// RotatingTranslatedTriangle.js (c) 2012 matsuda "use strict" const vertex_shader = ` attribute vec4 a_Position; uniform mat4 u_ModelMatrix; void main() { gl_Position = u_ModelMatrix * a_Position; } `; const fragment_shader = ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `; // 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; // 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 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); } } function main() { // Retrieve 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; } // Initialize shaders if (!initShaders(gl, vertex_shader, fragment_shader)) { console.log('Failed to intialize shaders.'); return; } // 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; } // Specify the color for clearing 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; } // Current rotation angle var currentAngle = 0.0; // Model matrix var modelMatrix = new Matrix4(); // 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(); } 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; } // 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); // Clear 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; } function up() { A_VELOCITY += 10; } function down() { A_VELOCITY -= 10; }