3dexperiments/src/engine/components/planet/index.js

125 lines
4.0 KiB
JavaScript

import { Mesh } from '../../mesh'
import { mat4 } from 'gl-matrix'
import { subv3, mulv3, addv3, normalv3, crossv3 } from '../../utility'
class CubeFace {
constructor (parent, level, pos, normal, resolution, radius, generator) {
this.parent = parent
this.children = []
this.position = pos
this.normal = normal
this.resolution = resolution
this.radius = radius
this.level = 0
this.generated = false
// Calculate left and forward vectors from the normal
this.left = [normal[1], normal[2], normal[0]]
this.forward = crossv3(normal, this.left)
this.transform = mat4.create()
mat4.fromTranslation(this.transform, this.position)
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 vertices = new Array(count * 3)
// let normals = new Array(count * 3)
let textureCoords = new Array(count * 2)
let indices = new Array(6 * (VERTICES - 1) * (VERTICES - 1))
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
// From the left and forward vectors, we can calculate an oriented vertex
let iv = mulv3(this.left, isize)
let jv = mulv3(this.forward, jsize)
// Add the scaled left and forward to the centered origin
let vertex = addv3(cpoint.slice(0), addv3(iv, jv))
// Normalize and multiply by radius to create a spherical mesh
let pos = mulv3(normalv3(vertex), this.radius)
vertices[vertexPointer * 3] = pos[0]
vertices[vertexPointer * 3 + 1] = pos[1]
vertices[vertexPointer * 3 + 2] = pos[2]
// 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)
}
}
for (let gz = 0, pointer = 0; gz < VERTICES - 1; gz++) {
for (let gx = 0; gx < VERTICES - 1; gx++) {
let topLeft = (gz * VERTICES) + gx
let topRight = topLeft + 1
let bottomLeft = ((gz + 1) * VERTICES) + gx
let bottomRight = bottomLeft + 1
indices[pointer++] = topLeft
indices[pointer++] = bottomLeft
indices[pointer++] = topRight
indices[pointer++] = topRight
indices[pointer++] = bottomLeft
indices[pointer++] = bottomRight
}
}
this.mesh = Mesh.construct(window.gl, vertices, indices, textureCoords)
this.generated = true
}
draw (gl, shader) {
// Set model transform matrix uniform
const transformLocation = shader.getUniformLocation(gl, 'uModelMatrix')
gl.uniformMatrix4fv(transformLocation, false, this.transform)
this.mesh.prepare(gl, shader)
this.mesh.draw(gl, shader)
}
}
class CubePlanet {
constructor (origin, resolution, radius, generator) {
this.origin = origin
this.resolution = resolution
this.radius = radius
let hs = resolution / 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, [-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, [0, hs, 0], [0, 1, 0], resolution, radius, generator), // top
// new CubeFace(this, 0, [0, -hs, 0], [0, -1, 0], resolution, radius, generator) // bottom
]
}
draw (gl, shader) {
for (let i in this.faces) {
this.faces[i].draw(gl, shader)
}
}
}
export { CubePlanet, CubeFace }