camera and moving
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1e6314fcdd
commit
652e0d7c96
115
src/app.ts
115
src/app.ts
@ -1,71 +1,118 @@
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import { vec3 } from "gl-matrix";
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import { Drawer2D } from "./drawer2D";
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import { Drawer3D } from "./drawer3D";
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import { TriangleDrawer } from "./triangle_drawer";
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class InputMap{
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private pressedKey:Set<string>;
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//private mouseLast : [number,number];
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private mouseDelta : [number,number];
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constructor(){
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this.pressedKey = new Set<string>();
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this.mouseDelta = [0,0];
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}
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registerHandler(){
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const self = this;
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document.addEventListener("keydown",(ev)=>{
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if(self.pressedKey.has(ev.key)){
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console.log(ev.key,"pressed");
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}
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self.pressedKey.add(ev.key);
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});
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document.addEventListener("keyup",(ev)=>{
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const exist = self.pressedKey.delete(ev.key);
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if(exist){
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console.log(ev.key,"released");
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}
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});
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}
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isPressed(keyname:string){
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return this.pressedKey.has(keyname);
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}
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}
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/** get timestamp counter in millisecond*/
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function getCurrentTime() : number{
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return performance.now();
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}
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const MillisecondPerFrame = 1000/60;
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export class CanvasApp{
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readonly gl: WebGL2RenderingContext;
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private n : number;
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renderer: Drawer2D;
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trenderer : TriangleDrawer;
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r : Drawer3D;
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inputMap: InputMap;
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constructor(gl: WebGL2RenderingContext){
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this.gl = gl;
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this.renderer = new Drawer2D(gl);
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this.trenderer = new TriangleDrawer(gl);
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this.r = new Drawer3D(gl);
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this.inputMap = new InputMap();
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this.inputMap.registerHandler();
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}
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intialize():boolean{
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this.renderer.prepare();
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this.trenderer.prepare(this.gl);
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this.r.init();
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document.addEventListener("keydown",(e)=>{
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if(e.key == "h"){
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this.r.camera.rotateRight(Math.PI * 5 / 180.0);
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}
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if(e.key == "f"){
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this.r.camera.rotateRight(-Math.PI * 5 / 180.0)
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}
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if(e.key == "t"){
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this.r.camera.rotateUp(Math.PI * 5 / 180.0)
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}
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if(e.key == "g"){
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this.r.camera.rotateUp(-Math.PI * 5 / 180.0)
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}
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if(e.key == "d"){
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this.r.camera.pos[0] += 0.5;
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}
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if(e.key == "a"){
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this.r.camera.pos[0] -= 0.5;
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}
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if(e.key == "w"){
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this.r.camera.pos[2] += 0.5;
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}
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if(e.key == "s"){
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this.r.camera.pos[2] -= 0.5;
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let escPressed = false;
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document.addEventListener("mousemove",(ev)=>{
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if(!escPressed){
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this.r.camera.rotateRight(Math.PI / 180.0 * ev.movementX);
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this.r.camera.rotateUp(Math.PI / 180.0 * ev.movementY);
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}
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});
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document.addEventListener("keydown",(e)=>{
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if(e.key == "Escape"){
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escPressed = !escPressed;
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}
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});
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this.gl.clearColor(0,0,0,0);
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this.gl.clearDepth(1);
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this.gl.enable(this.gl.DEPTH_TEST);
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return true;
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}
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startRun(){
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const current = new Date();
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handleInput(){
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const Speed = 0.5;
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let forward = this.r.camera.forward;
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let right = this.r.camera.right;
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vec3.scale(forward,forward,Speed);
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vec3.scale(right,right,Speed);
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if(this.inputMap.isPressed("d")){
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vec3.add(this.r.camera.pos,this.r.camera.pos,right);
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}
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if(this.inputMap.isPressed("a")){
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const r = vec3.create();
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vec3.negate(r,right);
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vec3.add(this.r.camera.pos,this.r.camera.pos,r);
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}
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if(this.inputMap.isPressed("w")){
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vec3.add(this.r.camera.pos,this.r.camera.pos,forward);
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}
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if(this.inputMap.isPressed("s")){
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const f = vec3.create();
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vec3.negate(f,forward);
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vec3.add(this.r.camera.pos,this.r.camera.pos,f);
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}
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}
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startRun(synctime = 0){
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const beforeLoop = getCurrentTime();
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this.loop();
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const delta = (new Date().getMilliseconds()) - current.getMilliseconds();
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const delay = (delta < 16) ? (16 - delta) : 1;
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const afterLoop = getCurrentTime();
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const delta = afterLoop - beforeLoop - synctime;
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const delay = (delta < MillisecondPerFrame) ? (MillisecondPerFrame - delta) : 0;
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setTimeout((()=>{
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this.startRun();
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const afterWait = getCurrentTime();
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this.startRun(afterWait - afterLoop - delay);
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}).bind(this),delay);
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}
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loop(){
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this.handleInput();
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}
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startDraw(){
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this.drawScene();
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this.drawScene(0);
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}
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drawScene(){
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drawScene(time:DOMHighResTimeStamp){
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this.gl.viewport(0,0,this.gl.canvas.width,this.gl.canvas.height);
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this.gl.clear(this.gl.COLOR_BUFFER_BIT|this.gl.DEPTH_BUFFER_BIT);
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//this.renderer.draw(this.gl,{});
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@ -1,49 +1,82 @@
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import {mat4, vec3, quat, mat3} from "gl-matrix";
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import { mat4, vec3, quat, mat3 } from "gl-matrix";
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export class Camera{
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pos:vec3;
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rot:quat;
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#proj : mat4;
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fovY : number;
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aspect : number;
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far : number;
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export class Camera {
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pos: vec3;
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yaw: number;
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pitch: number;
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roll: number;
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#proj: mat4;
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fovY: number;
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aspect: number;
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far: number;
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near: number;
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constructor(pos:vec3,rot?:quat){
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constructor(pos: vec3) {
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this.pos = pos;
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this.#proj = mat4.create();
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if(rot == undefined){
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const lookAt = mat4.lookAt(mat4.create(),this.pos,[0,0,0],[0,1,0]);
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const rotMat = mat3.fromMat4(mat3.create(),lookAt);
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this.rot = quat.fromMat3(quat.create(), rotMat);
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//quat.normalize(this.rot,this.rot);
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//quat.conjugate(this.rot,this.rot);
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}
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else{
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this.rot = rot;
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this.yaw = 0;
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this.pitch = 0;
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this.roll = 0;
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console.log("forward" , this.forward);
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console.log("up" , this.up);
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}
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rotateRight(rad: number) {
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this.yaw += rad;
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if(this.yaw >= Math.PI * 2 ){
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this.yaw -= Math.PI * 2;
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}
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}
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rotateRight(rad:number){
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quat.rotateY(this.rot,this.rot,rad);
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rotateUp(rad: number) {
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this.pitch += rad;
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this.pitch = Math.min(this.pitch, Math.PI * 89/ 180);
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this.pitch = Math.max(this.pitch, - Math.PI * 89 / 180);
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}
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rotateUp(rad:number){
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quat.rotateZ(this.rot,this.rot,rad);
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rotateClockwise(rad: number) {
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this.roll += rad;
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}
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rotateClockwise(rad:number){
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quat.rotateX(this.rot,this.rot,rad);
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}
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get viewMatrix():mat4{
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const p = vec3.negate(vec3.create() ,this.pos);
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const t = mat4.fromTranslation(mat4.create(),p);
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const r = mat4.fromQuat(mat4.create(),this.rot);
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return mat4.mul(mat4.create(),r,t);
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get viewMatrix(): mat4 {
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const eye = vec3.create();
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const lookAt = mat4.create();
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vec3.add(eye, this.pos, this.forward);
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return mat4.lookAt(lookAt, this.pos, eye, this.up);
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}
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/**
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* update projection matrix
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*/
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UpdateProjectionMat(){
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mat4.perspective(this.#proj,this.fovY,this.aspect,this.near,this.far);
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UpdateProjectionMat() {
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mat4.perspective(this.#proj, this.fovY, this.aspect, this.near, this.far);
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}
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get projectionMatrix():mat4{
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get projectionMatrix(): mat4 {
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return this.#proj;
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}
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get forward(): vec3 {
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const sinYaw = -Math.sin(this.yaw);
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const cosYaw = Math.cos(this.yaw);
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const ret = vec3.fromValues(sinYaw * Math.cos(this.pitch), -Math.sin(this.pitch), cosYaw * Math.cos(this.pitch));
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vec3.normalize(ret,ret);
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return ret;
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}
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get up(): vec3 {
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const right = vec3.cross(vec3.create(),this.forward,[0,1,0]);
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vec3.normalize(right,right);
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const ret = vec3.cross(vec3.create(),right,this.forward);
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vec3.normalize(ret,ret);
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/*const a = Math.sin(this.yaw);
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const b = Math.cos(this.yaw);
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const u = vec3.fromValues(b * Math.sin(this.pitch), Math.cos(this.pitch), a * Math.sin(this.pitch));
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const v = vec3.create();
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vec3.cross(v, u, this.forward);
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const ret = vec3.create();
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const tmp1 = vec3.create();
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const tmp2 = vec3.create();
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vec3.add(ret, vec3.scale(tmp1, u, Math.cos(this.roll)), vec3.scale(tmp2, v, -Math.sin(this.roll)));*/
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return ret;
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}
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get right(): vec3 {
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const ret = vec3.create();
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vec3.cross(ret, this.up, this.forward)
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return vec3.cross(vec3.create(),this.forward,[0,1,0]);;
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}
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};
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@ -9,7 +9,7 @@ import { Camera } from "./camera";
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import * as G from "./glWrapper";
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import { Drawable, RenderState } from "./drawable";
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import { Model } from "./model";
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import { mat4 } from "gl-matrix";
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import { mat4, vec3 } from "gl-matrix";
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export class Drawer3D implements Drawable{
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@ -52,9 +52,11 @@ export class Drawer3D implements Drawable{
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this.program.setUniformMat4f(gl,"viewMat",this.camera.viewMatrix);
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this.program.setUniformMat4f(gl,"projectionMat",this.camera.projectionMatrix);
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this.program.setUniformMat4f(gl,"modelMat",mat4.fromTranslation(mat4.create(),[0,0,0]));
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this.model.draw(gl);
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for(const pos of [[0,0,0],[0,0,25],[40,0,25]]){
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this.program.setUniformMat4f(gl,"modelMat",mat4.fromTranslation(mat4.create(), vec3.fromValues(pos[0],pos[1],pos[2]) ));
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this.model.draw(gl);
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}
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}
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}
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}
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@ -43,7 +43,9 @@ export class Model{
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for(const [name,buf] of Object.entries(this.vertexes)){
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const loc = p.getAttribLocation(gl,name);
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assertBoolean(loc >= 0,"there is no",name,"attribute");
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this.vao.addBuffer(gl,buf,loc,VertexLayouts[name]);
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if(loc >= 0){
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this.vao.addBuffer(gl,buf,loc,VertexLayouts[name]);
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}
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}
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this.ibo.bind(gl);
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this.vao.unbind(gl);
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