camera and moving

This commit is contained in:
monoid 2021-10-10 21:02:45 +09:00
parent 1e6314fcdd
commit 652e0d7c96
4 changed files with 156 additions and 72 deletions

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@ -1,71 +1,118 @@
import { vec3 } from "gl-matrix";
import { Drawer2D } from "./drawer2D"; import { Drawer2D } from "./drawer2D";
import { Drawer3D } from "./drawer3D"; import { Drawer3D } from "./drawer3D";
import { TriangleDrawer } from "./triangle_drawer"; import { TriangleDrawer } from "./triangle_drawer";
class InputMap{
private pressedKey:Set<string>;
//private mouseLast : [number,number];
private mouseDelta : [number,number];
constructor(){
this.pressedKey = new Set<string>();
this.mouseDelta = [0,0];
}
registerHandler(){
const self = this;
document.addEventListener("keydown",(ev)=>{
if(self.pressedKey.has(ev.key)){
console.log(ev.key,"pressed");
}
self.pressedKey.add(ev.key);
});
document.addEventListener("keyup",(ev)=>{
const exist = self.pressedKey.delete(ev.key);
if(exist){
console.log(ev.key,"released");
}
});
}
isPressed(keyname:string){
return this.pressedKey.has(keyname);
}
}
/** get timestamp counter in millisecond*/
function getCurrentTime() : number{
return performance.now();
}
const MillisecondPerFrame = 1000/60;
export class CanvasApp{ export class CanvasApp{
readonly gl: WebGL2RenderingContext; readonly gl: WebGL2RenderingContext;
private n : number;
renderer: Drawer2D; renderer: Drawer2D;
trenderer : TriangleDrawer; trenderer : TriangleDrawer;
r : Drawer3D; r : Drawer3D;
inputMap: InputMap;
constructor(gl: WebGL2RenderingContext){ constructor(gl: WebGL2RenderingContext){
this.gl = gl; this.gl = gl;
this.renderer = new Drawer2D(gl); this.renderer = new Drawer2D(gl);
this.trenderer = new TriangleDrawer(gl); this.trenderer = new TriangleDrawer(gl);
this.r = new Drawer3D(gl); this.r = new Drawer3D(gl);
this.inputMap = new InputMap();
this.inputMap.registerHandler();
} }
intialize():boolean{ intialize():boolean{
this.renderer.prepare(); this.renderer.prepare();
this.trenderer.prepare(this.gl); this.trenderer.prepare(this.gl);
this.r.init(); this.r.init();
let escPressed = false;
document.addEventListener("keydown",(e)=>{ document.addEventListener("mousemove",(ev)=>{
if(e.key == "h"){ if(!escPressed){
this.r.camera.rotateRight(Math.PI * 5 / 180.0); this.r.camera.rotateRight(Math.PI / 180.0 * ev.movementX);
} this.r.camera.rotateUp(Math.PI / 180.0 * ev.movementY);
if(e.key == "f"){ }
this.r.camera.rotateRight(-Math.PI * 5 / 180.0) });
} document.addEventListener("keydown",(e)=>{
if(e.key == "t"){ if(e.key == "Escape"){
this.r.camera.rotateUp(Math.PI * 5 / 180.0) escPressed = !escPressed;
}
if(e.key == "g"){
this.r.camera.rotateUp(-Math.PI * 5 / 180.0)
}
if(e.key == "d"){
this.r.camera.pos[0] += 0.5;
}
if(e.key == "a"){
this.r.camera.pos[0] -= 0.5;
}
if(e.key == "w"){
this.r.camera.pos[2] += 0.5;
}
if(e.key == "s"){
this.r.camera.pos[2] -= 0.5;
} }
}); });
this.gl.clearColor(0,0,0,0); this.gl.clearColor(0,0,0,0);
this.gl.clearDepth(1); this.gl.clearDepth(1);
this.gl.enable(this.gl.DEPTH_TEST); this.gl.enable(this.gl.DEPTH_TEST);
return true; return true;
} }
startRun(){ handleInput(){
const current = new Date(); const Speed = 0.5;
let forward = this.r.camera.forward;
let right = this.r.camera.right;
vec3.scale(forward,forward,Speed);
vec3.scale(right,right,Speed);
if(this.inputMap.isPressed("d")){
vec3.add(this.r.camera.pos,this.r.camera.pos,right);
}
if(this.inputMap.isPressed("a")){
const r = vec3.create();
vec3.negate(r,right);
vec3.add(this.r.camera.pos,this.r.camera.pos,r);
}
if(this.inputMap.isPressed("w")){
vec3.add(this.r.camera.pos,this.r.camera.pos,forward);
}
if(this.inputMap.isPressed("s")){
const f = vec3.create();
vec3.negate(f,forward);
vec3.add(this.r.camera.pos,this.r.camera.pos,f);
}
}
startRun(synctime = 0){
const beforeLoop = getCurrentTime();
this.loop(); this.loop();
const delta = (new Date().getMilliseconds()) - current.getMilliseconds(); const afterLoop = getCurrentTime();
const delay = (delta < 16) ? (16 - delta) : 1; const delta = afterLoop - beforeLoop - synctime;
const delay = (delta < MillisecondPerFrame) ? (MillisecondPerFrame - delta) : 0;
setTimeout((()=>{ setTimeout((()=>{
this.startRun(); const afterWait = getCurrentTime();
this.startRun(afterWait - afterLoop - delay);
}).bind(this),delay); }).bind(this),delay);
} }
loop(){ loop(){
this.handleInput();
} }
startDraw(){ startDraw(){
this.drawScene(); this.drawScene(0);
} }
drawScene(){ drawScene(time:DOMHighResTimeStamp){
this.gl.viewport(0,0,this.gl.canvas.width,this.gl.canvas.height); this.gl.viewport(0,0,this.gl.canvas.width,this.gl.canvas.height);
this.gl.clear(this.gl.COLOR_BUFFER_BIT|this.gl.DEPTH_BUFFER_BIT); this.gl.clear(this.gl.COLOR_BUFFER_BIT|this.gl.DEPTH_BUFFER_BIT);
//this.renderer.draw(this.gl,{}); //this.renderer.draw(this.gl,{});

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@ -1,49 +1,82 @@
import {mat4, vec3, quat, mat3} from "gl-matrix"; import { mat4, vec3, quat, mat3 } from "gl-matrix";
export class Camera{ export class Camera {
pos:vec3; pos: vec3;
rot:quat;
#proj : mat4; yaw: number;
fovY : number; pitch: number;
aspect : number; roll: number;
far : number;
#proj: mat4;
fovY: number;
aspect: number;
far: number;
near: number; near: number;
constructor(pos:vec3,rot?:quat){ constructor(pos: vec3) {
this.pos = pos; this.pos = pos;
this.#proj = mat4.create(); this.#proj = mat4.create();
if(rot == undefined){ this.yaw = 0;
const lookAt = mat4.lookAt(mat4.create(),this.pos,[0,0,0],[0,1,0]); this.pitch = 0;
const rotMat = mat3.fromMat4(mat3.create(),lookAt); this.roll = 0;
this.rot = quat.fromMat3(quat.create(), rotMat); console.log("forward" , this.forward);
//quat.normalize(this.rot,this.rot); console.log("up" , this.up);
//quat.conjugate(this.rot,this.rot); }
} rotateRight(rad: number) {
else{ this.yaw += rad;
this.rot = rot; if(this.yaw >= Math.PI * 2 ){
this.yaw -= Math.PI * 2;
} }
} }
rotateRight(rad:number){ rotateUp(rad: number) {
quat.rotateY(this.rot,this.rot,rad); this.pitch += rad;
this.pitch = Math.min(this.pitch, Math.PI * 89/ 180);
this.pitch = Math.max(this.pitch, - Math.PI * 89 / 180);
} }
rotateUp(rad:number){ rotateClockwise(rad: number) {
quat.rotateZ(this.rot,this.rot,rad); this.roll += rad;
} }
rotateClockwise(rad:number){ get viewMatrix(): mat4 {
quat.rotateX(this.rot,this.rot,rad); const eye = vec3.create();
} const lookAt = mat4.create();
get viewMatrix():mat4{ vec3.add(eye, this.pos, this.forward);
const p = vec3.negate(vec3.create() ,this.pos); return mat4.lookAt(lookAt, this.pos, eye, this.up);
const t = mat4.fromTranslation(mat4.create(),p);
const r = mat4.fromQuat(mat4.create(),this.rot);
return mat4.mul(mat4.create(),r,t);
} }
/** /**
* update projection matrix * update projection matrix
*/ */
UpdateProjectionMat(){ UpdateProjectionMat() {
mat4.perspective(this.#proj,this.fovY,this.aspect,this.near,this.far); mat4.perspective(this.#proj, this.fovY, this.aspect, this.near, this.far);
} }
get projectionMatrix():mat4{ get projectionMatrix(): mat4 {
return this.#proj; return this.#proj;
} }
get forward(): vec3 {
const sinYaw = -Math.sin(this.yaw);
const cosYaw = Math.cos(this.yaw);
const ret = vec3.fromValues(sinYaw * Math.cos(this.pitch), -Math.sin(this.pitch), cosYaw * Math.cos(this.pitch));
vec3.normalize(ret,ret);
return ret;
}
get up(): vec3 {
const right = vec3.cross(vec3.create(),this.forward,[0,1,0]);
vec3.normalize(right,right);
const ret = vec3.cross(vec3.create(),right,this.forward);
vec3.normalize(ret,ret);
/*const a = Math.sin(this.yaw);
const b = Math.cos(this.yaw);
const u = vec3.fromValues(b * Math.sin(this.pitch), Math.cos(this.pitch), a * Math.sin(this.pitch));
const v = vec3.create();
vec3.cross(v, u, this.forward);
const ret = vec3.create();
const tmp1 = vec3.create();
const tmp2 = vec3.create();
vec3.add(ret, vec3.scale(tmp1, u, Math.cos(this.roll)), vec3.scale(tmp2, v, -Math.sin(this.roll)));*/
return ret;
}
get right(): vec3 {
const ret = vec3.create();
vec3.cross(ret, this.up, this.forward)
return vec3.cross(vec3.create(),this.forward,[0,1,0]);;
}
}; };

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@ -9,7 +9,7 @@ import { Camera } from "./camera";
import * as G from "./glWrapper"; import * as G from "./glWrapper";
import { Drawable, RenderState } from "./drawable"; import { Drawable, RenderState } from "./drawable";
import { Model } from "./model"; import { Model } from "./model";
import { mat4 } from "gl-matrix"; import { mat4, vec3 } from "gl-matrix";
export class Drawer3D implements Drawable{ export class Drawer3D implements Drawable{
@ -52,9 +52,11 @@ export class Drawer3D implements Drawable{
this.program.setUniformMat4f(gl,"viewMat",this.camera.viewMatrix); this.program.setUniformMat4f(gl,"viewMat",this.camera.viewMatrix);
this.program.setUniformMat4f(gl,"projectionMat",this.camera.projectionMatrix); this.program.setUniformMat4f(gl,"projectionMat",this.camera.projectionMatrix);
this.program.setUniformMat4f(gl,"modelMat",mat4.fromTranslation(mat4.create(),[0,0,0])); for(const pos of [[0,0,0],[0,0,25],[40,0,25]]){
this.program.setUniformMat4f(gl,"modelMat",mat4.fromTranslation(mat4.create(), vec3.fromValues(pos[0],pos[1],pos[2]) ));
this.model.draw(gl);
this.model.draw(gl);
}
} }
} }
} }

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@ -43,7 +43,9 @@ export class Model{
for(const [name,buf] of Object.entries(this.vertexes)){ for(const [name,buf] of Object.entries(this.vertexes)){
const loc = p.getAttribLocation(gl,name); const loc = p.getAttribLocation(gl,name);
assertBoolean(loc >= 0,"there is no",name,"attribute"); assertBoolean(loc >= 0,"there is no",name,"attribute");
this.vao.addBuffer(gl,buf,loc,VertexLayouts[name]); if(loc >= 0){
this.vao.addBuffer(gl,buf,loc,VertexLayouts[name]);
}
} }
this.ibo.bind(gl); this.ibo.bind(gl);
this.vao.unbind(gl); this.vao.unbind(gl);