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test7.html
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Phoria - Dev test page 7</title>
<script src="scripts/gl-matrix.js"></script>
<script src="scripts/phoria-util.js"></script>
<script src="scripts/phoria-entity.js"></script>
<script src="scripts/phoria-scene.js"></script>
<script src="scripts/phoria-renderer.js"></script>
<script src='scripts/dat.gui.min.js'></script>
<script>
var requestAnimFrame = window.requestAnimationFrame || window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame || window.msRequestAnimationFrame ||
function(c) {window.setTimeout(c, 15)};
/**
Phoria
pho·ri·a (fôr-)
n. The relative directions of the eyes during binocular fixation on a given object
*/
// bind to window onload event
window.addEventListener('load', onloadHandler, false);
var bitmaps = [];
function onloadHandler()
{
// get the canvas DOM element and the 2D drawing context
var canvas = document.getElementById('canvas');
// create the scene and setup camera, perspective and viewport
var scene = new Phoria.Scene();
scene.camera.position = {x:-150, y:15.0, z:-25.0};
scene.camera.lookat = {x:0.0, y:2.0, z:0.0};
scene.perspective.aspect = canvas.width / canvas.height;
scene.viewport.width = canvas.width;
scene.viewport.height = canvas.height;
// create a canvas renderer
var renderer = new Phoria.CanvasRenderer(canvas);
// add a big grid to help visualise camera position etc.
var plane = Phoria.Util.generateTesselatedPlane(20,20,0,500);
scene.graph.push(Phoria.Entity.create({
points: plane.points,
edges: plane.edges,
style: {
drawmode: "wireframe",
shademode: "plain",
linewidth: 0.5,
objectsortmode: "back"
}
}));
scene.graph.push(new Phoria.DistantLight());
// particle emitter
bitmaps.push(Phoria.Util.generateRadialGradientBitmap(32, "rgba(128,64,32,1)", "rgba(128,64,32,0)"));
var emitter = Phoria.EmitterEntity.create({
positionRnd: {x:0, y:0.15, z:0},
rate: 75,
velocity: {x:-0.15, y:0, z:0},
velocityRnd: {x:0.05, y:0, z:0},
lifetime: 1000,
lifetimeRnd: 500,
gravity: false,
style: {
compositeOperation: "lighter",
shademode: "sprite",
linewidth: 16,
sprite: 0
}
});
emitter.textures.push(bitmaps[0]);
// start over to the left, and move along the X axis
emitter.translateX(-200);
var emitterVel = [0.5,0,0];
emitter.onScene(function() {
this.translate(emitterVel);
});
scene.graph.push(emitter);
// camera track the emitter object position
scene.onCamera(function(position, lookAt, up) {
if (emitter.worldposition)
{
lookAt[0] = emitter.worldposition[0];
lookAt[1] = emitter.worldposition[1];
lookAt[2] = emitter.worldposition[2];
}
});
// triggers for camera animation etc.
scene.triggerHandlers.push({
trigger: function() {
// once emitter goes past us, move camera above the object and track along with it
if (emitter.worldposition[0] > -50) {
scene.camera.position.x = emitter.worldposition[0];
scene.camera.position.y = 30;
scene.camera.position.z = -15;
}
// emitter goes up when it passes a certain point
if (emitter.worldposition[0] > 150) {
// tween the velocity x/y of the object (and the particle output velocity)
if (emitterVel[1] < 0.5)
{
emitter.velocity.x += 0.003;
emitter.velocity.y -= 0.003;
emitterVel[0] -= 0.01;
emitterVel[1] += 0.01;
}
else
{
// once the velocity is fully set, start the next trigger
scene.triggerHandlers.push({
trigger: function() {
// once it is high enough, blow it up!
if (emitter.worldposition[1] > 100) {
emitter.velocity = {x:0, y:0, z:0};
emitter.velocityRnd = {x:1, y:1, z:1};
emitter.gravity = true;
emitter.rate = 500;
emitter.style.linewidth = 32;
emitterVel = [0,0,0];
var time = Date.now();
scene.triggerHandlers.push({
trigger: function() {
// end the explosion after a few ms
if (Date.now() > time + 300)
{
emitter.rate = 0;
return true;
}
}
});
return true;
}
}
});
return true;
}
}
}
});
var pause = false;
var fnAnimate = function() {
if (!pause)
{
// execute the model view 3D pipeline and render the scene
scene.modelView();
renderer.render(scene);
}
requestAnimFrame(fnAnimate);
};
// key binding
document.addEventListener('keydown', function(e) {
switch (e.keyCode)
{
case 27:
if (pause) scene._lastTime = Date.now();
pause = !pause;
break;
}
}, false);
// add GUI controls
var gui = new dat.GUI();
var f = gui.addFolder('Perspective');
f.add(scene.perspective, "fov").min(5).max(175);
f.add(scene.perspective, "near").min(1).max(100);
f.add(scene.perspective, "far").min(1).max(1000);
f = gui.addFolder('Camera LookAt');
f.add(scene.camera.lookat, "x").min(-100).max(100);
f.add(scene.camera.lookat, "y").min(-100).max(100);
f.add(scene.camera.lookat, "z").min(-100).max(100);
f = gui.addFolder('Camera Position');
f.add(scene.camera.position, "x").min(-100).max(100);
f.add(scene.camera.position, "y").min(-100).max(100);
f.add(scene.camera.position, "z").min(-100).max(100);
f = gui.addFolder('Camera Up');
f.add(scene.camera.up, "x").min(-10).max(10).step(0.1);
f.add(scene.camera.up, "y").min(-10).max(10).step(0.1);
f.add(scene.camera.up, "z").min(-10).max(10).step(0.1);
// start animation
requestAnimFrame(fnAnimate);
}
</script>
</head>
<body style="background-color: #bfbfbf">
<canvas id="canvas" width="768" height="512" style="background-color: #eee"></canvas>
<div><a style="color:#225588;text-decoration:none;" href="./index.html"><< Phoria demos</a></div>
</body>
</html>