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  <!--
   Sample demonstrating drawing into a Canvas surface using a O3D texture.
  -->
  
  <!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>
  O3D Canvas
  </title>
  <!-- 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.io');
  o3djs.require('o3djs.math');
  o3djs.require('o3djs.primitives');
  o3djs.require('o3djs.effect');
  o3djs.require('o3djs.canvas');
  o3djs.require('o3djs.rendergraph');
  
  // Events
  // init() once the page has finished loading.
  // unload() when the page is unloaded.
  window.onload = createClients;
  window.onunload= unload;
  
  // Globals
  var g_o3d;
  var g_math;
  var g_client;
  var g_pack;
  var g_viewInfo;
  var g_brushTexture;
  var g_canvasQuad;
  var g_o3dElement;
  var g_finished = false;  // for selenium testing.
  var g_canvasWidth = 700;
  var g_canvasHeight = 500;
  var g_borderWidth = 50;
  var g_borderHeight = 50;
  var g_pluginWidth;
  var g_pluginHeight;
  var g_clientWidth;
  var g_clientHeight;
  
  
Remove any callbacks so they don't get called after the page has unloaded.

  
  function unload() {
    if (g_client) {
      g_client.cleanup();
  
      // Clear the mouse events.
      onMouseUp();
    }
  }
  
  function createClients() {
    o3djs.util.makeClients(init);
  }
  
  
This method gets called on a mouse move event. If the mouse cursor is inside the canvas quad then it draws a copy of the brush texture onto the canvas surface at the mouse cursor position.
parameter: e The mouse move event object

  
  function drawCursor(e) {
    if (!g_brushTexture)
      return;
  
    var offset = {
      x: e.x / g_client.width * g_clientWidth,
      y: e.y / g_client.height * g_clientHeight
    };
  
    // Adjust for the top left corner of the canvas.
    offset.x -= g_borderWidth;
    offset.y -= g_borderHeight;
  
    // Setting brushScale to a value other than 1 will draw a scaled copy of
    // the brush bitmap onto the canvas surface.  This is achieved by applying
    // a scale transformation before calling drawBitmap(), and restoring the
    // draw matrix immediately after.
    var brushScale = 1;
  
    if (offset.x >= 0 && offset.x < g_canvasWidth &&
        offset.y >= 0 && offset.y < g_canvasHeight) {
      g_canvasQuad.canvas.saveMatrix();
      g_canvasQuad.canvas.scale(brushScale, brushScale);
  
      // Note that the coordinates passed to drawBitmap get scaled by the current
      // canvas drawing matrix and therefore we adjust them by the scale to get
      // the bitmap to follow the mouse position.
      g_canvasQuad.canvas.drawBitmap(
          g_brushTexture,
          (offset.x / brushScale - g_brushTexture.width * 0.5),
          (offset.y / brushScale + g_brushTexture.height * 0.5));
      g_canvasQuad.canvas.restoreMatrix();
      g_canvasQuad.updateTexture();
    }
  }
  
  
Fetches the bitmap pointed to by the URL supplied by the user, creates a O3D Texture object with it, and resets the value of g_brushTexture to point to the newly created texture.

  
  function changeBrushTexture() {
    var textureUrl = document.getElementById('url').value;
    o3djs.io.loadTexture(g_pack, textureUrl, function(texture, exception) {
      // Remove the previous brush texture from the pack.
      if (exception) {
        alert(exception);
      } else {
        if (g_brushTexture) {
          g_pack.removeObject(g_brushTexture);
        }
  
        g_brushTexture = texture;
      }
    });
  }
  
  
Event handler that gets called when a mouse click takes place in the O3D element. It registers a callback for mousemove which handles drawing and one for mouseup which removes the mousemove event.
parameter: e The mouse down event.

  
  function onMouseDown(e) {
    o3djs.event.addEventListener(g_o3dElement, 'mousemove', drawCursor);
    o3djs.event.addEventListener(g_o3dElement, 'mouseup', onMouseUp);
    // Draw the cursor at the clicked spot.
    drawCursor(e);
  }
  
  
Event handler for mouse up. It clears the mouse move and mouse up event handlers.

  
  function onMouseUp() {
    o3djs.event.removeEventListener(g_o3dElement, 'mousemove', drawCursor);
    o3djs.event.removeEventListener(g_o3dElement, 'mouseup', onMouseUp);
  }
  
  function init(clientElements) {
    // Initializes global variables and libraries.
    var o3dElement = clientElements[0];
    g_o3dElement = o3dElement;
    g_o3d = o3dElement.o3d;
    g_math = o3djs.math;
    g_client = o3dElement.client;
  
    // Store the size of the plugin, so that we can adjust coordinates in
    // full-screen mode.  This is necessary because we're not adjusting the aspect
    // ratio; we'd rather that the canvas filled the available area, rather than
    // staying a fixed size or aspect ratio.
    g_clientWidth = g_o3dElement.clientWidth;
    g_clientHeight = g_o3dElement.clientHeight;
  
    // Set the texture URL.
    var path = window.location.href;
    var index = path.lastIndexOf('/');
    path = path.substring(0, index+1) + 'assets/brush.png';
    var url = document.getElementById("url").value = path;
  
    // Creates a pack to manage our resources/assets
    g_pack = g_client.createPack();
  
    g_viewInfo = o3djs.rendergraph.createBasicView(
        g_pack,
        g_client.root,
        g_client.renderGraphRoot);
  
    // Set the background color to blue.
    g_viewInfo.clearBuffer.clearColor = [0.5, 0.1, 1, 1];
  
    // Setup an orthographic projection camera.
    g_viewInfo.drawContext.projection = g_math.matrix4.orthographic(
        0 + 0.5,
        g_client.width + 0.5,
        g_client.height + 0.5,
        0 + 0.5,
        0.001,
        1000);
  
    g_viewInfo.drawContext.view = g_math.matrix4.lookAt(
        [0, 0, 1],  // Eye.
        [0, 0, 0],  // Target.
        [0, 1, 0]); // Up.
  
    // Creates an instance of the canvas utilities library.
    var canvasLib = o3djs.canvas.create(g_pack, g_client.root, g_viewInfo);
  
    // Create a canvas surface to draw on.
    var canvasQuad =
      canvasLib.createXYQuad(g_borderWidth, g_borderHeight, 0, g_canvasWidth,
          g_canvasHeight, false);
  
    canvasQuad.canvas.clear([1, 0, 0, 1]);
    canvasQuad.updateTexture();
  
    // Set the initial brush texture.
    changeBrushTexture();
  
    // Setup the events to track mouse activity.
    o3djs.event.addEventListener(o3dElement, 'mousedown', onMouseDown);
  
    g_canvasQuad = canvasQuad;
  
    g_finished = true;  // for selenium testing.
  }
  
  </script>
  </head>
  
  <body>
  <h1>O3D Canvas Sample: Drawing with bitmaps</h1>
  <br/>
  <!-- Start of O3D plugin -->
  <div id="o3d" style="width: 800px; height: 600px;"></div>
  <!-- End of O3D plugin -->
  <p><p>
  Brush URL: <input type="text" id="url" size="100">
  <input type="button" onclick="changeBrushTexture();" value="Change Brush"><BR>
  
  <p><p>Click and drag to draw onto the red canvas surface.
  </body>
  </html>
  
  


(C) Æliens 20/2/2008

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