const BYTES_PER_FLOAT = 4; function circle(pGl, pRadius, pSegments, pColorList, pInitialPosition) { const lBuffer = pGl.createBuffer(); pGl.bindBuffer(pGl.ARRAY_BUFFER, lBuffer); var lBufferedData = []; vertexCount = 0; const lAngleIncrements = (360.0 / pSegments) * (Math.PI / 180.0); for (let lSegIdx = 0; lSegIdx < pSegments; lSegIdx++) { const lAngle = lAngleIncrements * lSegIdx, lNextAngle = lAngleIncrements * (lSegIdx + 1), lColorIndex = Math.floor(pColorList.length * (lSegIdx / pSegments)), lColor = pColorList[lColorIndex]; // TODO: Calculate which one to use lBufferedData = lBufferedData.concat([ 0, 0, lColor.x, lColor.y, lColor.z, lColor.w, pRadius * Math.sin(lAngle), pRadius * Math.cos(lAngle), lColor.x, lColor.y, lColor.z, lColor.w, pRadius * Math.sin(lNextAngle), pRadius * Math.cos(lNextAngle), lColor.x, lColor.y, lColor.z, lColor.w ]); vertexCount += 3; } pGl.bufferData(pGl.ARRAY_BUFFER, new Float32Array(lBufferedData), pGl.STATIC_DRAW) pGl.bindBuffer(pGl.ARRAY_BUFFER, undefined); return { buffer: lBuffer, vertexCount: vertexCount, position: pInitialPosition || vec2(), velocity: vec2(), force: vec2(), mass: 1, rotationRadians: 0, model: mat4(), radius: pRadius }; } function renderCircle(pGl, pProgramInfo, pCircle) { pGl.bindBuffer(pGl.ARRAY_BUFFER, pCircle.buffer); { pGl.enableVertexAttribArray(pProgramInfo.attributeLocations.position); pGl.vertexAttribPointer(pProgramInfo.attributeLocations.position, 2, pGl.FLOAT, false, BYTES_PER_FLOAT * 6, 0); pGl.enableVertexAttribArray(pProgramInfo.attributeLocations.color); pGl.vertexAttribPointer(pProgramInfo.attributeLocations.color, 4, pGl.FLOAT, false, BYTES_PER_FLOAT * 6, BYTES_PER_FLOAT * 2); } pGl.drawArrays(pGl.TRIANGLE_STRIP, 0, pCircle.vertexCount); } function getMomentOfInertia(pCircle) { return (Math.PI * Math.pow(pCircle.radius, 4)) / 4; }