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graphic-webgl-scenejs-examples-morphing-morphing-scene.js / js



  /*
   Mesh morphing demo
  
   This is a super-simple example that demonstrates the use of a morphGeometry node to
   morph the positions and normals of a simple quad geometry.
  
   Scroll down to "morphGeometry" to see how it's done.
  
   lindsay.kay@xeolabs.com
  
   github.com/xeolabs/scenejs/wiki/morphGeometry
  
   */
  
  SceneJS.createScene({
  
    type: "scene",
  
    /* ID that we'll access the scene by when we want to render it
     */
    id: "theScene",
  
    /* Bind scene to a WebGL canvas:
     */
    canvasId: "theCanvas",
  
    /* You can optionally write logging to a DIV - scene will log to the console as well.
     */
    loggingElementId: "theLoggingDiv",
  
    nodes:[
  
      /* Viewing transform specifies eye position, looking
       * at the origin by default
       */
      {
        type: "lookAt",
        eye : { x: 0.0, y: 10.0, z: -35 },
        look : { y:1.0 },
        up : { y: 1.0 },
  
        nodes: [
  
          /* Camera describes the projection
           */
          {
            type: "camera",
            optics: {
              type: "perspective",
              fovy : 25.0,
              aspect : 1.47,
              near : 0.10,
              far : 300.0
            },
  
            nodes: [
  
              /* A lights node inserts point lights into the world-space.
               * You can have many of these, nested within modelling transforms
               * if you want to move them around.
               */
              {
                type:          "light",
                mode:          "dir",
                color:         { r: 1.0, g: 0.5, b: 0.5 },
                diffuse:        true,
                specular:        true,
                dir:          { x: 1.0, y: 1.0, z: 1.0 }
              },
              {
                type:          "light",
                mode:          "dir",
                color:         { r: 0.5, g: 1.0, b: 0.5 },
                diffuse:        true,
                specular:        true,
                dir:          { x: 0.0, y: 1.0, z: 1.0 }
              },
              {
                type:          "light",
                mode:          "dir",
                color:         { r: 0.2, g: 0.2, b: 1.0 },
                diffuse:        true,
                specular:        true,
                dir:          { x: -1.0, y: 0.0, z: 1.0 }
              },
              {
                type: "rotate",
                id: "pitch",
                angle: 0.0,
                x : 1.0,
  
                nodes: [
                  {
                    type: "rotate",
                    id: "yaw",
                    angle: 0.0,
                    y : 1.0,
  
                    nodes: [
                      {
                        type: "material",
                        emit: 0,
                        baseColor:   { r: 0.3, g: 0.3, b: 0.9 },
                        specularColor: { r: 0.9, g: 0.9, b: 0.9 },
                        specular:    0.9,
                        shine:     100.0,
  
                        nodes: [
                          {
                            type: "translate",
                            y: -1,
  
                            nodes: [
                              {
                                type: "scale",
                                x:.7,
                                y:.7,
                                z:.7,
  
                                nodes: [
  
                                  /*------------------------------------------------------
                                   * The morphGeometry
                                   *
                                   * We could morph everything on the geometry except
                                   * of course for the indices array. In this example, we're
                                   * just morphing the positions and normals between two
                                   * targets.
                                   *
                                   * The 'factor' attribute takes a value from 0.0 to 1.0
                                   * to interpolate between the first and last target.
                                   *
                                   * We'll animate that as we run the scene to drive the
                                   * morphing.
                                   *----------------------------------------------------*/
                                  {
                                    type: "morphGeometry",
                                    id: "my-morph",
  
                                    /* Start at first target
                                     */
                                    factor: 0.0,
  
                                    keys: [0, 2],
  
                                    /* Minimum of two morph targets required
                                     */
                                    targets: [
  
                                      /* Target 1
                                       */
                                      {
                                        positions: [ 5, 5, 0, -5, 5, 0, -5,-5, 0, 5,-5, 0 ],
                                        normals : [-1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0 ]
                                      },
  
                                      /* Target 2
                                       */
                                      {
                                        positions: [ 0, 5, 5, 0, 5, -5, 0,-5, -5, 0, -5, 5 ],
                                        normals : [ 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1 ]
                                      }
                                    ],
  
                                    nodes:[
  
                                      /*----------------------------------------------
                                       * The geometry we're morphing.
                                       *
                                       * Note that the positions and normals are
                                       * omitted because those are specified on the
                                       * morphGeometry.
                                       *
                                       * We're not morphing the UV coords, so we'll
                                       * specify them on the geometry.
                                       *
                                       * We can have multiple geometries in a
                                       * morphGeometry, perhaps to divide up the
                                       * positions among separate indices to apply
                                       * multiple materials to the mesh - see the
                                       * multi-materials demo for more info on that.
                                       *
                                       * So the geometry can of course be nested within
                                       * whatever other nodes we wish, except for
                                       * another morphGeometry, because that would
                                       * override the morphGeometry we just defined.
                                       *---------------------------------------------*/
  
                                      {
                                        type: "geometry",
  
                                        primitive: "triangles",
  
                                        indices : [ 0, 1, 2, 0, 2, 3 ],
                                        uv   : [1, 1, 0, 1, 0, 0,1, 0]
                                      }
                                    ]
                                  }
                                ]
                              }
                            ]
                          }
                        ]
                      }
                    ]
                  }
                ]
              }
            ]
          }
        ]
      }
    ]
  });
  
  /*----------------------------------------------------------------------
   * Scene rendering loop and mouse handler stuff follows
   *---------------------------------------------------------------------*/
  
  var yaw = 0;
  var pitch = 0;
  var lastX;
  var lastY;
  var dragging = false;
  
  var factor = 0;
  
  /*----------------------------------------------------------------------
   * Start the scene graph - in each frame, we'll update the
   * morph factory on our morphGeometry node
   *--------------------------------------------------------------------*/
  
  var scene = SceneJS.scene("theScene");
  
  scene.start({
    idleFunc: function() {
      this.findNode("my-morph").set("factor", factor);
      factor += 0.01;
      if (factor > 1) {
        factor = 0;
      }
    }
  });
  
  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;
  
      scene.findNode("yaw").set("angle", yaw);
      scene.findNode("pitch").set("angle", pitch);
  
      lastX = posX;
      lastY = posY;
    }
  }
  
  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);
  
  


(C) Æliens 04/09/2009

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