topical media & game development
graphic-webgl-scenejs-examples-morph-geo-load-service-morph-geo-load-service.js / js
/*
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:
github.com/xeolabs/scenejs/wiki/GeoLoader-Service
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;
}
}
}
});
(C) Æliens
04/09/2009
You may not copy or print any of this material without explicit permission of the author or the publisher.
In case of other copyright issues, contact the author.