57b06601cf
Review URL: http://codereview.chromium.org/149438 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@20437 0039d316-1c4b-4281-b951-d872f2087c98
582 linhas
16 KiB
HTML
582 linhas
16 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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o3djs.require('o3djs.particles');
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o3djs.require('o3djs.scene');
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o3djs.require('o3djs.pack');
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o3djs.require('o3djs.loader');
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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_playerPosition = [0, 0, 0];
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var g_playerDirection = 0;
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var g_animParam;
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var g_playerMode;
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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_playerVelocity = [0, 0, 0];
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var g_targetDirection = 0;
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var g_worldTransform;
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var g_particleSystem;
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var g_poofEmitter;
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var g_poof;
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var g_anims = {
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idle1: {startFrame: 0, endFrame: 30},
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walk: {startFrame: 31, endFrame: 71},
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jumpStart: {startFrame: 72, endFrame: 87},
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jumpUp: {startFrame: 87, endFrame: 87},
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jumpCrest: {startFrame: 87, endFrame: 91},
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jumpFall: {startFrame: 91, endFrame: 91},
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jumpLand: {startFrame: 91, endFrame: 110},
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run: {startFrame: 111, endFrame: 127},
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idle2: {startFrame: 128, endFrame: 173},
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idle3: {startFrame: 174, endFrame: 246},
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idle4: {startFrame: 247, endFrame: 573}};
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var g_animation;
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var g_animTimer;
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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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15000); // 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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* Start an animation.
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* @param {!Object} animation to start.
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*/
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function startAnimation(animation) {
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g_animation = animation;
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g_animTimer = g_animation.startTime;
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}
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/**
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* Starts a new mode.
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* @param {number} mode Mode to start.
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*/
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function startMode(mode) {
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if (mode != g_playerMode) {
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g_playerMode = mode;
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mode.init();
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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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// Convert anim frames to anim times.
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for (var animName in g_anims) {
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var anim = g_anims[animName];
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anim.startTime = anim.startFrame / 30;
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anim.endTime = anim.endFrame / 30;
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anim.timeRange = anim.endTime - anim.startTime;
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}
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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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g_globalParams = o3djs.material.createAndBindStandardParams(g_pack);
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g_globalParams.lightWorldPos.value = [600, 2000, 400];
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g_globalParams.lightColor.value = [1, 1, 1, 1];
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// Load character.
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var transform = g_pack.createObject('Transform');
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g_playerTransform = transform;
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var playerPack = g_client.createPack();
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var paramObject = playerPack.createObject('ParamObject');
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g_animParam = paramObject.createParam('animTime', 'ParamFloat');
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var loader = o3djs.loader.createLoader(initStep3);
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loader.loadScene(g_client, playerPack, g_playerTransform,
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'assets/character.o3dtgz', prepareScene,
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{opt_animSource: g_animParam});
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var worldPack = g_client.createPack();
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g_worldTransform = worldPack.createObject('Transform');
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loader.loadScene(g_client, worldPack, g_worldTransform,
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'assets/background.o3dtgz', prepareScene)
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loader.finish();
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}
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/**
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* Setup the just loaded scene.
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* @param {!o3d.Pack} pack The pack the scene was loaded into.
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* @param {!o3d.Transform} parent The parent of the scene.
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* @param {*} exception An exception or null if success.
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*/
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function prepareScene(pack, parent, exception) {
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o3djs.pack.preparePack(pack, g_viewInfo);
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o3djs.material.bindParams(pack, g_globalParams);
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parent.parent = g_root;
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}
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/**
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* Continue setting up after the both the model and character have loaded.
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*/
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function initStep3() {
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// Fix for artists not using the same scale on background vs character
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g_worldTransform.scale(10, 10, 10);
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// Fix for current collada import bugs.
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var m = g_client.getObjects('Road', 'o3d.Material')[0];
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m.getParam('shininess').value = 100;
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g_particleSystem = o3djs.particles.createParticleSystem(g_pack, g_viewInfo);
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g_poofEmitter = g_particleSystem.createParticleEmitter();
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g_poofEmitter.setState(o3djs.particles.ParticleStateIds.ADD);
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g_poofEmitter.setColorRamp(
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[1, 1, 1, 0.3,
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1, 1, 1, 0]);
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g_poofEmitter.setParameters({
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numParticles: 30,
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lifeTime: 0.5,
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startTime: 0,
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startSize: 5,
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endSize: 10,
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spinSpeedRange: 10},
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function(index, parameters) {
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var angle = Math.random() * 2 * Math.PI;
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parameters.velocity = g_math.matrix4.transformPoint(
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g_math.matrix4.rotationY(angle), [25, 2.5, 0]);
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parameters.acceleration = g_math.mulVectorVector(
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parameters.velocity, [-1.5, 1, -1.5]);
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});
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g_poof = g_poofEmitter.createOneShot(g_root);
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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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window.o3d_prepForSelenium = function() {
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g_animParam.value = 0;
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g_animParam = {value: 0};
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}
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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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startMode(g_modes.JUMP);
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}
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} else {
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if (!g_jumping) {
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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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if (!g_jumping) {
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startMode(g_modes.WALK);
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}
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var moveTranslation = g_math.matrix4.transformPoint(
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g_moveMatrix,
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[MOVE_VELOCITY * directionX, 0, MOVE_VELOCITY * directionZ]);
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g_targetDirection = Math.atan2(moveTranslation[0],
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moveTranslation[2]);
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g_playerVelocity[0] = moveTranslation[0];
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g_playerVelocity[2] = moveTranslation[2];
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} else {
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g_playerVelocity[0] = 0;
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g_playerVelocity[2] = 0;
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if (!g_jumping) {
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startMode(g_modes.IDLE);
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}
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}
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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_playerPosition[0], 10, g_playerPosition[2]];
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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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* Updates the direction.
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* @param {number} elapsedTime Time elasped since last frame.
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*/
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function updateDirection(elapsedTime) {
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g_playerDirection = g_math.lerpRadian(g_playerDirection, g_targetDirection,
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0.2);
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}
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/**
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* Adds gravity to velocity.
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* @param {number} elapsedTime Time elasped since last frame.
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*/
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function calculateGravity(elapsedTime) {
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g_playerVelocity[1] += GRAVITY * elapsedTime;
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}
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/**
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* Updates the player's position.
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* @param {number} elapsedTime Time elasped since last frame.
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*/
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function updateMovement(elapsedTime) {
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g_playerPosition = g_math.addVector(g_playerPosition,
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g_math.mulVectorScalar(g_playerVelocity,
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elapsedTime));
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}
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var g_modes = {};
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/**
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* Handle idle mode.
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*/
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g_modes.IDLE = {
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init: function() {
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startAnimation(g_anims.idle1);
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g_jumping = false;
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},
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handle: function(elapsedTime) {
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updateDirection(elapsedTime);
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g_animTimer += elapsedTime;
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if (g_animTimer >= g_animation.endTime) {
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// Pick an idle at random.
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var idle = 0;
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if (Math.random() > 0.8) {
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// Choose another idle.
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idle = Math.floor(Math.random() * 10 / 3);
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if (idle > 3) {
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idle = 3;
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}
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}
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var idleName = 'idle' + (idle + 1);
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startAnimation(g_anims[idleName]);
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}
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}
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};
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/**
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* Handle walk mode.
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*/
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g_modes.WALK = {
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init: function() {
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startAnimation(g_anims.run);
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g_jumping = false;
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},
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handle: function(elapsedTime) {
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updateDirection(elapsedTime);
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updateMovement(elapsedTime);
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g_animTimer += elapsedTime;
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if (g_animTimer >= g_animation.endTime) {
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g_animTimer = g_math.modClamp(g_animTimer,
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g_animation.timeRange,
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g_animation.startTime);
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}
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}
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};
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/**
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* Handle jump mode.
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*/
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g_modes.JUMP = {
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init: function() {
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startAnimation(g_anims.jumpStart);
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g_jumping = true;
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g_canJump = false;
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g_playerVelocity[1] = JUMP_VELOCITY;
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},
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handle: function(elapsedTime) {
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g_animTimer += elapsedTime;
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if (g_animTimer >= g_animation.endTime) {
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startMode(g_modes.JUMP_UP);
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}
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}
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};
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g_modes.JUMP_UP = {
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init: function() {
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startAnimation(g_anims.jumpUp);
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},
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handle: function(elapsedTime) {
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updateDirection(elapsedTime);
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calculateGravity(elapsedTime);
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updateMovement(elapsedTime);
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if (g_playerVelocity[1] < 10) {
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startMode(g_modes.JUMP_CREST);
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}
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}
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};
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g_modes.JUMP_CREST = {
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init: function() {
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startAnimation(g_anims.jumpCrest);
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},
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handle: function(elapsedTime) {
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updateDirection(elapsedTime);
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calculateGravity(elapsedTime);
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updateMovement(elapsedTime);
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g_animTimer += elapsedTime;
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if (g_animTimer >= g_animation.endTime) {
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startMode(g_modes.JUMP_FALL);
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}
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}
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};
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g_modes.JUMP_FALL = {
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init: function() {
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startAnimation(g_anims.jumpFall);
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},
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handle: function(elapsedTime) {
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updateDirection(elapsedTime);
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calculateGravity(elapsedTime);
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updateMovement(elapsedTime);
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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>
|