4230-hw-1/Pendulum/PendulumComponents.js

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// PendulumComponents.js
// John Breaux 2022-06-30
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// Classes, functions, and data structures for Pendulum.js
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"use strict"
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// Common functions:
// acquire_buffer: Get a vertex buffer object from gl
function acquire_buffer(gl) {
// Create a buffer object
var vertexBuffer = gl.createBuffer();
if (!vertexBuffer) {
console.log('Failed to create the buffer object');
return -1;
}
return vertexBuffer;
}
function acquire_VAO(gl, name, size, type) {
// Acquire a reference to named attr
var ret = gl.getAttribLocation(gl.program, name);
if (ret < 0) {
console.log(`Failed to get the storage location of ${name}`);
return -1;
}
gl.vertexAttribPointer(ret, size, type, false, 0, 0);
return ret;
}
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// Classes
// homo2: Stores a 2d vector or point in homog. coords
class homog2 {
constructor(x = 0, y = 0, w = 0) {
this.x = x;
this.y = y;
this.w = w;
}
// Add with modify
add_m(rhs) {
if (rhs) {
this.x += rhs.x;
this.y += rhs.y;
this.w += rhs.w;
return this;
}
else return null;
}
// scalar multiply with modify
smul_m(scalar) {
if (typeof (rhs) === "number") {
this.x *= rhs;
this.y *= rhs;
this.w *= rhs;
return this;
}
else return null;
}
// copy
copy() {
return new homog2(this.x, this.y, this.w);
}
// create vector/point from 2d polar coordinates
from_polar(r = 0, theta = 0, w = 0) {
this.x = r * Math.cos(theta);
this.y = r * Math.sin(theta);
this.w = w;
return this;
}
}
class Anchor {
constructor({ center = { x: 0, y: 0 } } = {}) {
this.position = new homog2(center.x, center.y, 1);
}
// Convert to Float32Array [center, v0, v1, ...]
vertex_array() {
// allocate space for center.xy + vertices.xy
var ret = new Float32Array(2);
// save the vertices
ret[0] = this.position.x, ret[1] = this.position.y;
console.log(ret);
return ret;
}
// Generate the index_array for the shape
index_array() {
var ret = new Uint8Array(1);
ret[0] = 0;
console.log(ret);
return ret;
}
init(gl) {
// Make the buffers
this.vertexBuffer = acquire_buffer(gl);
this.indexBuffer = acquire_buffer(gl);
// Bind the buffers
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
// Write date into the buffers
gl.bufferData(gl.ARRAY_BUFFER, this.vertex_array(), gl.STATIC_DRAW);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.index_array(), gl.STATIC_DRAW);
}
draw(gl, modelMatrix, u_ModelMatrix) {
// Bind the buffers
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
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// get a_Position
var a_Position = acquire_VAO(gl, 'a_Position', 2, gl.FLOAT);
// Enable the assignment to a_Position variable
gl.enableVertexAttribArray(a_Position);
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// Pass the rotation matrix to the vertex shader
gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements);
// Draw the Anchor
gl.drawElements(gl.POINTS, 1, gl.UNSIGNED_BYTE, 0);
}
}
// hexagon2 class: Holds vertices and a center point. Only constructs regular polygons
class Polygon {
// constructor: Make a new regular polygon
constructor({ sides = 6, radius = 1, rotation = 0, center = { x: 0, y: 0 }, color = { r: 0, g: 0, b: 1 } } = {}) {
this.length = 0;
// vertices
this.vertices = [];
this.center = new homog2(center.x, center.y, 1);
for (var i = 0; i <= sides; i++) {
this.vertices[i] = new homog2().from_polar(radius, rotation + (i * 2 * Math.PI / sides)).add_m(this.center);
this.length++;
}
}
// Convert to Float32Array [center, v0, v1, ...]
vertex_array() {
// allocate space for center.xy + vertices.xy
var ret = new Float32Array((this.vertices.length) * 2);
// save the vertices
for (var i = 0; i < this.vertices.length; i++) {
var j = 2 * i;
ret[j] = this.vertices[i].x;
ret[j + 1] = this.vertices[i].y;
}
return ret;
}
// Generate the index_array for the shape
index_array() {
var ret = new Uint8Array(this.vertices.length + 1);
for (var i = 0; i < this.vertices.length; i++) {
ret[i] = i
}
ret[this.vertices.length] = 0;
return ret;
}
init(gl) {
// Make the buffers
this.vertexBuffer = acquire_buffer(gl);
this.indexBuffer = acquire_buffer(gl);
// Bind the buffers
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
// Write date into the buffers
gl.bufferData(gl.ARRAY_BUFFER, this.vertex_array(), gl.STATIC_DRAW);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.index_array(), gl.STATIC_DRAW);
}
draw(gl, modelMatrix, u_ModelMatrix) {
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// Bind the buffers
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
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// get a_Position
var a_Position = acquire_VAO(gl, 'a_Position', 2, gl.FLOAT);
// Enable the assignment to a_Position variable
gl.enableVertexAttribArray(a_Position);
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// Pass the rotation matrix to the vertex shader
gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements);
// Draw the shape
gl.drawElements(gl.TRIANGLE_FAN, this.length, gl.UNSIGNED_BYTE, 0);
}
}
class Pendulum {
constructor({ angle = 0, length = PEN_LENGTH, radius = BOB_RADIUS, anchor = { x: 0, y: 0 } } = {}) {
this.angle = angle;
this.components = [
new Anchor({ center: anchor }),
new Polygon({ radius: radius, center: { x: 0, y: -length } })
];
}
// Tick the pendulum (update and perform movement)
tick() {
var now = Date.now(), elapsed = now - this.t_prev;
this.t_prev = now;
this.angle = (this.angle + (A_VELOCITY * elapsed / 1000)) % 360;
}
// Initialize the pendulum
init(gl) {
// initialize the components
for(var component of this.components) {
component?.init(gl);
}
// start the clock
this.t_prev = Date.now();
}
// Draw the pendulum
draw(gl, modelMatrix, u_ModelMatrix) {
// Rotate the pendulum
modelMatrix.setRotate(this.angle, 0, 0, 1);
// Draw each component
for (var component of this.components) {
component?.draw(gl, modelMatrix, u_ModelMatrix);
}
}
}