Make it Better™️
This commit is contained in:
parent
b0c303d029
commit
31c769defa
39
Pendulum/Homogeneous2D.js
Normal file
39
Pendulum/Homogeneous2D.js
Normal file
@ -0,0 +1,39 @@
|
||||
// Homogeneous2D.js
|
||||
// John Breaux 2022-07-01
|
||||
// 2D Homogeneous coordinate library
|
||||
|
||||
"use strict"
|
||||
|
||||
//
|
||||
// Classes
|
||||
//
|
||||
|
||||
// Homogeneous2D: Stores a 2d vector or point in homogeneous coords
|
||||
class Homogeneous2D {
|
||||
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;
|
||||
}
|
||||
// copy
|
||||
copy() {
|
||||
return new Homogeneous2D(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 + Math.PI / 2);
|
||||
this.y = r * Math.sin(theta + Math.PI / 2);
|
||||
this.w = w;
|
||||
return this;
|
||||
}
|
||||
}
|
@ -21,6 +21,9 @@
|
||||
<script src="../lib/webgl-debug.js"></script>
|
||||
<script src="../lib/cuon-utils.js"></script>
|
||||
<script src="../lib/cuon-matrix.js"></script>
|
||||
<script src="common.js"></script>
|
||||
<script src="ShapedObject.js"></script>
|
||||
<script src="Homogeneous2D.js"></script>
|
||||
<script src="PendulumComponents.js"></script>
|
||||
<script src="Pendulum.js"></script>
|
||||
</body>
|
||||
|
@ -7,94 +7,85 @@
|
||||
"use strict"
|
||||
|
||||
const vertex_shader = `
|
||||
attribute vec4 a_Position;
|
||||
uniform mat4 u_ModelMatrix;
|
||||
attribute vec4 a_Position;
|
||||
uniform mat4 u_ModelMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = u_ModelMatrix * a_Position;
|
||||
gl_PointSize = 5.0;
|
||||
} `;
|
||||
void main()
|
||||
{
|
||||
gl_Position = u_ModelMatrix * a_Position;
|
||||
gl_PointSize = 5.0;
|
||||
} `;
|
||||
|
||||
|
||||
const fragment_shader = `
|
||||
precision mediump float;
|
||||
uniform vec4 u_Color;
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = u_Color;
|
||||
} `;
|
||||
|
||||
// Point size of the anchor
|
||||
var POINT_SIZE = 5;
|
||||
// Radius of the bob
|
||||
var BOB_RADIUS = 0.1;
|
||||
// length of the wire
|
||||
var PEN_LENGTH = 0.8;
|
||||
// Rotation angle (degrees/second)
|
||||
var A_VELOCITY = 45.0;
|
||||
|
||||
precision mediump float;
|
||||
uniform vec4 u_Color;
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = u_Color;
|
||||
} `;
|
||||
|
||||
var SIDES_DELTA = 0;
|
||||
|
||||
function main() {
|
||||
// Retrieve <canvas> element
|
||||
var canvas = document.getElementById('webgl');
|
||||
// Retrieve <canvas> element
|
||||
var canvas = document.getElementById('webgl');
|
||||
|
||||
// Get the rendering context for WebGL
|
||||
var gl = getWebGLContext(canvas);
|
||||
if (!gl) {
|
||||
console.log('Failed to get the rendering context for WebGL');
|
||||
return;
|
||||
}
|
||||
// Get the rendering context for WebGL
|
||||
var gl = getWebGLContext(canvas);
|
||||
if (!gl) {
|
||||
console.log('Failed to get the rendering context for WebGL');
|
||||
return;
|
||||
}
|
||||
|
||||
// Initialize shaders
|
||||
if (!initShaders(gl, vertex_shader, fragment_shader)) {
|
||||
console.log('Failed to intialize shaders.');
|
||||
return;
|
||||
}
|
||||
// Initialize shaders
|
||||
if (!initShaders(gl, vertex_shader, fragment_shader)) {
|
||||
console.log('Failed to intialize shaders.');
|
||||
return;
|
||||
}
|
||||
|
||||
// create a pendulum object
|
||||
var pendulum = new Pendulum({ angle: 0, length: PEN_LENGTH, radius: BOB_RADIUS });
|
||||
pendulum.init(gl);
|
||||
// create a pendulum object
|
||||
var pendulum = new Pendulum({ angle: 0, length: PEN_LENGTH, radius: BOB_RADIUS });
|
||||
pendulum.init(gl);
|
||||
|
||||
// Specify the color for clearing <canvas>
|
||||
gl.clearColor(0, 0, 0, 1);
|
||||
// Specify the color for clearing <canvas>
|
||||
gl.clearColor(0, 0, 0, 1);
|
||||
|
||||
// Get storage location of u_ModelMatrix
|
||||
var u_ModelMatrix = gl.getUniformLocation(gl.program, 'u_ModelMatrix');
|
||||
if (!u_ModelMatrix) {
|
||||
console.log('Failed to get the storage location of u_ModelMatrix');
|
||||
return;
|
||||
}
|
||||
// Get storage location of u_ModelMatrix
|
||||
var u_ModelMatrix = gl.getUniformLocation(gl.program, 'u_ModelMatrix');
|
||||
if (!u_ModelMatrix) {
|
||||
console.log('Failed to get the storage location of u_ModelMatrix');
|
||||
return;
|
||||
}
|
||||
|
||||
// Model matrix
|
||||
var modelMatrix = new Matrix4();
|
||||
// Set it to the I matrix
|
||||
modelMatrix.setIdentity();
|
||||
// Model matrix
|
||||
var modelMatrix = new Matrix4();
|
||||
// Set it to the I matrix
|
||||
modelMatrix.setIdentity();
|
||||
|
||||
// Start drawing
|
||||
var tick = function () {
|
||||
// Tick the pendulum
|
||||
pendulum.tick();
|
||||
// Draw the pendulum
|
||||
draw(gl, pendulum, modelMatrix, u_ModelMatrix);
|
||||
// Request that the browser ?calls tick
|
||||
requestAnimationFrame(tick, canvas);
|
||||
};
|
||||
tick();
|
||||
// Start drawing
|
||||
var tick = function () {
|
||||
// Tick the pendulum
|
||||
pendulum.tick();
|
||||
// Draw the pendulum
|
||||
draw(gl, pendulum, modelMatrix, u_ModelMatrix);
|
||||
// Request that the browser ?calls tick
|
||||
requestAnimationFrame(tick, canvas);
|
||||
};
|
||||
tick();
|
||||
}
|
||||
|
||||
function draw(gl, pendulum, modelMatrix, u_ModelMatrix) {
|
||||
// Clear <canvas>
|
||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||
// Draw the pendulum
|
||||
pendulum.draw(gl, modelMatrix, u_ModelMatrix);
|
||||
// Clear <canvas>
|
||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||
// Draw the pendulum
|
||||
pendulum.draw(gl, modelMatrix, u_ModelMatrix);
|
||||
}
|
||||
|
||||
function up() {
|
||||
A_VELOCITY += 10;
|
||||
A_VELOCITY += 10;
|
||||
}
|
||||
|
||||
function down() {
|
||||
A_VELOCITY -= 10;
|
||||
A_VELOCITY -= 10;
|
||||
}
|
||||
|
@ -1,294 +1,72 @@
|
||||
// PendulumComponents.js
|
||||
// John Breaux 2022-06-30
|
||||
// Classes, functions, and data structures for Pendulum.js
|
||||
// Classes used by Pendulum.js
|
||||
|
||||
"use strict"
|
||||
|
||||
// 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_attribute(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;
|
||||
}
|
||||
function acquire_uniform(gl, name) {
|
||||
// Acquire a reference to named attr
|
||||
var ret = gl.getUniformLocation(gl.program, name);
|
||||
if (!ret) {
|
||||
console.log(`Failed to get the storage location of ${name}`);
|
||||
return -1;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
//
|
||||
// Classes
|
||||
// homo2: Stores a 2d vector or point in homog. coords
|
||||
class Homogeneous2D {
|
||||
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 Homogeneous2D(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 Rod {
|
||||
constructor({ anchor = { x: 0, y: 0 }, bob = { x: 0, y: 0 }, color = { r: 1.0, g: 0.0, b: 0.0, a: 1.0 } } = {}) {
|
||||
// Set the object's vertices
|
||||
this.vertices = [ new Homogeneous2D(anchor.x, anchor.y, 1),
|
||||
new Homogeneous2D(bob.x, bob.y, 1)]
|
||||
// Set object's color
|
||||
this.color = [color.r, color.g, color.b, color.a];
|
||||
}
|
||||
// Convert to Float32Array [x, y]
|
||||
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;
|
||||
}
|
||||
// Initialize the object's drawing parameters
|
||||
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 the object
|
||||
draw(gl, modelMatrix, u_ModelMatrix) {
|
||||
// Bind the buffers
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
||||
|
||||
// Set the object's color
|
||||
var u_Color = acquire_uniform(gl, 'u_Color');
|
||||
gl.uniform4fv(u_Color, this.color);
|
||||
|
||||
// get a_Position
|
||||
var a_Position = acquire_attribute(gl, 'a_Position', 2, gl.FLOAT);
|
||||
// Enable the assignment to a_Position variable
|
||||
gl.enableVertexAttribArray(a_Position);
|
||||
|
||||
// Pass the rotation matrix to the vertex shader
|
||||
gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements);
|
||||
// Draw the Anchor
|
||||
gl.drawElements(gl.LINES, 2, gl.UNSIGNED_BYTE, 0);
|
||||
}
|
||||
}
|
||||
|
||||
class Anchor {
|
||||
constructor({ center = { x: 0, y: 0 }, color = { r: 0.0, g: 1.0, b: 0.0, a: 1.0 } } = {}) {
|
||||
this.position = new Homogeneous2D(center.x, center.y, 1);
|
||||
// Set object color
|
||||
this.color = [color.r, color.g, color.b, color.a];
|
||||
}
|
||||
// Convert to Float32Array [x, y]
|
||||
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;
|
||||
}
|
||||
// Initialize the object's drawing parameters
|
||||
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 the object
|
||||
draw(gl, modelMatrix, u_ModelMatrix) {
|
||||
// Bind the buffers
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
||||
|
||||
// Set the object's color
|
||||
var u_Color = acquire_uniform(gl, 'u_Color');
|
||||
gl.uniform4fv(u_Color, this.color);
|
||||
|
||||
// get a_Position
|
||||
var a_Position = acquire_attribute(gl, 'a_Position', 2, gl.FLOAT);
|
||||
// Enable the assignment to a_Position variable
|
||||
gl.enableVertexAttribArray(a_Position);
|
||||
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
|
||||
// Polygon class: Holds vertices and a center point. Only constructs regular polygons
|
||||
class Polygon {
|
||||
// Polygon class: Construct and display a regular polygon in 2D
|
||||
class Polygon extends ShapedObject {
|
||||
// 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, a: 1 } } = {}) {
|
||||
this.length = 0;
|
||||
// Mark center point
|
||||
this.center = new Homogeneous2D(center.x, center.y, 1);
|
||||
constructor({ sides = 6, radius = 1, center = { x: 0, y: 0 }, color = { r: 0, g: 0, b: 1, a: 1 } } = {}) {
|
||||
super({ color: color });
|
||||
// Create vertices
|
||||
this.vertices = [];
|
||||
for (var i = 0; i <= sides; i++) {
|
||||
this.vertices[i] = new Homogeneous2D().from_polar(radius, rotation + (i * 2 * Math.PI / sides)).add_m(this.center);
|
||||
this.length++;
|
||||
// Create vertices by adding center-point in Homogeneous coordinates to an offset vector generated from polar coordinates.
|
||||
this.vertices[i] = new Homogeneous2D().from_polar(radius, 2 * Math.PI * i / sides)
|
||||
.add_m(new Homogeneous2D(center.x, center.y, 1));
|
||||
}
|
||||
// Set object color
|
||||
this.color = [color.r, color.g, color.b, color.a];
|
||||
}
|
||||
// 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;
|
||||
}
|
||||
// Initialize the object's drawing parameters
|
||||
// Wrap the init function to set the draw_primitive type to TRIANGLE_FAN
|
||||
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 the object
|
||||
draw(gl, modelMatrix, u_ModelMatrix) {
|
||||
// Bind the buffers
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
||||
|
||||
// Set the object's color
|
||||
var u_Color = acquire_uniform(gl, 'u_Color');
|
||||
gl.uniform4fv(u_Color, this.color);
|
||||
|
||||
// get a_Position
|
||||
var a_Position = acquire_attribute(gl, 'a_Position', 2, gl.FLOAT);
|
||||
// Enable the assignment to a_Position variable
|
||||
gl.enableVertexAttribArray(a_Position);
|
||||
|
||||
// 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);
|
||||
this.draw_primitive = gl.TRIANGLE_FAN;
|
||||
super.init(gl);
|
||||
}
|
||||
}
|
||||
|
||||
class Pendulum {
|
||||
constructor({ angle = 0, length = PEN_LENGTH, radius = BOB_RADIUS, anchor = { x: 0, y: 0 } } = {}) {
|
||||
this.angle = angle;
|
||||
var bob = {x: 0, y: -length};
|
||||
this.components = [
|
||||
new Rod({ anchor: anchor, bob: bob}),
|
||||
new Anchor({ center: anchor }),
|
||||
new Polygon({ radius: radius, center: { x: 0, y: -length } })
|
||||
];
|
||||
class Rod extends ShapedObject {
|
||||
constructor({ anchor = { x: 0, y: 0 }, bob = { x: 0, y: 0 }, color = { r: 1.0, g: 0.0, b: 0.0, a: 1.0 } } = {}) {
|
||||
super({ color: color });
|
||||
// Set the object's vertices
|
||||
this.vertices = [new Homogeneous2D(anchor.x, anchor.y, 1), new Homogeneous2D(bob.x, bob.y, 1)]
|
||||
}
|
||||
// Wrap the init function to set the draw_primitive type to LINES
|
||||
init(gl) {
|
||||
this.draw_primitive = gl.LINES;
|
||||
super.init(gl);
|
||||
}
|
||||
}
|
||||
|
||||
// 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;
|
||||
class Anchor extends ShapedObject {
|
||||
constructor({ center = { x: 0, y: 0 }, color = { r: 0.0, g: 1.0, b: 0.0, a: 1.0 } } = {}) {
|
||||
super({ color: color });
|
||||
// Set the object's vertices
|
||||
this.vertices = [new Homogeneous2D(center.x, center.y, 1)];
|
||||
}
|
||||
// Wrap the init function to set the draw_primitive type to POINTS
|
||||
init(gl) {
|
||||
this.draw_primitive = gl.POINTS;
|
||||
super.init(gl);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// This doesn't need to extend ShapedObject, but I love the symmetry
|
||||
class Pendulum extends ShapedObject {
|
||||
constructor({ angle = 0, length = PEN_LENGTH, radius = BOB_RADIUS} = {}) {
|
||||
super();
|
||||
this.angle = angle;
|
||||
var anchor = { x: 0, y: 0 }, bob = { x: 0, y: -length };
|
||||
this.components = [
|
||||
new Rod({ anchor: anchor, bob: bob }),
|
||||
new Anchor({ center: anchor }),
|
||||
new Polygon({ sides: 6, radius: radius, center: bob })
|
||||
];
|
||||
}
|
||||
|
||||
// Initialize the pendulum
|
||||
@ -300,13 +78,22 @@ class Pendulum {
|
||||
// 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);
|
||||
modelMatrix.setIdentity();
|
||||
modelMatrix.rotate(this.angle, 0, 0, 1);
|
||||
// Draw each component
|
||||
for (var component of this.components) {
|
||||
component?.draw(gl, modelMatrix, u_ModelMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
}
|
76
Pendulum/ShapedObject.js
Normal file
76
Pendulum/ShapedObject.js
Normal file
@ -0,0 +1,76 @@
|
||||
// PendulumComponents.js
|
||||
// John Breaux 2022-06-30
|
||||
// Super-class for simple, flat-color drawn primitives
|
||||
|
||||
"use strict"
|
||||
|
||||
//
|
||||
// Classes
|
||||
//
|
||||
|
||||
// ShapedObject: Super-class for simple drawn primitives
|
||||
class ShapedObject {
|
||||
constructor({ color = { r: 1, g: 1, b: 1, a: 0.5 } } = {}) {
|
||||
// Set object color
|
||||
this.color = [color.r, color.g, color.b, color.a];
|
||||
}
|
||||
|
||||
// Convert to Float32Array [x, y]
|
||||
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;
|
||||
}
|
||||
|
||||
// Initialize the object's drawing parameters
|
||||
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 the object
|
||||
draw(gl, modelMatrix, u_ModelMatrix) {
|
||||
// Bind the buffers
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
||||
|
||||
// Set the object's color
|
||||
var u_Color = acquire_uniform(gl, 'u_Color');
|
||||
gl.uniform4fv(u_Color, this.color);
|
||||
|
||||
// get a_Position
|
||||
enable_attribute(gl, 'a_Position', 2, gl.FLOAT);
|
||||
|
||||
// Pass the rotation matrix to the vertex shader
|
||||
gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements);
|
||||
// Draw the Anchor
|
||||
gl.drawElements(this.draw_primitive, this.vertices.length, gl.UNSIGNED_BYTE, 0);
|
||||
}
|
||||
}
|
||||
|
||||
// Give me your [HeartShapedObject]
|
55
Pendulum/common.js
Normal file
55
Pendulum/common.js
Normal file
@ -0,0 +1,55 @@
|
||||
// PendulumComponents.js
|
||||
// John Breaux 2022-06-30
|
||||
// Classes, functions, and data structures for Pendulum.js
|
||||
|
||||
"use strict"
|
||||
|
||||
//
|
||||
// Global variables
|
||||
//
|
||||
|
||||
// Point size of the anchor
|
||||
var POINT_SIZE = 5;
|
||||
// Radius of the bob
|
||||
var BOB_RADIUS = 0.1;
|
||||
// length of the wire
|
||||
var PEN_LENGTH = 0.8;
|
||||
// Rotation angle (degrees/second)
|
||||
var A_VELOCITY = 45.0;
|
||||
|
||||
//
|
||||
// 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 enable_attribute(gl, name, size, type) {
|
||||
// Acquire a reference to named attr
|
||||
var attr = gl.getAttribLocation(gl.program, name);
|
||||
if (attr < 0) {
|
||||
console.log(`Failed to get the storage location of ${name}`);
|
||||
return -1;
|
||||
}
|
||||
gl.vertexAttribPointer(attr, size, type, false, 0, 0);
|
||||
// Switch GL state machine to use named attr
|
||||
gl.enableVertexAttribArray(attr);
|
||||
}
|
||||
|
||||
function acquire_uniform(gl, name) {
|
||||
// Acquire a reference to named attr
|
||||
var ret = gl.getUniformLocation(gl.program, name);
|
||||
if (!ret) {
|
||||
console.log(`Failed to get the storage location of ${name}`);
|
||||
return -1;
|
||||
}
|
||||
return ret;
|
||||
}
|
Loading…
Reference in New Issue
Block a user