Creating new node types
bounce3.wrl
#VRML V2.0 utf8
#
# bounce3.wrl
# Bouncing beachball (with PROTO and JavaScript)
# by David R. Nadeau
#
# This world illustrates the use of a PROTO to encapsulate a Script
# node, timer, shape, and routes to create a vertically bouncing
# beach ball.
#
# The bounce path is based upon the projectile motion equation of
# physics, constrained to create a cyclic bouncing path with a
# user-selected maximum bounce height. Also, there is no friction,
# drag, or damping. For an explanation of the script, see 'bounce1.wrl'.
#
WorldInfo {
title "Bouncing beachball (PROTO)"
info [ "Copyright (c) 1997, David R. Nadeau" ]
}
Viewpoint {
position 0.0 0.6 8.0
orientation 1.0 0.0 0.0 0.1
}
NavigationInfo {
type [ "WALK", "ANY" ]
headlight FALSE
speed 2.0
}
DirectionalLight {
ambientIntensity 0.5
direction 0.0 -1.0 -0.5
}
#
# Sky
#
Background {
skyColor [
0.0 0.0 1.0,
0.0 0.5 1.0,
0.7 0.7 1.0,
]
skyAngle [
1.371,
1.571,
]
}
#
# Beach
#
Shape {
appearance Appearance {
material Material { }
texture ImageTexture { url "sand.jpg" }
textureTransform TextureTransform { scale 10.0 10.0 }
}
geometry IndexedFaceSet {
coord Coordinate {
point [
-50.0 -1.0 50.0,
50.0 -1.0 50.0,
50.0 -1.0 -50.0,
-50.0 -1.0 -50.0,
]
}
coordIndex [ 0, 1, 2, 3 ]
solid FALSE
}
}
#
# Palm trees
#
Transform {
translation -3.0 -1.0 -10.0
children [
DEF Palm Group {
children [
# Palm tree - in a billboard so it is never edge-on
Billboard {
children [
Shape {
appearance Appearance {
material NULL # emissive texturing
texture ImageTexture { url "palm.png" }
}
geometry IndexedFaceSet {
coord Coordinate {
point [
-2.5 0.0 0.0,
2.5 0.0 0.0,
2.5 11.25 0.0,
-2.5 11.25 0.0,
]
}
coordIndex [ 0, 1, 2, 3 ]
texCoord TextureCoordinate {
point [
0.0 0.0,
1.0 0.0,
1.0 1.0,
0.0 1.0,
]
}
texCoordIndex [ 0, 1, 2, 3 ]
solid FALSE
}
}
]
}
# Fake tree shadow - a black semi-transparent rectangle with
# a texture map to give it the right shape
Shape {
appearance Appearance {
material Material {
diffuseColor 0.0 0.0 0.0
transparency 0.5
}
texture ImageTexture { url "palmsh.png" }
}
geometry IndexedFaceSet {
coord Coordinate {
point [
-2.5 0.05 2.5,
2.5 0.05 2.5,
2.5 0.05 -2.5,
-2.5 0.05 -2.5,
]
}
coordIndex [ 0, 1, 2, 3 ]
texCoord TextureCoordinate {
point [
0.0 0.0,
1.0 0.0,
1.0 1.0,
0.0 1.0,
]
}
texCoordIndex [ 0, 1, 2, 3 ]
solid FALSE
}
}
]
}
]
}
Transform { translation -5.0 -1.0 -6.0 scale 0.6 0.6 0.6 children USE Palm }
Transform { translation 5.0 -1.0 -9.0 children USE Palm }
Transform { translation 10.0 -1.0 -15.0 children USE Palm }
#
# Bouncing ball prototype
#
PROTO BouncingBall [
field SFFloat bounceHeight 1.0
field SFTime bounceTime 1.0
] {
DEF Ball Transform {
# animated translation
children [
Shape {
appearance Appearance {
material Material {
ambientIntensity 0.5
diffuseColor 1.0 1.0 1.0
specularColor 0.7 0.7 0.7
shininess 0.4
}
texture ImageTexture { url "beach.jpg" }
textureTransform TextureTransform { scale 2.0 1.0 }
}
geometry Sphere { }
}
]
}
DEF Clock TimeSensor {
cycleInterval IS bounceTime
startTime 1.0
stopTime 0.0
loop TRUE
}
DEF Bouncer Script {
field SFFloat bounceHeight IS bounceHeight
eventIn SFFloat set_fraction
eventOut SFVec3f value_changed
# change 'vrmlscript' to 'javascript' for newer browsers
url "vrmlscript:
function set_fraction( frac, tm ) {
y = 4.0 * bounceHeight * frac * (1.0 - frac);
value_changed[0] = 0.0;
value_changed[1] = y;
value_changed[2] = 0.0;
}"
}
ROUTE Clock.fraction_changed TO Bouncer.set_fraction
ROUTE Bouncer.value_changed TO Ball.set_translation
}
#
# Bouncing beachballs
#
BouncingBall { bounceTime 2.0 bounceHeight 3.0 }
Transform {
translation 2.0 0.0 -2.0
children BouncingBall { bounceTime 2.2 bounceHeight 2.5 }
}
Transform {
translation -2.0 0.0 -2.0
children BouncingBall { bounceTime 2.4 bounceHeight 3.5 }
}