i cant figure it out

This commit is contained in:
Evert Prants 2019-02-26 17:26:53 +02:00
parent befbcc5480
commit a79ba6f606
Signed by: evert
GPG Key ID: 1688DA83D222D0B5
3 changed files with 25 additions and 22 deletions

View File

@ -7,33 +7,35 @@ class CubeFace {
this.parent = parent
this.children = []
this.position = pos
this.normal = normal
this.resolution = resolution
this.radius = radius
this.level = 0
this.level = level
this.generated = false
// Calculate left and forward vectors from the normal
// Calculate left (x) and forward (z) vectors from the normal (y)
this.left = [normal[1], normal[2], normal[0]]
this.forward = crossv3(normal, this.left)
this.position = pos
this.transform = mat4.create()
mat4.fromTranslation(this.transform, this.position)
// Center the face
this.position = subv3(this.position, mulv3(this.left, this.radius / 2))
this.position = subv3(this.position, mulv3(this.forward, this.radius / 2))
this.generate()
}
generate () {
if (this.generated) return
let cpoint = subv3(this.position, mulv3(this.left, this.radius / 2))
cpoint = subv3(cpoint, mulv3(this.forward, this.radius / 2))
let VERTICES = this.resolution
let count = VERTICES * VERTICES
let count = (VERTICES - 1) * (VERTICES - 1)
let vertices = new Array(count * 3)
// let normals = new Array(count * 3)
let textureCoords = new Array(count * 2)
@ -41,15 +43,16 @@ class CubeFace {
for (let i = 0, vertexPointer = 0; i < VERTICES; i++) {
for (let j = 0; j < VERTICES; j++, vertexPointer++) {
let isize = i / VERTICES * this.radius
let jsize = j / VERTICES * this.radius
// Vertex index (0 - 1)
let iindex = i / (VERTICES - 1)
let jindex = j / (VERTICES - 1)
// From the left and forward vectors, we can calculate an oriented vertex
let iv = mulv3(this.left, isize)
let jv = mulv3(this.forward, jsize)
let iv = mulv3(mulv3(this.left, iindex), this.radius)
let jv = mulv3(mulv3(this.forward, jindex), this.radius)
// Add the scaled left and forward to the centered origin
let vertex = addv3(cpoint.slice(0), addv3(iv, jv))
let vertex = addv3(this.position, addv3(iv, jv))
// Normalize and multiply by radius to create a spherical mesh
let pos = mulv3(normalv3(vertex), this.radius)
@ -60,8 +63,8 @@ class CubeFace {
// normals[vertexPointer * 3] = normal[0]
// normals[vertexPointer * 3 + 1] = normal[1]
// normals[vertexPointer * 3 + 2] = normal[2]
textureCoords[vertexPointer * 2] = j / (VERTICES - 1)
textureCoords[vertexPointer * 2 + 1] = i / (VERTICES - 1)
textureCoords[vertexPointer * 2] = j * (1 / VERTICES)
textureCoords[vertexPointer * 2 + 1] = i * (1 / VERTICES)
}
}
@ -100,17 +103,17 @@ class CubePlanet {
this.resolution = resolution
this.radius = radius
let hs = resolution / 2
let hs = radius / 2
this.faces = [
new CubeFace(this, 0, [0, 0, -hs], [0, 0, -1], resolution, radius, generator), // front
// new CubeFace(this, 0, [0, 0, hs], [0, 0, 1], resolution, radius, generator), // back
new CubeFace(this, 0, [0, 0, hs], [0, 0, 1], resolution, radius, generator), // back
new CubeFace(this, 0, [-hs, 0, 0], [-1, 0, 0], resolution, radius, generator), // left
// new CubeFace(this, 0, [hs, 0, 0], [1, 0, 0], resolution, radius, generator), // right
new CubeFace(this, 0, [hs, 0, 0], [1, 0, 0], resolution, radius, generator), // right
// new CubeFace(this, 0, [0, hs, 0], [0, 1, 0], resolution, radius, generator), // top
// new CubeFace(this, 0, [0, -hs, 0], [0, -1, 0], resolution, radius, generator) // bottom
new CubeFace(this, 0, [0, hs, 0], [0, 1, 0], resolution, radius, generator), // top
new CubeFace(this, 0, [0, -hs, 0], [0, -1, 0], resolution, radius, generator) // bottom
]
}

View File

@ -53,7 +53,7 @@ export function divv3 (one, two) {
}
export function normalv3 (vec) {
let res = []
let res = vec
vec3.normalize(res, vec)
return res
}

View File

@ -34,11 +34,11 @@ async function pipeline () {
terrain.setMaterial(material)
// Create and initialize the camera
let cam = new Camera([-100.0, 1.0, 0.0])
let cam = new Camera([-60.0, 1.0, 0.0])
cam.updateProjection(game.gl)
// Planet test
let planet = new CubePlanet([0.0, 0.0, 0.0], 16, 32)
let planet = new CubePlanet([0.0, 0.0, 0.0], 16, 36)
// Update function for camera
game.addUpdateFunction(function (dt) {