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/// <reference path="mat4.js" />
/// <reference path="vec2.js" />

const BYTES_PER_FLOAT = 4;

/**
 * Initializes a new circle object for the WebGL context.
 * 
 * @param {WebGLRenderingContext} pGl 
 * @param {number} pRadius 
 * @param {number} pSegments 
 * @param {Array<Vector4>} pColorList 
 * @param {vec2} pInitialPosition 
 * @param {number} pMass 
 */
function circle(pGl, pRadius, pSegments, pColorList, pInitialPosition, pMass) {
    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,
        prevPos: vec2(),
        position: pInitialPosition || vec2(),
        prevVelocity: vec2(),
        velocity: vec2(),
        force: vec2(),
        torque: 0,
        mass: pMass === undefined ? 1 : pMass,
        rotationVelocity: 0,
        rotationRadians: 0,
        model: translateMatrix(mat4(), pInitialPosition ? pInitialPosition.x : 0, pInitialPosition ? pInitialPosition.y : 0, 0),
        radius: pRadius
    };
}

function renderCircle(pGl, pProgramInfo, pCircle) {
    pGl.uniformMatrix4fv(pProgramInfo.uniformLocations.model, false, pCircle.model);
    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;
}

function doCirclesIntersect(pFirst, pSecond) {
    const lDistanceBetween = Math.pow(pFirst.position.x - pSecond.position.x, 2) 
        + Math.pow(pFirst.position.y - pSecond.position.y, 2)
    return lDistanceBetween <= Math.pow(pFirst.radius + pSecond.radius, 2);
}

/**
 * Returns intersection information about the intersecting circles.
 * 
 * Warning! Only use this if doCirclesIntersect returned true for these circles.
 * 
 * @param {circle} pFirst 
 * @param {circle} pSecond 
 */
function getIntersectionDataForCircles(pFirst, pSecond) {
    // The collision normal is simply the difference between the two current positions
    const lCollisionNormal = normalize2(subVec2(pFirst.position, pSecond.position));
    const lCollisionPoint = vec2(
        ((pFirst.position.x * pSecond.radius) + (pSecond.position.x * pFirst.radius)) / (pFirst.radius + pSecond.radius),
        ((pFirst.position.y * pSecond.radius) + (pSecond.position.y * pFirst.radius))  / (pFirst.radius + pSecond.radius)
    );

    return {
        relativeVelocity:   subVec2(pFirst.velocity, pSecond.velocity),
        collisionNormal:    lCollisionNormal,
        //firstPointOfApplication: addVec2(scaleVec2(normalize2(pFirst.velocity), pFirst.radius), pFirst.position),
        //secondPointOfApplication: addVec2(scaleVec2(normalize2(pSecond.velocity), pSecond.radius), pSecond.position)
        firstPointOfApplication: subVec2(lCollisionPoint, pFirst.position),
        secondPointOfApplication: subVec2(lCollisionPoint, pSecond.position)
    }
}

function freeCircle(pGl, pCircle) {
    pGl.deleteBuffer(pCircle.buffer);
}