Pendulum: Shit's fucked

This commit is contained in:
John 2022-07-01 00:38:54 -05:00
parent 3b4b277871
commit 465954d3dd
3 changed files with 241 additions and 155 deletions

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@ -17,6 +17,7 @@
<script src="../lib/webgl-debug.js"></script>
<script src="../lib/cuon-utils.js"></script>
<script src="../lib/cuon-matrix.js"></script>
<script src="PendulumComponents.js"></script>
<script src="Pendulum.js"></script>
</body>
</html>

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@ -1,4 +1,9 @@
// RotatingTranslatedTriangle.js (c) 2012 matsuda
// Pendulum.js
// John Breaux 2022-06-30
// Simulates a pendulum in a frictionless vacuum with no gravity
"use strict"
const vertex_shader = `
@ -8,6 +13,7 @@ const vertex_shader = `
void main()
{
gl_Position = u_ModelMatrix * a_Position;
gl_PointSize = 5.0;
} `;
@ -26,92 +32,16 @@ var PEN_LENGTH = 0.8;
// Rotation angle (degrees/second)
var A_VELOCITY = 45.0;
// 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;
}
}
// hexagon2 class: Holds 6 vertices and a center point. Only constructs perfect hexagons.
class hexagon2 {
// constructor: Make a new regular polygon
constructor({sides = 6, radius = 0, rotation = 0, center = { x: 0, y: 0 } } = {}) {
// lenth is center + sides
this.length = 1;
this.center = new homog2(center.x, center.y, 1);
this.v = [];
for (var i = 0; i <= sides; i++) {
this.v[i] = new homog2().from_polar(radius, rotation + (i*2*Math.PI / sides)).add_m(this.center);
this.length++;
}
}
// Convert to Float32Array [center, v0, v1, ...]
to_array() {
// allocate space for center.xy + vertices.xy
var ret = new Float32Array((1 + this.v.length) * 2);
// save the center
ret[0] = this.center.x;
ret[1] = this.center.y;
// save the vertices
for (var i = 0; i < this.v.length; i++) {
var j = 2 * (i + 1);
ret[j] = this.v[i].x;
ret[j+1] = this.v[i].y;
}
return ret;
}
draw(gl, n, currentAngle, modelMatrix, u_ModelMatrix) {
// Set the rotation matrix
modelMatrix.setRotate(currentAngle, 0, 0, 1);
// Pass the rotation matrix to the vertex shader
gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements);
// Clear <canvas>
gl.clear(gl.COLOR_BUFFER_BIT);
// Draw the pendulum
gl.drawArrays(gl.TRIANGLE_FAN, 0, n);
}
}
class pendulum2 {
constructor({angle = 0, length = PEN_LENGTH, radius = BOB_RADIUS} = {}) {
this.bob = new hexagon2({radius: radius, center: {x: 0, y: -length}});
console.log(this);
// 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 main() {
@ -132,14 +62,8 @@ function main() {
}
// create a pendulum object
var pendulum = new pendulum2({angle: 0, length: 0});
// Write the positions of vertices to a vertex shader
var n = initVertexBuffers(gl, pendulum);
if (n < 0) {
console.log('Failed to set the positions of the vertices');
return;
}
var pendulum = new Pendulum({ angle: 0, length: PEN_LENGTH, radius: BOB_RADIUS });
init(gl, pendulum);
// Specify the color for clearing <canvas>
gl.clearColor(0, 0, 0, 1);
@ -151,81 +75,32 @@ function main() {
return;
}
// Current rotation angle
var currentAngle = 0.0;
// Model matrix
var modelMatrix = new Matrix4();
// Set it to the I matrix
modelMatrix.setIdentity();
// Start drawing
var tick = function () {
currentAngle = animate(currentAngle); // Update the rotation angle
pendulum.bob.draw(gl, n, currentAngle, modelMatrix, u_ModelMatrix); // Draw the triangle
requestAnimationFrame(tick, canvas); // Request that the browser ?calls tick
// 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 initVertexBuffers(gl, pendulum) {
// var vertices = new Float32Array([
// 0, 0.5, -0.5, -0.5, 0.5, -0.5
// ]);
// var n = 3; // The number of vertices
var vertices = pendulum.bob.to_array();
var n = pendulum.bob.length;
// Create a buffer object
var vertexBuffer = gl.createBuffer();
if (!vertexBuffer) {
console.log('Failed to create the buffer object');
return -1;
function init(gl, pendulum) {
pendulum.init(gl);
}
// Bind the buffer object to target
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
// Write date into the buffer object
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
// Assign the buffer object to a_Position variable
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
if (a_Position < 0) {
console.log('Failed to get the storage location of a_Position');
return -1;
}
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
// Enable the assignment to a_Position variable
gl.enableVertexAttribArray(a_Position);
return n;
}
function draw(gl, n, currentAngle, modelMatrix, u_ModelMatrix) {
// Set the rotation matrix
modelMatrix.setRotate(currentAngle, 0, 0, 1);
modelMatrix.translate(0.35, 0, 0);
// Pass the rotation matrix to the vertex shader
gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements);
function draw(gl, pendulum, modelMatrix, u_ModelMatrix) {
// Clear <canvas>
gl.clear(gl.COLOR_BUFFER_BIT);
// Draw the rectangle
gl.drawArrays(gl.TRIANGLES, 0, n);
}
// Last time that this function was called
var g_last = Date.now();
function animate(angle) {
// Calculate the elapsed time
var now = Date.now();
var elapsed = now - g_last;
g_last = now;
// Update the current rotation angle (adjusted by the elapsed time)
var newAngle = angle + (A_VELOCITY * elapsed) / 1000.0;
return newAngle %= 360;
// Draw the pendulum
pendulum.draw(gl, modelMatrix, u_ModelMatrix);
}
function up() {

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@ -0,0 +1,210 @@
// PendulumComponents.js
// John Breaux 2022-06-30
// Classes and data structures for Pendulum.js
"use strict"
// 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);
// Acquire a reference to a_Position
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
if (a_Position < 0) {
console.log('Failed to get the storage location of a_Position');
return -1;
}
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
// Enable the assignment to a_Position variable
gl.enableVertexAttribArray(a_Position);
// 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);
// 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);
// Acquire a reference to a_Position
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
if (a_Position < 0) {
console.log('Failed to get the storage location of a_Position');
return -1;
}
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
// Enable the assignment to a_Position variable
gl.enableVertexAttribArray(a_Position);
// 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) {
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
// 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);
}
}
}