Pendulum: Create a class for regular polygon
This commit is contained in:
		@@ -1,26 +1,120 @@
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// RotatingTranslatedTriangle.js (c) 2012 matsuda
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					// RotatingTranslatedTriangle.js (c) 2012 matsuda
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					"use strict"
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const vertex_shader = `
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					const vertex_shader = `
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  attribute vec4 a_Position;
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					  attribute vec4 a_Position;
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  uniform mat4 u_ModelMatrix;
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					  uniform mat4 u_ModelMatrix;
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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_Position = u_ModelMatrix * a_Position;
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					    gl_Position = u_ModelMatrix * a_Position;
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  }	`;
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					  }	`;
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const fragment_shader = `
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					const fragment_shader = `
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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 = vec4(1.0, 0.0, 0.0, 1.0);
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  }	`;
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					  }	`;
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					// Point size of the anchor
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					var POINT_SIZE = 5;
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					// Radius of the bob
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					var BOB_RADIUS = 0.1;
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					// length of the wire
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					var PEN_LENGTH = 0.8;
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// Rotation angle (degrees/second)
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					// Rotation angle (degrees/second)
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var ANGLE_STEP = 45.0;
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					var A_VELOCITY = 45.0;
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function main() 
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					// Classes
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{
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					//   homo2: Stores a 2d vector or point in homog. coords
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					class homog2 {
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					  constructor(x = 0, y = 0, w = 0) {
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					    this.x = x;
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					    this.y = y;
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					    this.w = w;
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					  }
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					  // Add with modify
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					  add_m(rhs) {
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					    if (rhs) {
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					      this.x += rhs.x;
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					      this.y += rhs.y;
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					      this.w += rhs.w;
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					      return this;
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					    }
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					    else return null;
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					  }
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					  // scalar multiply with modify
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					  smul_m(scalar) {
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					    if (typeof(rhs) === "number") {
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					      this.x *= rhs;
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					      this.y *= rhs;
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					      this.w *= rhs;
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					      return this;
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					    }
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					    else return null;
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					  }
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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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					  }
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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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					    this.x = r * Math.cos(theta);
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					    this.y = r * Math.sin(theta);
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					    this.w = w;
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					    return this;
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					  }
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					}
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					// hexagon2 class: Holds 6 vertices and a center point. Only constructs perfect hexagons.
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					class hexagon2 {
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					  // constructor: Make a new regular polygon
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					  constructor({sides = 6, radius = 0, rotation = 0, center = { x: 0, y: 0 } } = {}) {
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					    // lenth is center + sides
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					    this.length = 1;
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					    this.center = new homog2(center.x, center.y, 1);
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					    this.v = [];
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					    for (var i = 0; i <= sides; i++) {
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					      this.v[i] = new homog2().from_polar(radius, rotation + (i*2*Math.PI / sides)).add_m(this.center);
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					      this.length++;
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					    }
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					  }
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					  // Convert to Float32Array [center, v0, v1, ...]
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					  to_array() {
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					    // allocate space for center.xy + vertices.xy
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					    var ret = new Float32Array((1 + this.v.length) * 2);
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					    // save the center
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					    ret[0] = this.center.x;
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					    ret[1] = this.center.y;
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					    // save the vertices
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					    for (var i = 0; i < this.v.length; i++) {
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					      var j = 2 * (i + 1);
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					      ret[j]   = this.v[i].x;
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					      ret[j+1] = this.v[i].y;
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					    }
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					    return ret;
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					  }
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					  draw(gl, n, currentAngle, modelMatrix, u_ModelMatrix) {
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					    // Set the rotation matrix
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					    modelMatrix.setRotate(currentAngle, 0, 0, 1);
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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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					    // Clear <canvas>
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					    gl.clear(gl.COLOR_BUFFER_BIT);
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					    // Draw the pendulum
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					    gl.drawArrays(gl.TRIANGLE_FAN, 0, n);
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					  }
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					}
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					class pendulum2 {
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					  constructor({angle = 0, length = PEN_LENGTH, radius = BOB_RADIUS} = {}) {
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					    this.bob = new hexagon2({radius: radius, center: {x: 0, y: -length}});
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					    console.log(this);
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					  }
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					}
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					function main() {
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  // Retrieve <canvas> element
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					  // Retrieve <canvas> element
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  var canvas = document.getElementById('webgl');
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					  var canvas = document.getElementById('webgl');
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@@ -32,16 +126,17 @@ function main()
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  }
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					  }
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  // Initialize shaders
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					  // Initialize shaders
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  if (!initShaders(gl, vertex_shader, fragment_shader))
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					  if (!initShaders(gl, vertex_shader, fragment_shader)) {
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  {
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    console.log('Failed to intialize shaders.');
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					    console.log('Failed to intialize shaders.');
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    return;
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					    return;
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  }
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					  }
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					  // create a pendulum object
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					  var pendulum = new pendulum2({angle: 0, length: 0});
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  // Write the positions of vertices to a vertex shader
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					  // Write the positions of vertices to a vertex shader
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  var n = initVertexBuffers(gl);
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					  var n = initVertexBuffers(gl, pendulum);
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  if (n < 0) 
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					  if (n < 0) {
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  {
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    console.log('Failed to set the positions of the vertices');
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					    console.log('Failed to set the positions of the vertices');
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    return;
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					    return;
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  }
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					  }
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@@ -51,53 +146,50 @@ function main()
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  // Get storage location of u_ModelMatrix
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					  // Get storage location of u_ModelMatrix
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  var u_ModelMatrix = gl.getUniformLocation(gl.program, 'u_ModelMatrix');
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					  var u_ModelMatrix = gl.getUniformLocation(gl.program, 'u_ModelMatrix');
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  if (!u_ModelMatrix) 
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					  if (!u_ModelMatrix) {
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  { 
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    console.log('Failed to get the storage location of u_ModelMatrix');
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					    console.log('Failed to get the storage location of u_ModelMatrix');
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    return;
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					    return;
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  }
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					  }
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  // Current rotation angle
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					  // Current rotation angle
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  var currentAngle = 0.0;
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					  var currentAngle = 0.0;
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  // Model matrix
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					  // Model matrix
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  var modelMatrix = new Matrix4();
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					  var modelMatrix = new Matrix4();
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  // Start drawing
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					  // Start drawing
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  var tick = function() 
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					  var tick = function () {
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  {
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    currentAngle = animate(currentAngle);  // Update the rotation angle
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					    currentAngle = animate(currentAngle);  // Update the rotation angle
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    draw(gl, n, currentAngle, modelMatrix, u_ModelMatrix);   // Draw the triangle
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					    pendulum.bob.draw(gl, n, currentAngle, modelMatrix, u_ModelMatrix);   // Draw the triangle
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    requestAnimationFrame(tick, canvas);   // Request that the browser ?calls tick
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					    requestAnimationFrame(tick, canvas);   // Request that the browser ?calls tick
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  };
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					  };
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  tick();
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					  tick();
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}
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					}
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function initVertexBuffers(gl) 
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					function initVertexBuffers(gl, pendulum) {
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{
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					  // var vertices = new Float32Array([
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  var vertices = new Float32Array ([
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					  //   0, 0.5, -0.5, -0.5, 0.5, -0.5
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    0, 0.5,   -0.5, -0.5,   0.5, -0.5
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					  // ]);
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  ]);
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					  // var n = 3;   // The number of vertices
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  var n = 3;   // The number of vertices
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					  var vertices = pendulum.bob.to_array();
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					  var n = pendulum.bob.length;
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  // Create a buffer object
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					  // Create a buffer object
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  var vertexBuffer = gl.createBuffer();
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					  var vertexBuffer = gl.createBuffer();
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  if (!vertexBuffer) 
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					  if (!vertexBuffer) {
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  {
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    console.log('Failed to create the buffer object');
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					    console.log('Failed to create the buffer object');
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    return -1;
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					    return -1;
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  }
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					  }
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  // Bind the buffer object to target
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					  // Bind the buffer object to target
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  gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
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					  gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
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  // Write date into the buffer object
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					  // Write date into the buffer object
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  gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
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					  gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
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  // Assign the buffer object to a_Position variable
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					  // Assign the buffer object to a_Position variable
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  var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
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					  var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
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  if(a_Position < 0) 
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					  if (a_Position < 0) {
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  {
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    console.log('Failed to get the storage location of a_Position');
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					    console.log('Failed to get the storage location of a_Position');
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    return -1;
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					    return -1;
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  }
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					  }
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@@ -109,12 +201,11 @@ function initVertexBuffers(gl)
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  return n;
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					  return n;
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}
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					}
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function draw(gl, n, currentAngle, modelMatrix, u_ModelMatrix) 
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					function draw(gl, n, currentAngle, modelMatrix, u_ModelMatrix) {
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{
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  // Set the rotation matrix
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					  // Set the rotation matrix
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  modelMatrix.setRotate(currentAngle, 0, 0, 1);
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					  modelMatrix.setRotate(currentAngle, 0, 0, 1);
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  modelMatrix.translate(0.35, 0, 0);
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					  modelMatrix.translate(0.35, 0, 0);
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  // Pass the rotation matrix to the vertex shader
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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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					  gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements);
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@@ -127,23 +218,20 @@ function draw(gl, n, currentAngle, modelMatrix, u_ModelMatrix)
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// Last time that this function was called
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					// Last time that this function was called
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var g_last = Date.now();
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					var g_last = Date.now();
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function animate(angle) 
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					function animate(angle) {
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{
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  // Calculate the elapsed time
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					  // Calculate the elapsed time
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  var now = Date.now();
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					  var now = Date.now();
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  var elapsed = now - g_last;
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					  var elapsed = now - g_last;
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  g_last = now;
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					  g_last = now;
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  // Update the current rotation angle (adjusted by the elapsed time)
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					  // Update the current rotation angle (adjusted by the elapsed time)
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  var newAngle = angle + (ANGLE_STEP * elapsed) / 1000.0;
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					  var newAngle = angle + (A_VELOCITY * elapsed) / 1000.0;
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  return newAngle %= 360;
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					  return newAngle %= 360;
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}
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					}
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function up() 
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					function up() {
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{
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					  A_VELOCITY += 10;
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  ANGLE_STEP += 10; 
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}
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					}
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function down() 
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					function down() {
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{
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					  A_VELOCITY -= 10;
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  ANGLE_STEP -= 10; 
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}
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					}
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