Quaternion and angle helpers, updated example

This commit is contained in:
Szymon Nowakowski 2023-08-16 21:42:38 +02:00
parent e26be8ee09
commit 7a509b654c
4 changed files with 69 additions and 11 deletions

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@ -1,5 +1,5 @@
import { Color, Material, Mesh, Node, PerspectiveCamera, PointLight, Quaternion, Scene, Submesh, Vector3 } from "../src/data/index"; import { Color, DirectionalLight, Material, Mesh, Node, PerspectiveCamera, PointLight, Quaternion, Scene, Submesh, Vector3 } from "../src/data/index";
import { Renderer } from "../src/oktaeder"; import { Renderer, degToRad } from "../src/oktaeder";
import "./style.css"; import "./style.css";
new EventSource("/esbuild").addEventListener("change", () => location.reload()); new EventSource("/esbuild").addEventListener("change", () => location.reload());
@ -11,7 +11,7 @@ onResize.call(window);
const renderer = await Renderer.init(canvas); const renderer = await Renderer.init(canvas);
const camera = new PerspectiveCamera({ const camera = new PerspectiveCamera({
verticalFovRad: 50 * (Math.PI / 180), verticalFovRad: degToRad(50),
nearPlane: 0.001, nearPlane: 0.001,
farPlane: Infinity, farPlane: Infinity,
}); });
@ -47,12 +47,11 @@ const mesh = new Mesh({ vertexBuffer, indexBuffer, submeshes: [submesh] });
const material = new Material({ const material = new Material({
baseColor: Color.white(), baseColor: Color.white(),
roughness: 0.5, roughness: 0.5,
metallic: 0, metallic: 1,
}); });
const node = new Node({ mesh, materials: [material] }); const node = new Node({ mesh, materials: [material] });
const cameraPitchRad = 15 * (Math.PI / 180);
const scene = new Scene({ const scene = new Scene({
nodes: [ nodes: [
node, node,
@ -72,9 +71,13 @@ const scene = new Scene({
translation: new Vector3(0, 1, 1), translation: new Vector3(0, 1, 1),
light: new PointLight({ color: new Color(1, 1, 0) }), light: new PointLight({ color: new Color(1, 1, 0) }),
}), }),
new Node({
rotation: Quaternion.fromRotationYZ(degToRad(-90)),
light: new DirectionalLight({ color: new Color(0.5, 0.5, 0.5) }),
}),
new Node({ new Node({
translation: new Vector3(0, 0.8, -3), translation: new Vector3(0, 0.8, -3),
rotation: new Quaternion(Math.sin(0.5 * cameraPitchRad), 0, 0, Math.cos(0.5 * cameraPitchRad)), rotation: Quaternion.fromRotationYZ(degToRad(15)),
camera, camera,
}), }),
], ],
@ -86,12 +89,11 @@ function onResize(this: Window) {
canvas.height = this.innerHeight; canvas.height = this.innerHeight;
} }
const rotation = Quaternion.identity(); const _quaternion = Quaternion.identity();
function draw(time: number) { function draw(timeMs: number) {
rotation.y = Math.cos(0.001 * time); const time = 0.001 * timeMs;
rotation.w = Math.sin(0.001 * time); node.setRotation(_quaternion.setRotationZX(-0.5 * time));
node.setRotation(rotation);
renderer.render(scene, camera); renderer.render(scene, camera);
requestAnimationFrame(draw); requestAnimationFrame(draw);

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@ -41,6 +41,27 @@ export class Quaternion {
return new Quaternion(0, 0, 0, 1); return new Quaternion(0, 0, 0, 1);
} }
static fromRotationXY(angleRad: number): Quaternion {
const halfAngleRad = 0.5 * angleRad;
const c = Math.cos(halfAngleRad);
const s = Math.sin(halfAngleRad);
return new Quaternion(0, 0, s, c);
}
static fromRotationYZ(angleRad: number): Quaternion {
const halfAngleRad = 0.5 * angleRad;
const c = Math.cos(halfAngleRad);
const s = Math.sin(halfAngleRad);
return new Quaternion(s, 0, 0, c);
}
static fromRotationZX(angleRad: number): Quaternion {
const halfAngleRad = 0.5 * angleRad;
const c = Math.cos(halfAngleRad);
const s = Math.sin(halfAngleRad);
return new Quaternion(0, s, 0, c);
}
setObject(object: QuaternionObject): Quaternion { setObject(object: QuaternionObject): Quaternion {
this.x = object.x; this.x = object.x;
this.y = object.y; this.y = object.y;
@ -64,6 +85,33 @@ export class Quaternion {
this.w = 1; this.w = 1;
return this; return this;
} }
setRotationXY(angleRad: number): Quaternion {
const halfAngleRad = 0.5 * angleRad;
this.x = 0;
this.y = 0;
this.z = Math.sin(halfAngleRad);
this.w = Math.cos(halfAngleRad);
return this;
}
setRotationYZ(angleRad: number): Quaternion {
const halfAngleRad = 0.5 * angleRad;
this.x = Math.sin(halfAngleRad);
this.y = 0;
this.z = 0;
this.w = Math.cos(halfAngleRad);
return this;
}
setRotationZX(angleRad: number): Quaternion {
const halfAngleRad = 0.5 * angleRad;
this.x = 0;
this.y = Math.sin(halfAngleRad);
this.z = 0;
this.w = Math.cos(halfAngleRad);
return this;
}
} }
Object.defineProperty(Quaternion.prototype, "type", { value: "Quaternion" }); Object.defineProperty(Quaternion.prototype, "type", { value: "Quaternion" });

7
src/geometry.ts Normal file
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@ -0,0 +1,7 @@
export function degToRad(angleDeg: number): number {
return angleDeg * Math.PI / 180;
}
export function radToDeg(angleRad: number): number {
return angleRad * 180 / Math.PI;
}

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@ -5,6 +5,7 @@
*/ */
export * from "./_BinaryWriter"; export * from "./_BinaryWriter";
export * from "./geometry";
export * from "./shader"; export * from "./shader";
import { _BinaryWriter as BinaryWriter } from "./_BinaryWriter"; import { _BinaryWriter as BinaryWriter } from "./_BinaryWriter";