private THREE.Mesh MakeMesh(THREE.BoxGeometry geometry)
        {
            THREE.Material mat = null;

            mat       = new THREE.MeshLambertMaterial();
            mat.color = new THREE.Color();
            mat.color.setHex(Math.Random() * 0xffffff);



            THREE.Mesh mesh = new THREE.Mesh(geometry, mat);

            mesh.position.x = Math.Random() * 1000 - 500;
            mesh.position.y = Math.Random() * 600 - 300;
            mesh.position.z = Math.Random() * 800 - 400;

            mesh.rotation.x = Math.Random() * 2 * Math.PI;
            mesh.rotation.y = Math.Random() * 2 * Math.PI;
            mesh.rotation.z = Math.Random() * 2 * Math.PI;

            mesh.scale.x = Math.Random() * 2 + 1;
            mesh.scale.y = Math.Random() * 2 + 1;
            mesh.scale.z = Math.Random() * 2 + 1;

            mesh.castShadow    = true;
            mesh.receiveShadow = true;
            return(mesh);
        }
Пример #2
0
        private void ShowGeometry()
        {
            if (currentMesh != null)
            {
                scene.remove(currentMesh);
            }

            if (geometryIndex < 0)
            {
                geometryIndex = 0;
            }

            GeometryFunction f = functions[geometryIndex];

            THREE.Geometry geometry = f.function();

            THREE.Material mat = new THREE.MeshLambertMaterial();
            mat.color = new THREE.Color().setHex(Math.Random() * 0xffffff);


            currentMesh = new THREE.Mesh(geometry, mat);
            scene.add(currentMesh);

            dropDownButton.Text(f.name);
            Render();
        }
        public override void Init()
        {
            DivElement div = new DivElement( )
            {
                InnerHTML = @"
                W = translate |
                E = rotate |
                + = increase size |
               - = decrise seize <br />
               Press Q to toggle world/local space"
            };

            Container.AppendChild(div);

            renderer = new THREE.WebGLRenderer();

            renderer.setSize(Width, Height);
            renderer.sortObjects = false;
            Container.AppendChild(renderer.domElement);

            //

            camera = new THREE.PerspectiveCamera(70, Width /Height, 1, 3000);
            camera.position.set(1000, 500, 1000);
            camera.lookAt(new THREE.Vector3(0, 200, 0));

            scene = new THREE.Scene();
            scene.add(new THREE.GridHelper(500, 100));

            var light = new THREE.DirectionalLight(0xffffff, 2);
            light.position.set(1, 1, 1);
            scene.add(light);

            THREE.Texture texture = THREE.ImageUtils.loadTexture("textures/crate.gif", THREE.MappingMode.UVMapping, base.Render); //render
            texture.mapping = THREE.MappingMode.UVMapping;

            texture.anisotropy = renderer.getMaxAnisotropy();

            var geometry = new THREE.BoxGeometry(200, 200, 200);
            THREE.Material material = new THREE.MeshLambertMaterial();
            material.map = texture;

            controls = new THREE.TransformControls(camera, renderer.domElement);
            controls.addEventListener("change", base.Render);

            var mesh = new THREE.Mesh(geometry, material);
            scene.add(mesh);

            controls.attach(mesh);
            scene.add(controls);

            CreateTrackball();
            Window.AddEventListener("keydown", this.SwitchCase, false);
        }
Пример #4
0
        public override void Init()
        {
            var width  = Width;
            var height = Height;


            var info = Document.CreateElement("div");

            info.InnerHTML = "Drag to change the view";
            Container.AppendChild(info);

            camera            = new THREE.PerspectiveCamera(70, width / height, 1, 1000);
            camera.position.y = 150;
            camera.position.z = 500;

            controls = new THREE.TrackballControls(camera);

            scene = new THREE.Scene();

            THREE.PointLight light = new THREE.PointLight(0xffffff);
            light.position.set(500, 500, 500);
            scene.add(light);



            THREE.MeshLambertMaterial mat = new THREE.MeshLambertMaterial();


            mat.shading = THREE.ShadingType.FlatShading;



            sphere = new THREE.Mesh(new THREE.SphereGeometry(200, 20, 10), mat);
            scene.add(sphere);

            THREE.MeshBasicMaterial mat2 = new THREE.MeshBasicMaterial();
            mat2.color = 0xe0e0e0;


            THREE.Mesh plane = new THREE.Mesh(new THREE.PlaneBufferGeometry(400, 400), mat2);
            plane.position.y = -200;
            plane.rotation.x = -Math.PI / 2;
            scene.add(plane);

            renderer = new THREE.CanvasRenderer();
            renderer.setClearColor(0xf0f0f0);
            renderer.setSize(width, height);

            effect = new THREE.AsciiEffect(renderer, " +-Hgxyz");
            effect.setSize(width, height);
            Container.AppendChild(effect.domElement);
        }
        public override void Init()
        {
            var width = Width;
            var height = Height;

            var info = Document.CreateElement("div");
            info.InnerHTML = "Drag to change the view";
            Container.AppendChild(info);

            camera = new THREE.PerspectiveCamera(70, width / height, 1, 1000);
            camera.position.y = 150;
            camera.position.z = 500;

            controls = new THREE.TrackballControls(camera);

            scene = new THREE.Scene();

            THREE.PointLight light = new THREE.PointLight(0xffffff);
            light.position.set(500, 500, 500);
            scene.add(light);

            THREE.MeshLambertMaterial mat = new THREE.MeshLambertMaterial();

            mat.shading = THREE.ShadingType.FlatShading;

            sphere = new THREE.Mesh(new THREE.SphereGeometry(200, 20, 10), mat);
            scene.add(sphere);

            THREE.MeshBasicMaterial mat2 = new THREE.MeshBasicMaterial();
            mat2.color = 0xe0e0e0;

            THREE.Mesh plane = new THREE.Mesh(new THREE.PlaneBufferGeometry(400, 400), mat2);
            plane.position.y = -200;
            plane.rotation.x = -Math.PI / 2;
            scene.add(plane);

            renderer = new THREE.CanvasRenderer();
            renderer.setClearColor(0xf0f0f0);
            renderer.setSize(width, height);

            effect = new THREE.AsciiEffect(renderer, " +-Hgxyz");
            effect.setSize(width, height);
            Container.AppendChild(effect.domElement);
        }
Пример #6
0
        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20140815/webglcannonphysicsengine

        // http://youtu.be/Lo1IU8UAutE
        // 60hz 2160 4K!

        // The equirectangular projection was used in map creation since it was invented around 100 A.D. by Marinus of Tyre. 

        //        C:\Users\Arvo> "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\hzsky.png" "/sdcard/oculus/360photos/"
        //1533 KB/s(3865902 bytes in 2.461s)

        //C:\Users\Arvo> "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\tape360globe1\0000.png" "/sdcard/oculus/360photos/tape360globe1.png"
        //1556 KB/s(2714294 bytes in 1.703s)

        //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\hz2048c3840x2160.png" "/sdcard/oculus/360photos/"
        //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push   "X:\vr\tape360globe1\0000.png" "/sdcard/oculus/360photos/tape360globe2.png"
        //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push   "X:\vr\tape360globe1\0000.png" "/sdcard/oculus/360photos/tape360globenight.png"



        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150809/chrome360hz

        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150809

        // the eye nor the display will be able to do any stereo
        // until tech is near matrix capability. 2019?

        // cubemap can be used for all long range scenes
        // http://www.imdb.com/title/tt0112111/?ref_=nv_sr_1


        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150808/cubemapcamera
        // subst /D b:
        // subst b: s:\jsc.svn\examples\javascript\chrome\apps\WebGL\ChromeStereoLightAnimation\ChromeStereoLightAnimation\bin\Debug\staging\ChromeStereoLightAnimation.Application\web
        // subst a: z:\jsc.svn\examples\javascript\chrome\apps\WebGL\ChromeStereoLightAnimation\ChromeStereoLightAnimation\bin\Debug\staging\ChromeStereoLightAnimation.Application\web
        // Z:\jsc.svn\examples\javascript\chrome\apps\WebGL\ChromeStereoLightAnimation\ChromeStereoLightAnimation\bin\Debug\staging\ChromeStereoLightAnimation.Application\web
        // what if we want to do subst in another winstat or session?

        // ColladaLoader: Empty or non-existing file (assets/ChromeStereoLightAnimation/S6Edge.dae)

        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IApp page)
        {
            // http://stemkoski.github.io/Three.js/Shadow.html

#if AsWEBSERVER
            #region += Launched chrome.app.window
            // X:\jsc.svn\examples\javascript\chrome\apps\ChromeTCPServerAppWindow\ChromeTCPServerAppWindow\Application.cs
            dynamic self = Native.self;
            dynamic self_chrome = self.chrome;
            object self_chrome_socket = self_chrome.socket;

            if (self_chrome_socket != null)
            {
                // if we run as a server. we can open up on android.

                //chrome.Notification.DefaultTitle = "Nexus7";
                //chrome.Notification.DefaultIconUrl = new x128().src;
                ChromeTCPServer.TheServerWithStyledForm.Invoke(
                     AppSource.Text
                //, AtFormCreated: FormStyler.AtFormCreated

                //AtFormConstructor:
                //    f =>
                //    {
                //        //arg[0] is typeof System.Int32
                //        //script: error JSC1000: No implementation found for this native method, please implement [static System.Drawing.Color.FromArgb(System.Int32)]

                //        // X:\jsc.svn\examples\javascript\forms\Test\TestFromArgb\TestFromArgb\ApplicationControl.cs

                //        f.BackColor = System.Drawing.Color.FromArgb(0xA26D41);
                //    }
                );
                return;
            }
            #endregion
#else

            #region += Launched chrome.app.window
            dynamic self = Native.self;
            dynamic self_chrome = self.chrome;
            object self_chrome_socket = self_chrome.socket;

            if (self_chrome_socket != null)
            {
                if (!(Native.window.opener == null && Native.window.parent == Native.window.self))
                {
                    Console.WriteLine("chrome.app.window.create, is that you?");

                    // pass thru
                }
                else
                {
                    // should jsc send a copresence udp message?
                    //chrome.runtime.UpdateAvailable += delegate
                    //{
                    //    new chrome.Notification(title: "UpdateAvailable");

                    //};

                    chrome.app.runtime.Launched += async delegate
                    {
                        // 0:12094ms chrome.app.window.create {{ href = chrome-extension://aemlnmcokphbneegoefdckonejmknohh/_generated_background_page.html }}
                        Console.WriteLine("chrome.app.window.create " + new { Native.document.location.href });

                        new chrome.Notification(title: "ChromeStereoLightAnimation");

                        // https://developer.chrome.com/apps/app_window#type-CreateWindowOptions
                        var xappwindow = await chrome.app.window.create(
                               Native.document.location.pathname, options: new
                               {
                                   alwaysOnTop = true,
                                   visibleOnAllWorkspaces = true
                               }
                        );

                        //xappwindow.setAlwaysOnTop

                        xappwindow.show();

                        await xappwindow.contentWindow.async.onload;

                        Console.WriteLine("chrome.app.window loaded!");
                    };


                    return;
                }
            }
            #endregion


#endif

            Native.body.Clear();
            Native.body.style.margin = "0px";
            Native.body.style.padding = "0px";
            Native.body.style.overflow = IStyle.OverflowEnum.hidden;





            // Severity	Code	Description	Project	File	Line
            //Error CS0201  Only assignment, call, increment, decrement, and new object expressions can be used as a statement ChromeStereoLightAnimation  Z:\jsc.svn\examples\javascript\chrome\apps\WebGL\ChromeStereoLightAnimation\ChromeStereoLightAnimation\Application.cs   187


            //new Action<int>(

            var camera0 = default(THREE.PerspectiveCamera);






            foreach (var y in
                from eyeid in new[] { 0, 1 }
                select (Action)
                delegate
                {
                    var scene = new THREE.Scene();


                    var floorTexture = THREE.ImageUtils.loadTexture(
             new HTML.Images.FromAssets.checkerboard().src
             //"images/checkerboard.jpg"
             );


                    #region  function init()
                    // SCENE
                    // CAMERA
                    float SCREEN_WIDTH = Native.window.Width / 2;
                    //float SCREEN_WIDTH = Native.screen.width / 2;
                    float SCREEN_HEIGHT = Native.window.Height;
                    var VIEW_ANGLE = 45;
                    float ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT;
                    var NEAR = 0.1;
                    var FAR = 20000;



                    // RENDERER
                    // WebGLDeferredRenderer
                    var renderer = new THREE.WebGLRenderer(new { antialias = true });

                    //renderer.setSize((int)SCREEN_WIDTH, (int)SCREEN_HEIGHT);

                    renderer.domElement.AttachToDocument();
                    //renderer.domElement.style.SetLocation(Native.window.Width / 2 * (1 - eyeid), 0);

                    // EVENTS
                    // CONTROLS
                    // STATS


                    // LIGHT
                    //var light = new THREE.PointLight(0xffffff);
                    //light.position.set(0,250,0);
                    //scene.add(light);

                    ////////////
                    // CUSTOM //
                    ////////////

                    // must enable shadows on the renderer 
                    renderer.shadowMapEnabled = true;





                    // SKYBOX/FOG
                    var skyBoxGeometry = new THREE.CubeGeometry(10000, 10000, 10000);
                    var skyBoxMaterial = new THREE.MeshBasicMaterial(new { color = 0x9999ff, side = THREE.BackSide });
                    var skyBox = new THREE.Mesh(skyBoxGeometry, skyBoxMaterial);
                    // scene.add(skyBox);
                    scene.fog = new THREE.FogExp2(0x9999ff, 0.00025);

                    // "shadow cameras" show the light source and direction

                    // spotlight #1 -- yellow, dark shadow
                    var spotlight = new THREE.SpotLight(0xffff00);
                    spotlight.position.set(-60, 150, -30);
                    spotlight.shadowCameraVisible = true;
                    spotlight.shadowDarkness = 0.95;
                    spotlight.intensity = 2;
                    // must enable shadow casting ability for the light
                    spotlight.castShadow = true;
                    scene.add(spotlight);

                    // spotlight #2 -- red, light shadow
                    var spotlight2 = new THREE.SpotLight(0xff0000);
                    //var spotlight2 = new THREE.SpotLight(0xffff00);
                    spotlight2.position.set(60, 150, -60);
                    scene.add(spotlight2);
                    spotlight2.shadowCameraVisible = true;
                    spotlight2.shadowDarkness = 0.70;
                    spotlight2.intensity = 2;
                    spotlight2.castShadow = true;


                    // THREE.WebGLProgram: gl.getProgramInfoLog() Pixel shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (16).
                    for (int i = 0; i < 8; i++)
                    {

                        // spotlight #3 blue
                        var spotlight3 = new THREE.SpotLight(0x0000ff);
                        //var spotlight3 = new THREE.SpotLight(0x00ffff);
                        spotlight3.position.set(150 * i, 80, -100);
                        //spotlight3.shadowCameraVisible = true;
                        spotlight3.shadowDarkness = 0.95;
                        spotlight3.intensity = 2;
                        spotlight3.castShadow = true;
                        scene.add(spotlight3);
                        // change the direction this spotlight is facing
                        var lightTarget = new THREE.Object3D();
                        lightTarget.position.set(150 * i, 10, -100);
                        scene.add(lightTarget);
                        spotlight3.target = lightTarget;



                    }



                    // cube: mesh to cast shadows
                    #region castShadow
                    var cubeGeometry = new THREE.CubeGeometry(50, 50, 50);
                    var cubeMaterial = new THREE.MeshLambertMaterial(new { color = 0x888888 });

                    var cube0 = new THREE.Mesh(cubeGeometry, cubeMaterial);
                    //cube.position.set(0, 50, 0);
                    cube0.position.set(0, 100, 0);
                    // Note that the mesh is flagged to cast shadows
                    cube0.castShadow = true;
                    scene.add(cube0);

                    // floor: mesh to receive shadows


                    // public static ImageUtilsType ImageUtils;
                    //var floorTexture = new THREE.ImageUtils.loadTexture("images/checkerboard.jpg");


                    floorTexture.wrapS = THREE.RepeatWrapping;
                    floorTexture.wrapT = THREE.RepeatWrapping;
                    floorTexture.repeat.set(10, 10);
                    #endregion




                    // Note the change to Lambert material.
                    #region receiveShadow
                    var floorMaterial = new THREE.MeshLambertMaterial(new { map = floorTexture, side = THREE.DoubleSide });
                    //var floorGeometry = new THREE.PlaneGeometry(1000 * 8, 1000 * 8, 100, 100);
                    var floorGeometry = new THREE.PlaneGeometry(1000, 1000, 100, 100);

                    for (int i = 0; i < 8; i++)
                    {

                        var floor0 = new THREE.Mesh(floorGeometry, floorMaterial);
                        floor0.position.y = -0.5;

                        floor0.position.x = 1000 * i;

                        floor0.rotation.x = Math.PI / 2;
                        // Note the mesh is flagged to receive shadows
                        floor0.receiveShadow = true;
                        scene.add(floor0);

                    }
                    #endregion


                    // create "light-ball" meshes
                    var sphereGeometry = new THREE.SphereGeometry(10, 16, 8);
                    var darkMaterial = new THREE.MeshBasicMaterial(new { color = 0x000000 });


                    {
                        var wireframeMaterial = new THREE.MeshBasicMaterial(
                        new { color = 0xffff00, wireframe = true, transparent = true });
                        var shape = THREE.SceneUtils.createMultiMaterialObject(
                        sphereGeometry, new[] { darkMaterial, wireframeMaterial });
                        shape.position = spotlight.position;
                        scene.add(shape);
                    }


                    {
                        var wireframeMaterial = new THREE.MeshBasicMaterial(
                        new { color = 0xff0000, wireframe = true, transparent = true });
                        var shape = THREE.SceneUtils.createMultiMaterialObject(
                        sphereGeometry, new[] { darkMaterial, wireframeMaterial });
                        shape.position = spotlight2.position;
                        scene.add(shape);
                    }

                    //{
                    //    var wireframeMaterial = new THREE.MeshBasicMaterial(
                    //    new { color = 0x0000ff, wireframe = true, transparent = true });
                    //    var shape = THREE.SceneUtils.createMultiMaterialObject(
                    //    sphereGeometry, new[] { darkMaterial, wireframeMaterial });
                    //    shape.position = spotlight3.position;
                    //    scene.add(shape);
                    //}

                    #endregion










                    var camera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR);
                    scene.add(camera);
                    camera.position.set(0, 150, 400);
                    camera.lookAt(scene.position);



                    if (eyeid == 0)
                    {
                        camera0 = camera;

                        var controls = new THREE.OrbitControls(camera0, renderer.domElement);
                        //var controls = new THREE.OrbitControls(camera0, Native.document.body);

                        Native.window.onframe += delegate
                        {
                            renderer.render(scene, camera0);
                            controls.update();
                            //stats.update();
                        };
                    }
                    else
                    {
                        Native.window.onframe += delegate
                        {
                            camera.rotation.set(camera0.rotation.x, camera0.rotation.y, camera0.rotation.z);
                            camera.position.set(camera0.position.x, camera0.position.y, camera0.position.z);

                            // lets not add any stereo effect. as we may need to run in 360 mono mode anyway to gain speed?
                            //camera.translateX()

                            // scene is unique to renderer!!!!!
                            // we are doing everything twice for now.
                            renderer.render(scene, camera);
                            //controls.update();
                            //stats.update();
                        };
                    }



                    #region onresize
                    new { }.With(
                        async delegate
                        {
                            do
                            {
                                // allow webview to behave in S6 multiview  mode
                                //SCREEN_WIDTH = Native.screen.width / 2;
                                SCREEN_WIDTH = Native.window.Width / 2;

                                //camera.aspect = Native.window.aspect;
                                camera.aspect = SCREEN_WIDTH / Native.window.Height;
                                camera.updateProjectionMatrix();

                                //renderer0.setSize(Native.window.Width / 2, Native.window.Height);
                                renderer.setSize((int)SCREEN_WIDTH, Native.window.Height);
                                //renderer0.domElement.style.SetLocation(Native.window.Width / 2 * eyeid, 0);
                                renderer.domElement.style.SetLocation((int)SCREEN_WIDTH * (1 - eyeid), 0);

                            }
                            while (await Native.window.async.onresize);
                        });
                    #endregion
                }
             )
                y();






























            Console.WriteLine("do you see it?");
        }
Пример #7
0
        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IApp page)
        {
            // "X:\opensource\github\three.js\examples\canvas_camera_orthographic.html"

            // if i type THREE, would jsc be able to add THREE package on rebuild?
            // Error	136	The type or namespace name 'THREE' could not be found (are you missing a using directive or an assembly reference?)	X:\jsc.svn\examples\javascript\WebGL\WebGLOrthographicCamera\WebGLOrthographicCamera\Application.cs	35	26	WebGLOrthographicCamera



            // X:\jsc.svn\examples\javascript\WebGL\WebGLOrthographicCamera\WebGLOrthographicCamera\Application.cs

            var camera = new THREE.OrthographicCamera(Native.window.Width / -2, Native.window.Width / 2, Native.window.Height / 2, Native.window.Height / -2, -500, 1000);
            camera.position.x = 200;
            camera.position.y = 100;
            camera.position.z = 200;

            var scene = new THREE.Scene();

            // Grid

            var size = 500;
            var step = 50;


            Func<double> random = new Random().NextDouble;


            {
                var geometry = new THREE.Geometry();

                for (var i = -size; i <= size; i += step)
                {

                    ((IArray<THREE.Vector3>)(object)geometry.vertices).push(new THREE.Vector3(-size, 0, i));
                    ((IArray<THREE.Vector3>)(object)geometry.vertices).push(new THREE.Vector3(size, 0, i));

                    ((IArray<THREE.Vector3>)(object)geometry.vertices).push(new THREE.Vector3(i, 0, -size));
                    ((IArray<THREE.Vector3>)(object)geometry.vertices).push(new THREE.Vector3(i, 0, size));

                }

                var material = new THREE.LineBasicMaterial(new { color = 0x000000, opacity = 0.2 });

                var line = new THREE.Line(geometry, material);

                line.type = THREE.LinePieces;
                scene.add(line);
            }

            #region Cubes
            {
                var geometry = new THREE.BoxGeometry(50, 50, 50);
                var material = new THREE.MeshLambertMaterial(new { color = 0xffffff, shading = THREE.FlatShading, overdraw = 0.5 });

                for (var i = 0; i < 100; i++)
                {
                    var cube = new THREE.Mesh(geometry, material);

                    cube.scale.y = Math.Floor(random() * 2 + 1);

                    cube.position.x = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25;
                    cube.position.y = (cube.scale.y * 50) / 2;
                    cube.position.z = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25;

                    scene.add(cube);

                }
            }
            #endregion


            #region  Lights

            var ambientLight = new THREE.AmbientLight((int)(random() * 0x10));
            scene.add(ambientLight);

            {
                var directionalLight = new THREE.DirectionalLight((int)(random() * 0xffffff));

                directionalLight.position.x = random() - 0.5;
                directionalLight.position.y = random() - 0.5;
                directionalLight.position.z = random() - 0.5;
                directionalLight.position.normalize();
                scene.add(directionalLight);
            }

            {
                var directionalLight = new THREE.DirectionalLight((int)(random() * 0xffffff));
                directionalLight.position.x = random() - 0.5;
                directionalLight.position.y = random() - 0.5;
                directionalLight.position.z = random() - 0.5;
                directionalLight.position.normalize();
                scene.add(directionalLight);
            }
            #endregion


            //var renderer = new THREE.CanvasRenderer();
            var renderer = new THREE.WebGLRenderer();
            renderer.setClearColor(0xf0f0f0);
            //renderer.setSize(Native.window.Width, Native.window.Height);
            renderer.setSize();

            renderer.domElement.AttachToDocument();

            //window.addEventListener( 'resize', onWindowResize, false );


            var s = Stopwatch.StartNew();

            Native.window.onframe +=
                e =>
                {
                    // jsc, when can we have the edit and continue already?
                    //var timer = s.ElapsedMilliseconds * 0.1;
                    var timer = s.ElapsedMilliseconds * 0.0001;

                    camera.position.x = Math.Cos(timer) * 200;
                    camera.position.z = Math.Sin(timer) * 200;
                    camera.lookAt(scene.position);

                    renderer.render(scene, camera);
                };

        }
Пример #8
0
        public override void Init()
        {
            // create a scene, that will hold all our elements such as objects, cameras and lights.
            scene = new THREE.Scene();

            // create a camera, which defines where we're looking at.
            camera = new THREE.PerspectiveCamera(45, Width / Height, 0.1, 1000);

            // create a render and set the size
            renderer = new THREE.WebGLRenderer();

            renderer.setClearColor(new THREE.Color(0xEEEEEE));
            renderer.setSize(Width, Height);
            renderer.shadowMapEnabled = true;
            // add the output of the renderer to the html element
            Container.AppendChild(renderer.domElement);


            // create the ground plane
            var planeGeometry = new THREE.PlaneGeometry(60, 20);
            var planeMaterial = new THREE.MeshLambertMaterial();

            planeMaterial.color = new THREE.Color(0.9, 0.9, 0.9);
            var plane = new THREE.Mesh(planeGeometry, planeMaterial);

            plane.receiveShadow = true;

            // rotate and position the plane
            plane.rotation.x = -0.5 * Math.PI;
            plane.position.x = 15;
            plane.position.y = 0;
            plane.position.z = 0;

            // add the plane to the scene
            scene.add(plane);

            // create a cube
            var cubeGeometry = new THREE.CubeGeometry(4, 4, 4);
            var cubeMaterial = new THREE.MeshLambertMaterial(); // { color = 0xff0000 };

            cubeMaterial.color = new THREE.Color(1, 0, 0);
            var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);

            cube.castShadow = true;

            // position the cube
            cube.position.x = -4;
            cube.position.y = 3;
            cube.position.z = 0;

            // add the cube to the scene
            scene.add(cube);

            var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
            var sphereMaterial = new THREE.MeshLambertMaterial(); // { color = 0x7777ff };

            sphereMaterial.color = new THREE.Color(0, 0, 1);
            var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);

            // position the sphere
            sphere.position.x = 20;
            sphere.position.y = 4;
            sphere.position.z = 2;
            sphere.castShadow = true;

            // add the sphere to the scene
            scene.add(sphere);

            // position and point the camera to the center of the scene
            camera.position.x = -30;
            camera.position.y = 40;
            camera.position.z = 30;
            camera.lookAt(scene.position);

            // add spotlight for the shadows
            var spotLight = new THREE.SpotLight(); //0xffffff);

            spotLight.color = new THREE.Color(1, 1, 1);
            spotLight.position.set(-40, 60, -10);
            spotLight.castShadow = true;
            scene.add(spotLight);



            controls = new THREE.TrackballControls(camera);

            controls.rotateSpeed = 10.0;
            controls.zoomSpeed   = 1.2;
            controls.panSpeed    = 0.8;

            controls.noZoom = false;
            controls.noPan  = false;

            controls.staticMoving         = true;
            controls.dynamicDampingFactor = 0.3;

            controls.keys = new int[] { 65, 83, 68 };
        }
Пример #9
0
        private void ShowGeometry()
        {
            if (currentMesh != null)
                scene.remove(currentMesh);

            if (geometryIndex < 0) geometryIndex = 0;

            GeometryFunction f = functions[geometryIndex];
            THREE.Geometry geometry = f.function();

            THREE.Material mat  = new THREE.MeshLambertMaterial();
            mat.color =new THREE.Color().setHex( Math.Random() * 0xffffff);

            currentMesh = new THREE.Mesh(geometry, mat);
            scene.add(currentMesh);

            dropDownButton.Text(f.name);
            Render();
        }
Пример #10
0
        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IApp page)
        {
            // https://chrome.google.com/webstore/detail/dglmddjmdpdbijfkoaiadbpmjampfdjh/publish-delayed


            #region ChromeTCPServer
            dynamic self               = Native.self;
            dynamic self_chrome        = self.chrome;
            object  self_chrome_socket = self_chrome.socket;

            if (self_chrome_socket != null)
            {
                #region AtFormCreated
                FormStyler.AtFormCreated =
                    ss =>
                {
                    ss.Context.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None;

                    // this is working?
                    var x = new ChromeTCPServerWithFrameNone.HTML.Pages.AppWindowDrag().AttachTo(ss.Context.GetHTMLTarget());
                };
                #endregion

                chrome.Notification.DefaultTitle   = "Heat Zeeker";
                chrome.Notification.DefaultIconUrl = new HTML.Images.FromAssets.Promotion3D_iso1_tiltshift_128().src;

                ChromeTCPServer.TheServerWithStyledForm.Invoke(
                    AppSource.Text,
                    AtFormCreated: FormStyler.AtFormCreated
                    );

                return;
            }
            #endregion


            Native.body.style.margin   = "0px";
            Native.body.style.overflow = IStyle.OverflowEnum.hidden;

            // jsc, add THREE
            // ... ok.

            // X:\jsc.svn\examples\javascript\WebGL\WebGLOrthographicCamera\WebGLOrthographicCamera\Application.cs



            // this is not isometric.
            // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20151112
            var camera = new THREE.OrthographicCamera(
                Native.window.Width / -2, Native.window.Width / 2,
                Native.window.Height / 2, Native.window.Height / -2
                ,
                // if we change these values what will change?
                -1000, 1000
                );
            camera.position.x = 200;
            camera.position.y = 100;
            camera.position.z = 200;

            var scene = new THREE.Scene();

            // Grid

            var size = 600;
            var step = 50;


            Func <double> random = new Random().NextDouble;


            // how do I add a new ground box?
            {
                var geometry = new THREE.BoxGeometry(size * 2, 2, size * 2);
                var material = new THREE.MeshLambertMaterial(new
                {
                    color = 0xB27D51
                            //                                                     , shading = THREE.FlatShading, overdraw = 0.5
                });

                {
                    var cube = new THREE.Mesh(geometry, material);


                    // why cant we get the shadows??
                    cube.receiveShadow = true;


                    cube.scale.y = Math.Floor(random() * 2 + 1);

                    cube.position.x = 0;
                    //cube.position.y = (cube.scale.y * 50) / 2;
                    cube.position.y = -2;
                    cube.position.z = 0;

                    scene.add(cube);
                }
            }


            {
                var geometry = new THREE.Geometry();

                for (var i = -size; i <= size; i += step)
                {
                    ((IArray <THREE.Vector3>)(object) geometry.vertices).push(new THREE.Vector3(-size, 0, i));
                    ((IArray <THREE.Vector3>)(object) geometry.vertices).push(new THREE.Vector3(size, 0, i));

                    ((IArray <THREE.Vector3>)(object) geometry.vertices).push(new THREE.Vector3(i, 0, -size));
                    ((IArray <THREE.Vector3>)(object) geometry.vertices).push(new THREE.Vector3(i, 0, size));
                }

                var material = new THREE.LineBasicMaterial(new { color = 0, opacity = 0.2 });

                var line = new THREE.Line(geometry, material, mode: THREE.LinePieces);
                scene.add(line);
            }



            var interactiveObjects = new List <THREE.Object3D>();

            #region Cubes
            {
                for (var i = 0; i < 8; i++)
                {
                    new HZBunker().Source.Task.ContinueWithResult(
                        cube =>
                    {
                        // https://github.com/mrdoob/three.js/issues/1285
                        //cube.children.WithEach(c => c.castShadow = true);

                        //cube.traverse(
                        //    new Action<THREE.Object3D>(
                        //        child =>
                        //                {
                        //                    // does it work? do we need it?
                        //                    //if (child is THREE.Mesh)
                        //                    child.castShadow = true;
                        //                    child.receiveShadow = true;

                        //                }
                        //    )
                        //);

                        // um can edit and continue insert code going back in time?
                        cube.scale.x = 2.0;
                        cube.scale.y = 2.0;
                        cube.scale.z = 2.0;

                        //cube.castShadow = true;
                        //dae.receiveShadow = true;

                        cube.position.x = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25;
                        //cube.position.y = (cube.scale.y * 50) / 2;
                        cube.position.z = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25;

                        scene.add(cube);
                        interactiveObjects.Add(cube);
                    }
                        );


                    new HZWaterTower().Source.Task.ContinueWithResult(
                        cube =>
                    {
                        // https://github.com/mrdoob/three.js/issues/1285
                        // https://github.com/mrdoob/three.js/issues/1285
                        //cube.children.WithEach(c => c.castShadow = true);
                        // http://stackoverflow.com/questions/15906248/three-js-objloader-obj-model-not-casting-shadows


                        // http://stackoverflow.com/questions/22895120/imported-3d-objects-are-not-casting-shadows-with-three-js
                        //cube.traverse(
                        //    new Action<THREE.Object3D>(
                        //        child =>
                        //        {
                        //            // does it work? do we need it?
                        //            //if (child is THREE.Mesh)
                        //            child.castShadow = true;
                        //            child.receiveShadow = true;

                        //        }
                        //    )
                        //);

                        // um can edit and continue insert code going back in time?
                        cube.scale.x = 2.0;
                        cube.scale.y = 2.0;
                        cube.scale.z = 2.0;

                        //cube.castShadow = true;
                        //dae.receiveShadow = true;

                        cube.position.x = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25;
                        //cube.position.y = (cube.scale.y * 50) / 2;
                        cube.position.z = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25;

                        scene.add(cube);
                        interactiveObjects.Add(cube);
                    }
                        );

                    new HZCannon().Source.Task.ContinueWithResult(
                        cube =>
                    {
                        // https://github.com/mrdoob/three.js/issues/1285
                        //cube.children.WithEach(c => c.castShadow = true);

                        //cube.traverse(
                        //    new Action<THREE.Object3D>(
                        //        child =>
                        //                {
                        //                    // does it work? do we need it?
                        //                    //if (child is THREE.Mesh)
                        //                    child.castShadow = true;
                        //                    child.receiveShadow = true;

                        //                }
                        //    )
                        //);

                        // um can edit and continue insert code going back in time?
                        cube.scale.x = 2.0;
                        cube.scale.y = 2.0;
                        cube.scale.z = 2.0;



                        //cube.castShadow = true;
                        //dae.receiveShadow = true;

                        cube.position.x = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25;
                        //cube.position.y = (cube.scale.y * 50) / 2;
                        cube.position.z = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25;



                        // if i want to rotate, how do I do it?
                        //cube.rotation.z = random() + Math.PI;
                        //cube.rotation.x = random() + Math.PI;
                        cube.rotation.y = random() * Math.PI * 2;


                        scene.add(cube);
                        interactiveObjects.Add(cube);
                    }
                        );
                }
            }
            #endregion

            // we need expression evaluator with intellisense for live debugging sessions
            #region  Lights

            var ambientLight = new THREE.AmbientLight((int)(random() * 0x10));
            scene.add(ambientLight);



            // can we get our shadows?
            {
                var directionalLight = new THREE.DirectionalLight((int)(random() * 0xffffff), 0.5);

                directionalLight.position.x = random() - 0.5;
                directionalLight.position.y = 400;
                directionalLight.position.z = random() - 0.5;
                directionalLight.position.normalize();
                scene.add(directionalLight);
            }

            {
                var directionalLight = new THREE.DirectionalLight((int)(random() * 0xffffff), 0.5);
                directionalLight.position.x = random() - 0.5;
                directionalLight.position.y = 400;
                directionalLight.position.z = random() - 0.5;
                directionalLight.position.normalize();
                scene.add(directionalLight);
            }
            #endregion


            //var renderer = new THREE.CanvasRenderer();
            var renderer = new THREE.WebGLRenderer();
            renderer.shadowMapEnabled = true;

            // background-color: #B27D51;
            renderer.setClearColor(0xB27D51);
            //renderer.setSize(
            //    Native.window.Width ,
            //    Native.window.Height * 10
            //    );
            renderer.setSize();

            renderer.domElement.AttachToDocument();

            Native.window.onresize +=
                delegate
            {
                camera.left   = Native.window.Width / -2;
                camera.right  = Native.window.Width / 2;
                camera.top    = Native.window.Height / 2;
                camera.bottom = Native.window.Height / -2;

                camera.updateProjectionMatrix();

                renderer.setSize();
            };

            //window.addEventListener( 'resize', onWindowResize, false );


            //#region Comanche
            //new Comanche().Source.Task.ContinueWithResult(
            //    Comanche =>
            //    {

            //        Comanche.position.y = 200;

            //        //dae.position.z = 280;

            //        Comanche.AttachTo(scene);

            //        //scene.add(dae);
            //        //oo.Add(Comanche);

            //        // wont do it
            //        //dae.castShadow = true;

            //        // http://stackoverflow.com/questions/15492857/any-way-to-get-a-bounding-box-from-a-three-js-object3d
            //        //var helper = new THREE.BoundingBoxHelper(dae, 0xff0000);
            //        //helper.update();
            //        //// If you want a visible bounding box
            //        //scene.add(helper);

            //        Comanche.children[0].children[0].children.WithEach(x => x.castShadow = true);


            //        // the rotors?
            //        Comanche.children[0].children[0].children.Last().children.WithEach(x => x.castShadow = true);


            //        Comanche.scale.set(0.5, 0.5, 0.5);
            //        //helper.scale.set(0.5, 0.5, 0.5);

            //        var sw = Stopwatch.StartNew();

            //        Native.window.onframe += delegate
            //        {
            //            //dae.children[0].children[0].children.Last().al
            //            //dae.children[0].children[0].children.Last().rotation.z = sw.ElapsedMilliseconds * 0.01;
            //            //dae.children[0].children[0].children.Last().rotation.x = sw.ElapsedMilliseconds * 0.01;
            //            //rotation.y = sw.ElapsedMilliseconds * 0.01;

            //            Comanche.children[0].children[0].children.Last().rotation.y = sw.ElapsedMilliseconds * 0.001;

            //            //dae.children[0].children[0].children.Last().app
            //        };
            //    }
            //);
            //#endregion


            //#region ee
            //// X:\jsc.svn\examples\javascript\forms\NumericTextBox\NumericTextBox\ApplicationControl.cs
            //// can we restile the window as the pin window in IDE?
            //var ee = new Form { Left = 0, StartPosition = FormStartPosition.Manual };
            //var ee_camera_y = new TextBox { Dock = DockStyle.Fill, Text = camera.position.y + "" }.AttachTo(ee);
            ////ee.AutoSize = AutoSizeMode.

            ////ee.ClientSize = new System.Drawing.Size(ee_camera_y.Width, ee_camera_y.Height);
            //ee.ClientSize = new System.Drawing.Size(200, 24);

            //ee.Show();

            ////ee_camera_y.
            //ee_camera_y.TextChanged += delegate
            //{
            //    camera.position.y = double.Parse(ee_camera_y.Text);
            //};
            //#endregion

            var s        = Stopwatch.StartNew();
            var controls = new THREE.OrbitControls(camera, renderer.domElement);

            // http://stackoverflow.com/questions/26497903/nested-webglrendertargets-in-three-js
            //   var effect = new THREE.OculusRiftEffect(
            //renderer, new
            //{
            //    worldScale = 100,

            //           //HMD
            //       }
            //);

            //   effect.setSize(1920, 1080);

            Native.window.onframe +=
                e =>
            {
                // jsc, when can we have the edit and continue already?
                //var timer = s.ElapsedMilliseconds * 0.1;
                //var timer = s.ElapsedMilliseconds * 0.0001;

                //camera.position.x = Math.Cos(timer) * 200;
                //camera.position.z = Math.Sin(timer) * 200;


                // camera.position.z = 200;
                //camera.position.y = 100;
                //camera.position.y = Math.Sin(timer * 0.1) * 200;

                controls.update();
                camera.position = controls.center.clone();

                renderer.render(scene, camera);
                //effect.render(scene, camera);
            };

            //var ze = new ZeProperties();

            //ze.Show();
            //ze.treeView1.Nodes.Clear();

            //ze.Add(() => renderer);
            ////ze.Add(() => controls);
            //ze.Add(() => scene);
            //ze.Left = 0;

            // view-source:http://mrdoob.github.io/three.js/examples/webgl_interactive_voxelpainter.html
            //var mouse2D = new THREE.Vector3(0, 10000, 0.5);

            //renderer.domElement.onclick +=
            //    e =>
            //    {
            //        e.preventDefault();

            //        mouse2D.x = (e.CursorX / (double)Native.window.Width) * 2 - 1;
            //        mouse2D.y = -(e.CursorY / (double)Native.window.Height) * 2 + 1;

            //        var vector = new THREE.Vector3(
            //              (e.CursorX / (double)Native.window.Width) * 2 - 1,
            //              -(e.CursorY / (double)Native.window.Height) * 2 + 1,
            //             0.5);


            //        // X:\jsc.svn\examples\javascript\WebGL\WebGLInteractiveCubes\WebGLInteractiveCubes\Application.cs
            //        var projector = new THREE.Projector();
            //        projector.unprojectVector(vector, camera);

            //        // http://stackoverflow.com/questions/18553209/orthographic-camera-and-selecting-objects-with-raycast
            //        // http://stackoverflow.com/questions/20361776/orthographic-camera-and-pickingray
            //        // view-source:http://stemkoski.github.io/Three.js/Mouse-Click.html
            //        // http://stackoverflow.com/questions/11921033/projector-and-ray-with-orthographiccamera

            //        // use picking ray since it's an orthographic camera
            //        // doesnt fkin work ???
            //        //var raycaster = projector.pickingRay(vector, camera);

            //        var raycaster = projector.pickingRay(mouse2D.clone(), camera);

            //        //var raycaster = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize());
            //        var intersects = raycaster.intersectObjects(interactiveObjects.ToArray());

            //        // https://github.com/mrdoob/three.js/issues/599
            //        Native.document.title = new { intersects.Length }.ToString();
            //    };
        }
Пример #11
0
        void InitializeContent()
        {
            #region make sure we atleast have our invisible DOM
            var page_song = new nyanlooped {
                loop = true
            };
            var page_song2 = new nyanslow {
                loop = true
            };


            #endregion

            #region container
            Native.document.body.style.overflow = IStyle.OverflowEnum.hidden;
            var container = new IHTMLDiv();

            container.AttachToDocument();
            container.style.backgroundColor = "#003366";
            container.style.SetLocation(0, 0, Native.window.Width, Native.window.Height);
            #endregion

            var renderer = new THREE.WebGLRenderer();
            renderer.setSize(Native.window.Width, Native.window.Height);
            renderer.domElement.AttachTo(container);

            var numStars      = 10;
            var numRainChunks = 30;
            var mouseX        = 0;
            var mouseY        = 0;

            var clock = new Stopwatch();
            clock.Start();

            var deltaSum = 0f;
            //tick=0,
            var frame = 0;

            var running = true;


            #region onmousemove
            Native.document.onmousemove +=
                e =>
            {
                if (IsDisposed)
                {
                    return;
                }

                var windowHalfX = Native.window.Width / 2;
                var windowHalfY = Native.window.Height / 2;

                mouseX = (e.CursorX - windowHalfX);
                mouseY = (e.CursorY - windowHalfY);
            };

            #endregion

            Action PlaySomething =
                delegate
            {
                if (running)
                {
                    page_song.play();
                    page_song2.pause();
                }
                else
                {
                    page_song.pause();
                    page_song2.play();
                }
            };
            #region onmousedown
            Native.document.onmousedown +=
                e =>
            {
                if (IsDisposed)
                {
                    return;
                }


                running = !running;
                PlaySomething();
            };
            #endregion

            #region HasFocus
            var HasFocus = false;

            Native.window.onblur +=
                delegate
            {
                HasFocus = false;

                page_song.pause();
                page_song2.pause();
            };

            Native.window.onfocus +=
                delegate
            {
                HasFocus = true;
                PlaySomething();
            };
            Native.Document.onmousemove +=
                delegate
            {
                if (HasFocus)
                {
                    return;
                }
                PlaySomething();
            };

            Native.Document.onmouseout +=
                delegate
            {
                if (HasFocus)
                {
                    return;
                }

                page_song.pause();
                page_song2.pause();
            };
            #endregion


            #region helper
            Action <THREE.Object3D, f, f, f, f, f, f, int> helper =
                (o, x, y, z, w, h, d, c) =>
            {
                //            function helper(o, x, y, z, w, h, d, c){
                var material = new THREE.MeshLambertMaterial(new { color = c });
                var geometry = new THREE.CubeGeometry(w, h, d, 1, 1, 1);
                var mesh     = new THREE.Mesh(geometry, material);
                mesh.position.x = x + (w / 2);
                mesh.position.y = y - (h / 2);
                mesh.position.z = z + (d / 2);
                o.add(mesh);
            };
            #endregion

            #region buildStar
            Action <THREE.Object3D, int> buildStar =
                (star, state) =>
            {
                #region  dear JSC, please start supporting switch!
                if (state == 0)
                {
                    helper(star, 0, 0, 0, 1, 1, 1, 0xffffff);
                }
                else if (state == 1)
                {
                    helper(star, 1, 0, 0, 1, 1, 1, 0xffffff);
                    helper(star, -1, 0, 0, 1, 1, 1, 0xffffff);
                    helper(star, 0, 1, 0, 1, 1, 1, 0xffffff);
                    helper(star, 0, -1, 0, 1, 1, 1, 0xffffff);
                }
                else if (state == 2)
                {
                    helper(star, 1, 0, 0, 2, 1, 1, 0xffffff);
                    helper(star, -2, 0, 0, 2, 1, 1, 0xffffff);
                    helper(star, 0, 2, 0, 1, 2, 1, 0xffffff);
                    helper(star, 0, -1, 0, 1, 2, 1, 0xffffff);
                }
                else if (state == 3)
                {
                    helper(star, 0, 0, 0, 1, 1, 1, 0xffffff);
                    helper(star, 2, 0, 0, 2, 1, 1, 0xffffff);
                    helper(star, -3, 0, 0, 2, 1, 1, 0xffffff);
                    helper(star, 0, 3, 0, 1, 2, 1, 0xffffff);
                    helper(star, 0, -2, 0, 1, 2, 1, 0xffffff);
                }
                else if (state == 4)
                {
                    helper(star, 0, 3, 0, 1, 1, 1, 0xffffff);
                    helper(star, 2, 2, 0, 1, 1, 1, 0xffffff);
                    helper(star, 3, 0, 0, 1, 1, 1, 0xffffff);
                    helper(star, 2, -2, 0, 1, 1, 1, 0xffffff);
                    helper(star, 0, -3, 0, 1, 1, 1, 0xffffff);
                    helper(star, -2, -2, 0, 1, 1, 1, 0xffffff);
                    helper(star, -3, 0, 0, 1, 1, 1, 0xffffff);
                    helper(star, -2, 2, 0, 1, 1, 1, 0xffffff);
                }
                else if (state == 4)
                {
                    helper(star, 2, 0, 0, 1, 1, 1, 0xffffff);
                    helper(star, -2, 0, 0, 1, 1, 1, 0xffffff);
                    helper(star, 0, 2, 0, 1, 1, 1, 0xffffff);
                    helper(star, 0, -2, 0, 1, 1, 1, 0xffffff);
                }
                #endregion
            };
            #endregion

            var      r           = new Random();
            Func <f> Math_random = () => r.NextFloat();

            var stars = new List <List <THREE.Object3D> >();


            #region  init
            var camera = new THREE.PerspectiveCamera(45,
                                                     Native.window.Width / Native.window.Height, .1f, 10000);

            camera.position.z = 30;
            camera.position.x = 0;
            camera.position.y = 0;

            var scene = new THREE.Scene();
            scene.fog = new THREE.FogExp2(0x003366, 0.0095f);

            #region POPTART
            var poptart = new THREE.Object3D();

            //		object	   x    y    z    w    h    d	  color
            helper(poptart, 0, -2, -1, 21, 14, 3, 0x222222);
            helper(poptart, 1, -1, -1, 19, 16, 3, 0x222222);
            helper(poptart, 2, 0, -1, 17, 18, 3, 0x222222);

            helper(poptart, 1, -2, -1.5f, 19, 14, 4, 0xffcc99);
            helper(poptart, 2, -1, -1.5f, 17, 16, 4, 0xffcc99);

            helper(poptart, 2, -4, 2, 17, 10, .6f, 0xff99ff);
            helper(poptart, 3, -3, 2, 15, 12, .6f, 0xff99ff);
            helper(poptart, 4, -2, 2, 13, 14, .6f, 0xff99ff);

            helper(poptart, 4, -4, 2, 1, 1, .7f, 0xff3399);
            helper(poptart, 9, -3, 2, 1, 1, .7f, 0xff3399);
            helper(poptart, 12, -3, 2, 1, 1, .7f, 0xff3399);
            helper(poptart, 16, -5, 2, 1, 1, .7f, 0xff3399);
            helper(poptart, 8, -7, 2, 1, 1, .7f, 0xff3399);
            helper(poptart, 5, -9, 2, 1, 1, .7f, 0xff3399);
            helper(poptart, 9, -10, 2, 1, 1, .7f, 0xff3399);
            helper(poptart, 3, -11, 2, 1, 1, .7f, 0xff3399);
            helper(poptart, 7, -13, 2, 1, 1, .7f, 0xff3399);
            helper(poptart, 4, -14, 2, 1, 1, .7f, 0xff3399);

            poptart.position.x = -10.5f;
            poptart.position.y = 9;
            scene.add(poptart);
            #endregion

            #region FEET
            var feet = new THREE.Object3D();
            helper(feet, 0, -2, .49f, 3, 3, 1, 0x222222);
            helper(feet, 1, -1, .49f, 3, 3, 1, 0x222222);
            helper(feet, 1, -2, -.01f, 2, 2, 2, 0x999999);
            helper(feet, 2, -1, -.01f, 2, 2, 2, 0x999999);

            helper(feet, 6, -2, -.5f, 3, 3, 1, 0x222222);
            helper(feet, 6, -2, -.5f, 4, 2, 1, 0x222222);
            helper(feet, 7, -2, -.99f, 2, 2, 2, 0x999999);

            helper(feet, 16, -3, .49f, 3, 2, 1, 0x222222);
            helper(feet, 15, -2, .49f, 3, 2, 1, 0x222222);
            helper(feet, 15, -2, -.01f, 2, 1, 2, 0x999999);
            helper(feet, 16, -3, -.01f, 2, 1, 2, 0x999999);

            helper(feet, 21, -3, -.5f, 3, 2, 1, 0x222222);
            helper(feet, 20, -2, -.5f, 3, 2, 1, 0x222222);
            helper(feet, 20, -2, -.99f, 2, 1, 2, 0x999999);
            helper(feet, 21, -3, -.99f, 2, 1, 2, 0x999999);

            feet.position.x = -12.5f;
            feet.position.y = -6;
            scene.add(feet);
            #endregion


            #region TAIL
            var tail = new THREE.Object3D();
            helper(tail, 0, 0, -.25f, 4, 3, 1.5f, 0x222222);
            helper(tail, 1, -1, -.25f, 4, 3, 1.5f, 0x222222);
            helper(tail, 2, -2, -.25f, 4, 3, 1.5f, 0x222222);
            helper(tail, 3, -3, -.25f, 4, 3, 1.5f, 0x222222);
            helper(tail, 1, -1, -.5f, 2, 1, 2, 0x999999);
            helper(tail, 2, -2, -.5f, 2, 1, 2, 0x999999);
            helper(tail, 3, -3, -.5f, 2, 1, 2, 0x999999);
            helper(tail, 4, -4, -.5f, 2, 1, 2, 0x999999);

            tail.position.x = -16.5f;
            tail.position.y = 2;
            scene.add(tail);
            #endregion


            #region FACE
            var face = new THREE.Object3D();
            helper(face, 2, -3, -3, 12, 9, 4, 0x222222);
            helper(face, 0, -5, 0, 16, 5, 1, 0x222222);
            helper(face, 1, -1, 0, 4, 10, 1, 0x222222);
            helper(face, 11, -1, 0, 4, 10, 1, 0x222222);
            helper(face, 3, -11, 0, 10, 2, 1, 0x222222);
            helper(face, 2, 0, 0, 2, 2, 1, 0x222222);
            helper(face, 4, -2, 0, 2, 2, 1, 0x222222);
            helper(face, 12, 0, 0, 2, 2, 1, 0x222222);
            helper(face, 10, -2, 0, 2, 2, 1, 0x222222);

            helper(face, 1, -5, .5f, 14, 5, 1, 0x999999);
            helper(face, 3, -4, .5f, 10, 8, 1, 0x999999);
            helper(face, 2, -1, .5f, 2, 10, 1, 0x999999);
            helper(face, 12, -1, .5f, 2, 10, 1, 0x999999);
            helper(face, 4, -2, .5f, 1, 2, 1, 0x999999);
            helper(face, 5, -3, .5f, 1, 1, 1, 0x999999);
            helper(face, 11, -2, .5f, 1, 2, 1, 0x999999);
            helper(face, 10, -3, .5f, 1, 1, 1, 0x999999);
            //Eyes
            helper(face, 4, -6, .6f, 2, 2, 1, 0x222222);
            helper(face, 11, -6, .6f, 2, 2, 1, 0x222222);
            helper(face, 3.99f, -5.99f, .6f, 1.01f, 1.01f, 1.01f, 0xffffff);
            helper(face, 10.99f, -5.99f, .6f, 1.01f, 1.01f, 1.01f, 0xffffff);
            //MOUTH
            helper(face, 5, -10, .6f, 7, 1, 1, 0x222222);
            helper(face, 5, -9, .6f, 1, 2, 1, 0x222222);
            helper(face, 8, -9, .6f, 1, 2, 1, 0x222222);
            helper(face, 11, -9, .6f, 1, 2, 1, 0x222222);
            //CHEEKS
            helper(face, 2, -8, .6f, 2, 2, .91f, 0xff9999);
            helper(face, 13, -8, .6f, 2, 2, .91f, 0xff9999);

            face.position.x = -.5f;
            face.position.y = 4;
            face.position.z = 4;
            scene.add(face);
            #endregion

            #region RAINBOW
            var rainbow = new THREE.Object3D();
            for (var c = 0; c < numRainChunks - 1; c++)
            {
                var yOffset = 8;
                if (c % 2 == 1)
                {
                    yOffset = 7;
                }
                var xOffset = (-c * 8) - 16.5f;
                helper(rainbow, xOffset, yOffset, 0, 8, 3, 1, 0xff0000);
                helper(rainbow, xOffset, yOffset - 3, 0, 8, 3, 1, 0xff9900);
                helper(rainbow, xOffset, yOffset - 6, 0, 8, 3, 1, 0xffff00);
                helper(rainbow, xOffset, yOffset - 9, 0, 8, 3, 1, 0x33ff00);
                helper(rainbow, xOffset, yOffset - 12, 0, 8, 3, 1, 0x0099ff);
                helper(rainbow, xOffset, yOffset - 15, 0, 8, 3, 1, 0x6633ff);
            }
            scene.add(rainbow);
            #endregion


            #region rainChunk
            var rainChunk = new THREE.Object3D();
            helper(rainChunk, -16.5f, 7, 0, 8, 3, 1, 0xff0000);
            helper(rainChunk, -16.5f, 4, 0, 8, 3, 1, 0xff9900);
            helper(rainChunk, -16.5f, 1, 0, 8, 3, 1, 0xffff00);
            helper(rainChunk, -16.5f, -2, 0, 8, 3, 1, 0x33ff00);
            helper(rainChunk, -16.5f, -5, 0, 8, 3, 1, 0x0099ff);
            helper(rainChunk, -16.5f, -8, 0, 8, 3, 1, 0x6633ff);
            rainChunk.position.x -= (8 * (numRainChunks - 1));
            scene.add(rainChunk);
            #endregion

            #region stars



            for (var state = 0; state < 6; state++)
            {
                stars.Add(new List <THREE.Object3D>());

                for (var c = 0; c < numStars; c++)
                {
                    var star = new THREE.Object3D();
                    star.position.x = Math_random() * 200 - 100;
                    star.position.y = Math_random() * 200 - 100;
                    star.position.z = Math_random() * 200 - 100;
                    buildStar(star, state);
                    scene.add(star);
                    stars[state].Add(star);
                }
            }
            #endregion


            var pointLight = new THREE.PointLight(0xFFFFFF);
            pointLight.position.z = 1000;
            scene.add(pointLight);



            #endregion



            #region IsDisposed

            Dispose = delegate
            {
                if (IsDisposed)
                {
                    return;
                }

                IsDisposed = true;

                page_song.pause();
                page_song2.pause();

                container.Orphanize();
            };
            #endregion



            Native.window.onframe +=
                delegate
            {
                f delta = clock.ElapsedMilliseconds * 0.001f;
                clock.Restart();

                if (running)
                {
                    deltaSum += delta;
                }

                if (deltaSum > .07)
                {
                    deltaSum = deltaSum % .07f;
                    frame    = (frame + 1) % 12;
                    for (var c = 0; c < numStars; c++)
                    {
                        var tempX = stars[5][c].position.x;
                        var tempY = stars[5][c].position.y;
                        var tempZ = stars[5][c].position.z;
                        for (var state = 5; state > 0; state--)
                        {
                            var star  = stars[state][c];
                            var star2 = stars[state - 1][c];
                            star.position.x = star2.position.x - 8;
                            star.position.y = star2.position.y;
                            star.position.z = star2.position.z;

                            if (star.position.x < -100)
                            {
                                star.position.x += 200;
                                star.position.y  = Math_random() * 200 - 100;
                                star.position.z  = Math_random() * 200 - 100;
                            }
                        }
                        stars[0][c].position.x = tempX;
                        stars[0][c].position.y = tempY;
                        stars[0][c].position.z = tempZ;
                    }

                    #region  dear JSC, please start supporting switch!

                    if (frame == 0)
                    {
                        face.position.x++;
                        feet.position.x++;
                    }
                    else if (frame == 1)
                    {
                        face.position.y--;
                        feet.position.x++;
                        feet.position.y--;
                        poptart.position.y--;
                        rainbow.position.x   -= 9;
                        rainChunk.position.x += (8 * (numRainChunks - 1)) - 1;
                    }
                    else if (frame == 2)
                    {
                        feet.position.x--;
                    }
                    else if (frame == 3)
                    {
                        face.position.x--;
                        feet.position.x--;
                        rainbow.position.x   += 9;
                        rainChunk.position.x -= (8 * (numRainChunks - 1)) - 1;
                    }
                    else if (frame == 4)
                    {
                        face.position.y++;
                    }
                    else if (frame == 5)
                    {
                        poptart.position.y++;
                        feet.position.y++;
                        rainbow.position.x   -= 9;
                        rainChunk.position.x += (8 * (numRainChunks - 1)) - 1;
                    }
                    else if (frame == 6)
                    {
                        face.position.x++;
                        feet.position.x++;
                    }
                    else if (frame == 7)
                    {
                        poptart.position.y--;
                        face.position.y--;
                        feet.position.x++;
                        feet.position.y--;
                        rainbow.position.x   += 9;
                        rainChunk.position.x -= (8 * (numRainChunks - 1)) - 1;
                    }
                    else if (frame == 8)
                    {
                        feet.position.x--;
                    }
                    else if (frame == 9)
                    {
                        face.position.x--;
                        feet.position.x--;
                        rainbow.position.x   -= 9;
                        rainChunk.position.x += (8 * (numRainChunks - 1)) - 1;
                    }
                    else if (frame == 10)
                    {
                        face.position.y++;
                    }
                    else if (frame == 11)
                    {
                        poptart.position.y++;
                        feet.position.y++;
                        rainbow.position.x   += 9;
                        rainChunk.position.x -= (8 * (numRainChunks - 1)) - 1;
                    }
                    #endregion
                }
                camera.position.x += (mouseX - camera.position.x) * .005f;
                camera.position.y += (-mouseY - camera.position.y) * .005f;
                camera.lookAt(scene.position);
                renderer.render(scene, camera);
            };



            #region AtResize
            Action AtResize = delegate
            {
                container.style.SetLocation(0, 0, Native.window.Width, Native.window.Height);

                camera.aspect = Native.window.aspect;
                camera.updateProjectionMatrix();

                renderer.setSize(Native.window.Width, Native.window.Height);
            };

            Native.window.onresize +=
                delegate
            {
                AtResize();
            };

            AtResize();
            #endregion

            #region requestFullscreen
            Native.document.body.ondblclick +=
                delegate
            {
                if (IsDisposed)
                {
                    return;
                }

                // http://tutorialzine.com/2012/02/enhance-your-website-fullscreen-api/

                Native.document.body.requestFullscreen();
            };
            #endregion
        }
Пример #12
0
        // http://youtu.be/Lo1IU8UAutE
        // 60hz 2160 4K!

        // The equirectangular projection was used in map creation since it was invented around 100 A.D. by Marinus of Tyre. 

        //        C:\Users\Arvo> "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\hzsky.png" "/sdcard/oculus/360photos/"
        //1533 KB/s(3865902 bytes in 2.461s)

        //C:\Users\Arvo> "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\hznosky.png" "/sdcard/oculus/360photos/"
        //1556 KB/s(2714294 bytes in 1.703s)

        //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\hz2048c3840x2160.png" "/sdcard/oculus/360photos/"

        // "X:\vr\tape360hzlights\0000.png"
        //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push "r:\vr\tape360hzlights\0000.png" "/sdcard/oculus/360photos/hzlights.png"
        // 1421 KB/s (2516443 bytes in 1.729s)



        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150809/chrome360hz

        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150809

        // the eye nor the display will be able to do any stereo
        // until tech is near matrix capability. 2019?

        // cubemap can be used for all long range scenes
        // http://www.imdb.com/title/tt0112111/?ref_=nv_sr_1


        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150808/cubemapcamera
        // subst /D a:
        // subst a:  s:\jsc.svn\examples\javascript\chrome\apps\WebGL\Chrome360LightAnimation\Chrome360LightAnimation\bin\Debug\staging\Chrome360LightAnimation.Application\web
        // subst a: z:\jsc.svn\examples\javascript\chrome\apps\WebGL\Chrome360LightAnimation\Chrome360LightAnimation\bin\Debug\staging\Chrome360LightAnimation.Application\web
        // Z:\jsc.svn\examples\javascript\chrome\apps\WebGL\Chrome360LightAnimation\Chrome360LightAnimation\bin\Debug\staging\Chrome360LightAnimation.Application\web
        // what if we want to do subst in another winstat or session?

        // ColladaLoader: Empty or non-existing file (assets/Chrome360LightAnimation/S6Edge.dae)

        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IApp page)
        {
            //FormStyler.AtFormCreated =
            //s =>
            //{
            //    s.Context.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None;

            //    //var x = new ChromeTCPServerWithFrameNone.HTML.Pages.AppWindowDrag().AttachTo(s.Context.GetHTMLTarget());
            //    var x = new ChromeTCPServerWithFrameNone.HTML.Pages.AppWindowDragWithShadow().AttachTo(s.Context.GetHTMLTarget());



            //    s.Context.GetHTMLTarget().style.backgroundColor = "#efefef";
            //    //s.Context.GetHTMLTarget().style.backgroundColor = "#A26D41";

            //};

#if AsWEBSERVER
            #region += Launched chrome.app.window
            // X:\jsc.svn\examples\javascript\chrome\apps\ChromeTCPServerAppWindow\ChromeTCPServerAppWindow\Application.cs
            dynamic self = Native.self;
            dynamic self_chrome = self.chrome;
            object self_chrome_socket = self_chrome.socket;

            if (self_chrome_socket != null)
            {
                // if we run as a server. we can open up on android.

                //chrome.Notification.DefaultTitle = "Nexus7";
                //chrome.Notification.DefaultIconUrl = new x128().src;
                ChromeTCPServer.TheServerWithStyledForm.Invoke(
                     AppSource.Text
                //, AtFormCreated: FormStyler.AtFormCreated

                //AtFormConstructor:
                //    f =>
                //    {
                //        //arg[0] is typeof System.Int32
                //        //script: error JSC1000: No implementation found for this native method, please implement [static System.Drawing.Color.FromArgb(System.Int32)]

                //        // X:\jsc.svn\examples\javascript\forms\Test\TestFromArgb\TestFromArgb\ApplicationControl.cs

                //        f.BackColor = System.Drawing.Color.FromArgb(0xA26D41);
                //    }
                );
                return;
            }
            #endregion
#else

            #region += Launched chrome.app.window
            dynamic self = Native.self;
            dynamic self_chrome = self.chrome;
            object self_chrome_socket = self_chrome.socket;

            if (self_chrome_socket != null)
            {
                if (!(Native.window.opener == null && Native.window.parent == Native.window.self))
                {
                    Console.WriteLine("chrome.app.window.create, is that you?");

                    // pass thru
                }
                else
                {
                    // should jsc send a copresence udp message?
                    //chrome.runtime.UpdateAvailable += delegate
                    //{
                    //    new chrome.Notification(title: "UpdateAvailable");

                    //};

                    chrome.app.runtime.Launched += async delegate
                    {
                        // 0:12094ms chrome.app.window.create {{ href = chrome-extension://aemlnmcokphbneegoefdckonejmknohh/_generated_background_page.html }}
                        Console.WriteLine("chrome.app.window.create " + new { Native.document.location.href });

                        new chrome.Notification(title: "Chrome360LightAnimation");

                        // https://developer.chrome.com/apps/app_window#type-CreateWindowOptions
                        var xappwindow = await chrome.app.window.create(
                               Native.document.location.pathname, options: new
                               {
                                   alwaysOnTop = true,
                                   visibleOnAllWorkspaces = true
                               }
                        );

                        //xappwindow.setAlwaysOnTop

                        xappwindow.show();

                        await xappwindow.contentWindow.async.onload;

                        Console.WriteLine("chrome.app.window loaded!");
                    };


                    return;
                }
            }
            #endregion


#endif



            //const int size = 128;
            //const int size = 256; // 6 faces, 12KB
            //const int size = 512; // 6 faces, ?

            // WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.

            //const int size = 720; // 6 faces, ?
            //const int size = 1024; // 6 faces, ?
            //const int cubefacesize = 1024; // 6 faces, ?

            // THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter is set to THREE.LinearFilter or THREE.NearestFilter. ( chrome-extension://aemlnmcokphbneegoefdckonejmknohh/assets/Chrome360LightAnimation/anvil___spherical_hdri_panorama_skybox_by_macsix_d6vv4hs.jpg )
            int cubefacesize = 2048; // 6 faces, ?
                                     // "X:\vr\tape1\0000x2048.png"
                                     // for 60hz render we may want to use float camera percision, not available for ui.
                                     //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\tape1\0000x2048.png" "/sdcard/oculus/360photos/"
                                     //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\tape1\0000x128.png" "/sdcard/oculus/360photos/"

            //if (Environment.ProcessorCount < 8)
            //    //cubefacesize = 64; // 6 faces, ?
            //    cubefacesize = 128; // 6 faces, ?

            new IHTMLPre { new { Environment.ProcessorCount, cubefacesize } }.AttachToDocument();

            // can we keep fast fps yet highp?

            // can we choose this on runtime? designtime wants fast fps, yet for end product we want highdef on our render farm?
            //const int cubefacesize = 128; // 6 faces, ?

            //var cubecameraoffsetx = 256;
            var cubecameraoffsetx = 400;


            //var uizoom = 0.1;
            //var uizoom = cubefacesize / 128f;
            var uizoom = 128f / cubefacesize;

            var far = 0xffffff;

            Native.css.style.backgroundColor = "blue";
            Native.css.style.overflow = IStyle.OverflowEnum.hidden;

            Native.body.Clear();
            (Native.body.style as dynamic).webkitUserSelect = "text";

            //new IHTMLPre { "can we stream it into VR, shadertoy, youtube 360, youtube stereo yet?" }.AttachToDocument();


            var sw = Stopwatch.StartNew();



            var oo = new List<THREE.Object3D>();

            var window = Native.window;


            // what about physics and that portal rendering?

            // if we are running as a chrome web server, we may also be opened as android ndk webview app
            //var cameraPX = new THREE.PerspectiveCamera(fov: 90, aspect: window.aspect, near: 1, far: 2000);
            // once we update source
            // save the source
            // manually recompile 
            //cameraPX.position.z = 400;

            //// the camera should be close enough for the object to float off the FOV of PX
            //cameraPX.position.z = 200;

            // scene
            // can we make the 3D object orbit around us ?
            // and
            // stream it to vr?
            var scene = new THREE.Scene();

            // since our cube camera is somewhat a fixed thing
            // would it be easier to move mountains to come to us?
            // once we change code would chrome app be able to let VR know that a new view is available?
            var sceneg = new THREE.Group();
            sceneg.AttachTo(scene);


            // fly up?
            //sceneg.translateZ(-1024);
            // rotate the world, as the skybox then matches what we have on filesystem
            scene.rotateOnAxis(new THREE.Vector3(0, 1, 0), -Math.PI / 2);
            // yet for headtracking we shall rotate camera


            //sceneg.position.set(0, 0, -1024);
            //sceneg.position.set(0, -1024, 0);

            var ambient = new THREE.AmbientLight(0x303030).AttachTo(sceneg);
            //scene.add(ambient);

            // should we fix jsc to do a more correct IDL?
            //var directionalLight = new THREE.DirectionalLight(0xffffff, 0.7);
            //directionalLight.position.set(0, 0, 1);
            //scene.add(directionalLight);

            #region light
            //var light = new THREE.DirectionalLight(0xffffff, 1.0);
            var light = new THREE.DirectionalLight(0xffffff, 2.5);
            //var light = new THREE.DirectionalLight(0xffffff, 2.5);
            //var light = new THREE.DirectionalLight(0xffffff, 1.5);
            //var lightOffset = new THREE.Vector3(0, 1000, 2500.0);
            var lightOffset = new THREE.Vector3(
                2000,
                700,

                // lower makes longer shadows 
                700.0
                );
            light.position.copy(lightOffset);
            light.castShadow = true;

            var xlight = light as dynamic;
            xlight.shadowMapWidth = 4096;
            xlight.shadowMapHeight = 2048;

            xlight.shadowDarkness = 0.1;
            //xlight.shadowDarkness = 0.5;

            xlight.shadowCameraNear = 10;
            xlight.shadowCameraFar = 10000;
            xlight.shadowBias = 0.00001;
            xlight.shadowCameraRight = 4000;
            xlight.shadowCameraLeft = -4000;
            xlight.shadowCameraTop = 4000;
            xlight.shadowCameraBottom = -4000;

            // wont show if we add skybox?
            xlight.shadowCameraVisible = true;

            //scene.add(light);
            //light.AttachTo(sceneg);
            #endregion




            // whats WebGLRenderTargetCube do?

            // WebGLRenderer preserveDrawingBuffer 



            var renderer0 = new THREE.WebGLRenderer(

                new
                {
                    antialias = true,
                    alpha = true,
                    preserveDrawingBuffer = true
                }
            );


            // must enable shadows on the renderer 
            renderer0.shadowMapEnabled = true;

            // https://github.com/mrdoob/three.js/issues/3836

            // the construct. white bg
            //renderer0.setClearColor(0xfffff, 1);

            //renderer.setSize(window.Width, window.Height);
            renderer0.setSize(cubefacesize, cubefacesize);

            //renderer0.domElement.AttachToDocument();
            //rendererPX.domElement.style.SetLocation(0, 0);
            //renderer0.domElement.style.SetLocation(4, 4);


            // top

            // http://stackoverflow.com/questions/27612524/can-multiple-webglrenderers-render-the-same-scene


            // need a place to show the cubemap face to GUI 
            // how does the stereo OTOY do it?
            // https://www.opengl.org/wiki/Sampler_(GLSL)

            // http://www.richardssoftware.net/Home/Post/25

            // [+X, –X, +Y, –Y, +Z, –Z] fa



            // move up
            //camera.position.set(-1200, 800, 1200);
            //var cameraoffset = new THREE.Vector3(0, 15, 0);

            // can we aniamte it?
            //var cameraoffset = new THREE.Vector3(0, 800, 1200);
            // can we have linear animation fromcenter of the map to the edge and back?
            // then do the flat earth sun orbit?
            var cameraoffset = new THREE.Vector3(
                // left?
                -512,
                // height?
                //0,
                //1600,
                //1024,

                // if the camera is in the center, would we need to move the scene?
                // we have to move the camera. as we move the scene the lights are messed up
                //2014,
                1024,

                //1200
                0
                // can we hover top of the map?
                );

            // original vieworigin
            //var cameraoffset = new THREE.Vector3(-1200, 800, 1200);



            var camerax = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = 0 - 2048, max = 0 + 2048, valueAsNumber = -512, title = "camerax" }.AttachToDocument();
            // up. whats the most high a rocket can go 120km?
            new IHTMLHorizontalRule { }.AttachToDocument();


            // how high is the bunker?
            var cameray = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = 64, max = 2048, valueAsNumber = 1024, title = "cameray" }.AttachToDocument();
            new IHTMLBreak { }.AttachToDocument();
            var camerayHigh = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = cameray.max, max = 1024 * 256, valueAsNumber = cameray.max, title = "cameray" }.AttachToDocument();
            new IHTMLHorizontalRule { }.AttachToDocument();
            var cameraz = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = 0 - 2048, max = 0 + 2048, valueAsNumber = 0, title = "cameraz" }.AttachToDocument();

            // for render server
            var fcamerax = 0.0;
            var fcameray = 0.0;
            var fcameraz = 0.0;

            //while (await camerax.async.onchange)

            //cameray.onchange += delegate
            //{
            //    if (cameray.valueAsNumber < cameray.max)
            //        camerayHigh.valueAsNumber = camerayHigh.min;
            //};

            camerayHigh.onmousedown += delegate
            {
                //if (camerayHigh.valueAsNumber > camerayHigh.min)
                cameray.valueAsNumber = cameray.max;
            };


            Action applycameraoffset = delegate
            {
                // make sure UI and gpu sync up

                var cy = cameray;

                if (cameray.valueAsNumber < cameray.max)
                    camerayHigh.valueAsNumber = camerayHigh.min;

                if (camerayHigh.valueAsNumber > camerayHigh.min)
                    cameray.valueAsNumber = cameray.max;

                if (cameray.valueAsNumber == cameray.max)
                    cy = camerayHigh;



                cameraoffset = new THREE.Vector3(
                  // left?
                  camerax + fcamerax,
                   // height?
                   //0,
                   //1600,
                   //1024,

                   // if the camera is in the center, would we need to move the scene?
                   // we have to move the camera. as we move the scene the lights are messed up
                   //2014,
                   cy + fcameray,

                   //1200
                   cameraz + fcameraz
                   // can we hover top of the map?
                   );
            };


            #region y
            // need to rotate90?
            var cameraNY = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            applycameraoffset += delegate
            {
                cameraNY.position.copy(new THREE.Vector3(0, 0, 0));
                cameraNY.lookAt(new THREE.Vector3(0, -1, 0));
                cameraNY.position.add(cameraoffset);
            };

            //cameraNY.lookAt(new THREE.Vector3(0, 1, 0));
            var canvasNY = new CanvasRenderingContext2D(cubefacesize, cubefacesize);
            canvasNY.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 1, 8 + (int)(uizoom * cubefacesize + 8) * 2);
            canvasNY.canvas.title = "NY";
            canvasNY.canvas.AttachToDocument();
            canvasNY.canvas.style.transformOrigin = "0 0";
            canvasNY.canvas.style.transform = $"scale({uizoom})";

            var cameraPY = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            applycameraoffset += delegate
            {
                cameraPY.position.copy(new THREE.Vector3(0, 0, 0));
                cameraPY.lookAt(new THREE.Vector3(0, 1, 0));
                cameraPY.position.add(cameraoffset);
            };
            //cameraPY.lookAt(new THREE.Vector3(0, -1, 0));
            var canvasPY = new CanvasRenderingContext2D(cubefacesize, cubefacesize);
            canvasPY.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 1, 8 + (int)(uizoom * cubefacesize + 8) * 0);
            canvasPY.canvas.title = "PY";
            canvasPY.canvas.AttachToDocument();
            canvasPY.canvas.style.transformOrigin = "0 0";
            canvasPY.canvas.style.transform = $"scale({uizoom})";
            #endregion

            // transpose xz?

            #region x
            var cameraNX = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            applycameraoffset += delegate
            {
                cameraNX.position.copy(new THREE.Vector3(0, 0, 0));
                cameraNX.lookAt(new THREE.Vector3(0, 0, 1));
                cameraNX.position.add(cameraoffset);
            };
            //cameraNX.lookAt(new THREE.Vector3(0, 0, -1));
            //cameraNX.lookAt(new THREE.Vector3(-1, 0, 0));
            //cameraNX.lookAt(new THREE.Vector3(1, 0, 0));
            var canvasNX = new CanvasRenderingContext2D(cubefacesize, cubefacesize);
            canvasNX.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 2, 8 + (int)(uizoom * cubefacesize + 8) * 1);
            canvasNX.canvas.title = "NX";
            canvasNX.canvas.AttachToDocument();
            canvasNX.canvas.style.transformOrigin = "0 0";
            canvasNX.canvas.style.transform = $"scale({uizoom})";

            var cameraPX = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            applycameraoffset += delegate
            {
                cameraPX.position.copy(new THREE.Vector3(0, 0, 0));
                cameraPX.lookAt(new THREE.Vector3(0, 0, -1));
                cameraPX.position.add(cameraoffset);
            };
            //cameraPX.lookAt(new THREE.Vector3(0, 0, 1));
            //cameraPX.lookAt(new THREE.Vector3(1, 0, 0));
            //cameraPX.lookAt(new THREE.Vector3(-1, 0, 0));
            var canvasPX = new CanvasRenderingContext2D(cubefacesize, cubefacesize);
            canvasPX.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 0, 8 + (int)(uizoom * cubefacesize + 8) * 1);
            canvasPX.canvas.title = "PX";
            canvasPX.canvas.AttachToDocument();
            canvasPX.canvas.style.transformOrigin = "0 0";
            canvasPX.canvas.style.transform = $"scale({uizoom})";
            #endregion



            #region z
            var cameraNZ = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            //cameraNZ.lookAt(new THREE.Vector3(0, 0, -1));
            applycameraoffset += delegate
            {
                cameraNZ.position.copy(new THREE.Vector3(0, 0, 0));
                cameraNZ.lookAt(new THREE.Vector3(1, 0, 0));
                cameraNZ.position.add(cameraoffset);
            };
            //cameraNX.lookAt(new THREE.Vector3(-1, 0, 0));
            //cameraNZ.lookAt(new THREE.Vector3(0, 0, 1));
            var canvasNZ = new CanvasRenderingContext2D(cubefacesize, cubefacesize);
            canvasNZ.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 3, 8 + (int)(uizoom * cubefacesize + 8) * 1);
            canvasNZ.canvas.title = "NZ";
            canvasNZ.canvas.AttachToDocument();
            canvasNZ.canvas.style.transformOrigin = "0 0";
            canvasNZ.canvas.style.transform = $"scale({uizoom})";

            var cameraPZ = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            //cameraPZ.lookAt(new THREE.Vector3(1, 0, 0));
            applycameraoffset += delegate
            {
                cameraPZ.position.copy(new THREE.Vector3(0, 0, 0));
                cameraPZ.lookAt(new THREE.Vector3(-1, 0, 0));
                cameraPZ.position.add(cameraoffset);
            };
            //cameraPZ.lookAt(new THREE.Vector3(0, 0, 1));
            //cameraPZ.lookAt(new THREE.Vector3(0, 0, -1));
            var canvasPZ = new CanvasRenderingContext2D(cubefacesize, cubefacesize);
            canvasPZ.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 1, 8 + (int)(uizoom * cubefacesize + 8) * 1);
            canvasPZ.canvas.title = "PZ";
            canvasPZ.canvas.AttachToDocument();
            canvasPZ.canvas.style.transformOrigin = "0 0";
            canvasPZ.canvas.style.transform = $"scale({uizoom})";
            #endregion




            // c++ alias locals would be nice..
            var canvas0 = (IHTMLCanvas)renderer0.domElement;


            var old = new
            {



                CursorX = 0,
                CursorY = 0
            };


            var st = new Stopwatch();
            st.Start();

            //canvas0.css.active.style.cursor = IStyle.CursorEnum.move;

            #region onmousedown
            Native.body.onmousedown +=
                async e =>
                {
                    if (e.Element.nodeName.ToLower() != "canvas")
                        return;

                    // movementX no longer works
                    old = new
                    {


                        e.CursorX,
                        e.CursorY
                    };


                    //e.CaptureMouse();
                    var release = e.Element.CaptureMouse();
                    await e.Element.async.onmouseup;

                    release();


                };
            #endregion



            // X:\jsc.svn\examples\javascript\Test\TestMouseMovement\TestMouseMovement\Application.cs
            #region onmousemove
            Native.body.onmousemove +=
                e =>
                {
                    if (e.Element.nodeName.ToLower() != "canvas")
                    {
                        Native.body.style.cursor = IStyle.CursorEnum.@default;
                        return;
                    }

                    e.preventDefault();
                    e.stopPropagation();


                    Native.body.style.cursor = IStyle.CursorEnum.move;

                    var pointerLock = canvas0 == Native.document.pointerLockElement;


                    //Console.WriteLine(new { e.MouseButton, pointerLock, e.movementX });

                    if (e.MouseButton == IEvent.MouseButtonEnum.Left)
                    {

                        oo.WithEach(
                            x =>
                            {
                                x.rotation.y += 0.006 * (e.CursorX - old.CursorX);
                                x.rotation.x += 0.006 * (e.CursorY - old.CursorY);
                            }
                        );

                        old = new
                        {


                            e.CursorX,
                            e.CursorY
                        };



                    }

                };
            #endregion

            // THREE.WebGLProgram: gl.getProgramInfoLog() C:\fakepath(78,3-98): warning X3557: loop only executes for 1 iteration(s), forcing loop to unroll
            // THREE.WebGLProgram: gl.getProgramInfoLog() (79,3-98): warning X3557: loop only executes for 1 iteration(s), forcing loop to unroll

            // http://www.roadtovr.com/youtube-confirms-stereo-3d-360-video-support-coming-soon/
            // https://www.youtube.com/watch?v=D-Wl9jAB45Q



            #region spherical
            var gl = new WebGLRenderingContext(alpha: true, preserveDrawingBuffer: true);
            var c = gl.canvas.AttachToDocument();

            //  3840x2160

            //c.style.SetSize(3840, 2160);

            // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150722/360-youtube


            c.width = 3840;
            c.height = 2160;


            //c.width = 3840 * 2;
            //c.height = 2160 * 2;


            //c.width = 3840;
            //c.height = 2160;
            // 1,777777777777778

            // https://www.youtube.com/watch?v=fTfJwzRsE-w
            //c.width = 7580;
            //c.height = 3840;
            //1,973958333333333

            //7580
            //    3840

            // wont work
            //c.width = 8192;
            //c.height = 4096;


            // this has the wrong aspect?
            //c.width = 6466;
            //c.height = 3232;

            new IHTMLPre { new { c.width, c.height } }.AttachToDocument();

            //6466x3232

            //var suizoom = 720f / c.height;
            //var suizoom = 360f / c.height;
            var suizoom = 480f / c.width;

            c.style.transformOrigin = "0 0";
            c.style.transform = $"scale({suizoom})";
            //c.style.backgroundColor = "yellow";
            c.style.position = IStyle.PositionEnum.absolute;

            c.style.SetLocation(8 + (int)(uizoom * cubefacesize + 8) * 0, 8 + (int)(uizoom * cubefacesize + 8) * 3);

            var pass = new CubeToEquirectangular.Library.ShaderToy.EffectPass(
                       null,
                       gl,
                       precission: CubeToEquirectangular.Library.ShaderToy.DetermineShaderPrecission(gl),
                       supportDerivatives: gl.getExtension("OES_standard_derivatives") != null,
                       callback: null,
                       obj: null,
                       forceMuted: false,
                       forcePaused: false,
                       //quadVBO: Library.ShaderToy.createQuadVBO(gl, right: 0, top: 0),
                       outputGainNode: null
                   );

            // how shall we upload our textures?
            // can we reference GLSL.samplerCube yet?
            //pass.mInputs[0] = new samplerCube { };
            pass.mInputs[0] = new CubeToEquirectangular.Library.ShaderToy.samplerCube { };

            pass.MakeHeader_Image();
            var vs = new Shaders.ProgramFragmentShader();
            pass.NewShader_Image(vs);

            #endregion




            var frame0 = new HTML.Images.FromAssets.galaxy_starfield().AttachToDocument();
            //var frame0 = new HTML.Images.FromAssets.tiles_regrid().AttachToDocument();
            //var frame0 = new HTML.Images.FromAssets.anvil___spherical_hdri_panorama_skybox_by_macsix_d6vv4hs().AttachToDocument();
            //var xor = new HTML.Images.FromAssets.Orion360_test_image_8192x4096().AttachToDocument();
            //var xor = new HTML.Images.FromAssets._2_no_clouds_4k().AttachToDocument();
            //var frame0 = new HTML.Images.FromAssets._2294472375_24a3b8ef46_o().AttachToDocument();


            // 270px
            //xor.style.height = "";
            frame0.style.height = "270px";
            frame0.style.width = "480px";
            frame0.style.SetLocation(
                8 + (int)(uizoom * cubefacesize + 8) * 0 + 480 + 16, 8 + (int)(uizoom * cubefacesize + 8) * 3);



            #region  skybox
            // what shall the skybox do if we reach upper altitude?
            // fade into space skybox ?
            var skybox = new THREE.Mesh(new THREE.SphereGeometry(far * 0.9, 50, 50),
           new THREE.MeshBasicMaterial(new
           {
               map = THREE.ImageUtils.loadTexture(
                  //new HTML.Images.FromAssets._2294472375_24a3b8ef46_o().src
                  //new HTML.Images.FromAssets._4008650304_7f837ccbb7_b().src
                  frame0.src
                   //new WebGLEquirectangularPanorama.HTML.Images.FromAssets.PANO_20130616_222058().src
                   //new WebGLEquirectangularPanorama.HTML.Images.FromAssets.PANO_20121225_210448().src

                   )
           }));
            skybox.scale.x = -1;
            skybox.AttachTo(sceneg);
            #endregion



            //mesh.rotateOnAxis(new THREE.Vector3(1, 0, 0), Math.PI / 2);
            //mesh.rotateOnAxis(new THREE.Vector3(1, 0, 0), -Math.PI / 2);

            // dont need the fixup. unless we want to animate the sky rotate?
            //mesh.rotateOnAxis(new THREE.Vector3(0, 1, 0), -Math.PI / 2);


            // hide the sky to see camera lines?
            //  can we show this as HUD on VR in webview?
            //skybox.visible = false;
            //scene.add(skybox);




            //new IHTMLButton { }

            #region DirectoryEntry
            var dir = default(DirectoryEntry);

            new IHTMLButton { "openDirectory" }.AttachToDocument().onclick += async delegate
            {
                dir = (DirectoryEntry)await chrome.fileSystem.chooseEntry(new { type = "openDirectory" });
            };

            frame0.onclick += delegate
            {
                // http://paulbourke.net/papers/vsmm2006/vsmm2006.pdf
                //            A method of creating synthetic stereoscopic panoramic images that can be implemented
                //in most rendering packages has been presented. If single panoramic pairs can be created
                //then stereoscopic panoramic movies are equally possible giving rise to the prospect of
                //movies where the viewer can interact with, at least with regard to what they choose to look
                //at.These images can be projected so as to engage the two features of the human visual
                //system that assist is giving us a sense of immersion, the feeling of “being there”. That is,
                //imagery that contains parallax information as captured from two horizontally separated eye
                //positions (stereopsis)and imagery that fills our peripheral vision.The details that define
                //how the two panoramic images should be created in rendering packages are provided, in
                //particular, how to precisely configure the virtual cameras and control the distance to zero
                //parallax.

                // grab a frame

                if (dir == null)
                {
                    // not exporting to file system?
                    var f0 = new IHTMLImage { src = gl.canvas.toDataURL() };

                    //var f0 = (IHTMLImage)gl.canvas;
                    //var f0 = (IHTMLImage)gl.canvas;
                    //var base64 = gl.canvas.toDataURL();


                    //frame0.src = base64;
                    frame0.src = f0.src;

                    // 7MB!

                    return;
                }

                //                // ---------------------------
                //IrfanView
                //---------------------------
                //Warning !
                //The file: "X:\vr\tape1\0001.jpg" is a PNG file with incorrect extension !
                //Rename ?
                //---------------------------
                //Yes   No   
                //---------------------------

                // haha this will render the thumbnail.
                //dir.WriteAllBytes("0000.png", frame0);

                //dir.WriteAllBytes("0000.png", gl.canvas);

                var glsw = Stopwatch.StartNew();
                dir.WriteAllBytes("0000.png", gl);

                new IHTMLPre { new { glsw.ElapsedMilliseconds } }.AttachToDocument();

                // {{ ElapsedMilliseconds = 1548 }}

                // 3.7MB
                // 3840x2160

            };

            #endregion

            var vsync = default(TaskCompletionSource<object>);

            new IHTMLButton {
                "render 60hz 30sec"
            }.AttachToDocument().onclick += async e =>
            {
                e.Element.disabled = true;


                var total = Stopwatch.StartNew();
                var status = "rendering... " + new { dir };

                new IHTMLPre { () => status }.AttachToDocument();

                if (dir == null)
                {
                    //dir = (DirectoryEntry)await chrome.fileSystem.chooseEntry(new { type = "openDirectory" });
                }

                total.Restart();



                vsync = new TaskCompletionSource<object>();
                await vsync.Task;

                status = "rendering... vsync";

                var frameid = -1;

                goto beforeframe;
                //fcamerax = -15.0;

                // parallax offset?

                await_nextframe:


                var filename = frameid.ToString().PadLeft(4, '0') + ".png";
                status = "rendering... " + new { frameid, filename };


                vsync = new TaskCompletionSource<object>();
                await vsync.Task;

                // frame0 has been rendered

                var swcapture = Stopwatch.StartNew();
                status = "WriteAllBytes... " + new { filename };
                //await Native.window.async.onframe;

                if (dir != null)
                    // https://code.google.com/p/chromium/issues/detail?id=404301
                    await dir.WriteAllBytes(filename, gl);

                //await dir.WriteAllBytes(filename, gl.canvas);

                status = "WriteAllBytes... done " + new { fcamerax, filename, swcapture.ElapsedMilliseconds };
                status = "rdy " + new { filename, fcamerax };
                //await Native.window.async.onframe;



                beforeframe:

                // speed? S6 slow motion?
                // this is really slow. if we do x4x2 =x8 
                // https://www.youtube.com/watch?v=r76ULW16Ib8
                //fcamerax += 16 * (1.0 / 60.0);
                fcamerax = 128 * Math.Sin(Math.PI * (frameid - (60 * 30 / 2f)) / (60 * 30 / 2f));
                fcameraz = 256 * Math.Cos(Math.PI * (frameid - (60 * 30 / 2f)) / (60 * 30 / 2f));


                // up
                fcameray = 16 * Math.Cos(Math.PI * (frameid - (60 * 30 / 2f)) / (60 * 30 / 2f));

                //fcamerax += (1.0 / 60.0);

                //fcamerax += (1.0 / 60.0) * 120;

                if (Environment.ProcessorCount < 8)
                    frameid += 30;
                else
                    frameid++;

                // 60hz 30sec
                if (frameid < 60 * 30)
                {
                    // Blob GC? either this helms or the that we made a Blob static. 
                    await Task.Delay(11);

                    goto await_nextframe;
                }

                total.Stop();
                status = "all done " + new { frameid, total.ElapsedMilliseconds };
                vsync = default(TaskCompletionSource<object>);
                // http://stackoverflow.com/questions/22899333/delete-javascript-blobs

                e.Element.disabled = false;
            };

            // "Z:\jsc.svn\examples\javascript\WebGL\WebGLColladaExperiment\WebGLColladaExperiment\WebGLColladaExperiment.csproj"

            #region WebGLRah66Comanche
            // why isnt it being found?
            // "Z:\jsc.svn\examples\javascript\WebGL\collada\WebGLRah66Comanche\WebGLRah66Comanche\WebGLRah66Comanche.csproj"
            new global::WebGLRah66Comanche.Comanche(
            ).Source.Task.ContinueWithResult(
                dae =>
                {
                    dae.AttachTo(sceneg);
                    //dae.position.y = -40;
                    //dae.position.z = 280;
                    //scene.add(dae);
                    //oo.Add(dae);

                    // wont do it
                    //dae.castShadow = true;

                    dae.children[0].children[0].children.WithEach(x => x.castShadow = true);


                    // the rotors?
                    dae.children[0].children[0].children.Last().children.WithEach(x => x.castShadow = true);


                    dae.scale.set(0.5, 0.5, 0.5);
                    dae.position.x = -900;
                    dae.position.z = +900;

                    // raise it up
                    dae.position.y = 400;

                    //var sw = Stopwatch.StartNew();

                    //Native.window.onframe += delegate
                    //{
                    //    //dae.children[0].children[0].children.Last().al
                    //    //dae.children[0].children[0].children.Last().rotation.z = sw.ElapsedMilliseconds * 0.01;
                    //    //dae.children[0].children[0].children.Last().rotation.x = sw.ElapsedMilliseconds * 0.01;
                    //    dae.children[0].children[0].children.Last().rotation.y = sw.ElapsedMilliseconds * 0.01;
                    //};
                }
            );
            #endregion



            #region tree
            // "Z:\jsc.svn\examples\javascript\WebGL\WebGLGodRay\WebGLGodRay\WebGLGodRay.csproj"

            var materialScene = new THREE.MeshBasicMaterial(new { color = 0x000000, shading = THREE.FlatShading });
            var tloader = new THREE.JSONLoader();

            // http://stackoverflow.com/questions/16539736/do-not-use-system-runtime-compilerservices-dynamicattribute-use-the-dynamic
            // https://msdn.microsoft.com/en-us/library/system.runtime.compilerservices.dynamicattribute%28v=vs.110%29.aspx
            //System.Runtime.CompilerServices.DynamicAttribute

            tloader.load(

                new WebGLGodRay.Models.tree().Content.src,

                new Action<THREE.Geometry>(
                xgeometry =>
                {

                    var treeMesh = new THREE.Mesh(xgeometry, materialScene);
                    treeMesh.position.set(0, -150, -150);
                    treeMesh.position.x = -900;
                    treeMesh.position.z = -900;

                    treeMesh.position.y = 25;

                    var tsc = 400;
                    treeMesh.scale.set(tsc, tsc, tsc);

                    treeMesh.matrixAutoUpdate = false;
                    treeMesh.updateMatrix();


                    //treeMesh.AttachTo(scene);
                    treeMesh.AttachTo(sceneg);

                }
                )
                );
            #endregion


            // http://learningthreejs.com/blog/2013/09/16/how-to-make-the-earth-in-webgl/

            #region create floor

            // THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint.
            // can we have our checkerboard?

            var floorColors = new[] {
                0xA26D41,
                0xA06040,
                0xAF6F4F,
                // marker to detect horizon
                0xAF0000,



                0xA26D41,
                0xA06040,
                0xAF6F4F,
                // marker to detect horizon
                0x006D00,



                0xA26D41,
                0xA06040,
                0xAF6F4F,
                // marker to detect horizon
                0x0000FF
            };


            // human eye can see up to 10miles, then horizion flattens out.
            var planeGeometry = new THREE.CubeGeometry(2048, 1, 2048);
            var planeGeometryMarkerH = new THREE.CubeGeometry(2048, 1, 2048 * 5);


            var planeGeometryMarkerV = new THREE.CubeGeometry(2048 * 5 * 4, 1, 2048 * 4);
            var planeGeometryV = new THREE.CubeGeometry(2048 * 4, 1, 2048 * 4);
            ////var floor0 = new THREE.Mesh(planeGeometry,
            ////        new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 })

            ////    );
            //////plane.castShadow = false;
            ////floor0.receiveShadow = true;
            ////floor0.AttachTo(sceneg);

            ////var floor1 = new THREE.Mesh(planeGeometry,
            ////       //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 })
            ////       new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA06040, specular = 0xA26D41, shininess = 1 })

            ////   );
            //////plane.castShadow = false;
            ////floor1.receiveShadow = true;
            ////floor1.position.set(2048, 0, 1024);
            ////floor1.AttachTo(sceneg);

            // can we see horizon?
            for (int i = 0; i < 3 * 256; i++)
            {
                var planeGeometry0 = planeGeometry;

                if (i % 4 == 3)
                {
                    planeGeometry0 = planeGeometryMarkerH;

                    // for high altitude zoom level

                    var i4 = (i / 4);


                    var planeGeometryV0 = planeGeometryV;

                    if (i4 % 4 == 3)
                        planeGeometryV0 = planeGeometryMarkerV;

                    {
                        var floor2 = new THREE.Mesh(planeGeometryV0,
                            //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 })
                            new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = floorColors[i4 % floorColors.Length], specular = 0xA26D41, shininess = 1 })

                        );
                        //plane.castShadow = false;
                        floor2.receiveShadow = true;
                        floor2.position.set(1024 * -i, 0, 2048 * i);
                        floor2.AttachTo(scene);
                    }


                    {
                        var floor2 = new THREE.Mesh(planeGeometryV0,
                            //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 })
                            new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = floorColors[(i / 4) % floorColors.Length], specular = 0xA26D41, shininess = 1 })

                        );
                        //plane.castShadow = false;
                        floor2.receiveShadow = true;
                        floor2.position.set(-1024 * -i, 0, -2048 * i);
                        floor2.AttachTo(scene);
                    }
                }

                {
                    var floor2 = new THREE.Mesh(planeGeometry0,
                        //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 })
                        new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = floorColors[i % floorColors.Length], specular = 0xA26D41, shininess = 1 })

                    );
                    //plane.castShadow = false;
                    floor2.receiveShadow = true;
                    floor2.position.set(2048 * i, 0, 1024 * i);
                    floor2.AttachTo(scene);
                }

                // flipz
                {
                    var floor2 = new THREE.Mesh(planeGeometry0,
                        //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 })
                        new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = floorColors[i % floorColors.Length], specular = 0xA26D41, shininess = 1 })

                    );
                    //plane.castShadow = false;
                    floor2.receiveShadow = true;
                    floor2.position.set(2048 * -i, 0, 1024 * -i);
                    floor2.AttachTo(scene);
                }
            }

            #endregion



            // "shadow cameras" show the light source and direction

            // spotlight #1 -- yellow, dark shadow
            var spotlight = new THREE.SpotLight(0xffff00);
            spotlight.position.set(-60, 150, -30);
            //spotlight.shadowCameraVisible = true;
            spotlight.shadowDarkness = 0.95;
            spotlight.intensity = 2;
            // must enable shadow casting ability for the light
            spotlight.castShadow = true;
            scene.add(spotlight);

            // spotlight #2 -- red, light shadow
            var spotlight2 = new THREE.SpotLight(0xff0000);
            //var spotlight2 = new THREE.SpotLight(0xffff00);
            spotlight2.position.set(60, 150, -60);
            scene.add(spotlight2);
            //spotlight2.shadowCameraVisible = true;
            spotlight2.shadowDarkness = 0.70;
            spotlight2.intensity = 2;
            spotlight2.castShadow = true;


            // THREE.WebGLProgram: gl.getProgramInfoLog() Pixel shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (16).
            for (int i = 0; i < 8; i++)
            {

                // spotlight #3 blue
                var spotlight3 = new THREE.SpotLight(0x0000ff);
                //var spotlight3 = new THREE.SpotLight(0x00ffff);
                spotlight3.position.set(150 * i, 80, -100);
                //spotlight3.shadowCameraVisible = true;
                spotlight3.shadowDarkness = 0.95;
                spotlight3.intensity = 2;
                spotlight3.castShadow = true;
                scene.add(spotlight3);
                // change the direction this spotlight is facing
                var lightTarget = new THREE.Object3D();
                lightTarget.position.set(150 * i, 10, -100);
                scene.add(lightTarget);
                spotlight3.target = lightTarget;



            }





            // cube: mesh to cast shadows
            #region castShadow
            var cubeGeometry = new THREE.CubeGeometry(50, 50, 50);
            var cubeMaterial = new THREE.MeshLambertMaterial(new { color = 0x888888 });

            var cube0 = new THREE.Mesh(cubeGeometry, cubeMaterial);
            //cube.position.set(0, 50, 0);
            cube0.position.set(0, 100, 0);
            // Note that the mesh is flagged to cast shadows
            cube0.castShadow = true;
            scene.add(cube0);

            // floor: mesh to receive shadows

            #endregion






            #region create walls

            var random = new Random();
            var meshArray = new List<THREE.Mesh>();
            var geometry = new THREE.CubeGeometry(1, 1, 1);
            //var sw = Stopwatch.StartNew();

            for (var i = 3; i < 9; i++)
            {

                //THREE.MeshPhongMaterial
                var ii = new THREE.Mesh(geometry,


                    new THREE.MeshPhongMaterial(new { ambient = 0x000000, color = 0xA06040, specular = 0xA26D41, shininess = 1 })

                    //new THREE.MeshLambertMaterial(
                    //new
                    //{
                    //    color = (Convert.ToInt32(0xffffff * random.NextDouble())),
                    //    specular = 0xffaaaa,
                    //    ambient= 0x050505, 
                    //})

                    );
                ii.position.x = i % 7 * 200 - 2.5f;

                // raise it up
                ii.position.y = .5f * 100 * i;
                ii.position.z = -1 * i * 100;

                ii.castShadow = true;
                ii.receiveShadow = true;
                //ii.scale.set(100, 100, 100 * i);
                ii.scale.set(100, 100 * i, 100);


                meshArray.Add(ii);

                //scene.add(ii);
                ii.AttachTo(sceneg);

                if (i % 2 == 0)
                {

                    // Z:\jsc.svn\examples\javascript\WebGL\WebGLHZBlendCharacter\WebGLHZBlendCharacter\Application.cs
#if FWebGLHZBlendCharacter
                    #region SpeedBlendCharacter
                    var _i = i;
                    { WebGLHZBlendCharacter.HTML.Pages.TexturesImages ref0; }

                    var blendMesh = new THREE.SpeedBlendCharacter();
                    blendMesh.load(
                        new WebGLHZBlendCharacter.Models.marine_anims().Content.src,
                        new Action(
                            delegate
                            {
                                // buildScene
                                //blendMesh.rotation.y = Math.PI * -135 / 180;
                                blendMesh.castShadow = true;
                                // we cannot scale down we want our shadows
                                //blendMesh.scale.set(0.1, 0.1, 0.1);

                                blendMesh.position.x = (_i + 2) % 7 * 200 - 2.5f;

                                // raise it up
                                //blendMesh.position.y = .5f * 100;
                                blendMesh.position.z = -1 * _i * 100;


                                var xtrue = true;
                                // run
                                blendMesh.setSpeed(1.0);

                                // will in turn call THREE.AnimationHandler.play( this );
                                blendMesh.run.play();
                                // this wont help. bokah does not see the animation it seems.
                                blendMesh.run.update(1);

                                blendMesh.showSkeleton(!xtrue);

                                //scene.add(blendMesh);
                                blendMesh.AttachTo(sceneg);


                                //Native.window.onframe +=
                                // delegate
                                // {

                                //     blendMesh.rotation.y = Math.PI * 0.0002 * sw.ElapsedMilliseconds;



                                //     ii.rotation.y = Math.PI * 0.0002 * sw.ElapsedMilliseconds;

                                // };

                            }
                        )
                    );
                    #endregion
#endif
                }

            }
            #endregion


            //#region HZCannon
            //// "Z:\jsc.svn\examples\javascript\WebGL\HeatZeekerRTSOrto\HeatZeekerRTSOrto\HeatZeekerRTSOrto.csproj"
            //new HeatZeekerRTSOrto.HZCannon().Source.Task.ContinueWithResult(
            //    async cube =>
            //    {
            //        // https://github.com/mrdoob/three.js/issues/1285
            //        //cube.children.WithEach(c => c.castShadow = true);

            //        //cube.traverse(
            //        //    new Action<THREE.Object3D>(
            //        //        child =>
            //        //        {
            //        //            // does it work? do we need it?
            //        //            //if (child is THREE.Mesh)

            //        //            child.castShadow = true;
            //        //            //child.receiveShadow = true;

            //        //        }
            //        //    )
            //        //);

            //        // um can edit and continue insert code going back in time?
            //        cube.scale.x = 10.0;
            //        cube.scale.y = 10.0;
            //        cube.scale.z = 10.0;



            //        //cube.castShadow = true;
            //        //dae.receiveShadow = true;

            //        //cube.position.x = -100;

            //        ////cube.position.y = (cube.scale.y * 50) / 2;
            //        //cube.position.z = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25;



            //        // if i want to rotate, how do I do it?
            //        //cube.rotation.z = random() + Math.PI;
            //        //cube.rotation.x = random() + Math.PI;
            //        //var sw2 = Stopwatch.StartNew();



            //        cube.AttachTo(sceneg);
            //        //scene.add(cube);
            //        //interactiveObjects.Add(cube);

            //        // offset is wrong
            //        //while (true)
            //        //{
            //        //    await Native.window.async.onframe;

            //        //    cube.rotation.y = Math.PI * 0.0002 * sw2.ElapsedMilliseconds;

            //        //}
            //    }
            //);
            //#endregion


            #region HZCannon
            new HeatZeekerRTSOrto.HZCannon().Source.Task.ContinueWithResult(
                async cube =>
                {
                    // https://github.com/mrdoob/three.js/issues/1285
                    //cube.children.WithEach(c => c.castShadow = true);

                    //cube.traverse(
                    //    new Action<THREE.Object3D>(
                    //        child =>
                    //        {
                    //            // does it work? do we need it?
                    //            //if (child is THREE.Mesh)

                    //            child.castShadow = true;
                    //            //child.receiveShadow = true;

                    //        }
                    //    )
                    //);

                    // um can edit and continue insert code going back in time?
                    cube.scale.x = 10.0;
                    cube.scale.y = 10.0;
                    cube.scale.z = 10.0;



                    //cube.castShadow = true;
                    //dae.receiveShadow = true;


                    // jsc shat about out of band code patching?
                    cube.position.z = 600;
                    cube.position.x = -900;
                    //cube.position.y = -400;

                    //cube.position.x = -100;
                    //cube.position.y = -400;

                    ////cube.position.y = (cube.scale.y * 50) / 2;
                    //cube.position.z = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25;



                    // if i want to rotate, how do I do it?
                    //cube.rotation.z = random() + Math.PI;
                    //cube.rotation.x = random() + Math.PI;
                    var sw2 = Stopwatch.StartNew();



                    //scene.add(cube);
                    cube.AttachTo(sceneg);
                    //interactiveObjects.Add(cube);

                    // offset is wrong
                    //while (true)
                    //{
                    //    await Native.window.async.onframe;

                    //    cube.rotation.y = Math.PI * 0.0002 * sw2.ElapsedMilliseconds;

                    //}
                }
            );
            #endregion


            #region HZBunker
            new HeatZeekerRTSOrto.HZBunker().Source.Task.ContinueWithResult(
                     cube =>
                     {
                         // https://github.com/mrdoob/three.js/issues/1285
                         //cube.children.WithEach(c => c.castShadow = true);
                         cube.castShadow = true;

                         //cube.traverse(
                         //    new Action<THREE.Object3D>(
                         //        child =>
                         //        {
                         //            // does it work? do we need it?
                         //            //if (child is THREE.Mesh)
                         //            child.castShadow = true;
                         //            //child.receiveShadow = true;

                         //        }
                         //    )
                         //);

                         // um can edit and continue insert code going back in time?
                         cube.scale.x = 10.0;
                         cube.scale.y = 10.0;
                         cube.scale.z = 10.0;

                         //cube.castShadow = true;
                         //dae.receiveShadow = true;

                         cube.position.x = -1000;
                         //cube.position.y = (cube.scale.y * 50) / 2;
                         cube.position.z = 0;

                         cube.AttachTo(sceneg);
                         //scene.add(cube);
                     }
                 );
            #endregion


            new Models.ColladaS6Edge().Source.Task.ContinueWithResult(
                   dae =>
                   {
                       // 90deg
                       dae.rotation.x = -Math.Cos(Math.PI);

                       //dae.scale.x = 30;
                       //dae.scale.y = 30;
                       //dae.scale.z = 30;
                       dae.position.z = -(65 - 200);





                       var scale = 0.9;

                       // jsc, do we have ILObserver available yet?
                       dae.scale.x = scale;
                       dae.scale.y = scale;
                       dae.scale.z = scale;


                       //#region onmousewheel
                       //Native.body.onmousewheel +=
                       //    e =>
                       //    {
                       //        e.preventDefault();

                       //        //camera.position.z = 1.5;

                       //        // min max. shall adjust speed also!
                       //        // max 4.0
                       //        // min 0.6
                       //        dae.position.z -= 10.0 * e.WheelDirection;

                       //        //camera.position.z = 400;
                       //        //dae.position.z = dae.position.z.Max(-200).Min(200);

                       //        //Native.document.title = new { z }.ToString();

                       //    };
                       //#endregion


                       ////dae.position.y = -80;

                       //dae.AttachTo(sceneg);
                       ////scene.add(dae);
                       //oo.Add(dae);




                       // view-source:http://threejs.org/examples/webgl_multiple_canvases_circle.html
                       // https://threejsdoc.appspot.com/doc/three.js/src.source/extras/cameras/CubeCamera.js.html
                       Native.window.onframe +=
                           e =>
                           {
                               // let render man know..
                               if (vsync != null)
                                   if (vsync.Task.IsCompleted)
                                       return;


                               //if (pause) return;
                               //if (pause.@checked)
                               //    return;


                               // can we float out of frame?
                               // haha. a bit too flickery.
                               //dae.position.x = Math.Sin(e.delay.ElapsedMilliseconds * 0.01) * 50.0;
                               //dae.position.x = Math.Sin(e.delay.ElapsedMilliseconds * 0.001) * 190.0;
                               dae.position.x = Math.Sin(fcamerax * 0.001) * 190.0;
                               dae.position.y = Math.Cos(fcamerax * 0.001) * 90.0;
                               // manual rebuild?
                               // red compiler notifies laptop chrome of pending update
                               // app reloads

                               applycameraoffset();
                               renderer0.clear();
                               //rendererPY.clear();

                               //cameraPX.aspect = canvasPX.aspect;
                               //cameraPX.updateProjectionMatrix();

                               // um what does this do?
                               //cameraPX.position.z += (z - cameraPX.position.z) * e.delay.ElapsedMilliseconds / 200.0;
                               // mousewheel allos the camera to move closer
                               // once we see the frame in vr, can we udp sync vr tracking back to laptop?


                               //this.targetPX.x += 1;
                               //this.targetNX.x -= 1;

                               //this.targetPY.y += 1;
                               //this.targetNY.y -= 1;

                               //this.targetPZ.z += 1;
                               //this.targetNZ.z -= 1;

                               // how does the 360 or shadertoy want our cubemaps?


                               // and then rotate right?

                               // how can we render cubemap?


                               #region x
                               // upside down?
                               renderer0.render(scene, cameraPX);
                               canvasPX.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize);

                               renderer0.render(scene, cameraNX);
                               canvasNX.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize);
                               #endregion

                               #region z
                               renderer0.render(scene, cameraPZ);
                               canvasPZ.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize);

                               renderer0.render(scene, cameraNZ);
                               canvasNZ.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize);
                               #endregion



                               #region y
                               renderer0.render(scene, cameraPY);

                               //canvasPY.save();
                               //canvasPY.translate(0, size);
                               //canvasPY.rotate((float)(-Math.PI / 2));
                               canvasPY.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize);
                               //canvasPY.restore();


                               renderer0.render(scene, cameraNY);
                               //canvasNY.save();
                               //canvasNY.translate(size, 0);
                               //canvasNY.rotate((float)(Math.PI / 2));
                               canvasNY.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize);
                               //canvasNY.restore();
                               // ?
                               #endregion


                               //renderer0.render(scene, cameraPX);


                               //rendererPY.render(scene, cameraPY);

                               // at this point we should be able to render the sphere texture

                               //public const uint TEXTURE_CUBE_MAP_POSITIVE_X = 34069;
                               //public const uint TEXTURE_CUBE_MAP_NEGATIVE_X = 34070;
                               //public const uint TEXTURE_CUBE_MAP_POSITIVE_Y = 34071;
                               //public const uint TEXTURE_CUBE_MAP_NEGATIVE_Y = 34072;
                               //public const uint TEXTURE_CUBE_MAP_POSITIVE_Z = 34073;
                               //public const uint TEXTURE_CUBE_MAP_NEGATIVE_Z = 34074;


                               //var cube0 = new IHTMLImage[] {
                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_px(),
                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_nx(),

                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_py(),
                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_ny(),


                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_pz(),
                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_nz()
                               //};

                               new[] {
                                   canvasPX, canvasNX,
                                   canvasPY, canvasNY,
                                   canvasPZ, canvasNZ
                               }.WithEachIndex(
                                   (img, index) =>
                                   {
                                       gl.bindTexture(gl.TEXTURE_CUBE_MAP, pass.tex);

                                       //gl.pixelStorei(gl.UNPACK_FLIP_X_WEBGL, false);
                                       gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);

                                       // http://stackoverflow.com/questions/15364517/pixelstoreigl-unpack-flip-y-webgl-true

                                       // https://msdn.microsoft.com/en-us/library/dn302429(v=vs.85).aspx
                                       //gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0);
                                       //gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);

                                       gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + (uint)index, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img.canvas);

                                   }
                                );

                               // could do dynamic resolution- fog of war or fog of FOV. where up to 150deg field of vision is encouragedm, not 360
                               pass.Paint_Image(
                                     0,

                                     0,
                                     0,
                                     0,
                                     0
                                //,

                                // gl_FragCoord
                                // cannot be scaled, and can be referenced directly.
                                // need another way to scale
                                //zoom: 0.3f
                                );

                               //paintsw.Stop();


                               // what does it do?
                               gl.flush();

                               // let render man know..
                               if (vsync != null)
                                   if (!vsync.Task.IsCompleted)
                                       vsync.SetResult(null);
                           };


                   }
               );





            Console.WriteLine("do you see it?");
        }
Пример #13
0
        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20140815/webglcannonphysicsengine

        // inspired by http://granular.cs.umu.se/cannon.js/examples/threejs_fps.html


        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IApp page = null)
        {
            //Uncaught Error: ERROR: Quaternion's .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.  Please update your code.

            // WEBGL11095: INVALID_OPERATION: clearStencil: Method not currently supported
            // IE11 does not work yet

            //DiagnosticsConsole.ApplicationContent.BindKeyboardToDiagnosticsConsole();

            //            DEPRECATED: Quaternion's .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead. Three.js:913
            //Uncaught TypeError: Object [object Object] has no method 'subSelf'
            // { REVISION: '57' };

            var boxes     = new List <CANNON.RigidBody>();
            var boxMeshes = new List <THREE.Mesh>();

            var balls      = new List <CANNON.RigidBody>();
            var ballMeshes = new List <THREE.Mesh>();



            Func <long> Date_now = () => (long)new IFunction("return Date.now();").apply(null);

            var time = Date_now();



            #region initCannon
            //    // Setup our world
            var world = new CANNON.World();

            world.quatNormalizeSkip = 0;
            world.quatNormalizeFast = false;
            //world.solver.setSpookParams(300, 10);
            world.solver.iterations = 5;
            world.gravity.set(0, -20, 0);
            world.broadphase = new CANNON.NaiveBroadphase();

            //    // Create a slippery material (friction coefficient = 0.0)
            var physicsMaterial = new CANNON.Material("slipperyMaterial");


            var physicsContactMaterial = new CANNON.ContactMaterial(
                physicsMaterial,
                physicsMaterial,
                0.0, // friction coefficient
                0.3  // restitution
                );

            //    // We must add the contact materials to the world
            world.addContactMaterial(physicsContactMaterial);

            var controls_sphereShape = default(CANNON.Sphere);
            var controls_sphereBody  = default(CANNON.RigidBody);

            {    // Create a sphere
                var mass        = 5;
                var radius      = 1.3;
                var sphereShape = new CANNON.Sphere(radius);
                var sphereBody  = new CANNON.RigidBody(mass, sphereShape, physicsMaterial);
                controls_sphereShape = sphereShape;
                controls_sphereBody  = sphereBody;
                sphereBody.position.set(0, 5, 0);
                sphereBody.linearDamping = 0.05;
                world.add(sphereBody);

                //    // Create a plane
                var groundShape = new CANNON.Plane();
                var groundBody  = new CANNON.RigidBody(0, groundShape, physicsMaterial);
                groundBody.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), -Math.PI / 2);
                world.add(groundBody);
            }
            #endregion

            #region init

            var camera = new THREE.PerspectiveCamera(75, Native.window.aspect, 0.1, 1000);

            var scene = new THREE.Scene();
            scene.fog = new THREE.Fog(0x000000, 0, 500);

            var ambient = new THREE.AmbientLight(0x111111);
            scene.add(ambient);

            var light = new THREE.SpotLight(0xffffff, 1.0);
            light.position.set(10, 30, 20);
            light.target.position.set(0, 0, 0);
            //    if(true){
            light.castShadow = true;

            light.shadowCameraNear = 20;
            light.shadowCameraFar  = 50;//camera.far;
            light.shadowCameraFov  = 40;

            light.shadowMapBias     = 0.1;
            light.shadowMapDarkness = 0.7;
            light.shadowMapWidth    = 2 * 512;
            light.shadowMapHeight   = 2 * 512;

            //        //light.shadowCameraVisible = true;
            //    }
            scene.add(light);



            var controls = new PointerLockControls(camera, controls_sphereBody);
            scene.add(controls.getObject());

            //    // floor
            var geometry = new THREE.PlaneGeometry(300, 300, 50, 50);
            geometry.applyMatrix(new THREE.Matrix4().makeRotationX(-Math.PI / 2));

            var material = new THREE.MeshLambertMaterial(new { color = 0xdddddd });

            //Native.Window.



            // THREE.Design.THREE.ColorUtils.adjustHSV(material.color, 0, 0, 0.9);

            //  Replaced ColorUtils.adjustHSV() with Color's .offsetHSL().
            //new IFunction("material", "THREE.ColorUtils.offsetHSL( material.color, 0, 0, 0.9 );").apply(null, material);

            //

            var mesh = new THREE.Mesh(geometry, material)
            {
                castShadow    = true,
                receiveShadow = true
            };

            scene.add(mesh);

            var renderer = new THREE.WebGLRenderer(new object());
            renderer.shadowMapEnabled = true;
            renderer.shadowMapSoft    = true;
            //renderer.setSize(Native.Window.Width, Native.Window.Height);
            //renderer.setClearColor(scene.fog.color, 1);

            renderer.domElement.style.backgroundColor = JSColor.Black;
            renderer.domElement.AttachToDocument();



            #region onresize
            Action AtResize = delegate
            {
                camera.aspect = Native.window.aspect;
                camera.updateProjectionMatrix();
                renderer.setSize(Native.window.Width, Native.window.Height);
            };
            Native.window.onresize +=
                delegate
            {
                AtResize();
            };

            AtResize();
            #endregion


            var      r           = new Random();
            Func <f> Math_random = () => r.NextFloat();

            #region Add boxes
            {    //
                for (var i = 0; i < 32; i++)
                {
                    var boxsize = Math_random() * 0.5;

                    var halfExtents = new CANNON.Vec3(boxsize, boxsize, boxsize);

                    var boxShape    = new CANNON.Box(halfExtents);
                    var boxGeometry = new THREE.CubeGeometry(halfExtents.x * 2, halfExtents.y * 2, halfExtents.z * 2);

                    var x       = (Math_random() - 0.5) * 20;
                    var y       = 1 + (Math_random() - 0.5) * 1;
                    var z       = (Math_random() - 0.5) * 20;
                    var boxBody = new CANNON.RigidBody(5, boxShape);
                    var boxMesh = new THREE.Mesh(boxGeometry, material);
                    world.add(boxBody);
                    scene.add(boxMesh);
                    boxBody.position.set(x, y, z);
                    boxMesh.position.set(x, y, z);
                    boxMesh.castShadow    = true;
                    boxMesh.receiveShadow = true;
                    //boxMesh.useQuaternion = true;

                    boxes.Add(boxBody);
                    boxMeshes.Add(boxMesh);
                }
            }
            #endregion

            #region Add linked boxes
            {    //
                var size     = 0.5;
                var he       = new CANNON.Vec3(size, size, size * 0.1);
                var boxShape = new CANNON.Box(he);
                var mass     = 0.0;
                var space    = 0.1 * size;
                var N        = 5;
                var last     = default(CANNON.RigidBody);

                var boxGeometry = new THREE.CubeGeometry(he.x * 2, he.y * 2, he.z * 2);

                for (var i = 0; i < N; i++)
                {
                    var boxbody = new CANNON.RigidBody(mass, boxShape);
                    var boxMesh = new THREE.Mesh(boxGeometry, material);
                    boxbody.position.set(5, (N - i) * (size * 2 + 2 * space) + size * 2 + space, 0);
                    boxbody.linearDamping  = 0.01;
                    boxbody.angularDamping = 0.01;
                    //boxMesh.useQuaternion = true;
                    boxMesh.castShadow    = true;
                    boxMesh.receiveShadow = true;

                    world.add(boxbody);
                    scene.add(boxMesh);

                    boxes.Add(boxbody);
                    boxMeshes.Add(boxMesh);

                    if (i != 0)
                    {
                        // Connect this body to the last one
                        var c1 = new CANNON.PointToPointConstraint(boxbody, new CANNON.Vec3(-size, size + space, 0), last, new CANNON.Vec3(-size, -size - space, 0));
                        var c2 = new CANNON.PointToPointConstraint(boxbody, new CANNON.Vec3(size, size + space, 0), last, new CANNON.Vec3(size, -size - space, 0));

                        world.addConstraint(c1);
                        world.addConstraint(c2);
                    }
                    else
                    {
                        mass = 0.3;
                    }
                    last = boxbody;
                }
            }
            #endregion

            #endregion


            var dt = 1.0 / 60;
            controls.enabled = true;

            // vr and tilt shift?

            Native.window.onframe += delegate
            {
                if (controls.enabled)
                {
                    // how big of a world can we hold?
                    // async ?
                    world.step(dt);

                    // Update ball positions
                    for (var i = 0; i < balls.Count; i++)
                    {
                        balls[i].position.copy(ballMeshes[i].position);
                        balls[i].quaternion.copy(ballMeshes[i].quaternion);
                    }

                    // Update box positions
                    for (var i = 0; i < boxes.Count; i++)
                    {
                        boxes[i].position.copy(boxMeshes[i].position);
                        boxes[i].quaternion.copy(boxMeshes[i].quaternion);
                    }
                }

                controls.update(Date_now() - time);
                renderer.render(scene, camera);
                time = Date_now();
            };



            #region havePointerLock

            renderer.domElement.onclick +=
                delegate
            {
                renderer.domElement.requestPointerLock();
            };


            #endregion



            #region onmousedown
            renderer.domElement.onmousedown +=
                e =>
            {
                if (e.MouseButton == IEvent.MouseButtonEnum.Middle)
                {
                    if (Native.document.pointerLockElement == Native.document.body)
                    {
                        // cant requestFullscreen while pointerLockElement
                        Console.WriteLine("exitPointerLock");
                        Native.document.exitPointerLock();
                        Native.document.exitFullscreen();
                        return;
                    }

                    Console.WriteLine("requestFullscreen");
                    renderer.domElement.requestFullscreen();
                    renderer.domElement.requestPointerLock();
                    return;
                }

                var ballradius = 0.1 + Math_random() * 0.9;

                var ballShape      = new CANNON.Sphere(ballradius);
                var ballGeometry   = new THREE.SphereGeometry(ballShape.radius, 32, 32);
                var shootDirection = new THREE.Vector3();
                var shootVelo      = 15;
                var projector      = new THREE.Projector();

                Action <THREE.Vector3> getShootDir = (targetVec) =>
                {
                    var vector = targetVec;
                    targetVec.set(0, 0, 1);
                    projector.unprojectVector(vector, camera);
                    var ray = new THREE.Ray((THREE.Vector3)(object) controls_sphereBody.position,
                                            vector
                                            //.subSelf(controls_sphereBody.position)
                                            .normalize()

                                            );
                    targetVec.x = ray.direction.x;
                    targetVec.y = ray.direction.y;
                    targetVec.z = ray.direction.z;
                };


                var x = controls_sphereBody.position.x;
                var y = controls_sphereBody.position.y;
                var z = controls_sphereBody.position.z;

                // could we attach physics via binding list?
                var ballBody = new CANNON.RigidBody(1, ballShape);
                var ballMesh = new THREE.Mesh(ballGeometry, material);
                world.add(ballBody);
                scene.add(ballMesh);
                ballMesh.castShadow    = true;
                ballMesh.receiveShadow = true;
                balls.Add(ballBody);
                ballMeshes.Add(ballMesh);
                getShootDir(shootDirection);
                ballBody.velocity.set(shootDirection.x * shootVelo,
                                      shootDirection.y * shootVelo,
                                      shootDirection.z * shootVelo);

                //        // Move the ball outside the player sphere
                x += shootDirection.x * (controls_sphereShape.radius + ballShape.radius);
                y += shootDirection.y * (controls_sphereShape.radius + ballShape.radius);
                z += shootDirection.z * (controls_sphereShape.radius + ballShape.radius);
                ballBody.position.set(x, y, z);
                ballMesh.position.set(x, y, z);
                //ballMesh.useQuaternion = true;
            };
            #endregion



            //var ze = new ZeProperties();

            //ze.Show();

            //ze.Left = 0;

            //ze.Add(() => renderer);
            //ze.Add(() => controls);
            //ze.Add(() => scene);
        }
Пример #14
0
        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IApp page)
        {

           // SCENE
	         scene = new THREE.Scene();
	        // CAMERA
	        var SCREEN_WIDTH = Native.window.Width;
            var SCREEN_HEIGHT = Native.window.Height;
	        var VIEW_ANGLE = 45;
            var ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT;
            var NEAR = 0.1;
            var FAR = 20000;

	        // perspective cameras
	        perspectiveCamera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR);
	        perspectiveCamera.position.set(0,200,550);
	        perspectiveCamera.lookAt(scene.position);
	        scene.add(perspectiveCamera);

	        // orthographic cameras
	        mapCamera = new THREE.OrthographicCamera(
            Native.window.Width / -2,		// Left
            Native.window.Width / 2,		// Right
            Native.window.Height / 2,		// Top
            Native.window.Height / -2,	// Bottom
            -5000,            			// Near 
            10000 );           			// Far 
	        mapCamera.up = new THREE.Vector3(0,0,-1);
	        mapCamera.lookAt( new THREE.Vector3(0,-1,0) );
	        scene.add(mapCamera);

            renderer = new THREE.WebGLRenderer(
                   new
                   {
                       antialias = true
                   }
                );
            

	        // RENDERER
	        renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
            this.container = (IHTMLCanvas)renderer.domElement;
            this.container.AttachToDocument();
            this.container.style.SetLocation(0, 0);
	
	        // EVENTS
            //THREEx.WindowResize(renderer, mapCamera);
            //THREEx.FullScreen.bindKey({ charCode : 'm'.charCodeAt(0) });

	        // STATS
            //stats = new Stats();
            //stats.domElement.style.position = 'absolute';
            //stats.domElement.style.bottom = '0px';
            //stats.domElement.style.zIndex = 100;
            //container.appendChild( stats.domElement );
	        // LIGHT
	        var light = new THREE.PointLight(0xffffff);
	        light.position.set(0,250,0);
	        scene.add(light);
	        // FLOOR
            var img = new uvgrid01();
            var floorTexture = new THREE.Texture().With(
                                async s =>
                                {
                                    s.image = await img;
                                    s.needsUpdate = true;
                                });
            floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping; 
            floorTexture.repeat.set( 10, 10 );
	        var floorMaterial = new THREE.MeshBasicMaterial( new { map = floorTexture, side = THREE.DoubleSide } );
	        var floorGeometry = new THREE.PlaneGeometry(2000, 2000, 10, 10);
	        var floor = new THREE.Mesh(floorGeometry, floorMaterial);
	        floor.position.y = -0.5;
	        floor.rotation.x = Math.PI / 2;
	        scene.add(floor);
	
	        ////////////
	        // CUSTOM //
	        ////////////
	

    //        materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/xpos.png' ) }));
    //materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/xneg.png' ) }));
    //materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/ypos.png' ) }));
    //materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/yneg.png' ) }));
    //materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/zpos.png' ) }));
    //materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/zneg.png' ) }));
	        // create an array with six textures for cube
	        var materialArray = new THREE.MeshBasicMaterial[6];
	        materialArray[0] = (new THREE.MeshBasicMaterial( new { map = new THREE.Texture().With(
                                async s =>
                                {
                                    s.image = await new xpos();
                                    s.needsUpdate = true;
                                }) 
            }));
	        materialArray[1] = (new THREE.MeshBasicMaterial( new {  map = new THREE.Texture().With(
                                async s =>
                                {
                                    s.image = await new xneg();
                                    s.needsUpdate = true;
                                }) 
            }));
	        materialArray[2] = (new THREE.MeshBasicMaterial( new { map = new THREE.Texture().With(
                                async s =>
                                {
                                    s.image = await new ypos();
                                    s.needsUpdate = true;
                                }) 
            }));
	        materialArray[3] = (new THREE.MeshBasicMaterial( new { map = new THREE.Texture().With(
                                async s =>
                                {
                                    s.image = await new yneg();
                                    s.needsUpdate = true;
                                }) 
            }));
	        materialArray[4] = (new THREE.MeshBasicMaterial( new {map = new THREE.Texture().With(
                                async s =>
                                {
                                    s.image = await new zpos();
                                    s.needsUpdate = true;
                                }) 
            }));
	        materialArray[5] = (new THREE.MeshBasicMaterial( new { 
            map = new THREE.Texture().With(
                                async s =>
                                {
                                    s.image = await new zneg();
                                    s.needsUpdate = true;
                                }) 
            }));

            //var MovingCubeMat = new THREE.MeshFaceMaterial(new { material = materialArray });

            var MovingCubeGeom = new THREE.CubeGeometry(50, 50, 50, 1, 1, 1);
            var MovingCube = new THREE.Mesh(MovingCubeGeom, new THREE.MeshBasicMaterial(new
                                            {
                                                color = new THREE.Color(0xFFFFFF)
                                            }));
            MovingCube.position.set(0, 25.1, 0);
            scene.add(MovingCube);	
	
	        // a little bit of scenery...

	        var ambientlight = new THREE.AmbientLight(0x111111);
	        scene.add( ambientlight );

            // torus knot
            var colorMaterial = new THREE.MeshLambertMaterial(new { color = new THREE.Color(0xff3333) });
            var shape = new THREE.Mesh(new THREE.TorusKnotGeometry(30, 6, 160, 10, 2, 5, 4), colorMaterial);
            shape.position.set(-200, 50, -200);
            scene.add(shape);
            // torus knot
            var colorMaterial2 = new THREE.MeshLambertMaterial(new { color = new THREE.Color(0x33ff33) });
            var shape2 = new THREE.Mesh(new THREE.TorusKnotGeometry(30, 6, 160, 10, 3, 2, 4), colorMaterial2);
            shape2.position.set(200, 50, -200);
            scene.add(shape2);
            // torus knot
            var colorMaterial3 = new THREE.MeshLambertMaterial(new { color = new THREE.Color(0xffff33) });
            var shape3 = new THREE.Mesh(new THREE.TorusKnotGeometry(30, 6, 160, 10, 4, 3, 4), colorMaterial3);
            shape3.position.set(200, 50, 200);
            scene.add(shape3);
            // torus knot
            var colorMaterial4 = new THREE.MeshLambertMaterial(new { color = new THREE.Color(0x3333ff) });
            var shape4 = new THREE.Mesh(new THREE.TorusKnotGeometry(30, 6, 160, 10, 3, 4, 4), colorMaterial4);
            shape4.position.set(-200, 50, 200);
            scene.add(shape4);

            renderer.setSize(Native.window.Width, Native.window.Height);
	        renderer.setClearColor( 0x000000, 1 );
	        renderer.autoClear = false;

            Native.window.onframe +=
                e =>
                {
                    perspectiveCamera.updateProjectionMatrix();

                    render();
                };
            var isPushed = false;

            this.container.onkeydown +=
                     m =>
                     {
                         isPushed = true;

                         if (isPushed)
                         {
                             //var delta = clock.getDelta(); // seconds.
                             var moveDistance = 200 * 2; // 200 pixels per second
                             var rotateAngle = Math.PI / 2 * 2;   // pi/2 radians (90 degrees) per second

                             // local transformations

                             // move forwards/backwards/left/right
                             if (m.KeyCode == 87)
                                 MovingCube.translateZ(-moveDistance);
                             if (m.KeyCode == 83)
                                 MovingCube.translateZ(moveDistance);
                             if (m.KeyCode == 81)
                                 MovingCube.translateX(-moveDistance);
                             if (m.KeyCode == 69)
                                 MovingCube.translateX(moveDistance);

                             //// rotate left/right/up/down
                             //var rotation_matrix = new THREE.Matrix4().identity();
                             //if (m.KeyCode == 65)
                             //    MovingCube.rotateOnAxis(new THREE.Vector3(0, 1, 0), rotateAngle);
                             //if (m.KeyCode == 68)
                             //    MovingCube.rotateOnAxis(new THREE.Vector3(0, 1, 0), -rotateAngle);

                             //if (m.KeyCode == 90)
                             //{
                             //    MovingCube.position.set(0, 25.1, 0);
                             //    MovingCube.rotation.set(0, 0, 0);
                             //}
                         }
             };

            this.container.onkeyup += e =>
            {
                isPushed = false;
            };

            Native.window.onresize +=
                delegate
                {


                    //if (canvas.parentNode == Native.document.body)

                    // are we embedded?
                    if (page != null)
                        renderer.setSize();
                };

          
        }
Пример #15
0
        public override void Init()
        {
            // create a scene, that will hold all our elements such as objects, cameras and lights.
            scene = new THREE.Scene();

            // create a camera, which defines where we're looking at.
            camera = new THREE.PerspectiveCamera(45, Width / Height, 0.1, 1000);

            // create a render and set the size
            renderer = new THREE.WebGLRenderer();

            renderer.setClearColor(new THREE.Color(0xEEEEEE));
            renderer.setSize(Width, Height);
            renderer.shadowMapEnabled = true;
            // add the output of the renderer to the html element
            Container.AppendChild(renderer.domElement);

            // create the ground plane
            var planeGeometry = new THREE.PlaneGeometry(60, 20);
            var planeMaterial = new THREE.MeshLambertMaterial();
            planeMaterial.color = new THREE.Color(0.9, 0.9, 0.9);
            var plane = new THREE.Mesh(planeGeometry, planeMaterial);
            plane.receiveShadow = true;

            // rotate and position the plane
            plane.rotation.x = -0.5 * Math.PI;
            plane.position.x = 15;
            plane.position.y = 0;
            plane.position.z = 0;

            // add the plane to the scene
            scene.add(plane);

            // create a cube
            var cubeGeometry = new THREE.CubeGeometry(4, 4, 4);
            var cubeMaterial = new THREE.MeshLambertMaterial(); // { color = 0xff0000 };
            cubeMaterial.color = new THREE.Color(1, 0, 0);
            var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
            cube.castShadow = true;

            // position the cube
            cube.position.x = -4;
            cube.position.y = 3;
            cube.position.z = 0;

            // add the cube to the scene
            scene.add(cube);

            var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
            var sphereMaterial = new THREE.MeshLambertMaterial(); // { color = 0x7777ff };
            sphereMaterial.color = new THREE.Color(0, 0, 1);
            var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);

            // position the sphere
            sphere.position.x = 20;
            sphere.position.y = 4;
            sphere.position.z = 2;
            sphere.castShadow = true;

            // add the sphere to the scene
            scene.add(sphere);

            // position and point the camera to the center of the scene
            camera.position.x = -30;
            camera.position.y = 40;
            camera.position.z = 30;
            camera.lookAt(scene.position);

            // add spotlight for the shadows
            var spotLight = new THREE.SpotLight(); //0xffffff);
            spotLight.color = new THREE.Color(1, 1, 1);
            spotLight.position.set(-40, 60, -10);
            spotLight.castShadow = true;
            scene.add(spotLight);

            controls = new THREE.TrackballControls(camera);

            controls.rotateSpeed = 10.0;
            controls.zoomSpeed = 1.2;
            controls.panSpeed = 0.8;

            controls.noZoom = false;
            controls.noPan = false;

            controls.staticMoving = true;
            controls.dynamicDampingFactor = 0.3;

            controls.keys = new int[] { 65, 83, 68 };
        }
Пример #16
0
        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IApp page = null)
        {
            { THREE.SkinnedMesh ref0; }
            { THREE.SpeedBlendCharacter ref0; }

//			will skip DefineVersionInfoResource
//102c: 02:01:1e RewriteToAssembly error: System.NotSupportedException: Type 'xchrome.BCLImplementation.System.Net.Sockets.__TcpListener' was not completed.


			#region AtFormCreated
			FormStyler.AtFormCreated =
                 s =>
                 {
                     s.Context.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None;

                     // this is working?
                     var x = new ChromeTCPServerWithFrameNone.HTML.Pages.AppWindowDrag().AttachTo(s.Context.GetHTMLTarget());
                 };
			#endregion

#if false
			#region ChromeTCPServer
			dynamic self = Native.self;
            dynamic self_chrome = self.chrome;
            object self_chrome_socket = self_chrome.socket;

            if (self_chrome_socket != null)
            {
                chrome.Notification.DefaultIconUrl = new HTML.Images.FromAssets.Preview().src;
                chrome.Notification.DefaultTitle = "WebGLYomotsuTPS";


                ChromeTCPServer.TheServerWithStyledForm.Invoke(
                    AppSource.Text,
                    AtFormCreated: FormStyler.AtFormCreated
                );

                return;
            }
			#endregion
#endif

			var fov = 40;

            #region container
            Native.document.body.style.overflow = IStyle.OverflowEnum.hidden;
            var container = new IHTMLDiv();

            container.AttachToDocument();
            container.style.backgroundColor = "#000000";
            container.style.SetLocation(0, 0, Native.window.Width, Native.window.Height);
            #endregion

            var player_model_objects = new THREE.Object3D();
            var player_position_x = 0.0f;
            var player_position_y = 0.0f;
            var player_position_z = 0.0f;
            var player_position_direction = 0;
            var player_camera_speed = 300;
            var player_camera_distance = 5;
            var player_camera_x = 0.0f;
            var player_camera_y = 0.0f;
            var player_camera_z = 0.0f;
            var player_motion = default(motion);

            //var width = Native.window.Width;
            //var height = Native.window.Height;

            var clock = new Stopwatch();
            clock.Start();
            //var clock = new THREE.Clock();

            var scene = new THREE.Scene();
            scene.fog = new THREE.FogExp2(0x000000, 0.05f);

            scene.add(player_model_objects);

            var camera = new THREE.PerspectiveCamera(fov,
                Native.window.aspect,
                //width / height,
                1, 1000);

            scene.add(camera);

            #region light

            var light = new THREE.DirectionalLight(0xffffff, 1.5);

            light.position.set(1, 1, 1).normalize();

            light.castShadow = true;




            scene.add(light);




            #endregion

            var md2frames = new md2frames();

            var moveState_moving = false;
            var moveState_front = false;
            var moveState_Backwards = false;
            var moveState_left = false;
            var moveState_right = false;
            var moveState_speed = .1;
            var moveState_angle = 0;

            #region move
            Action move = delegate
            {
                //            if(player.model.motion !== 'run' && player.model.state === 'stand'){

                //    changeMotion('run');

                //}

                //if(player.model.motion !== 'crwalk' && player.model.state === 'crstand'){

                //    changeMotion('crwalk');

                //}

                var speed = moveState_speed;

                //if(player.model.state === 'crstand'){speed *= .5;}

                //if(player.model.state === 'freeze') {speed *= 0;}



                var direction = moveState_angle;

                if (moveState_front && !moveState_left && !moveState_Backwards && !moveState_right) { direction += 0; }
                if (moveState_front && moveState_left && !moveState_Backwards && !moveState_right) { direction += 45; }
                if (!moveState_front && moveState_left && !moveState_Backwards && !moveState_right) { direction += 90; }
                if (!moveState_front && moveState_left && moveState_Backwards && !moveState_right) { direction += 135; }
                if (!moveState_front && !moveState_left && moveState_Backwards && !moveState_right) { direction += 180; }
                if (!moveState_front && !moveState_left && moveState_Backwards && moveState_right) { direction += 225; }
                if (!moveState_front && !moveState_left && !moveState_Backwards && moveState_right) { direction += 270; }
                if (moveState_front && !moveState_left && !moveState_Backwards && moveState_right) { direction += 315; }



                player_model_objects.rotation.y = (float)(direction * Math.PI / 180);

                player_position_x -= (float)(Math.Sin(direction * Math.PI / 180) * speed);
                player_position_z -= (float)(Math.Cos(direction * Math.PI / 180) * speed);

            };
            #endregion

            #region camera rotation


            Action rotate = delegate { };

            var pointer_x = 0f;
            var pointer_y = 0f;
            var oldPointerX = 0f;
            var oldPointerY = 0f;

            container.onmousemove +=
                e =>
                {
                    if (Native.document.pointerLockElement == container)
                    {
                        oldPointerX = 0;
                        oldPointerY = 0;
                        pointer_x = e.movementX * 0.01f;
                        pointer_y = -e.movementY * 0.01f;
                        rotate();
                        return;
                    }

                    pointer_x = (e.CursorX / Native.window.Width) * 2 - 1;
                    pointer_y = -(e.CursorY / Native.window.Height) * 2 + 1;
                    rotate();
                };


            container.onmouseup +=
              e =>
              {
                  rotate = delegate { };

                  Native.document.exitPointerLock();
              };

            container.onmousedown +=
                e =>
                {

                    oldPointerX = pointer_x;
                    oldPointerY = pointer_y;

                    rotate = delegate
                    {
                        player_camera_x += (oldPointerX - pointer_x) * player_camera_speed;
                        player_camera_y += (oldPointerY - pointer_y) * player_camera_speed;

                        if (player_camera_y > 150)
                        {
                            player_camera_y = 150;
                        }

                        if (player_camera_y < -150)
                        {
                            player_camera_y = -150;
                        }

                        moveState_angle = Convert.ToInt32(player_camera_x / 2) % 360;

                        oldPointerX = pointer_x;
                        oldPointerY = pointer_y;

                    };

                    Console.WriteLine("requestPointerLock");
                    container.requestPointerLock();
                };

            #endregion

            var renderer = new THREE.WebGLRenderer();
            //renderer.setSize(width, height);
            renderer.setSize();
            renderer.shadowMapEnabled = true;
            renderer.shadowMapSoft = true;
            renderer.domElement.AttachTo(container);




            #region create field


            var planeGeometry = new THREE.PlaneGeometry(1000, 1000);
            var planeMaterial = new THREE.MeshLambertMaterial(
                new
                {
                    map = THREE.ImageUtils.loadTexture(new HTML.Images.FromAssets.bg().src),
                    color = 0xffffff
                }
            );

            planeMaterial.map.repeat.x = 300;
            planeMaterial.map.repeat.y = 300;
            planeMaterial.map.wrapS = THREE.RepeatWrapping;
            planeMaterial.map.wrapT = THREE.RepeatWrapping;
            var plane = new THREE.Mesh(planeGeometry, planeMaterial);
            plane.castShadow = false;
            plane.receiveShadow = true;


            {

                var parent = new THREE.Object3D();
                parent.add(plane);
                parent.rotation.x = -Math.PI / 2;

                scene.add(parent);
            }

            var random = new Random();
            var meshArray = new List<THREE.Mesh>();
            var geometry = new THREE.CubeGeometry(1, 1, 1);

            for (var i = 0; i < 100; i++)
            {

                var ii = new THREE.Mesh(geometry, new THREE.MeshLambertMaterial(
                    new
                    {
                        color = (Convert.ToInt32(0xffffff * random.NextDouble()))
                    }));
                ii.position.x = i % 2 * 5 - 2.5f;
                ii.position.y = .5f;
                ii.position.z = -1 * i * 4;
                ii.castShadow = true;
                ii.receiveShadow = true;


                meshArray.Add(ii);

                scene.add(ii);

            }
            #endregion







            //load converted md2 data

            var material = new THREE.MeshPhongMaterial(
                new
                {
                    map = THREE.ImageUtils.loadTexture(
                        new HTML.Images.FromAssets._1().src
                    ),
                    ambient = 0x999999,
                    color = 0xffffff,
                    specular = 0xffffff,
                    shininess = 25,
                    morphTargets = true
                }
            );




            var loader = new THREE.JSONLoader();

            loader.load(
                new global::WebGLYomotsuTPS.Design.droid().Content.src,
                            xgeometry =>
                            {
                                var md2meshBody = new THREE.MorphAnimMesh(xgeometry, material);

                                md2meshBody.rotation.y = (float)(-Math.PI / 2);
                                md2meshBody.scale.set(.02, .02, .02);
                                md2meshBody.position.y = .5f;
                                md2meshBody.castShadow = true;
                                md2meshBody.receiveShadow = false;

                                #region player_motion
                                Action<motion> player_changeMotion = motion =>
                                {
                                    Console.WriteLine(
                                        new { motion, md2frames.run, md2frames.stand });

                                    player_motion = motion;

                                    //    player.state = md2frames[motion][3].state;

                                    var animMin = motion.min;
                                    var animMax = motion.max;
                                    var animFps = motion.fps;

                                    md2meshBody.time = 0;
                                    md2meshBody.duration = (int)(
                                        1000 * ((animMax - animMin) / (double)animFps)
                                    );
                                    Native.document.title = new { animMin, animMax }.ToString();

                                    md2meshBody.setFrameRange(animMin, animMax);
                                };

                                player_changeMotion(md2frames.stand);
                                #endregion

                                player_model_objects.add(md2meshBody);

                                #region onkeydown
                                Native.document.onkeydown +=
                                    e =>
                                    {
                                        if (e.KeyCode == 67)
                                        {
                                            if (player_motion == md2frames.stand)
                                                player_changeMotion(md2frames.crstand);
                                            else if (player_motion == md2frames.crstand)
                                                player_changeMotion(md2frames.stand);

                                        }
                                        else if (e.KeyCode == 87)
                                        {
                                            moveState_front = true;
                                            moveState_Backwards = false;
                                        }
                                        else if (e.KeyCode == 83)
                                        {
                                            moveState_front = false;
                                            moveState_Backwards = true;
                                        }
                                        else if (e.KeyCode == 65)
                                        {
                                            moveState_left = true;
                                            moveState_right = false;
                                        }
                                        else if (e.KeyCode == 68)
                                        {
                                            moveState_left = false;
                                            moveState_right = true;
                                        }

                                        var isStand = player_motion == md2frames.stand;
                                        Console.WriteLine(
                                            new { e.KeyCode, moveState_front, moveState_Backwards, isStand }
                                            );

                                        if (moveState_front || moveState_Backwards || moveState_left || moveState_right)
                                            if (player_motion == md2frames.stand)
                                                player_changeMotion(md2frames.run);
                                            else if (player_motion == md2frames.crstand)
                                                player_changeMotion(md2frames.crwalk);
                                    };
                                #endregion

                                #region onkeyup
                                Native.document.onkeyup +=
                                    e =>
                                    {
                                        if (e.KeyCode == 87)
                                        {
                                            moveState_front = false;
                                        }
                                        else if (e.KeyCode == 83)
                                        {
                                            moveState_Backwards = false;
                                        }
                                        else if (e.KeyCode == 65)
                                        {
                                            moveState_left = false;
                                        }
                                        else if (e.KeyCode == 68)
                                        {
                                            moveState_right = false;
                                        }

                                    };
                                #endregion




                                #region loop


                                Native.window.onframe += delegate
                                {
                                    if (moveState_front || moveState_Backwards || moveState_left || moveState_right)
                                        move();
                                    else
                                        if (player_motion == md2frames.run)
                                        player_changeMotion(md2frames.stand);
                                    else if (player_motion == md2frames.crwalk)
                                        player_changeMotion(md2frames.crstand);



                                    player_model_objects.position.x = player_position_x;
                                    player_model_objects.position.y = player_position_y;
                                    player_model_objects.position.z = player_position_z;

                                    // camera rotate x
                                    camera.position.x = (float)(player_position_x + player_camera_distance * Math.Sin((player_camera_x) * Math.PI / 360.0));
                                    camera.position.z = (float)(player_position_z + player_camera_distance * Math.Cos((player_camera_x) * Math.PI / 360.0));

                                    //camera rotate y
                                    //camera.position.x = player.position.x + player.camera.distance * Math.cos( (player.camera.y) * Math.PI / 360 );
                                    camera.position.y = (float)(player_position_y + player_camera_distance * Math.Sin((player_camera_y) * Math.PI / 360.0));
                                    //camera.position.z = player.position.z + player.camera.distance * Math.cos( (player.camera.y) * Math.PI / 360 );

                                    camera.position.y += 1;
                                    //console.log(camera.position.z)

                                    var vec3 = new THREE.Vector3(player_position_x, player_position_y, player_position_z);

                                    camera.lookAt(vec3);



                                    #region model animation

                                    var delta = clock.ElapsedMilliseconds * 0.001;
                                    clock.Restart();

                                    var isEndFleame = (player_motion.max == md2meshBody.currentKeyframe);
                                    var isAction = player_motion.action;

                                    var x = (isAction && !isEndFleame);

                                    if (!isAction || x)
                                    {
                                        md2meshBody.updateAnimation(1000 * delta);
                                    }
                                    else if (player_motion.state == "freeze")
                                    {
                                        //dead...
                                    }
                                    else
                                    {
                                        player_changeMotion(player_motion);
                                    }
                                    #endregion

                                    renderer.render(scene, camera);


                                };

                                #endregion





                                #region AtResize
                                Action AtResize = delegate
                                {
                                    container.style.SetLocation(0, 0, Native.window.Width, Native.window.Height);


                                    renderer.setSize(Native.window.Width, Native.window.Height);

                                    camera.projectionMatrix.makePerspective(fov, Native.window.aspect, 1, 1100);

                                    //camera.aspect = Native.Window.Width / Native.Window.Height;
                                    //camera.updateProjectionMatrix();
                                };

                                Native.window.onresize +=
                                    delegate
                                {
                                    AtResize();
                                };

                                AtResize();
                                #endregion

                                #region requestFullscreen
                                Native.document.body.ondblclick +=
                                    delegate
                                {
                                    if (IsDisposed)
                                        return;

                                    // http://tutorialzine.com/2012/02/enhance-your-website-fullscreen-api/

                                    Native.document.body.requestFullscreen();

                                    //AtResize();
                                };
                                #endregion


                            }
            );





        }
Пример #17
0
        void InitializeContent()
        {

            #region make sure we atleast have our invisible DOM
            var page_song = new nyanlooped { loop = true };
            var page_song2 = new nyanslow { loop = true };


            #endregion

            #region container
            Native.document.body.style.overflow = IStyle.OverflowEnum.hidden;
            var container = new IHTMLDiv();

            container.AttachToDocument();
            container.style.backgroundColor = "#003366";
            container.style.SetLocation(0, 0, Native.window.Width, Native.window.Height);
            #endregion

            var renderer = new THREE.WebGLRenderer();
            renderer.setSize(Native.window.Width, Native.window.Height);
            renderer.domElement.AttachTo(container);

            var numStars = 10;
            var numRainChunks = 30;
            var mouseX = 0;
            var mouseY = 0;

            var clock = new Stopwatch();
            clock.Start();

            var deltaSum = 0f;
            //tick=0, 
            var frame = 0;

            var running = true;


            #region onmousemove
            Native.document.onmousemove +=
                e =>
                {
                    if (IsDisposed)
                        return;

                    var windowHalfX = Native.window.Width / 2;
                    var windowHalfY = Native.window.Height / 2;

                    mouseX = (e.CursorX - windowHalfX);
                    mouseY = (e.CursorY - windowHalfY);
                };

            #endregion

            Action PlaySomething =
                delegate
                {
                    if (running)
                    {
                        page_song.play();
                        page_song2.pause();
                    }
                    else
                    {
                        page_song.pause();
                        page_song2.play();
                    }
                };
            #region onmousedown
            Native.document.onmousedown +=
                e =>
                {
                    if (IsDisposed)
                        return;


                    running = !running;
                    PlaySomething();
                };
            #endregion

            #region HasFocus
            var HasFocus = false;

            Native.window.onblur +=
               delegate
               {
                   HasFocus = false;

                   page_song.pause();
                   page_song2.pause();
               };

            Native.window.onfocus +=
                delegate
                {
                    HasFocus = true;
                    PlaySomething();
                };
            Native.Document.onmousemove +=
          delegate
          {
              if (HasFocus)
                  return;
              PlaySomething();
          };

            Native.Document.onmouseout +=
              delegate
              {
                  if (HasFocus)
                      return;

                  page_song.pause();
                  page_song2.pause();
              };
            #endregion


            #region helper
            Action<THREE.Object3D, f, f, f, f, f, f, int> helper =
                (o, x, y, z, w, h, d, c) =>
                {
                    //            function helper(o, x, y, z, w, h, d, c){
                    var material = new THREE.MeshLambertMaterial(new { color = c });
                    var geometry = new THREE.CubeGeometry(w, h, d, 1, 1, 1);
                    var mesh = new THREE.Mesh(geometry, material);
                    mesh.position.x = x + (w / 2);
                    mesh.position.y = y - (h / 2);
                    mesh.position.z = z + (d / 2);
                    o.add(mesh);
                };
            #endregion

            #region buildStar
            Action<THREE.Object3D, int> buildStar =
                (star, state) =>
                {
                    #region  dear JSC, please start supporting switch!
                    if (state == 0)
                    {
                        helper(star, 0, 0, 0, 1, 1, 1, 0xffffff);
                    }
                    else if (state == 1)
                    {
                        helper(star, 1, 0, 0, 1, 1, 1, 0xffffff);
                        helper(star, -1, 0, 0, 1, 1, 1, 0xffffff);
                        helper(star, 0, 1, 0, 1, 1, 1, 0xffffff);
                        helper(star, 0, -1, 0, 1, 1, 1, 0xffffff);
                    }
                    else if (state == 2)
                    {
                        helper(star, 1, 0, 0, 2, 1, 1, 0xffffff);
                        helper(star, -2, 0, 0, 2, 1, 1, 0xffffff);
                        helper(star, 0, 2, 0, 1, 2, 1, 0xffffff);
                        helper(star, 0, -1, 0, 1, 2, 1, 0xffffff);
                    }
                    else if (state == 3)
                    {
                        helper(star, 0, 0, 0, 1, 1, 1, 0xffffff);
                        helper(star, 2, 0, 0, 2, 1, 1, 0xffffff);
                        helper(star, -3, 0, 0, 2, 1, 1, 0xffffff);
                        helper(star, 0, 3, 0, 1, 2, 1, 0xffffff);
                        helper(star, 0, -2, 0, 1, 2, 1, 0xffffff);
                    }
                    else if (state == 4)
                    {
                        helper(star, 0, 3, 0, 1, 1, 1, 0xffffff);
                        helper(star, 2, 2, 0, 1, 1, 1, 0xffffff);
                        helper(star, 3, 0, 0, 1, 1, 1, 0xffffff);
                        helper(star, 2, -2, 0, 1, 1, 1, 0xffffff);
                        helper(star, 0, -3, 0, 1, 1, 1, 0xffffff);
                        helper(star, -2, -2, 0, 1, 1, 1, 0xffffff);
                        helper(star, -3, 0, 0, 1, 1, 1, 0xffffff);
                        helper(star, -2, 2, 0, 1, 1, 1, 0xffffff);
                    }
                    else if (state == 4)
                    {
                        helper(star, 2, 0, 0, 1, 1, 1, 0xffffff);
                        helper(star, -2, 0, 0, 1, 1, 1, 0xffffff);
                        helper(star, 0, 2, 0, 1, 1, 1, 0xffffff);
                        helper(star, 0, -2, 0, 1, 1, 1, 0xffffff);
                    }
                    #endregion
                };
            #endregion

            var r = new Random();
            Func<f> Math_random = () => r.NextFloat();

            var stars = new List<List<THREE.Object3D>>();


            #region  init
            var camera = new THREE.PerspectiveCamera(45,
            Native.window.Width / Native.window.Height, .1f, 10000);

            camera.position.z = 30;
            camera.position.x = 0;
            camera.position.y = 0;

            var scene = new THREE.Scene();
            scene.fog = new THREE.FogExp2(0x003366, 0.0095f);

            #region POPTART
            var poptart = new THREE.Object3D();

            //		object	   x    y    z    w    h    d	  color
            helper(poptart, 0, -2, -1, 21, 14, 3, 0x222222);
            helper(poptart, 1, -1, -1, 19, 16, 3, 0x222222);
            helper(poptart, 2, 0, -1, 17, 18, 3, 0x222222);

            helper(poptart, 1, -2, -1.5f, 19, 14, 4, 0xffcc99);
            helper(poptart, 2, -1, -1.5f, 17, 16, 4, 0xffcc99);

            helper(poptart, 2, -4, 2, 17, 10, .6f, 0xff99ff);
            helper(poptart, 3, -3, 2, 15, 12, .6f, 0xff99ff);
            helper(poptart, 4, -2, 2, 13, 14, .6f, 0xff99ff);

            helper(poptart, 4, -4, 2, 1, 1, .7f, 0xff3399);
            helper(poptart, 9, -3, 2, 1, 1, .7f, 0xff3399);
            helper(poptart, 12, -3, 2, 1, 1, .7f, 0xff3399);
            helper(poptart, 16, -5, 2, 1, 1, .7f, 0xff3399);
            helper(poptart, 8, -7, 2, 1, 1, .7f, 0xff3399);
            helper(poptart, 5, -9, 2, 1, 1, .7f, 0xff3399);
            helper(poptart, 9, -10, 2, 1, 1, .7f, 0xff3399);
            helper(poptart, 3, -11, 2, 1, 1, .7f, 0xff3399);
            helper(poptart, 7, -13, 2, 1, 1, .7f, 0xff3399);
            helper(poptart, 4, -14, 2, 1, 1, .7f, 0xff3399);

            poptart.position.x = -10.5f;
            poptart.position.y = 9;
            scene.add(poptart);
            #endregion

            #region FEET
            var feet = new THREE.Object3D();
            helper(feet, 0, -2, .49f, 3, 3, 1, 0x222222);
            helper(feet, 1, -1, .49f, 3, 3, 1, 0x222222);
            helper(feet, 1, -2, -.01f, 2, 2, 2, 0x999999);
            helper(feet, 2, -1, -.01f, 2, 2, 2, 0x999999);

            helper(feet, 6, -2, -.5f, 3, 3, 1, 0x222222);
            helper(feet, 6, -2, -.5f, 4, 2, 1, 0x222222);
            helper(feet, 7, -2, -.99f, 2, 2, 2, 0x999999);

            helper(feet, 16, -3, .49f, 3, 2, 1, 0x222222);
            helper(feet, 15, -2, .49f, 3, 2, 1, 0x222222);
            helper(feet, 15, -2, -.01f, 2, 1, 2, 0x999999);
            helper(feet, 16, -3, -.01f, 2, 1, 2, 0x999999);

            helper(feet, 21, -3, -.5f, 3, 2, 1, 0x222222);
            helper(feet, 20, -2, -.5f, 3, 2, 1, 0x222222);
            helper(feet, 20, -2, -.99f, 2, 1, 2, 0x999999);
            helper(feet, 21, -3, -.99f, 2, 1, 2, 0x999999);

            feet.position.x = -12.5f;
            feet.position.y = -6;
            scene.add(feet);
            #endregion


            #region TAIL
            var tail = new THREE.Object3D();
            helper(tail, 0, 0, -.25f, 4, 3, 1.5f, 0x222222);
            helper(tail, 1, -1, -.25f, 4, 3, 1.5f, 0x222222);
            helper(tail, 2, -2, -.25f, 4, 3, 1.5f, 0x222222);
            helper(tail, 3, -3, -.25f, 4, 3, 1.5f, 0x222222);
            helper(tail, 1, -1, -.5f, 2, 1, 2, 0x999999);
            helper(tail, 2, -2, -.5f, 2, 1, 2, 0x999999);
            helper(tail, 3, -3, -.5f, 2, 1, 2, 0x999999);
            helper(tail, 4, -4, -.5f, 2, 1, 2, 0x999999);

            tail.position.x = -16.5f;
            tail.position.y = 2;
            scene.add(tail);
            #endregion


            #region FACE
            var face = new THREE.Object3D();
            helper(face, 2, -3, -3, 12, 9, 4, 0x222222);
            helper(face, 0, -5, 0, 16, 5, 1, 0x222222);
            helper(face, 1, -1, 0, 4, 10, 1, 0x222222);
            helper(face, 11, -1, 0, 4, 10, 1, 0x222222);
            helper(face, 3, -11, 0, 10, 2, 1, 0x222222);
            helper(face, 2, 0, 0, 2, 2, 1, 0x222222);
            helper(face, 4, -2, 0, 2, 2, 1, 0x222222);
            helper(face, 12, 0, 0, 2, 2, 1, 0x222222);
            helper(face, 10, -2, 0, 2, 2, 1, 0x222222);

            helper(face, 1, -5, .5f, 14, 5, 1, 0x999999);
            helper(face, 3, -4, .5f, 10, 8, 1, 0x999999);
            helper(face, 2, -1, .5f, 2, 10, 1, 0x999999);
            helper(face, 12, -1, .5f, 2, 10, 1, 0x999999);
            helper(face, 4, -2, .5f, 1, 2, 1, 0x999999);
            helper(face, 5, -3, .5f, 1, 1, 1, 0x999999);
            helper(face, 11, -2, .5f, 1, 2, 1, 0x999999);
            helper(face, 10, -3, .5f, 1, 1, 1, 0x999999);
            //Eyes
            helper(face, 4, -6, .6f, 2, 2, 1, 0x222222);
            helper(face, 11, -6, .6f, 2, 2, 1, 0x222222);
            helper(face, 3.99f, -5.99f, .6f, 1.01f, 1.01f, 1.01f, 0xffffff);
            helper(face, 10.99f, -5.99f, .6f, 1.01f, 1.01f, 1.01f, 0xffffff);
            //MOUTH
            helper(face, 5, -10, .6f, 7, 1, 1, 0x222222);
            helper(face, 5, -9, .6f, 1, 2, 1, 0x222222);
            helper(face, 8, -9, .6f, 1, 2, 1, 0x222222);
            helper(face, 11, -9, .6f, 1, 2, 1, 0x222222);
            //CHEEKS
            helper(face, 2, -8, .6f, 2, 2, .91f, 0xff9999);
            helper(face, 13, -8, .6f, 2, 2, .91f, 0xff9999);

            face.position.x = -.5f;
            face.position.y = 4;
            face.position.z = 4;
            scene.add(face);
            #endregion

            #region RAINBOW
            var rainbow = new THREE.Object3D();
            for (var c = 0; c < numRainChunks - 1; c++)
            {
                var yOffset = 8;
                if (c % 2 == 1) yOffset = 7;
                var xOffset = (-c * 8) - 16.5f;
                helper(rainbow, xOffset, yOffset, 0, 8, 3, 1, 0xff0000);
                helper(rainbow, xOffset, yOffset - 3, 0, 8, 3, 1, 0xff9900);
                helper(rainbow, xOffset, yOffset - 6, 0, 8, 3, 1, 0xffff00);
                helper(rainbow, xOffset, yOffset - 9, 0, 8, 3, 1, 0x33ff00);
                helper(rainbow, xOffset, yOffset - 12, 0, 8, 3, 1, 0x0099ff);
                helper(rainbow, xOffset, yOffset - 15, 0, 8, 3, 1, 0x6633ff);
            }
            scene.add(rainbow);
            #endregion


            #region rainChunk
            var rainChunk = new THREE.Object3D();
            helper(rainChunk, -16.5f, 7, 0, 8, 3, 1, 0xff0000);
            helper(rainChunk, -16.5f, 4, 0, 8, 3, 1, 0xff9900);
            helper(rainChunk, -16.5f, 1, 0, 8, 3, 1, 0xffff00);
            helper(rainChunk, -16.5f, -2, 0, 8, 3, 1, 0x33ff00);
            helper(rainChunk, -16.5f, -5, 0, 8, 3, 1, 0x0099ff);
            helper(rainChunk, -16.5f, -8, 0, 8, 3, 1, 0x6633ff);
            rainChunk.position.x -= (8 * (numRainChunks - 1));
            scene.add(rainChunk);
            #endregion

            #region stars



            for (var state = 0; state < 6; state++)
            {

                stars.Add(new List<THREE.Object3D>());

                for (var c = 0; c < numStars; c++)
                {
                    var star = new THREE.Object3D();
                    star.position.x = Math_random() * 200 - 100;
                    star.position.y = Math_random() * 200 - 100;
                    star.position.z = Math_random() * 200 - 100;
                    buildStar(star, state);
                    scene.add(star);
                    stars[state].Add(star);
                }
            }
            #endregion


            var pointLight = new THREE.PointLight(0xFFFFFF);
            pointLight.position.z = 1000;
            scene.add(pointLight);



            #endregion




            #region IsDisposed

            Dispose = delegate
            {
                if (IsDisposed)
                    return;

                IsDisposed = true;

                page_song.pause();
                page_song2.pause();

                container.Orphanize();
            };
            #endregion




            Native.window.onframe +=
                delegate
                {
                    f delta = clock.ElapsedMilliseconds * 0.001f;
                    clock.Restart();

                    if (running) deltaSum += delta;

                    if (deltaSum > .07)
                    {
                        deltaSum = deltaSum % .07f;
                        frame = (frame + 1) % 12;
                        for (var c = 0; c < numStars; c++)
                        {
                            var tempX = stars[5][c].position.x;
                            var tempY = stars[5][c].position.y;
                            var tempZ = stars[5][c].position.z;
                            for (var state = 5; state > 0; state--)
                            {
                                var star = stars[state][c];
                                var star2 = stars[state - 1][c];
                                star.position.x = star2.position.x - 8;
                                star.position.y = star2.position.y;
                                star.position.z = star2.position.z;

                                if (star.position.x < -100)
                                {
                                    star.position.x += 200;
                                    star.position.y = Math_random() * 200 - 100;
                                    star.position.z = Math_random() * 200 - 100;
                                }
                            }
                            stars[0][c].position.x = tempX;
                            stars[0][c].position.y = tempY;
                            stars[0][c].position.z = tempZ;
                        }

                        #region  dear JSC, please start supporting switch!

                        if (frame == 0)
                        {
                            face.position.x++;
                            feet.position.x++;
                        }
                        else if (frame == 1)
                        {
                            face.position.y--;
                            feet.position.x++;
                            feet.position.y--;
                            poptart.position.y--;
                            rainbow.position.x -= 9;
                            rainChunk.position.x += (8 * (numRainChunks - 1)) - 1;
                        }
                        else if (frame == 2)
                        {
                            feet.position.x--;
                        }
                        else if (frame == 3)
                        {
                            face.position.x--;
                            feet.position.x--;
                            rainbow.position.x += 9;
                            rainChunk.position.x -= (8 * (numRainChunks - 1)) - 1;

                        }
                        else if (frame == 4)
                        {
                            face.position.y++;
                        }
                        else if (frame == 5)
                        {
                            poptart.position.y++;
                            feet.position.y++;
                            rainbow.position.x -= 9;
                            rainChunk.position.x += (8 * (numRainChunks - 1)) - 1;
                        }
                        else if (frame == 6)
                        {

                            face.position.x++;
                            feet.position.x++;
                        }
                        else if (frame == 7)
                        {
                            poptart.position.y--;
                            face.position.y--;
                            feet.position.x++;
                            feet.position.y--;
                            rainbow.position.x += 9;
                            rainChunk.position.x -= (8 * (numRainChunks - 1)) - 1;
                        }
                        else if (frame == 8)
                        {
                            feet.position.x--;
                        }
                        else if (frame == 9)
                        {
                            face.position.x--;
                            feet.position.x--;
                            rainbow.position.x -= 9;
                            rainChunk.position.x += (8 * (numRainChunks - 1)) - 1;
                        }
                        else if (frame == 10)
                        {
                            face.position.y++;
                        }
                        else if (frame == 11)
                        {
                            poptart.position.y++;
                            feet.position.y++;
                            rainbow.position.x += 9;
                            rainChunk.position.x -= (8 * (numRainChunks - 1)) - 1;
                        }
                        #endregion

                    }
                    camera.position.x += (mouseX - camera.position.x) * .005f;
                    camera.position.y += (-mouseY - camera.position.y) * .005f;
                    camera.lookAt(scene.position);
                    renderer.render(scene, camera);
                };





            #region AtResize
            Action AtResize = delegate
            {
                container.style.SetLocation(0, 0, Native.window.Width, Native.window.Height);

                camera.aspect = Native.window.aspect;
                camera.updateProjectionMatrix();

                renderer.setSize(Native.window.Width, Native.window.Height);
            };

            Native.window.onresize +=
                delegate
                {
                    AtResize();
                };

            AtResize();
            #endregion

            #region requestFullscreen
            Native.document.body.ondblclick +=
                delegate
                {
                    if (IsDisposed)
                        return;

                    // http://tutorialzine.com/2012/02/enhance-your-website-fullscreen-api/

                    Native.document.body.requestFullscreen();


                };
            #endregion


        }
Пример #18
0
        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IApp page)
        {
            Native.body.Clear();
            Native.body.style.margin = "0px";

            // http://www.highlander.co.uk/blog/2011/09/23/learning-three-js/

            //this sets the canvas size.
            var WIDTH = Native.window.Width;
            var HEIGHT = Native.window.Height;

            // camera attributes
            var VIEW_ANGLE = 45;
            var ASPECT = WIDTH / HEIGHT;
            var NEAR = 0.1;
            var FAR = 10000;

            var renderer = new THREE.WebGLRenderer();
            //I am choosing the WebGL renderer here, but you have others to choose from
            var camera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR);
            //these variables have been set at the top of  our script
            var scene = new THREE.Scene(); //create a new scene
            // the camera starts at 0,0,0 so we need to pull back
            camera.position.z = 200;
            // start the renderer
            renderer.setSize(WIDTH, HEIGHT);

            // http://www.highlander.co.uk/blog/2011/09/23/learning-three-js/



            //create materials
            var material = new THREE.MeshLambertMaterial(new { color = 0xCC0000 });
            //var material = new THREE.MeshBasicMaterial({color: 0xCC0000});  //gives you just a flat colour – ugly

            // create a new mesh with sphere geometry
            var radius = 50;
            var segments = 16;
            var rings = 16;
            var mesh = new THREE.Mesh(new THREE.SphereGeometry(radius, segments, rings), material).AttachTo(scene);
            //scene.addChild(mesh);
            scene.add(mesh);


            renderer.domElement.AttachToDocument();

            var pointLight = new THREE.PointLight(0xFFFFFF);
            // set its position
            pointLight.position.x = 50;
            pointLight.position.y = 50;
            pointLight.position.z = 130;
            // add to the scene
            scene.add(pointLight);
            //scene.addLight(pointLight);
            // render our scene

            Native.window.onframe +=
                delegate
                {
                    renderer.render(scene, camera);
                };
        }
Пример #19
0
        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IApp page)
        {
            // "X:\opensource\github\three.js\examples\canvas_camera_orthographic.html"

            // if i type THREE, would jsc be able to add THREE package on rebuild?
            // Error	136	The type or namespace name 'THREE' could not be found (are you missing a using directive or an assembly reference?)	X:\jsc.svn\examples\javascript\WebGL\WebGLOrthographicCamera\WebGLOrthographicCamera\Application.cs	35	26	WebGLOrthographicCamera



            // X:\jsc.svn\examples\javascript\WebGL\WebGLOrthographicCamera\WebGLOrthographicCamera\Application.cs

            var camera = new THREE.OrthographicCamera(Native.window.Width / -2, Native.window.Width / 2, Native.window.Height / 2, Native.window.Height / -2, -500, 1000);

            camera.position.x = 200;
            camera.position.y = 100;
            camera.position.z = 200;

            var scene = new THREE.Scene();

            // Grid

            var size = 500;
            var step = 50;


            Func <double> random = new Random().NextDouble;


            {
                var geometry = new THREE.Geometry();

                for (var i = -size; i <= size; i += step)
                {
                    ((IArray <THREE.Vector3>)(object) geometry.vertices).push(new THREE.Vector3(-size, 0, i));
                    ((IArray <THREE.Vector3>)(object) geometry.vertices).push(new THREE.Vector3(size, 0, i));

                    ((IArray <THREE.Vector3>)(object) geometry.vertices).push(new THREE.Vector3(i, 0, -size));
                    ((IArray <THREE.Vector3>)(object) geometry.vertices).push(new THREE.Vector3(i, 0, size));
                }

                var material = new THREE.LineBasicMaterial(new { color = 0x000000, opacity = 0.2 });

                var line = new THREE.Line(geometry, material);

                line.type = THREE.LinePieces;
                scene.add(line);
            }

            #region Cubes
            {
                var geometry = new THREE.BoxGeometry(50, 50, 50);
                var material = new THREE.MeshLambertMaterial(new { color = 0xffffff, shading = THREE.FlatShading, overdraw = 0.5 });

                for (var i = 0; i < 100; i++)
                {
                    var cube = new THREE.Mesh(geometry, material);

                    cube.scale.y = Math.Floor(random() * 2 + 1);

                    cube.position.x = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25;
                    cube.position.y = (cube.scale.y * 50) / 2;
                    cube.position.z = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25;

                    scene.add(cube);
                }
            }
            #endregion


            #region  Lights

            var ambientLight = new THREE.AmbientLight((int)(random() * 0x10));
            scene.add(ambientLight);

            {
                var directionalLight = new THREE.DirectionalLight((int)(random() * 0xffffff));

                directionalLight.position.x = random() - 0.5;
                directionalLight.position.y = random() - 0.5;
                directionalLight.position.z = random() - 0.5;
                directionalLight.position.normalize();
                scene.add(directionalLight);
            }

            {
                var directionalLight = new THREE.DirectionalLight((int)(random() * 0xffffff));
                directionalLight.position.x = random() - 0.5;
                directionalLight.position.y = random() - 0.5;
                directionalLight.position.z = random() - 0.5;
                directionalLight.position.normalize();
                scene.add(directionalLight);
            }
            #endregion


            //var renderer = new THREE.CanvasRenderer();
            var renderer = new THREE.WebGLRenderer();
            renderer.setClearColor(0xf0f0f0);
            //renderer.setSize(Native.window.Width, Native.window.Height);
            renderer.setSize();

            renderer.domElement.AttachToDocument();

            //window.addEventListener( 'resize', onWindowResize, false );


            var s = Stopwatch.StartNew();

            Native.window.onframe +=
                e =>
            {
                // jsc, when can we have the edit and continue already?
                //var timer = s.ElapsedMilliseconds * 0.1;
                var timer = s.ElapsedMilliseconds * 0.0001;

                camera.position.x = Math.Cos(timer) * 200;
                camera.position.z = Math.Sin(timer) * 200;
                camera.lookAt(scene.position);

                renderer.render(scene, camera);
            };
        }
Пример #20
0
		/// <summary>
		/// This is a javascript application.
		/// </summary>
		/// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
		public Application(IApp page)
		{

			// https://chrome.google.com/webstore/detail/dglmddjmdpdbijfkoaiadbpmjampfdjh/publish-delayed


			#region ChromeTCPServer
			dynamic self = Native.self;
			dynamic self_chrome = self.chrome;
			object self_chrome_socket = self_chrome.socket;

			if (self_chrome_socket != null)
			{
				#region AtFormCreated
				FormStyler.AtFormCreated =
					 ss =>
				 {
					 ss.Context.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None;

					 // this is working?
					 var x = new ChromeTCPServerWithFrameNone.HTML.Pages.AppWindowDrag().AttachTo(ss.Context.GetHTMLTarget());
				 };
				#endregion

				chrome.Notification.DefaultTitle = "Heat Zeeker";
				chrome.Notification.DefaultIconUrl = new HTML.Images.FromAssets.Promotion3D_iso1_tiltshift_128().src;

				ChromeTCPServer.TheServerWithStyledForm.Invoke(
					AppSource.Text,
					AtFormCreated: FormStyler.AtFormCreated
				);

				return;
			}
			#endregion


			Native.body.style.margin = "0px";
			Native.body.style.overflow = IStyle.OverflowEnum.hidden;

			// jsc, add THREE
			// ... ok.

			// X:\jsc.svn\examples\javascript\WebGL\WebGLOrthographicCamera\WebGLOrthographicCamera\Application.cs



            // this is not isometric.
            // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20151112
			var camera = new THREE.OrthographicCamera(
				Native.window.Width / -2, Native.window.Width / 2,
				Native.window.Height / 2, Native.window.Height / -2
				,
				// if we change these values what will change?
				-1000, 1000
				);
			camera.position.x = 200;
			camera.position.y = 100;
			camera.position.z = 200;

			var scene = new THREE.Scene();

			// Grid

			var size = 600;
			var step = 50;


			Func<double> random = new Random().NextDouble;


			// how do I add a new ground box?
			{
				var geometry = new THREE.BoxGeometry(size * 2, 2, size * 2);
				var material = new THREE.MeshLambertMaterial(new
				{
					color = 0xB27D51
					//                                                     , shading = THREE.FlatShading, overdraw = 0.5
				});

				{
					var cube = new THREE.Mesh(geometry, material);


					// why cant we get the shadows??
					cube.receiveShadow = true;


					cube.scale.y = Math.Floor(random() * 2 + 1);

					cube.position.x = 0;
					//cube.position.y = (cube.scale.y * 50) / 2;
					cube.position.y = -2;
					cube.position.z = 0;

					scene.add(cube);

				}
			}


			{
				var geometry = new THREE.Geometry();

				for (var i = -size; i <= size; i += step)
				{

					((IArray<THREE.Vector3>)(object)geometry.vertices).push(new THREE.Vector3(-size, 0, i));
					((IArray<THREE.Vector3>)(object)geometry.vertices).push(new THREE.Vector3(size, 0, i));

					((IArray<THREE.Vector3>)(object)geometry.vertices).push(new THREE.Vector3(i, 0, -size));
					((IArray<THREE.Vector3>)(object)geometry.vertices).push(new THREE.Vector3(i, 0, size));

				}

				var material = new THREE.LineBasicMaterial(new { color = 0, opacity = 0.2 });

				var line = new THREE.Line(geometry, material, mode: THREE.LinePieces);
				scene.add(line);
			}



			var interactiveObjects = new List<THREE.Object3D>();

			#region Cubes
			{

				for (var i = 0; i < 8; i++)
				{
					new HZBunker().Source.Task.ContinueWithResult(
						cube =>
								{
									// https://github.com/mrdoob/three.js/issues/1285
									//cube.children.WithEach(c => c.castShadow = true);

									//cube.traverse(
									//    new Action<THREE.Object3D>(
									//        child =>
									//                {
									//                    // does it work? do we need it?
									//                    //if (child is THREE.Mesh)
									//                    child.castShadow = true;
									//                    child.receiveShadow = true;

									//                }
									//    )
									//);

									// um can edit and continue insert code going back in time?
									cube.scale.x = 2.0;
									cube.scale.y = 2.0;
									cube.scale.z = 2.0;

									//cube.castShadow = true;
									//dae.receiveShadow = true;

									cube.position.x = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25;
									//cube.position.y = (cube.scale.y * 50) / 2;
									cube.position.z = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25;

									scene.add(cube);
									interactiveObjects.Add(cube);
								}
					);


					new HZWaterTower().Source.Task.ContinueWithResult(
						cube =>
						{
							// https://github.com/mrdoob/three.js/issues/1285
							// https://github.com/mrdoob/three.js/issues/1285
							//cube.children.WithEach(c => c.castShadow = true);
							// http://stackoverflow.com/questions/15906248/three-js-objloader-obj-model-not-casting-shadows


							// http://stackoverflow.com/questions/22895120/imported-3d-objects-are-not-casting-shadows-with-three-js
							//cube.traverse(
							//    new Action<THREE.Object3D>(
							//        child =>
							//        {
							//            // does it work? do we need it?
							//            //if (child is THREE.Mesh)
							//            child.castShadow = true;
							//            child.receiveShadow = true;

							//        }
							//    )
							//);

							// um can edit and continue insert code going back in time?
							cube.scale.x = 2.0;
							cube.scale.y = 2.0;
							cube.scale.z = 2.0;

							//cube.castShadow = true;
							//dae.receiveShadow = true;

							cube.position.x = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25;
							//cube.position.y = (cube.scale.y * 50) / 2;
							cube.position.z = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25;

							scene.add(cube);
							interactiveObjects.Add(cube);
						}
					);

					new HZCannon().Source.Task.ContinueWithResult(
						cube =>
						{
							// https://github.com/mrdoob/three.js/issues/1285
							//cube.children.WithEach(c => c.castShadow = true);

							//cube.traverse(
							//    new Action<THREE.Object3D>(
							//        child =>
							//                {
							//                    // does it work? do we need it?
							//                    //if (child is THREE.Mesh)
							//                    child.castShadow = true;
							//                    child.receiveShadow = true;

							//                }
							//    )
							//);

							// um can edit and continue insert code going back in time?
							cube.scale.x = 2.0;
							cube.scale.y = 2.0;
							cube.scale.z = 2.0;



							//cube.castShadow = true;
							//dae.receiveShadow = true;

							cube.position.x = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25;
							//cube.position.y = (cube.scale.y * 50) / 2;
							cube.position.z = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25;



							// if i want to rotate, how do I do it?
							//cube.rotation.z = random() + Math.PI;
							//cube.rotation.x = random() + Math.PI;
							cube.rotation.y = random() * Math.PI * 2;


							scene.add(cube);
							interactiveObjects.Add(cube);
						}
					);



				}
			}
			#endregion

			// we need expression evaluator with intellisense for live debugging sessions
			#region  Lights

			var ambientLight = new THREE.AmbientLight((int)(random() * 0x10));
			scene.add(ambientLight);



			// can we get our shadows?
			{
				var directionalLight = new THREE.DirectionalLight((int)(random() * 0xffffff), 0.5);

				directionalLight.position.x = random() - 0.5;
				directionalLight.position.y = 400;
				directionalLight.position.z = random() - 0.5;
				directionalLight.position.normalize();
				scene.add(directionalLight);
			}

			{
				var directionalLight = new THREE.DirectionalLight((int)(random() * 0xffffff), 0.5);
				directionalLight.position.x = random() - 0.5;
				directionalLight.position.y = 400;
				directionalLight.position.z = random() - 0.5;
				directionalLight.position.normalize();
				scene.add(directionalLight);
			}
			#endregion


			//var renderer = new THREE.CanvasRenderer();
			var renderer = new THREE.WebGLRenderer();
			renderer.shadowMapEnabled = true;

			// background-color: #B27D51;
			renderer.setClearColor(0xB27D51);
			//renderer.setSize(
			//    Native.window.Width , 
			//    Native.window.Height * 10
			//    );
			renderer.setSize();

			renderer.domElement.AttachToDocument();

			Native.window.onresize +=
				delegate
			{
				camera.left = Native.window.Width / -2;
				camera.right = Native.window.Width / 2;
				camera.top = Native.window.Height / 2;
				camera.bottom = Native.window.Height / -2;

				camera.updateProjectionMatrix();

				renderer.setSize();
			};

			//window.addEventListener( 'resize', onWindowResize, false );


			//#region Comanche
			//new Comanche().Source.Task.ContinueWithResult(
			//    Comanche =>
			//    {

			//        Comanche.position.y = 200;

			//        //dae.position.z = 280;

			//        Comanche.AttachTo(scene);

			//        //scene.add(dae);
			//        //oo.Add(Comanche);

			//        // wont do it
			//        //dae.castShadow = true;

			//        // http://stackoverflow.com/questions/15492857/any-way-to-get-a-bounding-box-from-a-three-js-object3d
			//        //var helper = new THREE.BoundingBoxHelper(dae, 0xff0000);
			//        //helper.update();
			//        //// If you want a visible bounding box
			//        //scene.add(helper);

			//        Comanche.children[0].children[0].children.WithEach(x => x.castShadow = true);


			//        // the rotors?
			//        Comanche.children[0].children[0].children.Last().children.WithEach(x => x.castShadow = true);


			//        Comanche.scale.set(0.5, 0.5, 0.5);
			//        //helper.scale.set(0.5, 0.5, 0.5);

			//        var sw = Stopwatch.StartNew();

			//        Native.window.onframe += delegate
			//        {
			//            //dae.children[0].children[0].children.Last().al
			//            //dae.children[0].children[0].children.Last().rotation.z = sw.ElapsedMilliseconds * 0.01;
			//            //dae.children[0].children[0].children.Last().rotation.x = sw.ElapsedMilliseconds * 0.01;
			//            //rotation.y = sw.ElapsedMilliseconds * 0.01;

			//            Comanche.children[0].children[0].children.Last().rotation.y = sw.ElapsedMilliseconds * 0.001;

			//            //dae.children[0].children[0].children.Last().app
			//        };
			//    }
			//);
			//#endregion


			//#region ee
			//// X:\jsc.svn\examples\javascript\forms\NumericTextBox\NumericTextBox\ApplicationControl.cs
			//// can we restile the window as the pin window in IDE?
			//var ee = new Form { Left = 0, StartPosition = FormStartPosition.Manual };
			//var ee_camera_y = new TextBox { Dock = DockStyle.Fill, Text = camera.position.y + "" }.AttachTo(ee);
			////ee.AutoSize = AutoSizeMode.

			////ee.ClientSize = new System.Drawing.Size(ee_camera_y.Width, ee_camera_y.Height);
			//ee.ClientSize = new System.Drawing.Size(200, 24);

			//ee.Show();

			////ee_camera_y.
			//ee_camera_y.TextChanged += delegate
			//{
			//    camera.position.y = double.Parse(ee_camera_y.Text);
			//};
			//#endregion

			var s = Stopwatch.StartNew();
			var controls = new THREE.OrbitControls(camera, renderer.domElement);

			// http://stackoverflow.com/questions/26497903/nested-webglrendertargets-in-three-js
			//   var effect = new THREE.OculusRiftEffect(
			//renderer, new
			//{
			//    worldScale = 100,

			//           //HMD
			//       }
			//);

			//   effect.setSize(1920, 1080);

			Native.window.onframe +=
				e =>
				{
					// jsc, when can we have the edit and continue already?
					//var timer = s.ElapsedMilliseconds * 0.1;
					//var timer = s.ElapsedMilliseconds * 0.0001;

					//camera.position.x = Math.Cos(timer) * 200;
					//camera.position.z = Math.Sin(timer) * 200;


					// camera.position.z = 200;
					//camera.position.y = 100;
					//camera.position.y = Math.Sin(timer * 0.1) * 200;

					controls.update();
					camera.position = controls.center.clone();

					renderer.render(scene, camera);
					//effect.render(scene, camera);
				};

			//var ze = new ZeProperties();

			//ze.Show();
			//ze.treeView1.Nodes.Clear();

			//ze.Add(() => renderer);
			////ze.Add(() => controls);
			//ze.Add(() => scene);
			//ze.Left = 0;

			// view-source:http://mrdoob.github.io/three.js/examples/webgl_interactive_voxelpainter.html
			//var mouse2D = new THREE.Vector3(0, 10000, 0.5);

			//renderer.domElement.onclick +=
			//    e =>
			//    {
			//        e.preventDefault();

			//        mouse2D.x = (e.CursorX / (double)Native.window.Width) * 2 - 1;
			//        mouse2D.y = -(e.CursorY / (double)Native.window.Height) * 2 + 1;

			//        var vector = new THREE.Vector3(
			//              (e.CursorX / (double)Native.window.Width) * 2 - 1,
			//              -(e.CursorY / (double)Native.window.Height) * 2 + 1,
			//             0.5);


			//        // X:\jsc.svn\examples\javascript\WebGL\WebGLInteractiveCubes\WebGLInteractiveCubes\Application.cs
			//        var projector = new THREE.Projector();
			//        projector.unprojectVector(vector, camera);

			//        // http://stackoverflow.com/questions/18553209/orthographic-camera-and-selecting-objects-with-raycast
			//        // http://stackoverflow.com/questions/20361776/orthographic-camera-and-pickingray
			//        // view-source:http://stemkoski.github.io/Three.js/Mouse-Click.html
			//        // http://stackoverflow.com/questions/11921033/projector-and-ray-with-orthographiccamera

			//        // use picking ray since it's an orthographic camera
			//        // doesnt fkin work ???
			//        //var raycaster = projector.pickingRay(vector, camera);

			//        var raycaster = projector.pickingRay(mouse2D.clone(), camera);

			//        //var raycaster = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize());
			//        var intersects = raycaster.intersectObjects(interactiveObjects.ToArray());

			//        // https://github.com/mrdoob/three.js/issues/599
			//        Native.document.title = new { intersects.Length }.ToString();
			//    };
		}
Пример #21
0
        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20140815/webglcannonphysicsengine

        // inspired by http://granular.cs.umu.se/cannon.js/examples/threejs_fps.html


        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IApp page = null)
        {
            //Uncaught Error: ERROR: Quaternion's .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.  Please update your code. 

            // WEBGL11095: INVALID_OPERATION: clearStencil: Method not currently supported
            // IE11 does not work yet

            //DiagnosticsConsole.ApplicationContent.BindKeyboardToDiagnosticsConsole();

            //            DEPRECATED: Quaternion's .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead. Three.js:913
            //Uncaught TypeError: Object [object Object] has no method 'subSelf' 
            // { REVISION: '57' };

            var boxes = new List<CANNON.RigidBody>();
            var boxMeshes = new List<THREE.Mesh>();

            var balls = new List<CANNON.RigidBody>();
            var ballMeshes = new List<THREE.Mesh>();



            Func<long> Date_now = () => (long)new IFunction("return Date.now();").apply(null);

            var time = Date_now();







            #region initCannon
            //    // Setup our world
            var world = new CANNON.World();

            world.quatNormalizeSkip = 0;
            world.quatNormalizeFast = false;
            //world.solver.setSpookParams(300, 10);
            world.solver.iterations = 5;
            world.gravity.set(0, -20, 0);
            world.broadphase = new CANNON.NaiveBroadphase();

            //    // Create a slippery material (friction coefficient = 0.0)
            var physicsMaterial = new CANNON.Material("slipperyMaterial");


            var physicsContactMaterial = new CANNON.ContactMaterial(
                physicsMaterial,
                physicsMaterial,
                0.0, // friction coefficient
                0.3  // restitution
            );

            //    // We must add the contact materials to the world
            world.addContactMaterial(physicsContactMaterial);

            var controls_sphereShape = default(CANNON.Sphere);
            var controls_sphereBody = default(CANNON.RigidBody);

            {    // Create a sphere
                var mass = 5;
                var radius = 1.3;
                var sphereShape = new CANNON.Sphere(radius);
                var sphereBody = new CANNON.RigidBody(mass, sphereShape, physicsMaterial);
                controls_sphereShape = sphereShape;
                controls_sphereBody = sphereBody;
                sphereBody.position.set(0, 5, 0);
                sphereBody.linearDamping = 0.05;
                world.add(sphereBody);

                //    // Create a plane
                var groundShape = new CANNON.Plane();
                var groundBody = new CANNON.RigidBody(0, groundShape, physicsMaterial);
                groundBody.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), -Math.PI / 2);
                world.add(groundBody);
            }
            #endregion

            #region init

            var camera = new THREE.PerspectiveCamera(75, Native.window.aspect, 0.1, 1000);

            var scene = new THREE.Scene();
            scene.fog = new THREE.Fog(0x000000, 0, 500);

            var ambient = new THREE.AmbientLight(0x111111);
            scene.add(ambient);

            var light = new THREE.SpotLight(0xffffff, 1.0);
            light.position.set(10, 30, 20);
            light.target.position.set(0, 0, 0);
            //    if(true){
            light.castShadow = true;

            light.shadowCameraNear = 20;
            light.shadowCameraFar = 50;//camera.far;
            light.shadowCameraFov = 40;

            light.shadowMapBias = 0.1;
            light.shadowMapDarkness = 0.7;
            light.shadowMapWidth = 2 * 512;
            light.shadowMapHeight = 2 * 512;

            //        //light.shadowCameraVisible = true;
            //    }
            scene.add(light);



            var controls = new PointerLockControls(camera, controls_sphereBody);
            scene.add(controls.getObject());

            //    // floor
            var geometry = new THREE.PlaneGeometry(300, 300, 50, 50);
            geometry.applyMatrix(new THREE.Matrix4().makeRotationX(-Math.PI / 2));

            var material = new THREE.MeshLambertMaterial(new { color = 0xdddddd });

            //Native.Window.




            // THREE.Design.THREE.ColorUtils.adjustHSV(material.color, 0, 0, 0.9);

            //  Replaced ColorUtils.adjustHSV() with Color's .offsetHSL(). 
            //new IFunction("material", "THREE.ColorUtils.offsetHSL( material.color, 0, 0, 0.9 );").apply(null, material);

            //    

            var mesh = new THREE.Mesh(geometry, material)
            {
                castShadow = true,
                receiveShadow = true
            };

            scene.add(mesh);

            var renderer = new THREE.WebGLRenderer(new object());
            renderer.shadowMapEnabled = true;
            renderer.shadowMapSoft = true;
            //renderer.setSize(Native.Window.Width, Native.Window.Height);
            //renderer.setClearColor(scene.fog.color, 1);

            renderer.domElement.style.backgroundColor = JSColor.Black;
            renderer.domElement.AttachToDocument();



            #region onresize
            Action AtResize = delegate
            {
                camera.aspect = Native.window.aspect;
                camera.updateProjectionMatrix();
                renderer.setSize(Native.window.Width, Native.window.Height);
            };
            Native.window.onresize +=
              delegate
              {
                  AtResize();
              };

            AtResize();
            #endregion


            var r = new Random();
            Func<f> Math_random = () => r.NextFloat();

            #region Add boxes
            {    // 

                for (var i = 0; i < 32; i++)
                {
                    var boxsize = Math_random() * 0.5;

                    var halfExtents = new CANNON.Vec3(boxsize, boxsize, boxsize);

                    var boxShape = new CANNON.Box(halfExtents);
                    var boxGeometry = new THREE.CubeGeometry(halfExtents.x * 2, halfExtents.y * 2, halfExtents.z * 2);

                    var x = (Math_random() - 0.5) * 20;
                    var y = 1 + (Math_random() - 0.5) * 1;
                    var z = (Math_random() - 0.5) * 20;
                    var boxBody = new CANNON.RigidBody(5, boxShape);
                    var boxMesh = new THREE.Mesh(boxGeometry, material);
                    world.add(boxBody);
                    scene.add(boxMesh);
                    boxBody.position.set(x, y, z);
                    boxMesh.position.set(x, y, z);
                    boxMesh.castShadow = true;
                    boxMesh.receiveShadow = true;
                    //boxMesh.useQuaternion = true;

                    boxes.Add(boxBody);
                    boxMeshes.Add(boxMesh);
                }
            }
            #endregion

            #region Add linked boxes
            {    // 
                var size = 0.5;
                var he = new CANNON.Vec3(size, size, size * 0.1);
                var boxShape = new CANNON.Box(he);
                var mass = 0.0;
                var space = 0.1 * size;
                var N = 5;
                var last = default(CANNON.RigidBody);

                var boxGeometry = new THREE.CubeGeometry(he.x * 2, he.y * 2, he.z * 2);

                for (var i = 0; i < N; i++)
                {
                    var boxbody = new CANNON.RigidBody(mass, boxShape);
                    var boxMesh = new THREE.Mesh(boxGeometry, material);
                    boxbody.position.set(5, (N - i) * (size * 2 + 2 * space) + size * 2 + space, 0);
                    boxbody.linearDamping = 0.01;
                    boxbody.angularDamping = 0.01;
                    //boxMesh.useQuaternion = true;
                    boxMesh.castShadow = true;
                    boxMesh.receiveShadow = true;

                    world.add(boxbody);
                    scene.add(boxMesh);

                    boxes.Add(boxbody);
                    boxMeshes.Add(boxMesh);

                    if (i != 0)
                    {
                        // Connect this body to the last one
                        var c1 = new CANNON.PointToPointConstraint(boxbody, new CANNON.Vec3(-size, size + space, 0), last, new CANNON.Vec3(-size, -size - space, 0));
                        var c2 = new CANNON.PointToPointConstraint(boxbody, new CANNON.Vec3(size, size + space, 0), last, new CANNON.Vec3(size, -size - space, 0));

                        world.addConstraint(c1);
                        world.addConstraint(c2);
                    }
                    else
                    {
                        mass = 0.3;
                    }
                    last = boxbody;
                }
            }
            #endregion

            #endregion


            var dt = 1.0 / 60;
            controls.enabled = true;

            // vr and tilt shift?

            Native.window.onframe += delegate
            {

                if (controls.enabled)
                {
                    // how big of a world can we hold?
                    // async ?
                    world.step(dt);

                    // Update ball positions
                    for (var i = 0; i < balls.Count; i++)
                    {
                        balls[i].position.copy(ballMeshes[i].position);
                        balls[i].quaternion.copy(ballMeshes[i].quaternion);
                    }

                    // Update box positions
                    for (var i = 0; i < boxes.Count; i++)
                    {
                        boxes[i].position.copy(boxMeshes[i].position);
                        boxes[i].quaternion.copy(boxMeshes[i].quaternion);
                    }
                }

                controls.update(Date_now() - time);
                renderer.render(scene, camera);
                time = Date_now();


            };



            #region havePointerLock

            renderer.domElement.onclick +=
                delegate
                {
                    renderer.domElement.requestPointerLock();
                };


            #endregion



            #region onmousedown
            renderer.domElement.onmousedown +=
                e =>
                {
                    if (e.MouseButton == IEvent.MouseButtonEnum.Middle)
                    {
                        if (Native.document.pointerLockElement == Native.document.body)
                        {
                            // cant requestFullscreen while pointerLockElement
                            Console.WriteLine("exitPointerLock");
                            Native.document.exitPointerLock();
                            Native.document.exitFullscreen();
                            return;
                        }

                        Console.WriteLine("requestFullscreen");
                        renderer.domElement.requestFullscreen();
                        renderer.domElement.requestPointerLock();
                        return;
                    }

                    var ballradius = 0.1 + Math_random() * 0.9;

                    var ballShape = new CANNON.Sphere(ballradius);
                    var ballGeometry = new THREE.SphereGeometry(ballShape.radius, 32, 32);
                    var shootDirection = new THREE.Vector3();
                    var shootVelo = 15;
                    var projector = new THREE.Projector();

                    Action<THREE.Vector3> getShootDir = (targetVec) =>
                    {
                        var vector = targetVec;
                        targetVec.set(0, 0, 1);
                        projector.unprojectVector(vector, camera);
                        var ray = new THREE.Ray( (THREE.Vector3)(object)controls_sphereBody.position,
                            vector
                            //.subSelf(controls_sphereBody.position)
                            .normalize()

                            );
                        targetVec.x = ray.direction.x;
                        targetVec.y = ray.direction.y;
                        targetVec.z = ray.direction.z;
                    };


                    var x = controls_sphereBody.position.x;
                    var y = controls_sphereBody.position.y;
                    var z = controls_sphereBody.position.z;

                    // could we attach physics via binding list?
                    var ballBody = new CANNON.RigidBody(1, ballShape);
                    var ballMesh = new THREE.Mesh(ballGeometry, material);
                    world.add(ballBody);
                    scene.add(ballMesh);
                    ballMesh.castShadow = true;
                    ballMesh.receiveShadow = true;
                    balls.Add(ballBody);
                    ballMeshes.Add(ballMesh);
                    getShootDir(shootDirection);
                    ballBody.velocity.set(shootDirection.x * shootVelo,
                                            shootDirection.y * shootVelo,
                                            shootDirection.z * shootVelo);

                    //        // Move the ball outside the player sphere
                    x += shootDirection.x * (controls_sphereShape.radius + ballShape.radius);
                    y += shootDirection.y * (controls_sphereShape.radius + ballShape.radius);
                    z += shootDirection.z * (controls_sphereShape.radius + ballShape.radius);
                    ballBody.position.set(x, y, z);
                    ballMesh.position.set(x, y, z);
                    //ballMesh.useQuaternion = true;
                };
            #endregion



            //var ze = new ZeProperties();

            //ze.Show();

            //ze.Left = 0;

            //ze.Add(() => renderer);
            //ze.Add(() => controls);
            //ze.Add(() => scene);
        }
        private THREE.Mesh MakeMesh(THREE.BoxGeometry geometry)
        {
            THREE.Material mat = null;

            mat = new THREE.MeshLambertMaterial();
            mat.color = new THREE.Color();
            mat.color.setHex( Math.Random() * 0xffffff);

            THREE.Mesh mesh = new THREE.Mesh(geometry, mat);

            mesh.position.x = Math.Random() * 1000 - 500;
            mesh.position.y = Math.Random() * 600 - 300;
            mesh.position.z = Math.Random() * 800 - 400;

            mesh.rotation.x = Math.Random() * 2 * Math.PI;
            mesh.rotation.y = Math.Random() * 2 * Math.PI;
            mesh.rotation.z = Math.Random() * 2 * Math.PI;

            mesh.scale.x = Math.Random() * 2 + 1;
            mesh.scale.y = Math.Random() * 2 + 1;
            mesh.scale.z = Math.Random() * 2 + 1;

            mesh.castShadow = true;
            mesh.receiveShadow = true;
            return mesh;
        }
Пример #23
0
        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150816/iss

        // http://youtu.be/Lo1IU8UAutE
        // 60hz 2160 4K!

        // The equirectangular projection was used in map creation since it was invented around 100 A.D. by Marinus of Tyre. 

        //        C:\Users\Arvo> "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\hzsky.png" "/sdcard/oculus/360photos/"
        //1533 KB/s(3865902 bytes in 2.461s)

        //C:\Users\Arvo> "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\tape360globe1\0000.png" "/sdcard/oculus/360photos/tape360globe1.png"
        //1556 KB/s(2714294 bytes in 1.703s)

        //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\hz2048c3840x2160.png" "/sdcard/oculus/360photos/"
        //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push   "X:\vr\tape360globe1\0000.png" "/sdcard/oculus/360photos/tape360globe2.png"
        //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push   "X:\vr\tape360globe1\0000.png" "/sdcard/oculus/360photos/tape360globenight.png"
        //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push   "R:\vr\tape360iss\0000.png" "/sdcard/oculus/360photos/tape360iss.png"
        //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push   "R:\vr\tape360iss\0230.png" "/sdcard/oculus/360photos/tape360iss0230.png"

        //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push   "r:\vr\tape360iss\0415.png" "/sdcard/oculus/360photos/tape360iss0230x4086.png"
        // 

        // "R:\vr\tape360iss\0230.png"

        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150809/chrome360hz

        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150809

        // the eye nor the display will be able to do any stereo
        // until tech is near matrix capability. 2019?

        // cubemap can be used for all long range scenes
        // http://www.imdb.com/title/tt0112111/?ref_=nv_sr_1


        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150808/cubemapcamera
        // subst /D b:
        // subst b: s:\jsc.svn\examples\javascript\chrome\apps\WebGL\x360iss\x360iss\bin\Debug\staging\x360iss.Application\web
        // subst a: z:\jsc.svn\examples\javascript\chrome\apps\WebGL\x360iss\x360iss\bin\Debug\staging\x360iss.Application\web
        // Z:\jsc.svn\examples\javascript\chrome\apps\WebGL\x360iss\x360iss\bin\Debug\staging\x360iss.Application\web
        // what if we want to do subst in another winstat or session?

        // ColladaLoader: Empty or non-existing file (assets/x360iss/S6Edge.dae)

        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IApp page)
        {
            //FormStyler.AtFormCreated =
            //s =>
            //{
            //    s.Context.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None;

            //    //var x = new ChromeTCPServerWithFrameNone.HTML.Pages.AppWindowDrag().AttachTo(s.Context.GetHTMLTarget());
            //    var x = new ChromeTCPServerWithFrameNone.HTML.Pages.AppWindowDragWithShadow().AttachTo(s.Context.GetHTMLTarget());



            //    s.Context.GetHTMLTarget().style.backgroundColor = "#efefef";
            //    //s.Context.GetHTMLTarget().style.backgroundColor = "#A26D41";

            //};

#if AsWEBSERVER
            #region += Launched chrome.app.window
            // X:\jsc.svn\examples\javascript\chrome\apps\ChromeTCPServerAppWindow\ChromeTCPServerAppWindow\Application.cs
            dynamic self = Native.self;
            dynamic self_chrome = self.chrome;
            object self_chrome_socket = self_chrome.socket;

            if (self_chrome_socket != null)
            {
                // if we run as a server. we can open up on android.

                //chrome.Notification.DefaultTitle = "Nexus7";
                //chrome.Notification.DefaultIconUrl = new x128().src;
                ChromeTCPServer.TheServerWithStyledForm.Invoke(
                     AppSource.Text
                //, AtFormCreated: FormStyler.AtFormCreated

                //AtFormConstructor:
                //    f =>
                //    {
                //        //arg[0] is typeof System.Int32
                //        //script: error JSC1000: No implementation found for this native method, please implement [static System.Drawing.Color.FromArgb(System.Int32)]

                //        // X:\jsc.svn\examples\javascript\forms\Test\TestFromArgb\TestFromArgb\ApplicationControl.cs

                //        f.BackColor = System.Drawing.Color.FromArgb(0xA26D41);
                //    }
                );
                return;
            }
            #endregion
#else

            #region += Launched chrome.app.window
            dynamic self = Native.self;
            dynamic self_chrome = self.chrome;
            object self_chrome_socket = self_chrome.socket;

            if (self_chrome_socket != null)
            {
                if (!(Native.window.opener == null && Native.window.parent == Native.window.self))
                {
                    Console.WriteLine("chrome.app.window.create, is that you?");

                    // pass thru
                }
                else
                {
                    // should jsc send a copresence udp message?
                    //chrome.runtime.UpdateAvailable += delegate
                    //{
                    //    new chrome.Notification(title: "UpdateAvailable");

                    //};

                    chrome.app.runtime.Launched += async delegate
                    {
                        // 0:12094ms chrome.app.window.create {{ href = chrome-extension://aemlnmcokphbneegoefdckonejmknohh/_generated_background_page.html }}
                        Console.WriteLine("chrome.app.window.create " + new { Native.document.location.href });

                        new chrome.Notification(title: "x360iss");

                        // https://developer.chrome.com/apps/app_window#type-CreateWindowOptions
                        var xappwindow = await chrome.app.window.create(
                               Native.document.location.pathname, options: new
                               {
                                   alwaysOnTop = true,
                                   visibleOnAllWorkspaces = true
                               }
                        );

                        //xappwindow.setAlwaysOnTop

                        xappwindow.show();

                        await xappwindow.contentWindow.async.onload;

                        Console.WriteLine("chrome.app.window loaded!");
                    };


                    return;
                }
            }
            #endregion


#endif

            // Earth params
            //var radius = 0.5;
            //var radius = 1024;
            //var radius = 2048;
            //var radius = 512;
            //var radius = 256;
            //var radius = 400;

            // can we have not fly beyond moon too much?
            //var radius = 500;
            var radius = 480;

            //var segments = 32;
            var segments = 128 * 2;
            //var rotation = 6;


            //const int size = 128;
            //const int size = 256; // 6 faces, 12KB
            //const int size = 512; // 6 faces, ?

            // WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.

            //const int size = 720; // 6 faces, ?
            //const int size = 1024; // 6 faces, ?
            //const int cubefacesize = 1024; // 6 faces, ?

            // THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter is set to THREE.LinearFilter or THREE.NearestFilter. ( chrome-extension://aemlnmcokphbneegoefdckonejmknohh/assets/x360iss/anvil___spherical_hdri_panorama_skybox_by_macsix_d6vv4hs.jpg )

            // crash
            //int cubefacesizeMAX = 2048 * 2; // 6 faces, ?
            int cubefacesizeMAX = 2048 * 2; // 6 faces, ?
            int cubefacesize = cubefacesizeMAX; // 6 faces, ?
                                                //int cubefacesize = 1024; // 6 faces, ?
                                                // "X:\vr\tape1\0000x2048.png"
                                                // for 60hz render we may want to use float camera percision, not available for ui.
                                                //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\tape1\0000x2048.png" "/sdcard/oculus/360photos/"
                                                //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\tape1\0000x128.png" "/sdcard/oculus/360photos/"

            //if (Environment.ProcessorCount < 8)
            //    //cubefacesize = 64; // 6 faces, ?
            //cubefacesize = 1024; // 6 faces, ?


            // can we keep fast fps yet highp?

            // can we choose this on runtime? designtime wants fast fps, yet for end product we want highdef on our render farm?
            //const int cubefacesize = 128; // 6 faces, ?

            //var cubecameraoffsetx = 256;
            var cubecameraoffsetx = 400;


            //var uizoom = 0.1;
            //var uizoom = cubefacesize / 128f;
            var uizoom = 128f / cubefacesize;

            var far = 0xffffff;

            Native.css.style.backgroundColor = "blue";
            Native.css.style.overflow = IStyle.OverflowEnum.hidden;

            Native.body.Clear();
            (Native.body.style as dynamic).webkitUserSelect = "text";
            new IHTMLPre { new { Environment.ProcessorCount, cubefacesize } }.AttachToDocument();

            //new IHTMLPre { "can we stream it into VR, shadertoy, youtube 360, youtube stereo yet?" }.AttachToDocument();


            var sw = Stopwatch.StartNew();



            var oo = new List<THREE.Object3D>();

            var window = Native.window;


            // what about physics and that portal rendering?

            // if we are running as a chrome web server, we may also be opened as android ndk webview app
            //var cameraPX = new THREE.PerspectiveCamera(fov: 90, aspect: window.aspect, near: 1, far: 2000);
            // once we update source
            // save the source
            // manually recompile 
            //cameraPX.position.z = 400;

            //// the camera should be close enough for the object to float off the FOV of PX
            //cameraPX.position.z = 200;

            // scene
            // can we make the 3D object orbit around us ?
            // and
            // stream it to vr?
            var scene = new THREE.Scene();



            // since our cube camera is somewhat a fixed thing
            // would it be easier to move mountains to come to us?
            // once we change code would chrome app be able to let VR know that a new view is available?
            var sceneg = new THREE.Group();
            sceneg.AttachTo(scene);


            // fly up?
            //sceneg.translateZ(-1024);
            // rotate the world, as the skybox then matches what we have on filesystem
            scene.rotateOnAxis(new THREE.Vector3(0, 1, 0), -Math.PI / 2);
            // yet for headtracking we shall rotate camera


            //sceneg.position.set(0, 0, -1024);
            //sceneg.position.set(0, -1024, 0);

            scene.add(new THREE.AmbientLight(0x333333));


            //384,400 km

            var distanceKM = 384400f;
            var earthdiameterKM = 12742f;     // 12,742 km
            var moondiameterKM = 3475f;
            var virtualDistance = radius / earthdiameterKM * distanceKM;


            // 2,159.2 miles (3,475 km).


            var light = new THREE.DirectionalLight(0xffffff, 1);
            // sun should be beyond moon
            //light.position.set(-5 * virtualDistance, -3 * virtualDistance, -5 * virtualDistance);
            //light.position.set(-15 * virtualDistance, -1 * virtualDistance, -15 * virtualDistance);

            // where shall the light source be to see half planet?
            light.position.set(-1 * virtualDistance, -1 * virtualDistance, -15 * virtualDistance);
            scene.add(light);



            var lightX = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -60, max = 60, valueAsNumber = -8, title = "lightX" }.AttachToDocument();
            var lightY = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -60, max = 60, valueAsNumber = -1, title = "lightY" }.AttachToDocument();
            var lightZ = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -60, max = 60, valueAsNumber = -4, title = "lightZ" }.AttachToDocument();

            new IHTMLHorizontalRule { }.AttachToDocument();

            // whats WebGLRenderTargetCube do?

            // WebGLRenderer preserveDrawingBuffer 



            var renderer0 = new THREE.WebGLRenderer(

                new
                {
                    //antialias = true,
                    //alpha = true,
                    preserveDrawingBuffer = true
                }
            );

            // https://github.com/mrdoob/three.js/issues/3836

            // the construct. white bg
            //renderer0.setClearColor(0xfffff, 1);
            renderer0.setClearColor(0x0, 1);

            //renderer.setSize(window.Width, window.Height);
            renderer0.setSize(cubefacesize, cubefacesize);

            //renderer0.domElement.AttachToDocument();
            //rendererPX.domElement.style.SetLocation(0, 0);
            //renderer0.domElement.style.SetLocation(4, 4);


            // top

            // http://stackoverflow.com/questions/27612524/can-multiple-webglrenderers-render-the-same-scene


            // need a place to show the cubemap face to GUI 
            // how does the stereo OTOY do it?
            // https://www.opengl.org/wiki/Sampler_(GLSL)

            // http://www.richardssoftware.net/Home/Post/25

            // [+X, –X, +Y, –Y, +Z, –Z] fa



            // move up
            //camera.position.set(-1200, 800, 1200);
            //var cameraoffset = new THREE.Vector3(0, 15, 0);

            // can we aniamte it?
            //var cameraoffset = new THREE.Vector3(0, 800, 1200);
            // can we have linear animation fromcenter of the map to the edge and back?
            // then do the flat earth sun orbit?
            var cameraoffset = new THREE.Vector3(
                // left?
                -512,
                // height?
                //0,
                //1600,
                //1024,

                // if the camera is in the center, would we need to move the scene?
                // we have to move the camera. as we move the scene the lights are messed up
                //2014,
                1024,

                //1200
                0
                // can we hover top of the map?
                );

            // original vieworigin
            //var cameraoffset = new THREE.Vector3(-1200, 800, 1200);

            var frameIDslider = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = 0, max = 1800, valueAsNumber = 1800 / 2, title = "frameIDslider" }.AttachToDocument();

            new IHTMLHorizontalRule { }.AttachToDocument();

            var camerax = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = 0 - 2048 * 4, max = 0 + 2048 * 4, valueAsNumber = 0, title = "camerax" }.AttachToDocument();
            // up. whats the most high a rocket can go 120km?
            new IHTMLHorizontalRule { }.AttachToDocument();


            // how high is the bunker?
            var cameray = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = 0 - 2048 * 4, max = 2048 * 4, valueAsNumber = 0, title = "cameray" }.AttachToDocument();
            new IHTMLBreak { }.AttachToDocument();
            var camerayHigh = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = cameray.max, max = 1024 * 256, valueAsNumber = cameray.max, title = "cameray" }.AttachToDocument();
            new IHTMLHorizontalRule { }.AttachToDocument();
            var cameraz = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = 0 - 2048 * 4, max = 0 + 2048 * 4, valueAsNumber = 0, title = "cameraz" }.AttachToDocument();

            // for render server
            var fcamerax = 0.0;
            var fcameray = 0.0;
            var fcameraz = 0.0;

            //while (await camerax.async.onchange)

            //cameray.onchange += delegate
            //{
            //    if (cameray.valueAsNumber < cameray.max)
            //        camerayHigh.valueAsNumber = camerayHigh.min;
            //};

            camerayHigh.onmousedown += delegate
            {
                //if (camerayHigh.valueAsNumber > camerayHigh.min)
                cameray.valueAsNumber = cameray.max;
            };


            Action applycameraoffset = delegate
            {
                // make sure UI and gpu sync up

                var cy = cameray;

                if (cameray.valueAsNumber < cameray.max)
                    camerayHigh.valueAsNumber = camerayHigh.min;

                if (camerayHigh.valueAsNumber > camerayHigh.min)
                    cameray.valueAsNumber = cameray.max;

                if (cameray.valueAsNumber == cameray.max)
                    cy = camerayHigh;



                cameraoffset = new THREE.Vector3(
                  // left?
                  camerax + fcamerax,
                   // height?
                   //0,
                   //1600,
                   //1024,

                   // if the camera is in the center, would we need to move the scene?
                   // we have to move the camera. as we move the scene the lights are messed up
                   //2014,
                   cy + fcameray,

                   //1200
                   cameraz + fcameraz
                   // can we hover top of the map?
                   );
            };


            #region y
            // need to rotate90?
            var cameraNY = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            applycameraoffset += delegate
            {
                cameraNY.position.copy(new THREE.Vector3(0, 0, 0));
                cameraNY.lookAt(new THREE.Vector3(0, -1, 0));
                cameraNY.position.add(cameraoffset);
            };

            //cameraNY.lookAt(new THREE.Vector3(0, 1, 0));
            var canvasNY = new CanvasRenderingContext2D(cubefacesize, cubefacesize);
            canvasNY.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 1, 8 + (int)(uizoom * cubefacesize + 8) * 2);
            canvasNY.canvas.title = "NY";
            canvasNY.canvas.AttachToDocument();
            canvasNY.canvas.style.transformOrigin = "0 0";
            // roslyn!
            canvasNY.canvas.style.transform = $"scale({uizoom})";

            var cameraPY = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            applycameraoffset += delegate
            {
                cameraPY.position.copy(new THREE.Vector3(0, 0, 0));
                cameraPY.lookAt(new THREE.Vector3(0, 1, 0));
                cameraPY.position.add(cameraoffset);
            };
            //cameraPY.lookAt(new THREE.Vector3(0, -1, 0));
            var canvasPY = new CanvasRenderingContext2D(cubefacesize, cubefacesize);
            canvasPY.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 1, 8 + (int)(uizoom * cubefacesize + 8) * 0);
            canvasPY.canvas.title = "PY";
            canvasPY.canvas.AttachToDocument();
            canvasPY.canvas.style.transformOrigin = "0 0";
            canvasPY.canvas.style.transform = $"scale({uizoom})";
            #endregion

            // transpose xz?

            #region x
            var cameraNX = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            applycameraoffset += delegate
            {
                cameraNX.position.copy(new THREE.Vector3(0, 0, 0));
                cameraNX.lookAt(new THREE.Vector3(0, 0, 1));
                cameraNX.position.add(cameraoffset);
            };
            //cameraNX.lookAt(new THREE.Vector3(0, 0, -1));
            //cameraNX.lookAt(new THREE.Vector3(-1, 0, 0));
            //cameraNX.lookAt(new THREE.Vector3(1, 0, 0));
            var canvasNX = new CanvasRenderingContext2D(cubefacesize, cubefacesize);
            canvasNX.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 2, 8 + (int)(uizoom * cubefacesize + 8) * 1);
            canvasNX.canvas.title = "NX";
            canvasNX.canvas.AttachToDocument();
            canvasNX.canvas.style.transformOrigin = "0 0";
            canvasNX.canvas.style.transform = $"scale({uizoom})";

            var cameraPX = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            applycameraoffset += delegate
            {
                cameraPX.position.copy(new THREE.Vector3(0, 0, 0));
                cameraPX.lookAt(new THREE.Vector3(0, 0, -1));
                cameraPX.position.add(cameraoffset);
            };
            //cameraPX.lookAt(new THREE.Vector3(0, 0, 1));
            //cameraPX.lookAt(new THREE.Vector3(1, 0, 0));
            //cameraPX.lookAt(new THREE.Vector3(-1, 0, 0));
            var canvasPX = new CanvasRenderingContext2D(cubefacesize, cubefacesize);
            canvasPX.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 0, 8 + (int)(uizoom * cubefacesize + 8) * 1);
            canvasPX.canvas.title = "PX";
            canvasPX.canvas.AttachToDocument();
            canvasPX.canvas.style.transformOrigin = "0 0";
            canvasPX.canvas.style.transform = $"scale({uizoom})";
            #endregion



            #region z
            var cameraNZ = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            //cameraNZ.lookAt(new THREE.Vector3(0, 0, -1));
            applycameraoffset += delegate
            {
                cameraNZ.position.copy(new THREE.Vector3(0, 0, 0));
                cameraNZ.lookAt(new THREE.Vector3(1, 0, 0));
                cameraNZ.position.add(cameraoffset);
            };
            //cameraNX.lookAt(new THREE.Vector3(-1, 0, 0));
            //cameraNZ.lookAt(new THREE.Vector3(0, 0, 1));
            var canvasNZ = new CanvasRenderingContext2D(cubefacesize, cubefacesize);
            canvasNZ.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 3, 8 + (int)(uizoom * cubefacesize + 8) * 1);
            canvasNZ.canvas.title = "NZ";
            canvasNZ.canvas.AttachToDocument();
            canvasNZ.canvas.style.transformOrigin = "0 0";
            canvasNZ.canvas.style.transform = $"scale({uizoom})";

            var cameraPZ = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            //cameraPZ.lookAt(new THREE.Vector3(1, 0, 0));
            applycameraoffset += delegate
            {
                cameraPZ.position.copy(new THREE.Vector3(0, 0, 0));
                cameraPZ.lookAt(new THREE.Vector3(-1, 0, 0));
                cameraPZ.position.add(cameraoffset);
            };
            //cameraPZ.lookAt(new THREE.Vector3(0, 0, 1));
            //cameraPZ.lookAt(new THREE.Vector3(0, 0, -1));
            var canvasPZ = new CanvasRenderingContext2D(cubefacesize, cubefacesize);
            canvasPZ.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 1, 8 + (int)(uizoom * cubefacesize + 8) * 1);
            canvasPZ.canvas.title = "PZ";
            canvasPZ.canvas.AttachToDocument();
            canvasPZ.canvas.style.transformOrigin = "0 0";
            canvasPZ.canvas.style.transform = $"scale({uizoom})";
            #endregion




            // c++ alias locals would be nice..
            var canvas0 = (IHTMLCanvas)renderer0.domElement;


            var old = new
            {



                CursorX = 0,
                CursorY = 0
            };


            var st = new Stopwatch();
            st.Start();

            //canvas0.css.active.style.cursor = IStyle.CursorEnum.move;




            // X:\jsc.svn\examples\javascript\Test\TestMouseMovement\TestMouseMovement\Application.cs


            // THREE.WebGLProgram: gl.getProgramInfoLog() C:\fakepath(78,3-98): warning X3557: loop only executes for 1 iteration(s), forcing loop to unroll
            // THREE.WebGLProgram: gl.getProgramInfoLog() (79,3-98): warning X3557: loop only executes for 1 iteration(s), forcing loop to unroll

            // http://www.roadtovr.com/youtube-confirms-stereo-3d-360-video-support-coming-soon/
            // https://www.youtube.com/watch?v=D-Wl9jAB45Q



            #region spherical
            var gl = new WebGLRenderingContext(alpha: true, preserveDrawingBuffer: true);
            var c = gl.canvas.AttachToDocument();

            //  3840x2160

            //c.style.SetSize(3840, 2160);

            // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150722/360-youtube


            c.width = 3840;
            c.height = 2160;


            //c.width = 3840 * 2;
            //c.height = 2160 * 2;


            //c.width = 3840;
            //c.height = 2160;
            // 1,777777777777778

            // https://www.youtube.com/watch?v=fTfJwzRsE-w
            //c.width = 7580;
            //c.height = 3840;
            //1,973958333333333

            //7580
            //    3840

            // wont work
            //c.width = 8192;
            //c.height = 4096;


            // this has the wrong aspect?
            //c.width = 6466;
            //c.height = 3232;

            new IHTMLPre { new { c.width, c.height } }.AttachToDocument();

            //6466x3232

            //var suizoom = 720f / c.height;
            //var suizoom = 360f / c.height;
            var suizoom = 480f / c.width;

            c.style.transformOrigin = "0 0";
            c.style.transform = $"scale({suizoom})";
            //c.style.backgroundColor = "yellow";
            c.style.position = IStyle.PositionEnum.absolute;

            c.style.SetLocation(8 + (int)(uizoom * cubefacesize + 8) * 0, 8 + (int)(uizoom * cubefacesize + 8) * 3);

            var pass = new CubeToEquirectangular.Library.ShaderToy.EffectPass(
                       null,
                       gl,
                       precission: CubeToEquirectangular.Library.ShaderToy.DetermineShaderPrecission(gl),
                       supportDerivatives: gl.getExtension("OES_standard_derivatives") != null,
                       callback: null,
                       obj: null,
                       forceMuted: false,
                       forcePaused: false,
                       //quadVBO: Library.ShaderToy.createQuadVBO(gl, right: 0, top: 0),
                       outputGainNode: null
                   );

            // how shall we upload our textures?
            // can we reference GLSL.samplerCube yet?
            //pass.mInputs[0] = new samplerCube { };
            pass.mInputs[0] = new CubeToEquirectangular.Library.ShaderToy.samplerCube { };

            pass.MakeHeader_Image();
            var vs = new Shaders.ProgramFragmentShader();
            pass.NewShader_Image(vs);

            #endregion




            //var frame0 = new HTML.Images.FromAssets.tiles_regrid().AttachToDocument();
            var frame0 = new HTML.Images.FromAssets.galaxy_starfield().AttachToDocument();
            //var frame0 = new HTML.Images.FromAssets.galaxy_starfield150FOV().AttachToDocument();
            //var xor = new HTML.Images.FromAssets.Orion360_test_image_8192x4096().AttachToDocument();
            //var xor = new HTML.Images.FromAssets._2_no_clouds_4k().AttachToDocument();
            //var frame0 = new HTML.Images.FromAssets._2294472375_24a3b8ef46_o().AttachToDocument();


            // 270px
            //xor.style.height = "";
            frame0.style.height = "270px";
            frame0.style.width = "480px";
            frame0.style.SetLocation(
                8 + (int)(uizoom * cubefacesize + 8) * 0 + 480 + 16, 8 + (int)(uizoom * cubefacesize + 8) * 3);





            #region fixup rotation

            //mesh.rotateOnAxis(new THREE.Vector3(1, 0, 0), Math.PI / 2);
            //mesh.rotateOnAxis(new THREE.Vector3(1, 0, 0), -Math.PI / 2);

            // dont need the fixup. unless we want to animate the sky rotate?
            //mesh.rotateOnAxis(new THREE.Vector3(0, 1, 0), -Math.PI / 2);
            #endregion


            // hide the sky to see camera lines?
            //  can we show this as HUD on VR in webview?
            //skybox.visible = false;
            //scene.add(skybox);




            //new IHTMLButton { }

            #region DirectoryEntry
            var dir = default(DirectoryEntry);

            new IHTMLButton { "openDirectory" }.AttachToDocument().onclick += async delegate
            {
                dir = (DirectoryEntry)await chrome.fileSystem.chooseEntry(new { type = "openDirectory" });
            };

            frame0.onclick += delegate
            {
                // http://paulbourke.net/papers/vsmm2006/vsmm2006.pdf
                //            A method of creating synthetic stereoscopic panoramic images that can be implemented
                //in most rendering packages has been presented. If single panoramic pairs can be created
                //then stereoscopic panoramic movies are equally possible giving rise to the prospect of
                //movies where the viewer can interact with, at least with regard to what they choose to look
                //at.These images can be projected so as to engage the two features of the human visual
                //system that assist is giving us a sense of immersion, the feeling of “being there”. That is,
                //imagery that contains parallax information as captured from two horizontally separated eye
                //positions (stereopsis)and imagery that fills our peripheral vision.The details that define
                //how the two panoramic images should be created in rendering packages are provided, in
                //particular, how to precisely configure the virtual cameras and control the distance to zero
                //parallax.

                // grab a frame

                if (dir == null)
                {
                    // not exporting to file system?
                    var f0 = new IHTMLImage { src = gl.canvas.toDataURL() };

                    //var f0 = (IHTMLImage)gl.canvas;
                    //var f0 = (IHTMLImage)gl.canvas;
                    //var base64 = gl.canvas.toDataURL();


                    //frame0.src = base64;
                    frame0.src = f0.src;

                    // 7MB!

                    return;
                }

                //                // ---------------------------
                //IrfanView
                //---------------------------
                //Warning !
                //The file: "X:\vr\tape1\0001.jpg" is a PNG file with incorrect extension !
                //Rename ?
                //---------------------------
                //Yes   No   
                //---------------------------

                // haha this will render the thumbnail.
                //dir.WriteAllBytes("0000.png", frame0);

                //dir.WriteAllBytes("0000.png", gl.canvas);

                var glsw = Stopwatch.StartNew();
                dir.WriteAllBytes("0000.png", gl);

                new IHTMLPre { new { glsw.ElapsedMilliseconds } }.AttachToDocument();

                // {{ ElapsedMilliseconds = 1548 }}

                // 3.7MB
                // 3840x2160

            };

            #endregion

            var vsync = default(TaskCompletionSource<object>);

            #region render
            new IHTMLButton {
                "render 60hz 30sec"
            }.AttachToDocument().onclick += async e =>
            {
                e.Element.disabled = true;


                var total = Stopwatch.StartNew();
                var status = "rendering... " + new { dir };

                new IHTMLPre { () => status }.AttachToDocument();

                if (dir == null)
                {
                    //dir = (DirectoryEntry)await chrome.fileSystem.chooseEntry(new { type = "openDirectory" });
                }

                total.Restart();



                vsync = new TaskCompletionSource<object>();
                await vsync.Task;

                status = "rendering... vsync";

                //var frameid = 0;
                frameIDslider.valueAsNumber = -1;

                goto beforeframe;


                // parallax offset?

                await_nextframe:


                var filename = frameIDslider.valueAsNumber.ToString().PadLeft(4, '0') + ".png";
                status = "rendering... " + new { filename };


                vsync = new TaskCompletionSource<object>();
                await vsync.Task;

                // frame0 has been rendered

                var swcapture = Stopwatch.StartNew();
                status = "WriteAllBytes... " + new { filename };
                //await Native.window.async.onframe;

                // https://code.google.com/p/chromium/issues/detail?id=404301
                if (dir != null)
                    await dir.WriteAllBytes(filename, gl);
                //await dir.WriteAllBytes(filename, gl.canvas);

                status = "WriteAllBytes... done " + new { fcamerax, filename, swcapture.ElapsedMilliseconds };
                status = "rdy " + new { filename, fcamerax };
                //await Native.window.async.onframe;





                // design mode v render mode
                if (cubefacesize < cubefacesizeMAX)
                    frameIDslider.valueAsNumber += 15;
                else
                    frameIDslider.valueAsNumber++;




                beforeframe:

                // speed? S6 slow motion?
                // this is really slow. if we do x4x2 =x8 
                // https://www.youtube.com/watch?v=r76ULW16Ib8
                //fcamerax += 16 * (1.0 / 60.0);
                // fcamerax = radius * Math.Cos(Math.PI * (frameid - (60 * 30 / 2f)) / (60 * 30 / 2f));

                // speed? S6 slow motion?
                // this is really slow. if we do x4x2 =x8 
                // https://www.youtube.com/watch?v=r76ULW16Ib8
                //fcamerax += 16 * (1.0 / 60.0);
                fcamerax = 2.2 * Math.Sin(Math.PI * (frameIDslider.valueAsNumber - (60 * 30 / 2f)) / (60 * 30 / 2f));
                fcameraz = 4.4 * Math.Cos(Math.PI * (frameIDslider.valueAsNumber - (60 * 30 / 2f)) / (60 * 30 / 2f));


                // up
                fcameray = 4.4 * Math.Cos(Math.PI * (frameIDslider.valueAsNumber - (60 * 30 / 2f)) / (60 * 30 / 2f));

                // cameraz.valueAsNumber = (int)(cameraz.max * Math.Sin(Math.PI * (frameid - (60 * 30 / 2f)) / (60 * 30 / 2f)));


                // up
                //fcameray = 128 * Math.Cos(Math.PI * (frameid - (60 * 30 / 2f)) / (60 * 30 / 2f));

                //fcamerax += (1.0 / 60.0);

                //fcamerax += (1.0 / 60.0) * 120;



                // 60hz 30sec
                if (frameIDslider.valueAsNumber < 60 * 30)
                {
                    // Blob GC? either this helms or the that we made a Blob static. 
                    await Task.Delay(11);

                    goto await_nextframe;
                }

                total.Stop();
                status = "all done " + new { frameid = frameIDslider.valueAsNumber, total.ElapsedMilliseconds };
                vsync = default(TaskCompletionSource<object>);
                // http://stackoverflow.com/questions/22899333/delete-javascript-blobs

                e.Element.disabled = false;
            };
            #endregion


            // "Z:\jsc.svn\examples\javascript\WebGL\WebGLColladaExperiment\WebGLColladaExperiment\WebGLColladaExperiment.csproj"


            #region moonsphere
            var moonsphere = new THREE.Mesh(
                    new THREE.SphereGeometry(radius / earthdiameterKM * moondiameterKM, segments, segments),
                    new THREE.MeshPhongMaterial(
                            new
                            {
                                map = new THREE.Texture().With(

                                    async s =>
                                    {
                                        //0:75ms event: _2_no_clouds_4k_low view-source:36543
                                        //Application Cache Progress event (1 of 2) http://192.168.1.72:22248/view-source 192.168.1.72/:1
                                        //Application Cache Progress event (2 of 2)  192.168.1.72/:1
                                        //Application Cache Cached event 192.168.1.72/:1
                                        //1:1018ms event: _2_no_clouds_4k_low done view-source:36543
                                        //1:1019ms event: _2_no_clouds_4k view-source:36543
                                        //event.returnValue is deprecated. Please use the standard event.preventDefault() instead. view-source:2995
                                        //1:16445ms event: _2_no_clouds_4k done 

                                        // ~ tilde to open css editor?


                                        //await 20000;

                                        //Console.WriteLine("event: _2_no_clouds_4k");
                                        s.image = await new moon();
                                        s.needsUpdate = true;
                                        //Console.WriteLine("event: _2_no_clouds_4k done");
                                    }
                                ),


                                //bumpMap = THREE.ImageUtils.loadTexture(
                                //    new elev_bump_4k().src
                                ////new elev_bump_4k_low().src
                                //),


                                //// applies onyl to shaders to create the shadow
                                //bumpScale = 0.005,

                                //specularMap = new THREE.Texture().With(
                                //    async s =>
                                //    {

                                //        Console.WriteLine("event: water_4k");
                                //        s.image = await new water_4k().async.oncomplete;
                                //        s.needsUpdate = true;
                                //        Console.WriteLine("event: water_4k done");
                                //    }
                                //),


                                ////specular =    new THREE.Color("grey")								
                                //specular = new THREE.Color(0xa0a0a0)
                            })
                );
            #endregion


            //moonsphere.position.set(radius * 4, 0, 0);
            //moonsphere.position.set(0, 0, -radius * 4);

            scene.add(moonsphere);


            #region globesphere
            var globesphere = new THREE.Mesh(
                    new THREE.SphereGeometry(radius, segments, segments),
                    new THREE.MeshPhongMaterial(
                            new
                            {
                                map = new THREE.Texture().With(

                                    async s =>
                                    {
                                        //0:75ms event: _2_no_clouds_4k_low view-source:36543
                                        //Application Cache Progress event (1 of 2) http://192.168.1.72:22248/view-source 192.168.1.72/:1
                                        //Application Cache Progress event (2 of 2)  192.168.1.72/:1
                                        //Application Cache Cached event 192.168.1.72/:1
                                        //1:1018ms event: _2_no_clouds_4k_low done view-source:36543
                                        //1:1019ms event: _2_no_clouds_4k view-source:36543
                                        //event.returnValue is deprecated. Please use the standard event.preventDefault() instead. view-source:2995
                                        //1:16445ms event: _2_no_clouds_4k done 

                                        // ~ tilde to open css editor?


                                        //await 20000;

                                        //Console.WriteLine("event: _2_no_clouds_4k");
                                        s.image = await new _2_no_clouds_4k();
                                        s.needsUpdate = true;
                                        //Console.WriteLine("event: _2_no_clouds_4k done");
                                    }
                                ),


                                bumpMap = THREE.ImageUtils.loadTexture(
                                    new elev_bump_4k().src
                                //new elev_bump_4k_low().src
                                ),


                                // applies onyl to shaders to create the shadow
                                //bumpScale = 0.005,
                                bumpScale = 0.05,

                                specularMap = new THREE.Texture().With(
                                    async s =>
                                    {

                                        Console.WriteLine("event: water_4k");
                                        s.image = await new water_4k().async.oncomplete;
                                        s.needsUpdate = true;
                                        Console.WriteLine("event: water_4k done");
                                    }
                                ),


                                //specular =    new THREE.Color("grey")								
                                //specular = new THREE.Color(0xa0a0a0)
                                //specular = new THREE.Color(0x4a4a4a)
                                specular = new THREE.Color(0x2a2a2a)
                                //specular = new THREE.Color(0x0a0a0a)
                            })
                );
            #endregion



            // http://stackoverflow.com/questions/12447734/three-js-updateing-texture-on-plane


            //globesphere.rotation.y = rotation;
            scene.add(globesphere);


            #region clouds
            var clouds = new THREE.Mesh(
                    new THREE.SphereGeometry(
                        //radius + 0.003,
                        radius + radius * 0.01,
                        segments, segments),
                    new THREE.MeshPhongMaterial(
                        new
                        {
                            //map = THREE.ImageUtils.loadTexture(
                            //    //new fair_clouds_4k().src
                            //    new fair_clouds_4k_low().src
                            //    ),


                            map = new THREE.Texture().With(
                                async s =>
                                {


                                    Console.WriteLine("event: fair_clouds_4k");
                                    s.image = await new fair_clouds_4k().async.oncomplete;
                                    s.needsUpdate = true;
                                    Console.WriteLine("event: fair_clouds_4k done");
                                }
                            ),


                            transparent = true
                        })
                );
            //clouds.rotation.y = rotation;


            scene.add(clouds);
            #endregion



            //clouds.position.set(0, virtualDistance / -2, 0);
            //globesphere.position.set(0, virtualDistance / -2, 0);

            //moonsphere.position.set(0, virtualDistance / 2, 0);


            //clouds.position.set(virtualDistance / -2, 0, 0);
            //globesphere.position.set(virtualDistance / -2, 0, 0);

            //moonsphere.position.set(virtualDistance / 2, 0, 0);

            // want our iss on equator to see some fictional rotation they are talking about
            clouds.position.set(virtualDistance / 2, 0, 0);
            globesphere.position.set(virtualDistance / 2, 0, 0);

            //clouds.position.set(virtualDistance / 2, (int)(-radius * 1.06), 0);
            //globesphere.position.set(virtualDistance / 2, (int)(-radius * 1.06), 0);

            // moon dark side away from earth?
            //moonsphere.position.set(virtualDistance / -2, -radius, 0);

            // dont care, wont orbit to moon today..
            moonsphere.position.set(virtualDistance / -2, radius / earthdiameterKM * moondiameterKM, 0);



            // asus will hang
            // https://3dwarehouse.sketchup.com/model.html?id=fb7a0448d940e575edc01389f336fb0a
            // can we get one frame into vr?

            // cube: mesh to cast shadows
            #region cube0
            // 127m = 5
            // 1274m = 48
            var iss_virtualsize = 10;

            // var earthdiameterKM = 12742f;     // 12,742 km
            // var radius = 480; 
            // showing a 10% cube pn left_??
            //var cubeGeometry = new THREE.CubeGeometry(48, 48, 48);
            var cubeGeometry = new THREE.CubeGeometry(iss_virtualsize, iss_virtualsize, iss_virtualsize);
            var cubeMaterial = new THREE.MeshLambertMaterial(new { color = 0xff0000 });

            var cube0 = new THREE.Mesh(cubeGeometry, cubeMaterial);
            //cube.position.set(0, 50, 0);


            // cube0.scale.set(radius / earthdiameterKM * isssizeKM, radius / earthdiameterKM * isssizeKM, radius / earthdiameterKM * isssizeKM);
            cube0.position.set(iss_virtualsize / 2, 0, 0);
            // Note that the mesh is flagged to cast shadows
            //cube0.castShadow = true;
            //scene.add(cube0);

            // floor: mesh to receive shadows

            #endregion




            // chrome://gpu/
            new DAEISS.__AssetsLibrary__.ColladaISS().Source.Task.ContinueWithResult(
                   dae =>
                   {
                       // middle?
                       // The dimensions of the completed ISS research facility will be approximately 356 feet (109 meters) by 240 feet (73 meters)


                       // dae.position.set(virtualDistance * 0.0, radius / earthdiameterKM * isssizeKM, 0);


                       //// 90deg
                       //dae.rotation.x = -Math.Cos(Math.PI);

                       ////dae.scale.x = 30;
                       ////dae.scale.y = 30;
                       ////dae.scale.z = 30;
                       //dae.position.set(iss_virtualsize, 0, 0);

                       // since we are orbiting earth. why not put iss on one side and a jet on the other?
                       // can we do a flyby on them?
                       //dae.position.set(-iss_virtualsize, -40, 0);
                       //dae.position.set(-iss_virtualsize, 10, 0);

                       // to compare to cube0
                       //dae.position.set(-iss_virtualsize  /2, 0, 0);
                       // dae.position.set(-iss_virtualsize / 2, 0, 0);

                       //var distanceKM = 384400f;
                       //var earthdiameterKM = 12742f;     // 12,742 km
                       //var moondiameterKM = 3475f;
                       //var virtualDistance = radius / earthdiameterKM * distanceKM;

                       var issAltitudeKM = 416f;
                       //var issAltitudeKM = 500f;

                       Console.WriteLine(new { virtualDistance });
                       Console.WriteLine(new { radius });

                       var issZ = virtualDistance / 2 - (radius / earthdiameterKM * issAltitudeKM) - radius;

                       //dae.position.set(0, 0, issZ);

                       // camera is transposed
                       dae.position.set(issZ, 0, 0);

                       // center into iss?
                       cameraz.valueAsNumber = (long)issZ;

                       //globesphere.position.set(virtualDistance / 2, (int)(-radius * 1.06), 0);

                       // jsc, do we have ILObserver available yet?
                       // is it to scale yet? 
                       // scale should be close enough now
                       dae.scale.set(0.002, 0.002, 0.002);
                       //dae.scale.set(0.02, 0.02, 0.02);

                       //dae.position.y = -80;

                       scene.add(dae);
                       //oo.Add(dae);

                       // where will it show up?
                       // f5 to see clr web server on red..

                   }
               );


            // called by?
            applycameraoffset += delegate
            {
                // should rotate fake globe via frameid 0..1800 is 360deg is 2pi


                //frameIDslide

                // frameID 0 means 0deg
                // frameID 1800 means 360deg

                light.position.set(

                    lightX, lightY, lightZ
                    );

                globesphere.rotation.y = frameIDslider.valueAsNumber * 2 * Math.PI / 1800.0;

                // clouds shall rotate twice the speed thanks
                clouds.rotation.y = frameIDslider.valueAsNumber * 4 * Math.PI / 1800.0;
            };

            //globesphere.position.set(0, radius / earthdiameterKM * distanceKM, 0);

            //clouds.rotateOnAxis(new THREE.Vector3(0, 1, 0), Math.PI / 2);
            //globesphere.rotateOnAxis(new THREE.Vector3(0, 1, 0), Math.PI / 2);



            // X:\jsc.svn\examples\javascript\chrome\apps\ChromeEarth\ChromeEarth\Application.cs
            // X:\jsc.svn\examples\javascript\canvas\ConvertBlackToAlpha\ConvertBlackToAlpha\Application.cs
            // hidden for alpha AppWindows
            //#if FBACKGROUND

            #region galaxy_starfield
            new THREE.Texture().With(
                async s =>
                {
                    var i = new HTML.Images.FromAssets.galaxy_starfield();
                    //var i = new HTML.Images.FromAssets.galaxy_starfield150FOV();

                    var bytes = await i.async.bytes;

                    //for (int ii = 0; ii < bytes.Length; ii += 4)
                    //{

                    //    bytes[ii + 3] = (byte)(bytes[ii + 0]);

                    //    bytes[ii + 0] = 0xff;
                    //    bytes[ii + 1] = 0xff;
                    //    bytes[ii + 2] = 0xff;
                    //}

                    var cc = new CanvasRenderingContext2D(i.width, i.height);

                    cc.bytes = bytes;

                    s.image = cc;
                    s.needsUpdate = true;

                    var stars_material = new THREE.MeshBasicMaterial(
                            new
                            {
                                //map = THREE.ImageUtils.loadTexture(new galaxy_starfield().src),
                                map = s,
                                side = THREE.BackSide,
                                transparent = true
                            });


                    var stars = new THREE.Mesh(
                            new THREE.SphereGeometry(far * 0.9, 64, 64),
                           stars_material
                        );

                    // http://stackoverflow.com/questions/8502150/three-js-how-can-i-dynamically-change-objects-opacity
                    //(stars_material as dynamic).opacity = 0.5;


                    scene.add(stars);
                }
           );
            #endregion




            new Models.ColladaS6Edge().Source.Task.ContinueWithResult(
                   dae =>
                   {



                       //dae.position.y = -80;

                       //dae.AttachTo(sceneg);
                       //scene.add(dae);
                       //oo.Add(dae);




                       // view-source:http://threejs.org/examples/webgl_multiple_canvases_circle.html
                       // https://threejsdoc.appspot.com/doc/three.js/src.source/extras/cameras/CubeCamera.js.html
                       Native.window.onframe +=
                           e =>
                           {
                               // let render man know..
                               if (vsync != null)
                                   if (vsync.Task.IsCompleted)
                                       return;


                               //if (pause) return;
                               //if (pause.@checked)
                               //    return;


                               // can we float out of frame?
                               // haha. a bit too flickery.
                               //dae.position.x = Math.Sin(e.delay.ElapsedMilliseconds * 0.01) * 50.0;
                               //dae.position.x = Math.Sin(e.delay.ElapsedMilliseconds * 0.001) * 190.0;
                               //globesphere.position.y = Math.Sin(fcamerax * 0.001) * 90.0;
                               //clouds.position.y = Math.Cos(fcamerax * 0.001) * 90.0;

                               //sphere.rotation.y += speed;
                               //clouds.rotation.y += speed;

                               // manual rebuild?
                               // red compiler notifies laptop chrome of pending update
                               // app reloads

                               applycameraoffset();
                               renderer0.clear();
                               //rendererPY.clear();

                               //cameraPX.aspect = canvasPX.aspect;
                               //cameraPX.updateProjectionMatrix();

                               // um what does this do?
                               //cameraPX.position.z += (z - cameraPX.position.z) * e.delay.ElapsedMilliseconds / 200.0;
                               // mousewheel allos the camera to move closer
                               // once we see the frame in vr, can we udp sync vr tracking back to laptop?


                               //this.targetPX.x += 1;
                               //this.targetNX.x -= 1;

                               //this.targetPY.y += 1;
                               //this.targetNY.y -= 1;

                               //this.targetPZ.z += 1;
                               //this.targetNZ.z -= 1;

                               // how does the 360 or shadertoy want our cubemaps?


                               // and then rotate right?

                               // how can we render cubemap?


                               #region x
                               // upside down?
                               renderer0.render(scene, cameraPX);
                               canvasPX.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize);

                               renderer0.render(scene, cameraNX);
                               canvasNX.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize);
                               #endregion

                               #region z
                               renderer0.render(scene, cameraPZ);
                               canvasPZ.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize);

                               renderer0.render(scene, cameraNZ);
                               canvasNZ.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize);
                               #endregion



                               #region y
                               renderer0.render(scene, cameraPY);

                               //canvasPY.save();
                               //canvasPY.translate(0, size);
                               //canvasPY.rotate((float)(-Math.PI / 2));
                               canvasPY.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize);
                               //canvasPY.restore();


                               renderer0.render(scene, cameraNY);
                               //canvasNY.save();
                               //canvasNY.translate(size, 0);
                               //canvasNY.rotate((float)(Math.PI / 2));
                               canvasNY.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize);
                               //canvasNY.restore();
                               // ?
                               #endregion


                               //renderer0.render(scene, cameraPX);


                               //rendererPY.render(scene, cameraPY);

                               // at this point we should be able to render the sphere texture

                               //public const uint TEXTURE_CUBE_MAP_POSITIVE_X = 34069;
                               //public const uint TEXTURE_CUBE_MAP_NEGATIVE_X = 34070;
                               //public const uint TEXTURE_CUBE_MAP_POSITIVE_Y = 34071;
                               //public const uint TEXTURE_CUBE_MAP_NEGATIVE_Y = 34072;
                               //public const uint TEXTURE_CUBE_MAP_POSITIVE_Z = 34073;
                               //public const uint TEXTURE_CUBE_MAP_NEGATIVE_Z = 34074;


                               //var cube0 = new IHTMLImage[] {
                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_px(),
                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_nx(),

                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_py(),
                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_ny(),


                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_pz(),
                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_nz()
                               //};

                               new[] {
                                   canvasPX, canvasNX,
                                   canvasPY, canvasNY,
                                   canvasPZ, canvasNZ
                               }.WithEachIndex(
                                   (img, index) =>
                                   {
                                       gl.bindTexture(gl.TEXTURE_CUBE_MAP, pass.tex);

                                       //gl.pixelStorei(gl.UNPACK_FLIP_X_WEBGL, false);
                                       gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);

                                       // http://stackoverflow.com/questions/15364517/pixelstoreigl-unpack-flip-y-webgl-true

                                       // https://msdn.microsoft.com/en-us/library/dn302429(v=vs.85).aspx
                                       //gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0);
                                       //gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);

                                       gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + (uint)index, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img.canvas);

                                   }
                                );

                               // could do dynamic resolution- fog of war or fog of FOV. where up to 150deg field of vision is encouragedm, not 360
                               pass.Paint_Image(
                                     0,

                                     0,
                                     0,
                                     0,
                                     0
                                //,

                                // gl_FragCoord
                                // cannot be scaled, and can be referenced directly.
                                // need another way to scale
                                //zoom: 0.3f
                                );

                               //paintsw.Stop();


                               // what does it do?
                               gl.flush();

                               // let render man know..
                               if (vsync != null)
                                   if (!vsync.Task.IsCompleted)
                                       vsync.SetResult(null);
                           };


                   }
               );





            Console.WriteLine("do you see it?");
        }