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<!DOCTYPE html>
<html>
<head>
<title>
CubicVR.js: Using a COLLADA scene from a .dae file
</title>
<script src="../../CubicVR.js" type="text/javascript">
</script>
<script type='text/javascript'>
function webGLStart() {
// by default generate a full screen canvas with automatic resize
var gl = CubicVR.init();
var canvas = CubicVR.getCanvas();
if (!gl) {
alert("Sorry, no WebGL support.");
return;
};
// load the collada file, specify path for images
var scene = CubicVR.loadCollada("WallSmash/wall_smash.dae","WallSmash/");
scene.resize(canvas.width,canvas.height);
scene.camera.position = [20,20,-20]; // set our camera position
scene.camera.target = [0,5,-5]; // set our camera position
scene.camera.setTargeted(true);
scene.camera.motion = null; // remove any camera motion
scene.lights = []; // clear the loaded lights
// Add a simple shadowed directional light
scene.bindLight(new CubicVR.Light({
type:CubicVR.enums.light.type.AREA,
distance:90,
areaCeiling:90,
specular:[1,1,1],
areaAxis:[-25,-10]
}));
CubicVR.setSoftShadows(true);
// Add our scene to the window resize list
CubicVR.addResizeable(scene);
// Use a basic envelope to loop/stretch the time
var looper = new CubicVR.Envelope({
in_behavior:CubicVR.enums.envelope.behavior.REPEAT,
out_behavior:CubicVR.enums.envelope.behavior.REPEAT
});
looper.addKey(0,0);
looper.addKey(10,10);
looper.addKey(15,0);
// Start our main drawing loop, it provides a timer and the gl context as parameters
CubicVR.MainLoop(function(timer, gl) {
scene.evaluate(looper.evaluate(timer.getSeconds()));
scene.render();
});
// initialize a mouse view controller
mvc = new CubicVR.MouseViewController(canvas, scene.camera);
}
</script>
</head>
<body onLoad="webGLStart();"></body>
</html>
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