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path: root/frontend/_rigidbody/rigidbody_1.js
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/// <reference path="../scripts/jquery-3.5.1.min.js"/>
/// <reference path="vec2.js" />
/// <reference path="mat4.js" />
/// <reference path="shader.js" />
/// <reference path="circle.js" />
/// <reference path="program_common.js" />

function main() {
    // Define Constants
    const CIRCLE_RADIUS = 16;
    const GRAVITY = 9.8;

    // Retrieve context
    const lProgramContext = getContext('#rigidbody_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 Rigid Body 1');
        lProgramContext.load().then(function(pProgramInfo) {
            const lCircle = circle(lProgramContext.gl, CIRCLE_RADIUS, 30, [{ x: 0.3, y: 0.3, z: 0.3, w: 1 }], vec2(lProgramContext.width / 2.0, lProgramContext.height / 2.0));
            
            function update(pDeltaTimeSeconds) {
                // Physics updates
                const lGravityForce = vec2(0, -1.0 * (lCircle.mass * GRAVITY));

                // Add up the forces acting on the circle
                lCircle.force = addVec2(lCircle.force, lGravityForce);

                // Figure out acceleration (a = F / m)
                const lCurrentAcceleration = scaleVec2(lCircle.force, 1.0 / lCircle.mass);

                // Calculate the new velocity: v = v0 + a * t
                lCircle.velocity = addVec2(lCircle.velocity, scaleVec2(lCurrentAcceleration, pDeltaTimeSeconds));

                // Update the position based on velocity: x = x0 + v * t
                lCircle.position = addVec2(lCircle.position, scaleVec2(lCircle.velocity, pDeltaTimeSeconds));

                // Update the model matrix accordingly
                lCircle.model = translateMatrix(mat4(), lCircle.position.x, lCircle.position.y, 0);

                // Report the current state to the frontend
                $('#rigidbody_1_force_field').text(vec2str(lCircle.force));
                $('#rigidbody_1_acceleration_field').text(vec2str(lCurrentAcceleration));
                $('#rigidbody_1_velocity_field').text(vec2str(lCircle.velocity));
                $('#rigidbody_1_position_field').text(vec2str(lCircle.position));

                // Reset the circle's force vector
                lCircle.force = vec2();

                // Render Code only
                lProgramContext.gl.clearColor(0.0, 0.0, 0.0, 1.0);  // Clear to black, fully opaque
                lProgramContext.gl.clearDepth(1.0);                 // Clear everything
                lProgramContext.gl.enable(lProgramContext.gl.DEPTH_TEST);           // Enable depth testing
                lProgramContext.gl.depthFunc(lProgramContext.gl.LEQUAL);            // Near things obscure far things
                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);
                lProgramContext.gl.uniformMatrix4fv(pProgramInfo.uniformLocations.model, false, lCircle.model);

                renderCircle(lProgramContext.gl, pProgramInfo, lCircle);
            }

            function addForce(ev) {
                ev.preventDefault();
                ev.stopPropagation();

                const lXValue = $(this).find('.vec2_x_input').val(),
                    lYValue = $(this).find('.vec2_y_input').val();

                console.log('Applying force: ' + lXValue + ', ' + lYValue);
                lCircle.force = addVec2(lCircle.force, vec2(Number(lXValue), Number(lYValue)));
            }

            function cleanup() {
                lProgramContext.gl.deleteBuffer(lCircle.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();
                $('#rigidbody_1_force_submit_button').unbind('submit').submit(false);
            }

            const lExitRequestFunc = requestUpdateLoop(update, cleanup);
            lProgramContext.stopButton.on('click', reset);
            $('#rigidbody_1_force_submit_button').submit(addForce);
        });
    }

    lProgramContext.playButton.on('click', run);
    $('#rigidbody_1_force_submit_button').submit(false);

}

$(document).ready(main);