X3D Model Documentation: ChangingFog.x3d

  1  <?xml version="1.0" encoding="UTF-8"?>
  2  <!DOCTYPE X3D PUBLIC "ISO//Web3D//DTD X3D 3.3//EN" "https://www.web3d.org/specifications/x3d-3.3.dtd">
  3  <X3D profile='Immersive' version='3.3 xmlns:xsd='http://www.w3.org/2001/XMLSchema-instance' xsd:noNamespaceSchemaLocation='https://www.web3d.org/specifications/x3d-3.3.xsd'>
  4       <head>
  5            <!-- javascript code for rotation calculations was derived from: -->
  6            <meta name='titlecontent='ChangingFog.x3d'/>
  7            <meta name='descriptioncontent="A Fog node that adjusts as the viewer's orientation and position changes. This is a good candidate to become a Prototype since Fog does not automatically bind when inlined."/>
  8            <meta name='creatorcontent='Matthew Braun'/>
  9            <meta name='createdcontent='20 September 2001'/>
 10            <meta name='modifiedcontent='20 October 2019'/>
 11            <meta name='referencecontent='http://astronomy.swin.edu.au/pbourke/geometry/rotate/'/>
 12            <meta name='rightscontent='Copyright (c) Matthew Braun 2001'/>
 13            <meta name='subjectcontent='Fog'/>
 14            <meta name='identifiercontent='https://www.web3d.org/x3d/content/examples/X3dForWebAuthors/KelpForestExhibit/ChangingFog.x3d'/>
 15            <meta name='generatorcontent='X3D-Edit 3.3, https://savage.nps.edu/X3D-Edit'/>
 16            <meta name='licensecontent='../license.html'/>
 17       </head>
<!--

<!--
Event Graph ROUTE Table shows event connections.
-->

<!-- to top Index for DEF nodes: ChangeVisibility, Clock, Disk, IFSBox, Pointer, ProxSensor, ShapeApp, Water

Index for Viewpoint nodes: Viewpoint_1, Viewpoint_2, Viewpoint_3, Viewpoint_4, Viewpoint_5, Viewpoint_6, Viewpoint_7, Viewpoint_8
-->
 18       <Scene>
 19            <WorldInfo title='ChangingFog.x3d'/>
 20            <NavigationInfo avatarSize='0.01 0 0'/>
 21            <Viewpoint description='StartfieldOfView='0.9position='0 0 0'/>
 22            <Viewpoint description='Looking up from startorientation='1 0 0 1.57position='0 0 0'/>
 23            <Viewpoint description='10m above, looking straight uporientation='1 0 0 1.57position='0 10 0'/>
 24            <Viewpoint description='10m above startposition='0 10 0'/>
 25            <Viewpoint description='10m above, looking straight downorientation='1 0 0 -1.57position='0 10 0'/>
 26            <Viewpoint description='10m below, looking downorientation='1 0 0 -1.57position='0 -10 0'/>
 27            <Viewpoint description='10m below startposition='0 -10 0'/>
 28            <Viewpoint description='10m below, looking uporientation='1 0 0 1.57position='0 -10 0'/>
 29 
          <!-- ROUTE information for Water node:  [from ChangeVisibility.visibility_changed to visibilityRange ] -->
          <Fog DEF='Watercolor='0.2 0.2 0.4fogType='EXPONENTIAL'/>
 30            <!-- Proximity sensor must be large enough to encompass the entire scene -->
 31 
          <!-- ROUTE information for ProxSensor node:  [from position_changed to ChangeVisibility.get_depth ] [from orientation_changed to ChangeVisibility.set_visibility ] -->
          <ProximitySensor DEF='ProxSensorsize='1000 1000 1000'/>
 32            <!-- TimeSensor triggering reduces frequency of calculations for performance reasons. -->
 33 
          <!-- ROUTE information for Clock node:  [from cycleTime to ChangeVisibility.get_clock_hit ] -->
          <TimeSensor DEF='Clockloop='true'/>
 34 
 35                 <field name='get_clock_hittype='SFTimeaccessType='inputOnly'/>
 36                 <field name='run_scripttype='SFBoolvalue='falseaccessType='initializeOnly'/>
 37                 <field name='get_depthtype='SFVec3faccessType='inputOnly'/>
 38                 <field name='visibility_changedtype='SFFloataccessType='outputOnly'/>
 39                 <field name='set_visibilitytype='SFRotationaccessType='inputOnly'/>
 40                 <!-- <field accessType='initializeOnly' name='checked' type='SFBool' value='false'/> <field accessType='initializeOnly' name='moved' type='SFBool' value='false'/> -->
  <![CDATA[
      
ecmascript:
// REF: http://astronomy.swin.edu.au/pbourke/geometry/rotate/

function initialize () {
   visibility = 20;
   depth = 0;
   pos = (0,0,0);
   Browser.println ('Position output from ProximitySensor.');
}

function get_clock_hit (clock_msg) {
     run_script = true;
}

function get_depth ( position ) {

   pos = position;
   depth = position[1] - 30;   

}

function set_visibility( rotation ) {

 if (run_script) {

//z coordinate of the default viewpoint direction(0,0,-1)
   initZ = -1;  

   rX = rotation[0];  // x coordinate of the rotation
   rY = rotation[1];  // y coordinate of the rotation
   rZ = rotation[2];  // z coordinate of the rotation

   theta = rotation[3];  // angle of rotation in radians
	
Browser.println ('theta:' + theta);
     
   cosTheta = Math.cos(theta);
   sinTheta = Math.sin(theta);

Browser.println ('cosTheta:' + cosTheta + ' sinTheta:'+ sinTheta);


// calculate the y coordinate of the point after rotation
/* there are 8 other terms in the full conversion, but 6 are equal
to zero because of the choice of a starting point on the z-axis. The
other two are not calculated since all we need is the y coordinate
*/
   finalY = ((1 - cosTheta) * rY * rZ - rX * sinTheta) * initZ;

Browser.println ('final y:' + finalY);

//calculate the elevation/depression angle of the final point location

   elevation = Math.asin(finalY);

Browser.println ('elevation:' + elevation);

   directionFactor = 1 + 0.2 * (4 * elevation / Math.PI);
   depthAdjust = (60 + depth)/60
   depthFactor = Math.max(depthAdjust,0.05);

   visibility_changed =  60 * depthFactor * directionFactor; 
   Browser.println ('depth=' + depth + ', elevation=' + elevation + 
        ', visibility_changed=' + visibility_changed);
   run_script = false;
   
 }
}

    
]]>
 42            </Script>
 43            < ROUTE  fromNode='Clock' fromField='cycleTime' toNode='ChangeVisibility' toField='get_clock_hit'/>
 44            < ROUTE  fromNode='ProxSensor' fromField='position_changed' toNode='ChangeVisibility' toField='get_depth'/>
 45            < ROUTE  fromNode='ProxSensor' fromField='orientation_changed' toNode='ChangeVisibility' toField='set_visibility'/>
 46            < ROUTE  fromNode='ChangeVisibility' fromField='visibility_changed' toNode='Water' toField='visibilityRange'/>
 47            <!-- A set of arrows is used to show visibility and direction -->
 48 
          <!-- Transform Pointer is a DEF node that has 2 USE nodes: USE_1, USE_2 -->
          <Transform DEF='Pointertranslation='0 0 -15'>
 49                 <Transform translation='0 4 0'>
 50                      <Shape>
 51                           <Cone bottomRadius='0.4'/>
 52 
                         <!-- Appearance ShapeApp is a DEF node that has 2 USE nodes: USE_1, USE_2 -->
                         <Appearance DEF='ShapeApp'>
 53                                <Material ambientIntensity='0.8diffuseColor='1 1 0.3shininess='0.6'/>
 54                           </Appearance>
 55                      </Shape>
 56                 </Transform>
 57                 <Shape>
 58                      <Cylinder height='6radius='0.2'/>
 59                      <Appearance USE='ShapeApp'/>
 60                 </Shape>
 61            </Transform>
 62            <Transform translation='0 10 0'>
 63                 <Transform USE='Pointer'/>
 64            </Transform>
 65            <Transform translation='0 -10 0'>
 66                 <Transform USE='Pointer'/>
 67            </Transform>
 68            <!-- A pair of disks used to show visibility -->
 69            <Transform translation='0 15 0'>
 70 
               <!-- Shape Disk is a DEF node that has 1 USE node: USE_1 -->
               <Shape DEF='Disk'>
 71                      <Cylinder height='0.01'/>
 72                      <Appearance USE='ShapeApp'/>
 73                 </Shape>
 74            </Transform>
 75            <Transform translation='0 -15 0'>
 76                 <Shape USE='Disk'/>
 77            </Transform>
 78            <!-- An indexed face set box used to bound the working area -->
 79            <Transform scale='20 20 20'>
 80                 <Shape DEF='IFSBox'>
 81                      <Appearance>
 82                           <Material diffuseColor='1 1 1'/>
 83                      </Appearance>
 84                      <IndexedFaceSet ccw='falsecolorPerVertex='falsecolorIndex='0 2 2 2 2 1coordIndex='0 1 2 3 -1 7 6 5 4 -1 0 4 5 1 -1 1 5 6 2 -1 2 6 7 3 -1 3 7 4 0'>
 85                           <Coordinate point='-1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 -1.0 -1.0 1.0 -1.0 -1.0 -1.0 1.0 1.0 -1.0 1.0 1.0 -1.0 -1.0 -1.0 -1.0 -1.0'/>
 86                           <Color color='1 1 1 0 0 0 0.2 0.2 0.8'/>
 87                      </IndexedFaceSet>
 88                 </Shape>
 89            </Transform>
 90       </Scene>
 91  </X3D>
<!--

<!--
Event Graph ROUTE Table shows event connections.
-->

<!-- to top Index for DEF nodes: ChangeVisibility, Clock, Disk, IFSBox, Pointer, ProxSensor, ShapeApp, Water

Index for Viewpoint nodes: Viewpoint_1, Viewpoint_2, Viewpoint_3, Viewpoint_4, Viewpoint_5, Viewpoint_6, Viewpoint_7, Viewpoint_8
-->
X3D Tooltips element index: Appearance, Color, Cone, Coordinate, Cylinder, field, Fog, head, IndexedFaceSet, Material, meta, NavigationInfo, ProximitySensor, ROUTE, Scene, Script, Shape, TimeSensor, Transform, Viewpoint, WorldInfo, X3D, accessType and type, XML data types, field types

Event Graph ROUTE Table entries with 4 ROUTE connections total, showing X3D event-model relationships for this scene.

Each row shows an event cascade that may occur during a single timestamp interval between frame renderings, as part of the X3D execution model.

Clock
TimeSensor
cycleTime
SFTime

ROUTE
event to
(1)
ChangeVisibility
Script
get_clock_hit
SFTime
then
 
 
 
ChangeVisibility
Script
visibility_changed
SFFloat

ROUTE
event to
(2)
Water
Fog
visibilityRange
SFFloat

      ChangeVisibility
Script
visibility_changed
SFFloat

ROUTE
event to
(1)
Water
Fog
visibilityRange
SFFloat

ProxSensor
ProximitySensor
position_changed
SFVec3f

ROUTE
event to
(1)
ChangeVisibility
Script
get_depth
SFVec3f
then
 
 
 
ChangeVisibility
Script
visibility_changed
SFFloat

ROUTE
event to
(2)
Water
Fog
visibilityRange
SFFloat
ProxSensor
ProximitySensor
orientation_changed
SFRotation

ROUTE
event to
(1)
ChangeVisibility
Script
set_visibility
SFRotation
then
 
 
 
ChangeVisibility
Script
visibility_changed
SFFloat

ROUTE
event to
(2)
Water
Fog
visibilityRange
SFFloat
Additional guidance on X3D animation can be found in the 10-Step Animation Design Process and Event Tracing hint sheets. Have fun with X3D! 😀

-->
<!-- Online at
https://www.web3d.org/x3d/content/examples/X3dForWebAuthors/KelpForestExhibit/ChangingFogIndex.html -->
<!-- Version control at
https://sourceforge.net/p/x3d/code/HEAD/tree/www.web3d.org/x3d/content/examples/X3dForWebAuthors/KelpForestExhibit/ChangingFog.x3d -->

<!-- Color legend: X3D terminology <X3dNode DEF='idName' field='value'/> matches XML terminology <XmlElement DEF='idName' attribute='value'/>
(Light-blue background: event-based behavior node or statement) (Grey background inside box: inserted documentation) (Magenta background: X3D Extensibility)
-->

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