/* This example shows how to define and use a GeoStreamService to customize how geometry is loaded, along with a MorphGeoService to customize how morph targets are loaded for its animation. We'll just implement a stub of the services in this example, which should give you enough clues for define your own implementation. Wiki articles: https://github.com/xeolabs/scenejs/wiki/GeoLoader-Service https://github.com/xeolabs/scenejs/wiki/MorphGeoLoader-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. */ var FIRST_MORPH_KEY = 0; var LAST_MORPH_KEY = 6; function MyGeoLoader() { this.loadGeometry = function(id, callback) { if (id == "my-geo-stream") { callback({ primitive : "triangles", 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("Can't find geometry stream: '" + id + "'"); } }; } /* Register the service implementation */ SceneJS.Services.addService(SceneJS.Services.GEO_LOADER_SERVICE_ID, new MyGeoLoader()); /* Define a stub morphGeometry stream service that just provides a mock stream through which a simple morph * targets data is available. We'll reference the stream with a morphGeometry node within our scene graph, further below. */ function MyMorphGeoLoader() { this.loadMorphGeometry = function(id, callback) { if (id == "my-morph-geo-stream") { callback({ keys: [ FIRST_MORPH_KEY, 3, LAST_MORPH_KEY ], // One for each target targets: [ /* You can have as many targets as GPU memory will allow */ { positions : new Float32Array(randomize([ 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]) }, { positions : new Float32Array(randomize([ 15, 5, 5,-5, 5, 5,-5,-5, 15,5,-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]) }, { positions : new Float32Array(randomize([ 25, 5, 5,-5, 5, 5,-5,-5, 15,5,-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]) } ] }); } else { throw SceneJS_errorModule.fatalError("Can't find morphGeometry stream: '" + id + "'"); } }; } function randomize(arry) { for (var i = 0, len = arry.length; i < len; i++) { arry[i] += (Math.random() * 4.0) - 2; } return arry; } /* Register the service implementation */ SceneJS.Services.addService(SceneJS.Services.MORPH_GEO_LOADER_SERVICE_ID, new MyMorphGeoLoader()); /* Scene graph containing geometry that pulls in the stream */ SceneJS.createScene({ type: "scene", id: "the-scene", 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 }, nodes: [ { type: "texture", layers: [ { uri:"graphic-webgl-scenejs-examples-web-images-BrickWall.jpg", blendMode: "multiply", scale : { x: .1, y: .05 } } ], nodes: [ { type: "morphGeometry", id: "my-morph-geometry", /* Our MorphGeoLoaderService resolves this to the * available stream */ stream: "my-morph-geo-stream", nodes: [ { type: "geometry", /* Our GeoLoaderService resolves this to the * available stream */ stream: "my-geo-stream" } ] } ] } ] } ] } ] } ] } ] } ] }); 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 mouseUp() { dragging = false; } /* On a mouse drag, we'll re-render the scene, passing in * incremented angles in each time. */ function mouseMove(event) { if (dragging) { yaw += (event.clientX - lastX) * 0.5; pitch += (event.clientY - lastY) * -0.5; lastX = event.clientX; lastY = event.clientY; } } canvas.addEventListener('mousedown', mouseDown, true); canvas.addEventListener('mousemove', mouseMove, true); canvas.addEventListener('mouseup', mouseUp, true); var scene = SceneJS.scene("the-scene"); /* Run the scene, cycling the morphGeometry through it's keys: */ var factor = FIRST_MORPH_KEY; scene.start({ idleFunc: function() { var morphGeometry = scene.findNode("my-morph-geometry"); if (morphGeometry) { // May not be loaded yet morphGeometry.set("factor", factor); factor += 0.1; if (factor > LAST_MORPH_KEY) { factor = FIRST_MORPH_KEY; } } } });