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webgl_math_orientation_transform.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>Verge3D webgl - math - orientation transform</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="container"></div>
<div id="info">
<a href="https://www.soft8soft.com/verge3d" target="_blank" rel="noopener noreferrer">Verge3D</a> - gradually transform an orientation to a target orientation
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"v3d": "../build/v3d.module.js",
"v3d/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as v3d from 'v3d';
let camera, scene, renderer, mesh, target;
const spherical = new v3d.Spherical();
const rotationMatrix = new v3d.Matrix4();
const targetQuaternion = new v3d.Quaternion();
const clock = new v3d.Clock();
const speed = 2;
init();
animate();
function init() {
camera = new v3d.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.01, 10);
camera.position.z = 5;
scene = new v3d.Scene();
const geometry = new v3d.ConeGeometry(0.1, 0.5, 8);
geometry.rotateX(Math.PI * 0.5);
const material = new v3d.MeshNormalMaterial();
mesh = new v3d.Mesh(geometry, material);
scene.add(mesh);
//
const targetGeometry = new v3d.SphereGeometry(0.05);
const targetMaterial = new v3d.MeshBasicMaterial({ color: 0xff0000 });
target = new v3d.Mesh(targetGeometry, targetMaterial);
scene.add(target);
//
const sphereGeometry = new v3d.SphereGeometry(2, 32, 32);
const sphereMaterial = new v3d.MeshBasicMaterial({ color: 0xcccccc, wireframe: true, transparent: true, opacity: 0.3 });
const sphere = new v3d.Mesh(sphereGeometry, sphereMaterial);
scene.add(sphere);
//
renderer = new v3d.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
//
window.addEventListener('resize', onWindowResize);
//
generateTarget();
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
const delta = clock.getDelta();
if (!mesh.quaternion.equals(targetQuaternion)) {
const step = speed * delta;
mesh.quaternion.rotateTowards(targetQuaternion, step);
}
renderer.render(scene, camera);
}
function generateTarget() {
// generate a random point on a sphere
spherical.theta = Math.random() * Math.PI * 2;
spherical.phi = Math.acos((2 * Math.random()) -1);
spherical.radius = 2;
target.position.setFromSpherical(spherical);
// compute target rotation
rotationMatrix.lookAt(target.position, mesh.position, mesh.up);
targetQuaternion.setFromRotationMatrix(rotationMatrix);
setTimeout(generateTarget, 2000);
}
</script>
</body>
</html>