in units per second.
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var JUMP_VELOCITY = 100;
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var GRAVITY = -500;
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// global variables
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var g_o3dElement;
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var g_o3d;
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var g_math;
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var g_client;
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var g_viewInfo;
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var g_pack;
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var g_root;
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var g_globalParams;
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var g_o3dWidth;
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var g_o3dHeight;
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var g_o3dElement;
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var g_keyDown = []; // which keys are down by key code.
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var g_playerTransform;
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var g_playerXPosition = 0;
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var g_playerYPosition = 0;
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var g_playerZPosition = 0;
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var g_eye = [15, 25, 50];
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var g_target = [0, 10, 0];
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var g_up = [0, 1, 0];
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var g_viewMatrix;
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var g_moveMatrix;
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var g_canJump = true;
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var g_jumping = false;
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var g_playerYVelocity = 0;
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/**
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* Updates the projection matrix.
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*/
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function updateProjection() {
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g_viewInfo.drawContext.projection = g_math.matrix4.perspective(
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g_math.degToRad(45), // field of view.
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g_o3dWidth / g_o3dHeight, // aspect ratio
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0.1, // Near plane.
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5000); // Far plane.
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}
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/**
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* Given a view matrix computes an movement matrix to make it easy
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* to move something relative to the camera view in the XZ plane.
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* @param {!o3djs.math.Matrix4} viewMatrix A view matrix.
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* @return {!o3djs.math.Matrix4} A movement matrix.
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*/
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function computeMoveMatrixFromViewMatrix(viewMatrix) {
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var cameraMatrix = g_math.matrix4.inverse(viewMatrix);
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var xAxis = g_math.cross([0, 1, 0], cameraMatrix[2].slice(0, 3));
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var zAxis = g_math.cross(xAxis, [0, 1, 0]);
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return [
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xAxis.concat(0),
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[0, 1, 0, 0],
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zAxis.concat(0),
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[0, 0, 0, 1]];
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}
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/*
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* Updates the camera.
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*/
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function updateCamera() {
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g_viewMatrix = g_math.matrix4.lookAt(g_eye, g_target, g_up);
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g_viewInfo.drawContext.view = g_viewMatrix;
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g_moveMatrix = computeMoveMatrixFromViewMatrix(g_viewMatrix);
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};
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/**
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* Updates global variables of the client's size if they have changed.
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*/
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function updateClientSize() {
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var newWidth = g_client.width;
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var newHeight = g_client.height;
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if (g_o3dWidth != newWidth || g_o3dHeight != newHeight) {
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g_o3dWidth = newWidth;
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g_o3dHeight = newHeight;
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updateProjection();
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}
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}
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/**
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* Creates the client area.
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*/
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function init() {
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o3djs.util.makeClients(initStep2);
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}
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/**
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* Initializes O3D and creates one shape.
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* @param {Array} clientElements Array of o3d object elements.
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*/
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function initStep2(clientElements) {
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// Initializes global variables and libraries.
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g_o3dElement = clientElements[0];
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g_o3d = g_o3dElement.o3d;
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g_math = o3djs.math;
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g_client = g_o3dElement.client;
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// Creates a pack to manage our resources/assets
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g_pack = g_client.createPack();
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g_root = g_pack.createObject('Transform');
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g_viewInfo = o3djs.rendergraph.createBasicView(
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g_pack,
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g_root,
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g_client.renderGraphRoot);
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updateCamera();
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var redMaterial = o3djs.material.createBasicMaterial(
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g_pack,
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g_viewInfo,
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[0.2, 1, 0.2, 1]); // green
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var checkerMaterial = o3djs.material.createMaterialFromFile(
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g_pack, 'shaders/checker.shader', g_viewInfo.performanceDrawList);
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g_globalParams = o3djs.material.createAndBindStandardParams(g_pack);
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g_globalParams.lightWorldPos.value = [30, 60, 40];
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g_globalParams.lightColor.value = [1, 1, 1, 1];
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// Create a ground plane.
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var shape = o3djs.primitives.createPlane(
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g_pack, checkerMaterial, 100, 100, 10, 10);
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var transform = g_pack.createObject('Transform');
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transform.parent = g_root;
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transform.addShape(shape);
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// Create a cylinder.
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var shape = o3djs.primitives.createCylinder(
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g_pack, redMaterial, 2.5, 5, 20, 1,
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g_math.matrix4.translation([0, 2.5, 0]));
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var transform = g_pack.createObject('Transform');
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transform.parent = g_root;
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transform.addShape(shape);
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g_playerTransform = transform;
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// Setup a render callback for per frame processing.
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g_client.setRenderCallback(onRender);
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o3djs.event.addEventListener(g_o3dElement, 'keydown', onKeyDown);
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o3djs.event.addEventListener(g_o3dElement, 'keyup', onKeyUp);
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window.g_finished = true; // for selenium testing.
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}
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/**
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* Tracks key down events.
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* @param {Event} e keyboard event.
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*/
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function onKeyDown(e) {
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g_keyDown[e.keyCode] = true;
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}
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/**
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* Tracks key up events.
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* @param {Event} e keyboard event.
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*/
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function onKeyUp(e) {
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g_keyDown[e.keyCode] = false;
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}
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/**
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* Look at keys.
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*/
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function handleMoveKeys(elapsedTime) {
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var directionX = 0;
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var directionZ = 0;
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if (g_keyDown[37] || g_keyDown[65]) { directionX = -1; }
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if (g_keyDown[39] || g_keyDown[68]) { directionX = 1; }
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if (g_keyDown[38] || g_keyDown[87]) { directionZ = -1; }
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if (g_keyDown[40] || g_keyDown[83]) { directionZ = 1; }
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if (g_canJump) {
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if (g_keyDown[32]) {
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g_jumping = true;
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g_canJump = false;
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g_playerYVelocity = JUMP_VELOCITY;
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}
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} else {
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if (g_jumping) {
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g_playerYVelocity += GRAVITY * elapsedTime;
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g_playerYPosition += g_playerYVelocity * elapsedTime;
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if (g_playerYPosition <= 0) {
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g_playerYPosition = 0;
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g_jumping = false;
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}
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} else {
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if (!g_keyDown[32]) {
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g_canJump = true;
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}
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}
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}
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if (directionX != 0 || directionZ != 0) {
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var moveTranslation = g_math.matrix4.transformPoint(
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g_moveMatrix,
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[MOVE_VELOCITY * directionX * elapsedTime,
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0,
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MOVE_VELOCITY * directionZ * elapsedTime]);
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g_playerXPosition += moveTranslation[0];
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g_playerZPosition += moveTranslation[2];
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}
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g_playerTransform.identity();
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g_playerTransform.translate(
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g_playerXPosition, g_playerYPosition, g_playerZPosition);
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}
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/**
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* Move the camera.
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*/
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function moveCamera() {
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var newTarget = [g_playerXPosition, 10, g_playerZPosition];
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g_target = g_math.lerpVector(g_target, newTarget, 0.03);
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updateCamera();
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}
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/**
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* Called every frame.
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* @param {!o3d.RenderEvent} renderEvent Rendering Information.
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*/
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function onRender(renderEvent) {
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var elapsedTime = renderEvent.elapsedTime;
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updateClientSize();
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handleMoveKeys(elapsedTime);
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moveCamera();
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};
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/**
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* Remove any callbacks so they don't get called after the page has unloaded.
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*/
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function unload() {
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if (g_client) {
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g_client.cleanup();
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}
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}
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</script>
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</head>
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<body>
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<table style="width: 100%; height:100%;">
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<tr style="height: 50px;"><td>
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<div style="width: 100%; height: 50px; font-size: large;">
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<img src="assets/colorbar.png" width="100%" height="10px"/><br/>
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Google I/O 2009 O3D Sample
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</div>
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</td></tr>
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<tr style="height: 100%;"><td>
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<div style="width: 100%; height: 100%;">
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<div id="o3d" style="width: 100%; height: 100%;"></div>
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</div>
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</td></tr>
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</table>
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</body>
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</html>
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