topical media & game development
graphic-webgl-scenejs-examples-morphing-random-morphing-random.js / js
/*
Mesh morphing demo
In this example we're copying the vertex positions of a teapot node, multiplying them
by a sine wave, then wrapping the teapot in a morphGeometry that uses the new postions as a target.
We're then animating the morphGeometry 'factor' attribute in the render loop to peform the morphing.
lindsay.kay@xeolabs.com
github.com/xeolabs/scenejs/wiki/morphGeometry
*/
SceneJS.createScene({
type: "scene",
id: "theScene",
canvasId: "theCanvas",
loggingElementId: "theLoggingDiv",
nodes: [
{
type: "lookAt",
eye : { x: 0.0, y: 10.0, z: 15 },
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: 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",
id: "the-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 : "teapot",
id: "the-teapot"
}
]
}
]
}
]
}
]
}
]
}
]
});
/*----------------------------------------------------------------------
* When the teapot has been rendered, get its positions, multiply them
* by a sine wave, then wrap the teapot in a morphGeometry that uses the
* new postions as a target.
*
* The teapot node can only provide its positions after it has been
* rendered.
*---------------------------------------------------------------------*/
var morphCreated = false;
var scene = SceneJS.scene("theScene");
var teapot = scene.findNode("the-teapot");
function addMorph() {
if (!morphCreated) {
var positions = teapot.get("positions");
if (positions.length == 0) {
return;
}
var positions1 = [];
for (var i = 0, j = 0, len = positions.length; i < len; i++,j += 3) {
positions1.push(positions[i]);
}
var positions2 = [];
for (var i = 0, j = 0, len = positions.length; i < len; i++,j += 3) {
positions2.push(positions[i] * (1 + (Math.sin(i * 0.003) * 0.1)));
}
var positions3 = [];
for (var i = 0, j = 0, len = positions.length; i < len; i++,j += 3) {
positions3.push(positions[i] * (1 + (Math.sin(i * 0.015) * 0.1)));
}
teapot.parent().insert({
node: {
type: "morphGeometry",
id: "my-morph-geometry",
keys: [
0, // Target 1
1, // Target 2
3 // target 3
],
targets: [
{
positions: positions1 // Target 1
},
{
positions: positions2 // Target 2
},
{
positions: positions3 // Target 3
}
],
factor: 0.0
}
});
}
morphCreated = true;
}
var yaw = 0;
var pitch = 0;
var lastX;
var lastY;
var dragging = false;
var 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);
/*----------------------------------------------------------------------
* In our rendering loop, as soon as the morphGeometry exists, we'll
* increment its factor to move the morph between its two targets
*---------------------------------------------------------------------*/
scene.start({
idleFunc: function() {
addMorph();
var morphGeometry = this.findNode("my-morph-geometry"); // Wont exist until created
if (morphGeometry) {
morphGeometry.set("factor", 1.0 + (Math.sin(factor) * 2.0));
factor += 0.1;
}
}
});
(C) Æliens
04/09/2009
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