diff options
Diffstat (limited to 'frontend/2d/_collisions/collisions_1.js')
-rw-r--r-- | frontend/2d/_collisions/collisions_1.js | 125 |
1 files changed, 125 insertions, 0 deletions
diff --git a/frontend/2d/_collisions/collisions_1.js b/frontend/2d/_collisions/collisions_1.js new file mode 100644 index 0000000..ac325c2 --- /dev/null +++ b/frontend/2d/_collisions/collisions_1.js @@ -0,0 +1,125 @@ +/// <reference path="../../scripts/jquery-3.5.1.min.js"/> +/// <reference path="../../_shared/math/vec2.js" /> +/// <reference path="../../_shared/math/mat4.js" /> +/// <reference path="../../_shared/2d/shader.js" /> +/// <reference path="../../_shared/math/circle.js" /> +/// <reference path="../../_shared/math/line2.js" /> +/// <reference path="../../_shared/math/collision.js" /> +/// <reference path="../../_shared/2d/program_common.js" /> + +(function() { + + function main() { + // Define Constants + const CIRCLE_RADIUS = 16; + const GRAVITY = 9.8; + const COF_OF_RESTITUITION = 0.7; + + // Retrieve context + const lProgramContext = getContext('#collision_1'); + + if (lProgramContext.gl === null) { + console.error('Unable to initialize WebGL. Your browser or machine may not support it.'); + return; + } + + lProgramContext.gl.clearColor(0.0, 0.0, 0.0, 1.0); + lProgramContext.gl.clear(lProgramContext.gl.COLOR_BUFFER_BIT); + + function run() { + console.log('Running Circle-Line Collisions'); + lProgramContext.load().then(function(pProgramInfo) { + const mCircle = circle(lProgramContext.gl, CIRCLE_RADIUS, 30, [ + { x: 1, y: 0, z: 0, w: 1 }, + { x: 0, y: 1, z: 0, w: 1 }, + { x: 0, y: 0, z: 1, w: 1 } + ], vec2(lProgramContext.width / 2.0, lProgramContext.height / 2.0 + 100)); + + const mline = line2({ x: 100, y: 100 }, { x: lProgramContext.width - 100, y: 200 }, lProgramContext.gl, + { x: 1, y: 0, z: 0, w: 1 }, 2.0); + + /** + * Run the update method of a single circle + * + * @param {circle} pCircle + * @param {number} pDeltaTimeSeconds + */ + function updateCircle(pCircle, pDeltaTimeSeconds) { + // Same physics updates from part 1 + applyForce(pCircle, vec2(0, -1.0 * (pCircle.mass * GRAVITY))); + const lCurrentAcceleration = scaleVec2(pCircle.force, 1.0 / pCircle.mass); + pCircle.prevVelocity = pCircle.velocity; + pCircle.velocity = addVec2(pCircle.velocity, scaleVec2(lCurrentAcceleration, pDeltaTimeSeconds)); + pCircle.prevPos = { ...pCircle.position }; + pCircle.position = addVec2(pCircle.position, scaleVec2(pCircle.velocity, pDeltaTimeSeconds)); + pCircle.force = vec2(); + + // Same physics updates from part 2 + const lMomentOfInertia = getMomentOfInertia(pCircle); + const lAngularAcceleration = pCircle.torque / lMomentOfInertia; + pCircle.rotationVelocity += lAngularAcceleration * pDeltaTimeSeconds; + pCircle.rotationRadians += pCircle.rotationVelocity * pDeltaTimeSeconds; + pCircle.torque = 0; + + pCircle.model = rotateMatrix2d(translateMatrix(mat4(), pCircle.position.x, pCircle.position.y, 0), pCircle.rotationRadians); + } + + function update(pDeltaTimeSeconds) { + pDeltaTimeSeconds = pDeltaTimeSeconds; + updateCircle(mCircle, pDeltaTimeSeconds); + collision(pDeltaTimeSeconds); + render(); + } + + function collision(pDeltaTimeSeconds) { + lineCircleCollision2(mCircle, mline); + return false; + } + + function render() { + lProgramContext.gl.clearColor(0.0, 0.0, 0.0, 1.0); + lProgramContext.gl.clearDepth(1.0); + lProgramContext.gl.enable(lProgramContext.gl.DEPTH_TEST); + lProgramContext.gl.depthFunc(lProgramContext.gl.LEQUAL); + lProgramContext.gl.clear(lProgramContext.gl.COLOR_BUFFER_BIT | lProgramContext.gl.DEPTH_BUFFER_BIT); + lProgramContext.gl.useProgram(pProgramInfo.program); + lProgramContext.gl.uniformMatrix4fv(pProgramInfo.uniformLocations.projection, false, lProgramContext.perspective); + + renderCircle(lProgramContext.gl, pProgramInfo, mCircle); + renderLine2(lProgramContext.gl, pProgramInfo, mline); + } + + const TORQUE_MULTIPLIER = 100.0; // TODO: This may be unncessary + function applyForce(pCircle, pForceVector, pPointOfApplication) { + if (pPointOfApplication !== undefined) { + const lOriginToPointOfApp = subVec2(vec2(), pPointOfApplication), + lPerpVec = vec2(-lOriginToPointOfApp.y, lOriginToPointOfApp.x); + + pCircle.torque += TORQUE_MULTIPLIER * dot2(lPerpVec, pForceVector); + } + + pCircle.force = addVec2(pCircle.force, pForceVector); + } + + function cleanup() { + lProgramContext.gl.deleteBuffer(mCircle.buffer); + lProgramContext.gl.deleteProgram(pProgramInfo.program); + lProgramContext.gl.clearColor(0.0, 0.0, 0.0, 1.0); + lProgramContext.gl.clear(lProgramContext.gl.COLOR_BUFFER_BIT); + } + + function reset() { + lExitRequestFunc(); + lProgramContext.reset(); + } + + const lExitRequestFunc = requestUpdateLoop(update, cleanup); + lProgramContext.stopButton.on('click', reset); + }); + } + + lProgramContext.playButton.on('click', run); + } + + $(document).ready(main); +})()
\ No newline at end of file |