It finally works
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aeff7e396c
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@ -18,9 +18,11 @@ const vertex_shader = `
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const fragment_shader = `
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const fragment_shader = `
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precision mediump float;
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uniform vec4 u_Color;
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void main()
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void main()
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{
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{
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gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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gl_FragColor = u_Color;
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} `;
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} `;
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// Point size of the anchor
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// Point size of the anchor
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@ -53,7 +55,7 @@ function main() {
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// create a pendulum object
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// create a pendulum object
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var pendulum = new Pendulum({ angle: 0, length: PEN_LENGTH, radius: BOB_RADIUS });
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var pendulum = new Pendulum({ angle: 0, length: PEN_LENGTH, radius: BOB_RADIUS });
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init(gl, pendulum);
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pendulum.init(gl);
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// Specify the color for clearing <canvas>
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// Specify the color for clearing <canvas>
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gl.clearColor(0, 0, 0, 1);
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gl.clearColor(0, 0, 0, 1);
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@ -82,10 +84,6 @@ function main() {
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tick();
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tick();
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}
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}
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function init(gl, pendulum) {
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pendulum.init(gl);
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}
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function draw(gl, pendulum, modelMatrix, u_ModelMatrix) {
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function draw(gl, pendulum, modelMatrix, u_ModelMatrix) {
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// Clear <canvas>
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// Clear <canvas>
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.clear(gl.COLOR_BUFFER_BIT);
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@ -16,7 +16,7 @@ function acquire_buffer(gl) {
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return vertexBuffer;
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return vertexBuffer;
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}
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}
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function acquire_VAO(gl, name, size, type) {
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function acquire_attribute(gl, name, size, type) {
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// Acquire a reference to named attr
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// Acquire a reference to named attr
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var ret = gl.getAttribLocation(gl.program, name);
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var ret = gl.getAttribLocation(gl.program, name);
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if (ret < 0) {
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if (ret < 0) {
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@ -26,10 +26,19 @@ function acquire_VAO(gl, name, size, type) {
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gl.vertexAttribPointer(ret, size, type, false, 0, 0);
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gl.vertexAttribPointer(ret, size, type, false, 0, 0);
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return ret;
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return ret;
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}
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}
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function acquire_uniform(gl, name) {
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// Acquire a reference to named attr
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var ret = gl.getUniformLocation(gl.program, name);
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if (!ret) {
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console.log(`Failed to get the storage location of ${name}`);
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return -1;
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}
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return ret;
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}
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// Classes
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// Classes
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// homo2: Stores a 2d vector or point in homog. coords
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// homo2: Stores a 2d vector or point in homog. coords
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class homog2 {
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class Homogeneous2D {
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constructor(x = 0, y = 0, w = 0) {
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constructor(x = 0, y = 0, w = 0) {
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this.x = x;
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this.x = x;
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this.y = y;
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this.y = y;
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@ -57,7 +66,7 @@ class homog2 {
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}
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}
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// copy
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// copy
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copy() {
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copy() {
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return new homog2(this.x, this.y, this.w);
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return new Homogeneous2D(this.x, this.y, this.w);
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}
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}
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// create vector/point from 2d polar coordinates
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// create vector/point from 2d polar coordinates
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from_polar(r = 0, theta = 0, w = 0) {
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from_polar(r = 0, theta = 0, w = 0) {
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@ -68,12 +77,78 @@ class homog2 {
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}
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}
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}
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}
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class Rod {
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constructor({ anchor = { x: 0, y: 0 }, bob = { x: 0, y: 0 }, color = { r: 1.0, g: 0.0, b: 0.0, a: 1.0 } } = {}) {
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// Set the object's vertices
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this.vertices = [ new Homogeneous2D(anchor.x, anchor.y, 1),
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new Homogeneous2D(bob.x, bob.y, 1)]
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// Set object's color
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this.color = [color.r, color.g, color.b, color.a];
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}
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// Convert to Float32Array [x, y]
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vertex_array() {
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// allocate space for center.xy + vertices.xy
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var ret = new Float32Array((this.vertices.length) * 2);
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// save the vertices
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for (var i = 0; i < this.vertices.length; i++) {
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var j = 2 * i;
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ret[j] = this.vertices[i].x;
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ret[j + 1] = this.vertices[i].y;
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}
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return ret;
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}
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// Generate the index_array for the shape
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index_array() {
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var ret = new Uint8Array(this.vertices.length + 1);
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for (var i = 0; i < this.vertices.length; i++) {
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ret[i] = i
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}
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ret[this.vertices.length] = 0;
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return ret;
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}
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// Initialize the object's drawing parameters
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init(gl) {
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// Make the buffers
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this.vertexBuffer = acquire_buffer(gl);
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this.indexBuffer = acquire_buffer(gl);
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// Bind the buffers
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
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// Write date into the buffers
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gl.bufferData(gl.ARRAY_BUFFER, this.vertex_array(), gl.STATIC_DRAW);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.index_array(), gl.STATIC_DRAW);
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}
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// Draw the object
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draw(gl, modelMatrix, u_ModelMatrix) {
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// Bind the buffers
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
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// Set the object's color
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var u_Color = acquire_uniform(gl, 'u_Color');
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gl.uniform4fv(u_Color, this.color);
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// get a_Position
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var a_Position = acquire_attribute(gl, 'a_Position', 2, gl.FLOAT);
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// Enable the assignment to a_Position variable
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gl.enableVertexAttribArray(a_Position);
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// Pass the rotation matrix to the vertex shader
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gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements);
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// Draw the Anchor
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gl.drawElements(gl.LINES, 2, gl.UNSIGNED_BYTE, 0);
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}
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}
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class Anchor {
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class Anchor {
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constructor({ center = { x: 0, y: 0 } } = {}) {
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constructor({ center = { x: 0, y: 0 }, color = { r: 0.0, g: 1.0, b: 0.0, a: 1.0 } } = {}) {
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this.position = new homog2(center.x, center.y, 1);
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this.position = new Homogeneous2D(center.x, center.y, 1);
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// Set object color
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this.color = [color.r, color.g, color.b, color.a];
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}
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}
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// Convert to Float32Array [center, v0, v1, ...]
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// Convert to Float32Array [x, y]
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vertex_array() {
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vertex_array() {
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// allocate space for center.xy + vertices.xy
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// allocate space for center.xy + vertices.xy
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var ret = new Float32Array(2);
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var ret = new Float32Array(2);
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@ -89,7 +164,7 @@ class Anchor {
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console.log(ret);
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console.log(ret);
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return ret;
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return ret;
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}
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}
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// Initialize the object's drawing parameters
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init(gl) {
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init(gl) {
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// Make the buffers
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// Make the buffers
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this.vertexBuffer = acquire_buffer(gl);
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this.vertexBuffer = acquire_buffer(gl);
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@ -103,14 +178,18 @@ class Anchor {
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gl.bufferData(gl.ARRAY_BUFFER, this.vertex_array(), gl.STATIC_DRAW);
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gl.bufferData(gl.ARRAY_BUFFER, this.vertex_array(), gl.STATIC_DRAW);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.index_array(), gl.STATIC_DRAW);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.index_array(), gl.STATIC_DRAW);
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}
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}
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// Draw the object
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draw(gl, modelMatrix, u_ModelMatrix) {
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draw(gl, modelMatrix, u_ModelMatrix) {
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// Bind the buffers
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// Bind the buffers
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
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// Set the object's color
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var u_Color = acquire_uniform(gl, 'u_Color');
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gl.uniform4fv(u_Color, this.color);
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// get a_Position
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// get a_Position
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var a_Position = acquire_VAO(gl, 'a_Position', 2, gl.FLOAT);
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var a_Position = acquire_attribute(gl, 'a_Position', 2, gl.FLOAT);
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// Enable the assignment to a_Position variable
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// Enable the assignment to a_Position variable
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gl.enableVertexAttribArray(a_Position);
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gl.enableVertexAttribArray(a_Position);
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@ -121,18 +200,21 @@ class Anchor {
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}
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}
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}
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}
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// hexagon2 class: Holds vertices and a center point. Only constructs regular polygons
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// Polygon class: Holds vertices and a center point. Only constructs regular polygons
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class Polygon {
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class Polygon {
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// constructor: Make a new regular polygon
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// constructor: Make a new regular polygon
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constructor({ sides = 6, radius = 1, rotation = 0, center = { x: 0, y: 0 }, color = { r: 0, g: 0, b: 1 } } = {}) {
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constructor({ sides = 6, radius = 1, rotation = 0, center = { x: 0, y: 0 }, color = { r: 0, g: 0, b: 1, a: 1 } } = {}) {
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this.length = 0;
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this.length = 0;
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// vertices
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// Mark center point
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this.center = new Homogeneous2D(center.x, center.y, 1);
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// Create vertices
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this.vertices = [];
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this.vertices = [];
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this.center = new homog2(center.x, center.y, 1);
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for (var i = 0; i <= sides; i++) {
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for (var i = 0; i <= sides; i++) {
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this.vertices[i] = new homog2().from_polar(radius, rotation + (i * 2 * Math.PI / sides)).add_m(this.center);
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this.vertices[i] = new Homogeneous2D().from_polar(radius, rotation + (i * 2 * Math.PI / sides)).add_m(this.center);
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this.length++;
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this.length++;
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}
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}
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// Set object color
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this.color = [color.r, color.g, color.b, color.a];
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}
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}
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// Convert to Float32Array [center, v0, v1, ...]
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// Convert to Float32Array [center, v0, v1, ...]
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vertex_array() {
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vertex_array() {
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@ -155,7 +237,7 @@ class Polygon {
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ret[this.vertices.length] = 0;
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ret[this.vertices.length] = 0;
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return ret;
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return ret;
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}
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}
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// Initialize the object's drawing parameters
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init(gl) {
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init(gl) {
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// Make the buffers
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// Make the buffers
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this.vertexBuffer = acquire_buffer(gl);
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this.vertexBuffer = acquire_buffer(gl);
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@ -169,14 +251,18 @@ class Polygon {
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gl.bufferData(gl.ARRAY_BUFFER, this.vertex_array(), gl.STATIC_DRAW);
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gl.bufferData(gl.ARRAY_BUFFER, this.vertex_array(), gl.STATIC_DRAW);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.index_array(), gl.STATIC_DRAW);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.index_array(), gl.STATIC_DRAW);
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}
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}
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// Draw the object
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draw(gl, modelMatrix, u_ModelMatrix) {
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draw(gl, modelMatrix, u_ModelMatrix) {
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// Bind the buffers
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// Bind the buffers
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
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// Set the object's color
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var u_Color = acquire_uniform(gl, 'u_Color');
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gl.uniform4fv(u_Color, this.color);
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// get a_Position
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// get a_Position
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var a_Position = acquire_VAO(gl, 'a_Position', 2, gl.FLOAT);
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var a_Position = acquire_attribute(gl, 'a_Position', 2, gl.FLOAT);
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// Enable the assignment to a_Position variable
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// Enable the assignment to a_Position variable
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gl.enableVertexAttribArray(a_Position);
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gl.enableVertexAttribArray(a_Position);
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@ -190,7 +276,9 @@ class Polygon {
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class Pendulum {
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class Pendulum {
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constructor({ angle = 0, length = PEN_LENGTH, radius = BOB_RADIUS, anchor = { x: 0, y: 0 } } = {}) {
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constructor({ angle = 0, length = PEN_LENGTH, radius = BOB_RADIUS, anchor = { x: 0, y: 0 } } = {}) {
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this.angle = angle;
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this.angle = angle;
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var bob = {x: 0, y: -length};
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this.components = [
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this.components = [
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new Rod({ anchor: anchor, bob: bob}),
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new Anchor({ center: anchor }),
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new Anchor({ center: anchor }),
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new Polygon({ radius: radius, center: { x: 0, y: -length } })
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new Polygon({ radius: radius, center: { x: 0, y: -length } })
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];
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];
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