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test0q.html
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test0q.html
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<!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>