238 lines
6.0 KiB
JavaScript
238 lines
6.0 KiB
JavaScript
// RotatingTranslatedTriangle.js (c) 2012 matsuda
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"use strict"
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const vertex_shader = `
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attribute vec4 a_Position;
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uniform mat4 u_ModelMatrix;
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void main()
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{
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gl_Position = u_ModelMatrix * a_Position;
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} `;
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const fragment_shader = `
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void main()
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{
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gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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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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var A_VELOCITY = 45.0;
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// Classes
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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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var canvas = document.getElementById('webgl');
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// Get the rendering context for WebGL
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var gl = getWebGLContext(canvas);
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if (!gl) {
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console.log('Failed to get the rendering context for WebGL');
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return;
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}
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// Initialize shaders
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if (!initShaders(gl, vertex_shader, fragment_shader)) {
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console.log('Failed to intialize shaders.');
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return;
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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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var n = initVertexBuffers(gl, pendulum);
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if (n < 0) {
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console.log('Failed to set the positions of the vertices');
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return;
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}
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// Specify the color for clearing <canvas>
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gl.clearColor(0, 0, 0, 1);
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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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if (!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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}
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// Current rotation angle
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var currentAngle = 0.0;
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// Model matrix
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var modelMatrix = new Matrix4();
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// Start drawing
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var tick = function () {
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currentAngle = animate(currentAngle); // Update the rotation angle
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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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};
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tick();
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}
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function initVertexBuffers(gl, pendulum) {
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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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// ]);
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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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var vertexBuffer = gl.createBuffer();
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if (!vertexBuffer) {
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console.log('Failed to create the buffer object');
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return -1;
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}
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// Bind the buffer object to target
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
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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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// 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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if (a_Position < 0) {
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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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}
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gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
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// Enable the assignment to a_Position variable
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gl.enableVertexAttribArray(a_Position);
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return n;
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}
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function 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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modelMatrix.translate(0.35, 0, 0);
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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 rectangle
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gl.drawArrays(gl.TRIANGLES, 0, n);
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}
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// Last time that this function was called
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var g_last = Date.now();
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function animate(angle) {
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// Calculate the elapsed time
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var now = Date.now();
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var elapsed = now - g_last;
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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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var newAngle = angle + (A_VELOCITY * elapsed) / 1000.0;
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return newAngle %= 360;
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}
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function up() {
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A_VELOCITY += 10;
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}
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function down() {
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A_VELOCITY -= 10;
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}
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