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Diffstat (limited to 'frontend/_rigidbody/circle.js')
| -rw-r--r-- | frontend/_rigidbody/circle.js | 58 |
1 files changed, 58 insertions, 0 deletions
diff --git a/frontend/_rigidbody/circle.js b/frontend/_rigidbody/circle.js new file mode 100644 index 0000000..c044597 --- /dev/null +++ b/frontend/_rigidbody/circle.js @@ -0,0 +1,58 @@ +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; +}
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