i cant figure it out
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@ -7,33 +7,35 @@ class CubeFace {
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this.parent = parent
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this.children = []
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this.position = pos
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this.normal = normal
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this.resolution = resolution
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this.radius = radius
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this.level = 0
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this.level = level
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this.generated = false
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// Calculate left and forward vectors from the normal
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// Calculate left (x) and forward (z) vectors from the normal (y)
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this.left = [normal[1], normal[2], normal[0]]
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this.forward = crossv3(normal, this.left)
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this.position = pos
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this.transform = mat4.create()
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mat4.fromTranslation(this.transform, this.position)
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// Center the face
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this.position = subv3(this.position, mulv3(this.left, this.radius / 2))
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this.position = subv3(this.position, mulv3(this.forward, this.radius / 2))
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this.generate()
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}
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generate () {
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if (this.generated) return
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let cpoint = subv3(this.position, mulv3(this.left, this.radius / 2))
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cpoint = subv3(cpoint, mulv3(this.forward, this.radius / 2))
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let VERTICES = this.resolution
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let count = VERTICES * VERTICES
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let count = (VERTICES - 1) * (VERTICES - 1)
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let vertices = new Array(count * 3)
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// let normals = new Array(count * 3)
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let textureCoords = new Array(count * 2)
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@ -41,15 +43,16 @@ class CubeFace {
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for (let i = 0, vertexPointer = 0; i < VERTICES; i++) {
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for (let j = 0; j < VERTICES; j++, vertexPointer++) {
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let isize = i / VERTICES * this.radius
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let jsize = j / VERTICES * this.radius
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// Vertex index (0 - 1)
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let iindex = i / (VERTICES - 1)
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let jindex = j / (VERTICES - 1)
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// From the left and forward vectors, we can calculate an oriented vertex
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let iv = mulv3(this.left, isize)
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let jv = mulv3(this.forward, jsize)
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let iv = mulv3(mulv3(this.left, iindex), this.radius)
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let jv = mulv3(mulv3(this.forward, jindex), this.radius)
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// Add the scaled left and forward to the centered origin
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let vertex = addv3(cpoint.slice(0), addv3(iv, jv))
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let vertex = addv3(this.position, addv3(iv, jv))
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// Normalize and multiply by radius to create a spherical mesh
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let pos = mulv3(normalv3(vertex), this.radius)
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@ -60,8 +63,8 @@ class CubeFace {
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// normals[vertexPointer * 3] = normal[0]
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// normals[vertexPointer * 3 + 1] = normal[1]
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// normals[vertexPointer * 3 + 2] = normal[2]
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textureCoords[vertexPointer * 2] = j / (VERTICES - 1)
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textureCoords[vertexPointer * 2 + 1] = i / (VERTICES - 1)
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textureCoords[vertexPointer * 2] = j * (1 / VERTICES)
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textureCoords[vertexPointer * 2 + 1] = i * (1 / VERTICES)
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}
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}
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@ -100,17 +103,17 @@ class CubePlanet {
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this.resolution = resolution
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this.radius = radius
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let hs = resolution / 2
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let hs = radius / 2
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this.faces = [
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new CubeFace(this, 0, [0, 0, -hs], [0, 0, -1], resolution, radius, generator), // front
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// new CubeFace(this, 0, [0, 0, hs], [0, 0, 1], resolution, radius, generator), // back
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new CubeFace(this, 0, [0, 0, hs], [0, 0, 1], resolution, radius, generator), // back
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new CubeFace(this, 0, [-hs, 0, 0], [-1, 0, 0], resolution, radius, generator), // left
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// new CubeFace(this, 0, [hs, 0, 0], [1, 0, 0], resolution, radius, generator), // right
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new CubeFace(this, 0, [hs, 0, 0], [1, 0, 0], resolution, radius, generator), // right
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// new CubeFace(this, 0, [0, hs, 0], [0, 1, 0], resolution, radius, generator), // top
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// new CubeFace(this, 0, [0, -hs, 0], [0, -1, 0], resolution, radius, generator) // bottom
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new CubeFace(this, 0, [0, hs, 0], [0, 1, 0], resolution, radius, generator), // top
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new CubeFace(this, 0, [0, -hs, 0], [0, -1, 0], resolution, radius, generator) // bottom
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]
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}
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@ -53,7 +53,7 @@ export function divv3 (one, two) {
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}
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export function normalv3 (vec) {
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let res = []
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let res = vec
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vec3.normalize(res, vec)
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return res
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}
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@ -34,11 +34,11 @@ async function pipeline () {
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terrain.setMaterial(material)
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// Create and initialize the camera
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let cam = new Camera([-100.0, 1.0, 0.0])
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let cam = new Camera([-60.0, 1.0, 0.0])
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cam.updateProjection(game.gl)
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// Planet test
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let planet = new CubePlanet([0.0, 0.0, 0.0], 16, 32)
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let planet = new CubePlanet([0.0, 0.0, 0.0], 16, 36)
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// Update function for camera
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game.addUpdateFunction(function (dt) {
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