-
Notifications
You must be signed in to change notification settings - Fork 121
/
test0q.html
227 lines (211 loc) · 7.39 KB
/
test0q.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Phoria - Dev test page 0</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);
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:0.0, y:5.0, z:-35.0};
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 grid to help visualise camera position etc.
var plane = Phoria.Util.generateTesselatedPlane(8,8,0,40);
scene.graph.push(Phoria.Entity.create({
points: plane.points,
edges: plane.edges,
polygons: plane.polygons,
style: {
shademode: "plain",
drawmode: "wireframe",
linewidth: 0.5,
objectsortmode: "back"
}
}));
// GENERATE TEST ENTITIES
var p = Phoria.Util.generatePyramid(3);
p.points[4].y *= 2;
var obj = Phoria.Entity.create({
points: p.points,
polygons: p.polygons});
scene.graph.push(obj);
Phoria.Entity.debug(obj, {
showAxis: true
});
// add a light
var visibleLightObj = Phoria.Entity.create({
points: [{x:-3, y:4, z:-5}],
style: {
color: [255,255,255],
drawmode: "point",
shademode: "plain",
linewidth: 5,
linescale: 2
}
});
scene.graph.push(visibleLightObj);
var light = Phoria.PointLight.create({
color: [1, 0.4, 0],
position: {x:-6, y:6, z:-5},
intensity: 1,
attenuation: 0.05
});
visibleLightObj.children.push(light);
var rot = {
x: 0,
y: 0,
z: 0,
lastx: 0,
lasty: 0,
lastz: 0,
worldaxis: true
};
var pause = false;
var fnAnimate = function() {
if (!pause)
{
// rotate local matrix of an object by WORLD or LOCAL X/Y/Z axis
if (rot.lastx - rot.x)
{
var q = quat.setAxisAngle(quat.create(), vec3.fromValues(1,0,0), (rot.lastx - rot.x)*Phoria.RADIANS);
var m = mat4.fromQuat(mat4.create(), q);
if (rot.worldaxis) {
mat4.mul(obj.matrix, m, obj.matrix); // WORLD AXIS ORDER
}
else {
mat4.mul(obj.matrix, obj.matrix, m); // LOCAL AXIS ORDER
}
rot.lastx = rot.x;
}
if (rot.lasty - rot.y)
{
var q = quat.setAxisAngle(quat.create(), vec3.fromValues(0,1,0), (rot.lasty - rot.y)*Phoria.RADIANS);
var m = mat4.fromQuat(mat4.create(), q);
if (rot.worldaxis) {
mat4.mul(obj.matrix, m, obj.matrix); // WORLD AXIS ORDER
}
else {
mat4.mul(obj.matrix, obj.matrix, m); // LOCAL AXIS ORDER
}
rot.lasty = rot.y;
}
if (rot.lastz - rot.z)
{
var q = quat.setAxisAngle(quat.create(), vec3.fromValues(0,0,1), (rot.lastz - rot.z)*Phoria.RADIANS);
var m = mat4.fromQuat(mat4.create(), q);
if (rot.worldaxis) {
mat4.mul(obj.matrix, m, obj.matrix); // WORLD AXIS ORDER
}
else {
mat4.mul(obj.matrix, obj.matrix, m); // LOCAL AXIS ORDER
}
rot.lastz = rot.z;
}
// the light position is edited directly via the GUI - update the visible indicator
visibleLightObj.points[0].x = light.position.x;
visibleLightObj.points[0].y = light.position.y;
visibleLightObj.points[0].z = light.position.z;
// execute the model view 3D pipeline
scene.modelView();
// and render the scene
renderer.render(scene);
}
requestAnimFrame(fnAnimate);
};
// 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.open();
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);
f = gui.addFolder('Light');
f.add(light.position, "x").min(-25).max(25).step(0.1);
f.add(light.position, "y").min(-25).max(25).step(0.1);
f.add(light.position, "z").min(-25).max(25).step(0.1);
f.add(light.color, "0").min(0).max(1).step(0.1).name("red");
f.add(light.color, "1").min(0).max(1).step(0.1).name("green");
f.add(light.color, "2").min(0).max(1).step(0.1).name("blue");
f.add(light, "intensity").min(0).max(1).step(0.1);
f.add(light, "attenuation").min(0.01).max(0.25).step(0.01);
f = gui.addFolder('Rotate XYZ');
f.add(rot, "worldaxis");
f.add(rot, "x").min(-180).max(180);
f.add(rot, "y").min(-180).max(180);
f.add(rot, "z").min(-180).max(180);
f.open();
// key binding
document.addEventListener('keydown', function(e) {
switch (e.keyCode)
{
case 37: // LEFT
rot.y = -2;
break;
case 39: // RIGHT
rot.y += 2;
break;
case 38: // UP
rot.x -= 2;
e.preventDefault();
break;
case 40: // DOWN
rot.x += 2;
e.preventDefault();
break;
case 90: // Z
rot.z += 2;
break;
case 88: // X
rot.z -= 2;
break;
case 27:
{
pause = !pause;
break;
}
}
}, false);
// start animation
requestAnimFrame(fnAnimate);
}
</script>
</head>
<body style="background-color: #bfbfbf">
<canvas id="canvas" width="768" height="512" style="background-color: #eee"></canvas>
</body>
</html>