/* This example shows how to define and use a GeoLoaderService to customize how geometry is loaded. We'll just implement a stub of the service in this example, which should give you enough clues for define your own implementation. Wiki article: https://github.com/xeolabs/scenejs/wiki/GeoLoader-Service Lindsay S. Kay, lindsay.kay@xeolabs.com This example assumes that you have looked at a few of the other examples and now have an understanding of concepts such as basic SceneJS syntax, lighting, material, data flow etc. */ /* Define a stub geometry stream service that just provides a mock "stream" through which a simple cube geometry data * is available. We'll reference the stream with a geometry node within our scene graph, further below. */ function MyGeoLoader() { this.loadGeometry = function(id, callback) { if (id == "my-geo-stream") { callback({ primitive : "triangles", positions : new Float32Array([ 5, 5, 5,-5, 5, 5,-5,-5, 5,5,-5, 5,5, 5, 5,5,-5, 5,5,-5,-5,5, 5,-5,5, 5, 5,5, 5,-5,-5, 5,-5,-5, 5, 5, -5, 5, 5,-5, 5,-5,-5,-5,-5,-5,-5, 5,-5,-5,-5,5,-5,-5,5,-5, 5,-5,-5, 5,5,-5,-5,-5,-5,-5,-5, 5,-5, 5, 5,-5]), normals : new Float32Array([ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, -1, 0, 0, -1, 0, 0,-1, 0, 0, -1, 0, 0, 0,-1, 0, 0,-1, 0, 0,-1, 0, 0,-1, 0, 0, 0,-1, 0, 0,-1, 0, 0,-1, 0, 0,-1]), uv : new Float32Array([ 5, 5,0, 5,0, 0, 5, 0, 0, 5,0, 0,5, 0,5, 5,5,0,5, 5,0, 5,0, 0,5,5,0, 5,0, 0,5, 0,0, 0,5,0,5,5,0,5,0,0,5,0,5,5,0,5]), uv2 : null, indices : new Int32Array([ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9,10, 8,10,11,12,13,14, 12,14,15,16,17,18,16,18,19,20,21,22,20,22,23]) }); } else { throw SceneJS_errorModule.fatalError("Internal error - can't find geometry stream: '" + id + "'"); } }; } /* Register the service implementation */ SceneJS.Services.addService(SceneJS.Services.GEO_LOADER_SERVICE_ID, new MyGeoLoader()); /* Scene graph containing geometry that pulls in the stream */ SceneJS.createScene({ type: "scene", id: "theScene", canvasId: "theCanvas", loggingElementId: "theLoggingDiv", nodes: [ { type: "lookAt", eye : { x: 0.0, y: 10.0, z: 55 }, look : { y:1.0 }, up : { y: 1.0 }, nodes: [ { type: "camera", optics: { type: "perspective", fovy : 25.0, aspect : 1.47, near : 0.10, far : 300.0 }, nodes: [ { type: "light", mode: "dir", color: { r: 1.0, g: 1.0, b: 1.0 }, diffuse: true, specular: false, dir: { x: 1.0, y: -0.5, z: -1.0 } }, { type: "light", mode: "dir", color: { r: 1.0, g: 1.0, b: 1.0 }, diffuse: true, specular: false, dir: { x: 1.0, y: -1.0, z: -1.0 } }, /* Next, modelling transforms to orient our geometry * by a given angles. The rotate nodes have IDs that we'll locate them with below. */ { type: "rotate", id: "pitch", angle: 0.0, x : 1.0, nodes: [ { type: "rotate", id: "yaw", angle: 0.0, y : 1.0, nodes: [ { type: "material", baseColor: { r: 1.0, g: 1.0, b: 1.0 }, specularColor: { r: 0.9, g: 0.9, b: 0.9 }, specular: 0.9, shine: 6.0, nodes: [ { type: "texture", layers: [ { uri:"graphic-webgl-scenejs-examples-web-images-BrickWall.jpg", blendMode: "multiply", scale : { x: .1, y: .05 } } ], nodes: [ { type: "geometry", /* Our GeoLoaderService implementation resolves this to the * available stream */ stream: "my-geo-stream" } ] } ] } ] } ] } ] } ] } ] }); var scene = SceneJS.scene("theScene"); var pitchRotate = scene.findNode("pitch"); var yawRotate = scene.findNode("yaw"); var yaw = 30; var pitch = -30; var lastX; var lastY; var dragging = false; var canvas = document.getElementById("theCanvas"); function mouseDown(event) { lastX = event.clientX; lastY = event.clientY; dragging = true; } function touchStart(event) { lastX = event.targetTouches[0].clientX; lastY = event.targetTouches[0].clientY; dragging = true; } function mouseUp() { dragging = false; } function touchEnd() { dragging = false; } function mouseMove(event) { var posX = event.clientX; var posY = event.clientY; actionMove(posX,posY); } function touchMove(event) { var posX = event.targetTouches[0].clientX; var posY = event.targetTouches[0].clientY; actionMove(posX,posY); } /* On a mouse/touch drag, we'll re-render the scene, passing in * incremented angles in each time. */ function actionMove(posX, posY) { if (dragging) { yaw += (posX - lastX) * 0.5; pitch += (posY - lastY) * -0.5; lastX = posX; lastY = posY; pitchRotate.set("angle", pitch); yawRotate.set("angle", yaw); } } canvas.addEventListener('mousedown', mouseDown, true); canvas.addEventListener('mousemove', mouseMove, true); canvas.addEventListener('mouseup', mouseUp, true); canvas.addEventListener('touchstart', touchStart, true); canvas.addEventListener('touchmove', touchMove, true); canvas.addEventListener('touchend', touchEnd, true); scene.start();