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geometry_typedArrays.html
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geometry_typedArrays.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>SceneJS Example</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
margin: 0;
-moz-user-select: -moz-none;
-khtml-user-select: none;
-webkit-user-select: none;
}
</style>
<script src="../api/latest/scenejs.min.js"></script>
<link href="css/styles.css" rel="stylesheet"/>
<body>
<div id="infoDark">
<a href="http://scenejs.org">SceneJS</a> - geometry from typed arrays
</div>
<script>
// How to create a geometry node from typed arrays
//
// Although SceneJS has a JSON-based API, we are able to supply typed array parameters when creating
// geometry and morphGeometry nodes.
//
// This is useful when instantiating these node types from streamed binary data.
//
// More info: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Typed_arrays
//
// Point SceneJS to the bundled plugins
SceneJS.setConfigs({
pluginPath: "../api/latest/plugins"
});
// Create scene
SceneJS.createScene({
nodes: [
// Mouse-orbited camera, implemented by plugin at
// http://scenejs.org/api/latest/plugins/node/cameras/orbit.js
{
type: "cameras/orbit",
yaw: 30,
pitch: -30,
zoom: 30,
zoomSensitivity: 1.0,
nodes: [
{
type: "texture",
src: "textures/BrickWall.jpg",
// Texture scale factors
scale: {
x: .1,
y: .05
},
nodes: [
// Geometry node which defines our custom object, a simple cube.
{
type: "geometry",
// The primitive type - allowed values are
// "points", "lines", "line-loop", "line-strip",
// "triangles", "triangle-strip" and "triangle-fan".
//
// See the OpenGL/WebGL specification docs for
// how the coordinate arrays are supposed to be laid out
// for them.
primitive: "triangles",
// The vertices - eight for our cube, each
// one spanning three array elements for X,Y and Z
positions: new Float32Array([
/* v0-v1-v2-v3 front
*/
5, 5, 5,
-5, 5, 5,
-5, -5, 5,
5, -5, 5,
/* v0-v3-v4-v5 right
*/
5, 5, 5,
5, -5, 5,
5, -5, -5,
5, 5, -5,
/* v0-v5-v6-v1 top
*/
5, 5, 5,
5, 5, -5,
-5, 5, -5,
-5, 5, 5,
/* v1-v6-v7-v2 left
*/
-5, 5, 5,
-5, 5, -5,
-5, -5, -5,
-5, -5, 5,
/* v7-v4-v3-v2 bottom
*/
-5, -5, -5,
5, -5, -5,
5, -5, 5,
-5, -5, 5,
/* v4-v7-v6-v5 back
*/
5, -5, -5,
-5, -5, -5,
-5, 5, -5,
5, 5, -5
]),
/* Normal vectors, one for each vertex
*/
normals: new Float32Array([
/* v0-v1-v2-v3 front
*/
0, 0, 1,
0, 0, 1,
0, 0, 1,
0, 0, 1,
/* v0-v3-v4-v5 right
*/
1, 0, 0,
1, 0, 0,
1, 0, 0,
1, 0, 0,
/* v0-v5-v6-v1 top
*/
0, 1, 0,
0, 1, 0,
0, 1, 0,
0, 1, 0,
/* v1-v6-v7-v2 left
*/
-1, 0, 0,
-1, 0, 0,
-1, 0, 0,
-1, 0, 0,
/* v7-v4-v3-v2 bottom
*/
0, -1, 0,
0, -1, 0,
0, -1, 0,
0, -1, 0,
/* v4-v7-v6-v5 back
*/
0, 0, -1,
0, 0, -1,
0, 0, -1,
0, 0, -1
]),
/* 2D texture coordinates corresponding to the
* 3D positions defined above - eight for our cube, each
* one spaining two array elements for X and Y
*/
uv: new Float32Array([
/* v0-v1-v2-v3 front
*/
5, 5,
0, 5,
0, 0,
5, 0,
/* v0-v3-v4-v5 right
*/
0, 5,
0, 0,
5, 0,
5, 5,
/* v0-v5-v6-v1 top
*/
5, 0,
5, 5,
0, 5,
0, 0,
/* v1-v6-v7-v2 left
*/
5, 5,
0, 5,
0, 0,
5, 0,
/* v7-v4-v3-v2 bottom
*/
0, 0,
5, 0,
5, 5,
0, 5,
/* v4-v7-v6-v5 back
*/
0, 0,
5, 0,
5, 5,
0, 5
]),
/* Indices - these organise the
* positions and uv texture coordinates
* into geometric primitives in accordance
* with the "primitive" parameter,
* in this case a set of three indices
* for each triangle.
*
* Note that each triangle is specified
* in counter-clockwise winding order.
*
* You can specify them in clockwise
* order if you configure the SceneJS.State
* node's frontFace property as "cw", instead of
* the default "ccw".
*/
indices: new Uint16Array([
0, 1, 2,
0, 2, 3,
// front
4, 5, 6,
4, 6, 7,
// right
8, 9, 10,
8, 10, 11,
// top
12, 13, 14,
12, 14, 15,
// left
16, 17, 18,
16, 18, 19,
// bottom
20, 21, 22,
20, 22, 23
])
}
]
}
]
}
]
});
</script>
</body>
</html>