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  <!--
  O3D Tutorial A2
  
  In this tutorial, we show how to perform transformations on a scene that
  we have loaded.
  -->
  <!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>
  Tutorial A2: Transformations
  </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.camera');
  o3djs.require('o3djs.math');
  o3djs.require('o3djs.rendergraph');
  o3djs.require('o3djs.pack');
  o3djs.require('o3djs.scene');
  
  // Events
  // Run the init() function once the page has finished loading.
  window.onload = init;
  
  // global variables
  var g_o3d;
  var g_math;
  var g_client;
  var g_viewInfo;
  var g_pack;
  var g_keyPressDelta = 0.05;
  var g_finished = false;  // for selenium testing
  
  // root node of scene
  var g_sceneRoot;
  
  
Loads a scene into the transform graph.
parameter: {!o3d.Pack} pack Pack to load scene into.
parameter: {string} fileName filename of the scene.
parameter: {!o3d.Transform} parent parent node in the transform graph to which to load the scene into.

  
  function loadScene(pack, fileName, parent) {
    // Get our full path to the scene
    var scenePath = o3djs.util.getCurrentURI() + fileName;
  
    // Load the file given the full path, and call the callback function
    // when its done loading.
    o3djs.scene.loadScene(g_client, pack, parent, scenePath, callback);
  
    
Our callback is called once the scene has been loaded into memory from the web or locally.
parameter: {!o3d.Pack} pack The pack that was passed in above.
parameter: {!o3d.Transform} parent The parent that was passed in above.
parameter: {*} exception null if loading succeeded.

  
    function callback(pack, parent, exception) {
      if (exception) {
        alert('Could not load: ' + fileName + '\n' + exception);
        return;
      }
      // Get a CameraInfo (an object with a view and projection matrix)
      // using our javascript library function
      var cameraInfo = o3djs.camera.getViewAndProjectionFromCameras(
          parent,
          g_client.width,
          g_client.height);
  
      // Copy the view and projection to the draw context.
      g_viewInfo.drawContext.view = cameraInfo.view;
      g_viewInfo.drawContext.projection = cameraInfo.projection;
  
      // Generate draw elements and setup material draw lists.
      o3djs.pack.preparePack(pack, g_viewInfo);
  
      g_finished = true;  // for selenium testing
    }
  }
  
  
Creates the client area.

  
  function init() {
    o3djs.util.makeClients(initStep2);
  }
  
  
Initializes O3D and loads the scene into the transform graph.
parameter: {Array} clientElements Array of o3d object elements.

  
  function initStep2(clientElements) {
    // Initializes global variables and libraries.
    var o3dElement = clientElements[0];
    g_o3d = o3dElement.o3d;
    g_math = o3djs.math;
    g_client = o3dElement.client;
  
    // Create a pack to manage our resources/assets
    g_pack = g_client.createPack();
  
    // Create the render graph for a view.
    g_viewInfo = o3djs.rendergraph.createBasicView(
        g_pack,
        g_client.root,
        g_client.renderGraphRoot);
  
    // Create a transform node to act as the 'root' of the scene
    g_sceneRoot = g_pack.createObject('Transform');
    // Attach it to the root of the transform graph.
    g_sceneRoot.parent = g_client.root;
  
    // Load the scene into the transform graph as a child of the g_sceneRoot.
    loadScene(g_pack, 'assets/teapot.tgz', g_sceneRoot);
  
    // Execute keyPressedCallback(..) when we detect a keypress on the document.
    window.document.onkeypress = keyPressedCallback;
  }
  
  
Function performing the rotate action in response to a key-press. Rotates the scene based on key pressed. (w ,s, a, d). Note that the x and y-axis referenced here are relative to the current view of the scene.
parameter: {keyPressed} The letter pressed, in lower case.
parameter: {delta} The angle by which the scene should be rotated.
returns: true if an action was taken.

  
  function keyPressedAction(keyPressed, delta) {
    var actionTaken = false;
    switch(keyPressed) {
      case 'a':
        g_sceneRoot.localMatrix =
            g_math.mul(g_sceneRoot.localMatrix,
                       g_math.matrix4.rotationY(-delta));
        actionTaken = true;
        break;
      case 'd':
        g_sceneRoot.localMatrix =
            g_math.mul(g_sceneRoot.localMatrix,
                       g_math.matrix4.rotationY(delta));
        actionTaken = true;
        break;
      case 'w':
        g_sceneRoot.localMatrix =
            g_math.mul(g_sceneRoot.localMatrix,
                       g_math.matrix4.rotationX(-delta));
        actionTaken = true;
        break;
      case 's':
        g_sceneRoot.localMatrix =
            g_math.mul(g_sceneRoot.localMatrix,
                       g_math.matrix4.rotationX(delta));
        actionTaken = true;
        break;
    }
    return actionTaken;
  }
  
  
Callback for the keypress event. Invokes the action to be performed for the key pressed.
parameter: {event} keyPress event passed to us by javascript.

  
  function keyPressedCallback(event) {
    var keyChar = String.fromCharCode(o3djs.event.getEventKeyChar(event));
    // Just in case they have capslock on.
    keyChar = keyChar.toLowerCase();
  
    if (keyPressedAction(keyChar, g_keyPressDelta)) {
      o3djs.event.cancel(event);
    }
  }
  
  
Resets the view of the scene by resetting its local matrix to the identity matrix.

  
  function resetView() {
    g_sceneRoot.identity();
  }
  
  </script>
  </head>
  <body>
  <h1>Transformations</h1>
  This tutorial shows how to perform transformations on a scene that
  has been loaded.
  <br/>
  <!-- Start of O3D plugin -->
  <div id="o3d" style="width: 600px; height: 600px;"></div>
  <!-- End of O3D plugin -->
  <p>Use W, S, A, D to rotate.</p>
  <form name="default_form" action="#" method="get">
  <input type="button" value="Reset view" onclick="resetView()" />
  <input type="button" value="W" id="W"
      onclick="keyPressedAction('w', g_keyPressDelta);" />
  <input type="button" value="S" id="S"
      onclick="keyPressedAction('s', g_keyPressDelta);" />
  <input type="button" value="A" id="A"
      onclick="keyPressedAction('a', g_keyPressDelta);" />
  <input type="button" value="D" id="D"
      onclick="keyPressedAction('d', g_keyPressDelta);" />
  </form>
  </body>
  </html>
  


(C) Æliens 20/2/2008

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