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viewer.js
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viewer.js
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// Copyright (c) 2009-2013 Turbulenz Limited
/*global TurbulenzEngine: false*/
/*global TurbulenzServices: false*/
/*global Camera: false*/
/*global CameraController: false*/
/*global Floor: false*/
/*global ResourceLoader: false*/
/*global RequestHandler: false*/
/*global TextureManager: false*/
/*global ShaderManager: false*/
/*global EffectManager: false*/
/*global AnimationManager: false*/
/*global PhysicsManager: false*/
/*global Scene: false*/
/*global DefaultRendering: false*/
/*global VMath: false*/
/*global InterpolatorController: false*/
/*global PoseController: false*/
/*global NodeTransformController: false*/
/*global SkinnedNode: false*/
/*global GPUSkinController: false*/
/*global getQueryStringDict: false*/
/*global jQuery: false*/
/*global window: false*/
TurbulenzEngine.onerror = function onerrorFn(error)
{
window.console.log(error);
};
//
// Viewer
//
function Viewer() {}
Viewer.prototype =
{
version : 1
};
// Constructor function
Viewer.create = function viewerCreateFn()
{
var errorCallback = function errorCallback(msg)
{
window.alert(msg);
};
var mathDeviceParameters = {};
var md = TurbulenzEngine.createMathDevice(mathDeviceParameters);
var graphicsDeviceParameters = { };
var gd = TurbulenzEngine.createGraphicsDevice(graphicsDeviceParameters);
var inputDeviceParameters = { };
var id = TurbulenzEngine.createInputDevice(inputDeviceParameters);
var physicsDeviceParameters = { };
var pd = TurbulenzEngine.createPhysicsDevice(physicsDeviceParameters);
var dynamicsWorldParameters = { };
var dw = pd.createDynamicsWorld(dynamicsWorldParameters);
var materials =
{
debugNormalsMaterial :
{
effect : "debug_normals"
},
debugLinesNormalsMaterial :
{
effect : "debug_lines_constant",
meta:
{
constantColor : [0, 1, 0, 1]
}
},
debugTangentsMaterial :
{
effect : "debug_tangents",
meta :
{
materialcolor : true
}
},
debugLinesTangentsMaterial :
{
effect : "debug_lines_constant",
meta:
{
constantColor : [1, 0, 0, 1]
}
},
debugBinormalsMaterial :
{
effect : "debug_binormals"
},
debugLinesBinormalsMaterial :
{
effect : "debug_lines_constant",
meta:
{
constantColor : [0, 0, 1, 1]
}
}
};
var camera = Camera.create(md);
var halfFov = Math.tan(30 * Math.PI / 180);
camera.recipViewWindowX = 1.0 / halfFov;
camera.recipViewWindowY = 1.0 / halfFov;
camera.updateProjectionMatrix();
var worldUp = md.v3BuildYAxis();
camera.lookAt(md.v3Build(0.0, 1.0, 0.0), worldUp, md.v3Build(0.0, 50.0, 200.0));
camera.updateViewMatrix();
var cameraController = CameraController.create(gd, id, camera);
var floor = Floor.create(gd, md);
var rh = RequestHandler.create({});
var tm = TextureManager.create(gd, rh, null, errorCallback);
var sm = ShaderManager.create(gd, rh, null, errorCallback);
var em = EffectManager.create(gd, md, sm, null, errorCallback);
var animationManager = AnimationManager.create(errorCallback);
var physicsManager = PhysicsManager.create(md, pd, dw);
var physicsSnapshot = null;
// Add support for pressing key 'R' to reset
var keyCodes = id.keyCodes;
var onKeyUp = function onKeyUpFn(keynum)
{
// If the key R is released we reset the positions
if (keynum === keyCodes.R)
{
physicsManager.restoreSnapshot(physicsSnapshot);
}
};
var scene = Scene.create(md);
var sceneLoaded = false;
var maxSpeed = cameraController.maxSpeed;
var objectCenter = [0, 0, 0];
var lightRadius = 1000;
var lightAngle = 0;
if (typeof window.gameSlug === 'undefined')
{
window.gameSlug = 'viewer';
}
var jQuery = window.jQuery;
var vi = new Viewer();
vi.camera = camera;
vi.cameraController = cameraController;
vi.scene = scene;
vi.pathPrefix = '/play/' + window.gameSlug + '/';
var urlMapping = null;
var urlMappingReceived = false;
var requestHandler = RequestHandler.create({});
var request = function requestFn(url, onload)
{
return rh.request({
src: ((urlMapping && urlMapping[url]) || (vi.pathPrefix + url)),
onload: onload
});
};
function viewerMappingTableReceivedFn(mappingTable)
{
var urlMapping = mappingTable.urlMapping;
sm.setPathRemapping(urlMapping, mappingTable.assetPrefix);
vi.renderer = DefaultRendering.create(gd, md, sm, em);
}
var viewerMappingSettings = {
mappingTablePrefix: "staticmax/",
assetPrefix: "missing/",
mappingTableURL: vi.pathPrefix + "mapping_table.json"
};
TurbulenzServices.createMappingTable(requestHandler, null, viewerMappingTableReceivedFn,
viewerMappingSettings);
var baseMaterialsSceneData = {
version : 1,
effects :
{
"default" :
{
type : "lambert"
}
},
materials :
{
"default" :
{
effect : "default"
}
}
};
function addAnimationExtentsToScene(scene)
{
// no extents found so far so try using the animations to calculate them
var maxValue = Number.MAX_VALUE;
var animExtentMin0 = maxValue;
var animExtentMin1 = maxValue;
var animExtentMin2 = maxValue;
var animExtentMax0 = -maxValue;
var animExtentMax1 = -maxValue;
var animExtentMax2 = -maxValue;
var animations = animationManager.getAll();
for (var a in animations)
{
if (animations.hasOwnProperty(a))
{
var anim = animations[a];
var bounds = anim.bounds;
var numFrames = anim.bounds.length;
for (var i = 0; i < numFrames; i = i + 1)
{
var bound = bounds[i];
var center = bound.center;
var halfExtent = bound.halfExtent;
var c0 = center[0];
var c1 = center[1];
var c2 = center[2];
var h0 = halfExtent[0];
var h1 = halfExtent[1];
var h2 = halfExtent[2];
var min0 = (c0 - h0);
var min1 = (c1 - h1);
var min2 = (c2 - h2);
var max0 = (c0 + h0);
var max1 = (c1 + h1);
var max2 = (c2 + h2);
animExtentMin0 = (animExtentMin0 < min0 ? animExtentMin0 : min0);
animExtentMin1 = (animExtentMin1 < min1 ? animExtentMin1 : min1);
animExtentMin2 = (animExtentMin2 < min2 ? animExtentMin2 : min2);
animExtentMax0 = (animExtentMax0 > max0 ? animExtentMax0 : max0);
animExtentMax1 = (animExtentMax1 > max1 ? animExtentMax1 : max1);
animExtentMax2 = (animExtentMax2 > max2 ? animExtentMax2 : max2);
}
}
}
// If any of the min values are less than or equal to the max values we found animations
if (animExtentMin0 <= animExtentMax0)
{
scene.extents[0] = animExtentMin0 < scene.extents[0] ? animExtentMin0 : scene.extents[0];
scene.extents[1] = animExtentMin1 < scene.extents[1] ? animExtentMin1 : scene.extents[1];
scene.extents[2] = animExtentMin2 < scene.extents[2] ? animExtentMin2 : scene.extents[2];
scene.extents[3] = animExtentMax0 > scene.extents[3] ? animExtentMax0 : scene.extents[3];
scene.extents[4] = animExtentMax1 > scene.extents[4] ? animExtentMax1 : scene.extents[4];
scene.extents[5] = animExtentMax2 > scene.extents[5] ? animExtentMax2 : scene.extents[5];
}
}
function loadSceneFinishedFn(scene)
{
// For the viewer we include the extents of all the animations to try and get a better camera setup
addAnimationExtentsToScene(scene);
scene.update();
var sceneExtents = scene.getExtents();
var sceneMinExtent = md.v3Build(sceneExtents[0], sceneExtents[1], sceneExtents[2]);
var sceneMaxExtent = md.v3Build(sceneExtents[3], sceneExtents[4], sceneExtents[5]);
var c = md.v3ScalarMul(md.v3Add(sceneMaxExtent, sceneMinExtent), 0.5);
var e = md.v3Sub(c, sceneMinExtent);
if (VMath.v3LengthSq(e) > VMath.precision)
{
camera.lookAt(c, worldUp, md.v3Build(c[0] + e[0] * 4.0,
c[1] + Math.max(e[0], e[1], e[2]) * 2.0,
c[2] + e[2] * 4.0));
camera.updateViewMatrix();
var len = VMath.v3Length(e);
if (len < 4.0)
{
camera.nearPlane = len * 0.1;
}
else
{
camera.nearPlane = 1.0;
}
camera.farPlane = Math.ceil(len) * 100.0;
camera.updateProjectionMatrix();
maxSpeed = (len < 100 ? (len * 2) : (len * 0.5));
objectCenter = c;
lightRadius = (len * 4);
}
scene.skinnedNodes = [];
var nodeHasSkeleton = animationManager.nodeHasSkeleton;
var animations = animationManager.getAll();
var sceneNodes = scene.rootNodes;
var numNodes = sceneNodes.length;
var a, anim, interp, skinnedNode, nodeController;
for (var n = 0; n < numNodes; n += 1)
{
var node = sceneNodes[n];
var skeleton = nodeHasSkeleton(node);
if (skeleton && skeleton.numNodes)
{
interp = InterpolatorController.create(skeleton);
skinnedNode = SkinnedNode.create(gd, md, node, skeleton, interp);
scene.skinnedNodes.push(skinnedNode);
skinnedNode.animController = interp;
for (a in animations)
{
if (animations.hasOwnProperty(a))
{
anim = animations[a];
if (anim.numNodes === skeleton.numNodes)
{
interp.setAnimation(anim, true);
break;
}
}
}
// Build a pose controller to allow the viewer to render bind poses
var poseController = PoseController.create(skeleton);
var numJoints = skeleton.numNodes;
var parents = skeleton.parents;
var bindPoses = skeleton.bindPoses;
var hasScale = false;
// Check if the bind pose includes any scale
var j;
for (j = 0; j < numJoints; j += 1)
{
var poseMatrix = bindPoses[j];
if (!VMath.v3Equal([md.v3LengthSq(md.m43Right(poseMatrix)),
md.v3LengthSq(md.m43Up(poseMatrix)),
md.v3LengthSq(md.m43At(poseMatrix))],
VMath.v3Build(1, 1, 1)))
{
hasScale = true;
break;
}
}
hasScale = false;
// Dependent on whether we have scale setup the output channels on the pose controller
if (hasScale)
{
poseController.setOutputChannels({rotation: true, translation: true, scale: true});
}
else
{
poseController.setOutputChannels({rotation: true, translation: true});
}
for (j = 0; j < numJoints; j += 1)
{
var joint = bindPoses[j];
var parentIndex = parents[j];
if (parentIndex !== -1)
{
var parentJoint = bindPoses[parentIndex];
var invParent = md.m43Inverse(parentJoint);
joint = md.m43Mul(joint, invParent);
}
var sx, sy, sz;
if (hasScale)
{
sx = md.v3Length(md.m43Right(joint));
sy = md.v3Length(md.m43Up(joint));
sz = md.v3Length(md.m43At(joint));
md.m43SetRight(joint, md.v3ScalarMul(md.m43Right(joint), 1 / sx));
md.m43SetUp(joint, md.v3ScalarMul(md.m43Up(joint), 1 / sy));
md.m43SetAt(joint, md.v3ScalarMul(md.m43At(joint), 1 / sz));
}
var quat = md.quatFromM43(joint);
var pos = md.v3Build(joint[9], joint[10], joint[11]);
var scale;
if (hasScale)
{
scale = md.v3Build(sx, sy, sz);
}
poseController.setJointPose(j, quat, pos, scale);
}
skinnedNode.poseController = poseController;
// If no suitable animation was found swap to poseController and drop reference to interp
if (!interp.currentAnim)
{
delete skinnedNode.animController;
skinnedNode.setInputController(skinnedNode.poseController);
}
}
}
scene.nodeControllers = [];
// If there are no skinned nodes try creating some controllers to update nodes. Note these will work
// to drive the animations even when no nodes are present
if (scene.skinnedNodes.length === 0)
{
for (a in animations)
{
if (animations.hasOwnProperty(a))
{
anim = animations[a];
interp = InterpolatorController.create(anim.hierarchy);
interp.setAnimation(anim, true);
nodeController = NodeTransformController.create(anim.hierarchy, scene);
nodeController.setInputController(interp);
scene.nodeControllers.push(nodeController);
}
}
}
var globalLights = scene.getGlobalLights();
var numGlobalLights = globalLights.length;
for (var g = 0; g < numGlobalLights; g += 1)
{
var globalLight = globalLights[g];
if (globalLight.ambient)
{
vi.renderer.setAmbientColor(globalLight.color);
break;
}
}
vi.renderer.setDefaultTexture(tm.get("default"));
if (scene.loadMaterial(gd, tm, em, "debugNormalsMaterial", materials.debugNormalsMaterial))
{
scene.getMaterial("debugNormalsMaterial").reference.add();
materials.debugNormalsMaterial.loaded = true;
}
if (scene.loadMaterial(gd, tm, em, "debugLinesNormalsMaterial", materials.debugLinesNormalsMaterial))
{
scene.getMaterial("debugLinesNormalsMaterial").reference.add();
materials.debugLinesNormalsMaterial.loaded = true;
}
if (scene.loadMaterial(gd, tm, em, "debugTangentsMaterial", materials.debugTangentsMaterial))
{
scene.getMaterial("debugTangentsMaterial").reference.add();
materials.debugTangentsMaterial.loaded = true;
}
if (scene.loadMaterial(gd, tm, em, "debugLinesTangentsMaterial", materials.debugLinesTangentsMaterial))
{
scene.getMaterial("debugLinesTangentsMaterial").reference.add();
materials.debugLinesTangentsMaterial.loaded = true;
}
if (scene.loadMaterial(gd, tm, em, "debugBinormalsMaterial", materials.debugBinormalsMaterial))
{
scene.getMaterial("debugBinormalsMaterial").reference.add();
materials.debugBinormalsMaterial.loaded = true;
}
if (scene.loadMaterial(gd, tm, em, "debugLinesBinormalsMaterial", materials.debugLinesBinormalsMaterial))
{
scene.getMaterial("debugLinesBinormalsMaterial").reference.add();
materials.debugLinesBinormalsMaterial.loaded = true;
}
// If there are physics objects then prevent them from falling
if (physicsManager.physicsNodes.length > 0)
{
// Floor is represented by a plane shape
var floorShape = pd.createPlaneShape({
normal : md.v3Build(0, 1, 0),
distance : 0,
margin : 0.001
});
var extents = scene.getExtents();
var floorObject = pd.createCollisionObject({
shape : floorShape,
transform : md.m43BuildTranslation(extents[0], Math.min(extents[1], 0), extents[2]),
friction : 0.5,
restitution : 0.3,
group: pd.FILTER_STATIC,
mask: pd.FILTER_ALL
});
// Adds the floor collision object to the world
dw.addCollisionObject(floorObject);
// Create snapshot for reset functionality
physicsSnapshot = physicsManager.createSnapshot();
id.addEventListener("keyup", onKeyUp);
jQuery('.engine-control').find('tbody')
.append(jQuery('<tr>').append(jQuery('<td>').attr('class', 'key').text('R'))
.append(jQuery('<td>').text('Reset physics objects'))
);
}
sceneLoaded = true;
jQuery(function ($j) {
$j('#loading').toggle();
});
}
vi.load = function viewerLoadFn(assetPath, urlBase, mappingTable, append, onload)
{
jQuery(function ($j) {
$j('#loading').toggle();
});
sceneLoaded = false;
if (!append)
{
scene.clear();
scene.nodeControllers = [];
scene.skinnedNodes = [];
physicsManager.clear();
physicsSnapshot = null;
dw.flush();
id.removeEventListener("keyup", onKeyUp);
animationManager = AnimationManager.create(errorCallback);
}
urlMappingReceived = false;
urlMapping = null;
var checkMapping = function checkMappingFn()
{
if (urlMappingReceived)
{
var loadSceneFinished;
if (onload)
{
loadSceneFinished = function (scene)
{
loadSceneFinishedFn(scene);
onload(scene);
};
}
else
{
loadSceneFinished = loadSceneFinishedFn;
}
var sceneReceived = function sceneReceivedFn(sceneData)
{
// If we were supplied an animation manager let that load any animations from the resolved data
animationManager.loadData(sceneData);
var imageArchiveName = assetPath + ".images.tar";
if (urlMapping[imageArchiveName])
{
tm.loadArchive(imageArchiveName);
}
var yieldFn = function sceneLoadYieldFn(callback)
{
TurbulenzEngine.setTimeout(callback, 0);
};
var baseMaterialsScene = Scene.create(md);
baseMaterialsScene.load({
data : baseMaterialsSceneData,
graphicsDevice : gd,
keepVertexData : true
});
scene.load({
data : sceneData,
graphicsDevice : gd,
mathDevice : md,
physicsDevice : pd,
textureManager : tm,
effectManager : em,
baseScene : baseMaterialsScene,
append : append,
keepLights : true,
yieldFn : yieldFn,
onload : loadSceneFinished,
physicsManager : physicsManager,
keepVertexData : true
});
};
var loadResolve = function loadResolveFn(text)
{
var sceneData = {};
if (text)
{
sceneData = JSON.parse(text);
}
var resourceLoader = ResourceLoader.create();
resourceLoader.resolve({
data : sceneData,
append : false,
requestHandler : rh,
onload : sceneReceived
});
};
request(assetPath, loadResolve);
}
else
{
TurbulenzEngine.setTimeout(checkMappingFn, 100);
}
};
if (mappingTable && mappingTable !== '')
{
var mappingReceived = function mappingReceivedFn(mappingTable)
{
tm.setPathRemapping(mappingTable.urlMapping, mappingTable.assetPrefix);
//sm.setPathRemapping(mappingTable.urlMapping, mappingTable.assetPrefix); // viewer doesn't load any more shaders
animationManager.setPathRemapping(mappingTable.urlMapping, mappingTable.assetPrefix);
urlMapping = mappingTable.urlMapping;
urlMappingReceived = true;
};
var mappingError = function mappingErrorFn()
{
window.alert("Error loading asset mapping table: " + mappingTable +
" will attempt to continue without it");
urlMapping = {};
urlMappingReceived = true;
};
var mappingSettings = {
mappingTablePrefix: urlBase + "staticmax/",
assetPrefix: urlBase,
mappingTableURL: urlBase + mappingTable
};
TurbulenzServices.createMappingTable(requestHandler, null, mappingReceived,
mappingSettings, mappingError);
}
else
{
urlMapping = {};
urlMappingReceived = true;
}
checkMapping();
};
var clearColor = [0.95, 0.95, 1.0, 1.0];
var previousFrameTime = 0;
var nextUpdateTime = 0;
vi.doUpdate = true;
vi.drawInterpolators = true;
vi.drawSkeleton = true;
vi.drawLights = true;
vi.drawPortals = false;
vi.drawPhysicsGeometry = false;
vi.drawPhysicsExtents = false;
vi.drawOpaqueNodesExtents = false;
vi.drawSceneNodeHierarchy = false;
vi.drawNormals = false;
vi.drawTangents = false;
vi.drawBinormals = false;
vi.isDefaultWireframeOn = false;
vi.isBlueprintWireframeOn = false;
vi.isDebugTangentsOn = false;
vi.isDebugNormalsOn = false;
vi.isDebugBinormalsOn = false;
vi.drawAreasExtents = false;
vi.animScale = 1;
vi.movementScale = 1;
vi.normalsScale = 1;
if (gd.beginFrame())
{
gd.clear(clearColor, 1.0, 0);
gd.endFrame();
}
function drawDecalsCB()
{
// Draw floor during decals pass to avoid artifacts with transparent materials
floor.render(gd, camera);
}
function drawDebugCB()
{
if (vi.prevDrawNormals !== vi.drawNormals ||
vi.prevDrawTangents !== vi.drawTangents ||
vi.prevDrawBinormals !== vi.drawBinormals ||
vi.prevNormalsScale !== vi.normalsScale)
{
vi.prevDrawNormals = vi.drawNormals;
vi.prevDrawTangents = vi.drawTangents;
vi.prevDrawBinormals = vi.drawBinormals;
vi.prevNormalsScale = vi.normalsScale;
scene.updateNormals(gd,
vi.normalsScale,
vi.drawNormals, scene.getMaterial("debugLinesNormalsMaterial"),
vi.drawTangents, scene.getMaterial("debugLinesTangentsMaterial"),
vi.drawBinormals, scene.getMaterial("debugLinesBinormalsMaterial"));
}
// TODO: draw the hierarchies at the correct positions
if (vi.drawInterpolators)
{
var nodeControllers = scene.nodeControllers;
var numNodeControllers = nodeControllers.length;
for (var i = 0; i < numNodeControllers; i += 1)
{
var nodeController = nodeControllers[i];
var interp = nodeController.inputController;
var hierarchy = interp.currentAnim.hierarchy;
scene.drawAnimationHierarchy(gd, sm, camera,
hierarchy,
hierarchy.numNodes,
interp);
}
}
if (vi.drawSkeleton)
{
var skinnedNodes = scene.skinnedNodes;
var numSkins = skinnedNodes.length;
for (var skin = 0; skin < numSkins; skin += 1)
{
var skinnedNode = skinnedNodes[skin];
var controller = skinnedNode.skinController;
var nodeTM = skinnedNode.node.world;
scene.drawAnimationHierarchy(gd, sm, camera,
controller.skeleton,
controller.skeleton.numNodes,
controller.inputController,
nodeTM);
}
}
if (vi.drawLights)
{
scene.drawLights(gd, sm, camera);
}
if (vi.drawPortals)
{
scene.drawPortals(gd, sm, camera);
}
if (vi.drawAreasExtents)
{
scene.drawAreas(gd, sm, camera);
}
if (vi.drawPhysicsGeometry)
{
scene.drawPhysicsGeometry(gd, sm, camera, physicsManager);
}
if (vi.drawPhysicsExtents)
{
scene.drawPhysicsNodes(gd, sm, camera, physicsManager);
}
if (vi.drawOpaqueNodesExtents)
{
scene.drawOpaqueNodesExtents(gd, sm, camera);
}
if (vi.drawSceneNodeHierarchy)
{
scene.drawSceneNodeHierarchy(gd, sm, camera);
}
}
function renderFrameFn()
{
var nodeControllers, numNodeControllers, nodeController;
var skinnedNodes, numSkins, skinnedNode, skin;
var i;
var currentTime = TurbulenzEngine.time;
var deltaTime = (currentTime - previousFrameTime);
if (deltaTime > 1)
{
deltaTime = 1;
}
cameraController.maxSpeed = (deltaTime * maxSpeed * vi.movementScale);
id.update();
cameraController.update();
var deviceWidth = gd.width;
var deviceHeight = gd.height;
var aspectRatio = (deviceWidth / deviceHeight);
if (aspectRatio !== camera.aspectRatio)
{
camera.aspectRatio = aspectRatio;
camera.updateProjectionMatrix();
}
camera.updateViewProjectionMatrix();
var renderer = vi.renderer;
if (vi.doUpdate)
{
renderer.setGlobalLightPosition(md.v3Build((objectCenter[0] + lightRadius * Math.cos(lightAngle)),
(objectCenter[1] + lightRadius),
(objectCenter[2] + lightRadius * Math.sin(lightAngle))));
lightAngle += deltaTime;
if (lightAngle >= (2 * Math.PI))
{
lightAngle -= (2 * Math.PI);
}
dw.update();
physicsManager.update(scene);
// Update all the animations in the scene
nodeControllers = scene.nodeControllers;
numNodeControllers = nodeControllers.length;
for (i = 0; i < numNodeControllers; i += 1)
{
nodeController = nodeControllers[i];
nodeController.addTime(deltaTime * vi.animScale);
nodeController.update();
}
skinnedNodes = scene.skinnedNodes;
numSkins = skinnedNodes.length;
for (skin = 0; skin < numSkins; skin += 1)
{
skinnedNode = skinnedNodes[skin];
if (vi.drawSkinBindPose || !skinnedNode.animController ||
vi.drawNormals ||
vi.drawTangents ||
vi.drawBinormals)
{
skinnedNode.skinController.setInputController(skinnedNode.poseController);
}
else
{
skinnedNode.skinController.setInputController(skinnedNode.animController);
}
skinnedNode.addTime(deltaTime * vi.animScale);
skinnedNode.update();
}
if (currentTime >= nextUpdateTime)
{
nextUpdateTime = (currentTime + 1.0);
renderer.updateShader(sm);
}
scene.update();
renderer.update(gd, camera, scene, currentTime);
}
if (gd.beginFrame())
{
if (renderer.updateBuffers(gd, deviceWidth, deviceHeight))
{
renderer.draw(gd, clearColor, drawDecalsCB, null, drawDebugCB);
}
gd.endFrame();
}
vi.fps = gd.fps;
previousFrameTime = currentTime;
}
var intervalID;
function loadingLoopFn()
{
var deviceWidth = gd.width;
var deviceHeight = gd.height;
var aspectRatio = (deviceWidth / deviceHeight);
if (aspectRatio !== camera.aspectRatio)
{
camera.aspectRatio = aspectRatio;
camera.updateProjectionMatrix();
}
camera.updateViewProjectionMatrix();
if (gd.beginFrame())
{
gd.clear(clearColor, 1.0, 0);
floor.render(gd, camera);
gd.endFrame();
}
if (sceneLoaded)
{
TurbulenzEngine.clearInterval(intervalID);
intervalID = TurbulenzEngine.setInterval(renderFrameFn, 1000 / 60);
}
}
intervalID = TurbulenzEngine.setInterval(loadingLoopFn, 1000 / 30);
vi.reloadTextures = function viewerreloadTexturesFn()
{
nextUpdateTime = 0;
tm.reloadAll();
};
vi.reloadShaders = function viewerreloadShadersFn()
{
nextUpdateTime = 0;
sm.reloadAll();
};
vi.destroy = function destroyFn()
{
TurbulenzEngine.clearInterval(intervalID);
sceneLoaded = false;
if (physicsManager)
{
physicsManager.clear();
physicsManager = null;
physicsSnapshot = null;
}
vi.renderer = null;
vi.scene = null;
if (scene)
{
scene.destroy();
scene = null;
}
em = null;
sm = null;
tm = null;
floor = null;
cameraController = null;
camera = null;
TurbulenzEngine.flush();
pd = null;
id = null;
gd = null;
md = null;
};
vi.hasNodeSemantic = function hasNodeSemantic(node, semanticCondition)
{
if (node.hasRenderables())
{
var numRenderables = node.renderables.length;
for (var r = 0; r < numRenderables; r += 1)
{
var renderable = node.renderables[r];
if (renderable.geometry)
{
var geometry = renderable.geometry;
var semantics = geometry.semantics;
var numSemantics = semantics.length;
for (var i = 0; i < numSemantics; i += 1)
{
if (semantics[i] === semanticCondition)
{
return true;
}
}
}
}
}
return vi.hasChildrenNodesSemantic(node, semanticCondition);
};
vi.hasChildrenNodesSemantic = function hasChildrenNodesSemantic(node, semanticCondition)