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3D Example
Description:
Illustrates the JavaScript syntax for the 3D Ajax Layer example.
Syntax:
see example
3D Example
Code:
<!-- Copyright 2006 Google Inc. Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. --> <html> <head> <title>ExplorerCanvas Example 1</title> <script type="text/javascript"></script> <script type="text/javascript"> /* -------------------------------------------------------------------- */ var canvas, ctx; var canvasWidth, halfCanvasWidth; var canvasHeight, halfCanvasHeight; var space; // 3D Engine var scene; // 3D Scene /* -------------------------------------------------------------------- */ /** * Space is a simple 3D system. * * Y+ = up * Z+ = into screen * X+ = right */ function Space() { this.m = this.createMatrixIdentity(); this.mStack = []; } Space.prototype.createMatrixIdentity = function() { return [ [1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [0, 0, 0, 1] ]; } /** * Multiplies two 4x4 matricies together. */ Space.prototype.matrixMultiply = function(m1, m2) { var result = this.createMatrixIdentity(); var width = m1[0].length; var height = m1.length; if (width != m2.length) { // error } for (var x = 0; x < width; x++) { for (var y = 0; y < height; y++) { var sum = 0; for (var z = 0; z < width; z++) { sum += m1[y][z] * m2[z][x]; } result[y][x] = sum; } } return result; } /** * Transforms a coordinate using the current transformation * matrix, then flattens it using the projection matrix. */ Space.prototype.flatten = function(point) { var p = [[point.x, point.y, point.z, 1]]; var pm = this.matrixMultiply(p, this.m); point.tx = pm[0][0]; point.ty = pm[0][1]; point.tz = pm[0][2]; // lazy projection point.fx = halfCanvasWidth + (canvasWidth * point.tx / point.tz); point.fy = halfCanvasHeight -(canvasWidth * point.ty / point.tz); } /** * Translate (move) the current transformation matrix */ Space.prototype.translate = function(x, y, z) { var m = [ [1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [x, y, z, 1] ]; this.m = this.matrixMultiply(m, this.m); } /** * Rotate the current transformation matrix. Rotations are * world-oriented, and occur in y,x,z order. */ Space.prototype.rotate = function(x, y, z) { if (y) { var cosY = Math.cos(y); var sinY = Math.sin(y); var rotY = [ [cosY, 0, sinY, 0], [0, 1, 0, 0], [-sinY, 0, cosY, 0], [0, 0, 0, 1] ]; this.m = this.matrixMultiply(this.m, rotY); } if (x) { var cosX = Math.cos(x); var sinX = Math.sin(x); var rotX = [ [1, 0, 0, 0], [0, cosX, -sinX, 0], [0, sinX, cosX,0], [0, 0, 0, 1] ]; this.m = this.matrixMultiply(this.m, rotX); } if (z) { var cosZ = Math.cos(z); var sinZ = Math.sin(z); var rotZ = [ [cosZ, -sinZ, 0, 0], [sinZ, cosZ, 0, 0], [0, 0, 1, 0], [0, 0, 0, 1] ]; this.m = this.matrixMultiply(this.m, rotZ); } } /** * Pushes the current transformation onto the stack */ Space.prototype.push = function() { this.mStack.push(this.m); this.m = [ [this.m[0][0], this.m[0][1], this.m[0][2], this.m[0][3]], [this.m[1][0], this.m[1][1], this.m[1][2], this.m[1][3]], [this.m[2][0], this.m[2][1], this.m[2][2], this.m[2][3]], [this.m[3][0], this.m[3][1], this.m[3][2], this.m[3][3]] ]; } /** * Pops the end off the transformation stack */ Space.prototype.pop = function() { this.m = this.mStack.pop(); } /* -------------------------------------------------------------------- */ /** * A 3d coordinate */ function Point(x, y, z) { this.x = x; this.y = y; this.z = z; // Relative to camera coordinates this.tx; this.ty; this.tz; // Flattened coordinates this.fx; this.fy; } /** * A Shape is made up of polygons */ function Shape() { this.points = []; this.polygons = []; } /** * Draws the shape */ Shape.prototype.draw = function(drawlist) { for (var i = 0; i< this.points.length; i++) { space.flatten(this.points[i]); } for (var i = 0; i< this.polygons.length; i++) { var poly = this.polygons[i]; // convenience space.flatten(poly.origin); // lazy backface culling if (poly.normal && this.backface) { space.flatten(poly.normal); var originDist = Math.pow(poly.origin.tx, 2) + Math.pow(poly.origin.ty, 2) + Math.pow(poly.origin.tz, 2); var normalDist = Math.pow(poly.normal.tx, 2) + Math.pow(poly.normal.ty, 2) + Math.pow(poly.normal.tz, 2); if(originDist > normalDist) { drawlist.push(poly); } } else { drawlist.push(poly); } } } /** * A polygon is a connection of points in the shape object. You * should probably try to make them coplanar. */ function Polygon(points, normal, backface, type, color) { this.points = points; this.origin = new Point(0, 0, 0); for(var i = 0; i < this.points.length; i++) { this.origin.x += this.points[i].x; this.origin.y += this.points[i].y; this.origin.z += this.points[i].z; } this.origin.x /= this.points.length; this.origin.y /= this.points.length; this.origin.z /= this.points.length; if (normal) { this.normal = new Point(this.origin.x + normal.x, this.origin.y + normal.y, this.origin.z + normal.z); } else { this.normal = null; } this.backface = backface; this.type = type; this.color = color; } Polygon.SOLID = 0; Polygon.WIRE = 1; /** * Draws the polygon. Assumes that the points have already been * flattened. */ Polygon.prototype.draw = function() { ctx.beginPath(); ctx.moveTo(this.points[0].fx, this.points[0].fy); for(var i = 0; i < this.points.length; i++) { ctx.lineTo(this.points[i].fx, this.points[i].fy); } ctx.closePath(); var color = this.color; /* // Do lighting here lightvector = Math.abs(this.normal.x + this.normal.y); if(lightvector > 1) { lightvector = 1; } color[0] = (color[0] * lightvector).toString(); color[1] = (color[1] * lightvector).toString(); color[2] = (color[2] * lightvector).toString(); */ if (color.length > 3) { var style = ["rgba(", color[0], ",", color[1], ",", color[2], ",", color[3], ")"].join(""); } else { var style = ["rgb(", color[0], ",", color[1], ",", color[2], ")"].join(""); } if (this.type == Polygon.SOLID) { ctx.fillStyle = style; ctx.fill(); } else if (this.type == Polygon.WIRE) { ctx.strokeStyle = style; ctx.stroke(); } } /* -------------------------------------------------------------------- */ /** * Scene describes the 3D environment */ function Scene() { this.shapes = {}; this.camera = new Point(0, 0, 0); this.cameraTarget = new Point(0, 0, 0); this.cameraRotation = 0; this.drawlist = []; } /** * Draw the world */ Scene.prototype.draw = function() { space.push(); // Camera transformation space.translate( -this.camera.x, -this.camera.y, -this.camera.z ); // Camera rotation var xdiff = this.cameraTarget.x - this.camera.x; var ydiff = this.cameraTarget.y - this.camera.y; var zdiff = this.cameraTarget.z - this.camera.z; var xzdist = Math.sqrt(Math.pow(xdiff, 2) + Math.pow(zdiff, 2)); var xrot = -Math.atan2(ydiff, xzdist); // up/down rotation var yrot = Math.atan2(xdiff, zdiff); // left/right rotation space.rotate(xrot, yrot, this.cameraRotation); // Drawing this.drawlist = []; for(var i in this.shapes) { this.shapes[i].draw(this.drawlist); } // Depth sorting (warning: this is only enough to drive this demo - feel // free to contribute a better system). this.drawlist.sort(function (poly1, poly2) { return poly2.origin.tz - poly1.origin.tz; }); for (var i = 0; i < this.drawlist.length; i++) { this.drawlist[i].draw(); } space.pop(); } /* -------------------------------------------------------------------- */ var count = 0; function loop() { ctx.clearRect(0, 0, canvasWidth, canvasHeight); scene.camera.x = 70*Math.sin(count); scene.camera.y = 70; scene.camera.z = 70*Math.cos(count); scene.cameraRotation = count / 10; count += 0.01; scene.draw(); } function load() { // Init drawing system canvas = document.getElementById("cv"); ctx = canvas.getContext("2d"); canvasWidth = canvas.width; canvasHeight = canvas.height; halfCanvasWidth = canvasWidth * 0.5; halfCanvasHeight = canvasHeight * 0.5; // Init 3D components space = new Space(); scene = new Scene(); // Create a box shape and add it to the scene scene.shapes['box'] = new Shape(); var p = scene.shapes['box'].points; // for convenience p[0] = new Point(-10, -10, -10); // left bottom front p[1] = new Point(10, -10, -10); // right bottom front p[2] = new Point(10, 10, -10); // right top front p[3] = new Point(-10, 10, -10); // left top front p[4] = new Point(-10, -10, 10); // left bottom back p[5] = new Point(10, -10, 10); // right bottom back p[6] = new Point(10, 10, 10); // right top back p[7] = new Point(-10, 10, 10); // left top back // Back scene.shapes['box'].polygons.push(new Polygon( [ p[0], p[1], p[2], p[3] ], new Point(0, 0, -1), true /* double-sided */, Polygon.SOLID, [255, 0, 0] )); // Front scene.shapes['box'].polygons.push(new Polygon( [ p[4], p[5], p[6], p[7] ], new Point(0, 0, 1), true /* double-sided */, Polygon.SOLID, [0, 0, 255] )); // Top scene.shapes['box'].polygons.push(new Polygon( [ p[2], p[3], p[7], p[6] ], new Point(0, 1, 0), false /* single-sided */, Polygon.WIRE, [0, 255, 0] )); // Transparent Top scene.shapes['box'].polygons.push(new Polygon( [ p[2], p[3], p[7], p[6] ], new Point(0, 1, 0), false /* single-sided */, Polygon.SOLID, [0, 255, 0, 0.4] )); // Left scene.shapes['box'].polygons.push(new Polygon( [ p[0], p[4], p[7], p[3] ], new Point(-1, 0, 0), true /* double-sided */, Polygon.SOLID, [255, 255, 0] )); // Right scene.shapes['box'].polygons.push(new Polygon( [ p[1], p[5], p[6], p[2] ], new Point(1, 0, 0), true /* double-sided */, Polygon.SOLID, [0, 255, 255] )); // Create a floor shape and add it to the scene scene.shapes['floor'] = new Shape(); var p = scene.shapes['floor'].points; // for convenience p[0] = new Point(-40, -10, -40); p[1] = new Point(-40, -10, 40); p[2] = new Point( 40, -10, 40); p[3] = new Point( 40, -10, -40); // Floor scene.shapes['floor'].polygons.push(new Polygon( [ p[0], p[1], p[2], p[3] ], new Point(0, 1, 0), false /* single-sided */, Polygon.SOLID, [45, 45, 45] )); setInterval('loop()', 20); } /* -------------------------------------------------------------------- */ </script> <style> body { background-color:black; margin:50px; text-align:center; } </style> </script></head> <body onload="load();"> <canvas id="cv" width="400" height="300"></canvas> </body> </html>
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