wavey-wind/anim.js

418 lines
10 KiB
JavaScript

console.log("Hello, Sky!");
/**** ☭☭☭☭☭☭☭☭☭☭☭☭ ******
/☭☭☭☭ Parametri razni ☭☭☭☭ *
******☭☭☭☭☭☭☭☭☭☭☭☭******/
// Odmik kamere
var odmik_kamere = 80;
// Rotacija kamere
var cam_rot_offset = 0;
// Vidni kot
var FOV = 90;
// Sirina in visina objektov
var width = 6;
// Limit stevila objektov
var obj_limit = 10;
// Prvotno prazno polje objektov. Lahko bi kak buffer to bil pozneje
var objekti = [];
// Stevec, za razno animiranje
var stevec = 0;
var gostota_obj = 1;
// Parametri animacije
var drotacijaX = 0.000;
var drotacijaY = 0.000;
var drotacijaZ = 0.000;
var rotacijaX = 0;
var rotacijaY = 0;
var rotacijaZ = 0;
// Premik obstojecih barv
var zamikBarve = 0.01;
// Zamik pri novem objektu
var barva_mod = 0.003;
var saturacija = 1;
var svetlost = 0.4;
// Rotiranje kamere
var kameraX = 0;
var kameraY = 0;
var kameraZ = 0;
// Quaternioni za rotacijo in kalibracijo
var qWW = new THREE.Quaternion(-1, 0, 0, 0);
var qWWo = new THREE.Quaternion(-1, 0, 0, 0);
var qWWd = new THREE.Quaternion(-1, 0, 0, 0);
var qObj = new THREE.Quaternion(-1, 0, 0, 0);
var qStart = new THREE.Quaternion(-1, 0, 0, 0);
var calibrate = true;
var reset = false;
// Razlika v eulerjih
var dqX = 0;
var dqY = 0;
var dqZ = 0;
// Gumbi in pa pospesek
var keysPressed = [0, 0, 0, 0];
var accel = [0, 0, 0];
// Scena, kamera in render
scene = new THREE.Scene;
camera = new THREE.PerspectiveCamera(FOV, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = odmik_kamere;
renderer = new THREE.WebGLRenderer({
alpha: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
// Belo ozadje
//renderer.setClearColor(0xFFFFFF, 1);
// Črno ozadje
renderer.setClearColor(0x000000, 1);
function render () {
requestAnimationFrame(render);
stevec += 1;
// Dodaj objekt vcasih
if (stevec % gostota_obj === 0) {
addObj(width, width);
}
renderer.render(scene, camera);
modulirajParametre();
objAnim();
camRotate();
};
function modulirajParametre() {
// Vsi gumbi? => RESET
if ((keysPressed[0] + keysPressed[1] + keysPressed[2] + keysPressed[3]) === 4 && !reset) {
reset = true;
window.location.reload()
}
// Posodobi kvaternion polozaja kontrolerja
if (calibrate) {
qStart = qWW.clone();
qStart.conjugate();
calibrate = false;
console.log("RESET!");
}
// Rotiranje manualno (z rocnimi gibi "iz sredine")
if (keysPressed[3]) {
var k = objekti.slice(-1)[0];
qObj.multiply(qWWd);
k.quaternion.multiply(qWWd);
}
if (keysPressed[2]) {
drotacijaX += qWWd.x / 10;
drotacijaY += qWWd.y / 10;
drotacijaZ += qWWd.z / 10;
}
if (keysPressed[0]) {
width *= 1 + (dqY / 3);
barva_mod += (dqX / 30);
obj_limit *= 1 + (dqZ / 3);
}
}
// Funkcija za animacijo objektov
function objAnim() {
objekti.map(function (obj) {
obj.rotation.x += drotacijaX;
obj.rotation.y += drotacijaY;
obj.rotation.z += drotacijaZ;
obj.scale.z += width / 4;
obj.scale.y += width / 4;
obj.scale.x += width / 4;
obj.material.color.offsetHSL(zamikBarve, 0, 0);
});
};
// Funkcija za dodajanje novih objektov
function addObj(w, h) {
var col = new THREE.Color();
col.setHSL(stevec * barva_mod, saturacija, svetlost);
var mat = new THREE.LineBasicMaterial({
color: col
});
var geo = new THREE.BufferGeometry();
var offset = h / 2;
// Karo
var vertices = new Float32Array([
-offset, 0, 0, 0, offset, 0,
-offset, 0, 0, 0, -offset, 0,
offset, 0, 0, 0, offset, 0,
offset, 0, 0, 0, -offset, 0
]);
// 3d objekt (3 komponente na vertex)
geo.setAttribute('position', new THREE.BufferAttribute(vertices, 3));
var obj = new THREE.Line(geo, mat, THREE.LineSegments);
scene.add(obj);
obj.setRotationFromQuaternion(qObj);
// Pocisti za seboj
if (objekti.push(obj) > obj_limit) {
while (objekti.length > obj_limit) {
scene.remove(objekti[0]);
objekti.shift();
}
}
};
var xAksa = new THREE.Vector3(0, 1, 0);
function camRotate () {
// rotiraj po z osi
camera.translateX(kameraX);
camera.translateZ(odmik_kamere - Math.sqrt(Math.pow(odmik_kamere, 2) + Math.pow(kameraX, 2)));
/*
camera.translateY(kameraY);
camera.translateX(odmik_kamere - Math.sqrt(Math.pow(odmik_kamere, 2) + Math.pow(kameraY, 2)));
camera.translateZ(kameraZ);
camera.translateX(odmik_kamere - Math.sqrt(Math.pow(odmik_kamere, 2) + Math.pow(kameraZ, 2)));
*/
/*
camera.position.x = Math.sin((stevec % 10) / 10) * cam_rot_offset;
camera.position.y = Math.cos((stevec % 10) / 10) * cam_rot_offset;
*/
camera.lookAt(scene.position);
};
// Inicializiraj
document.onreadystatechange = function () {
if (document.readyState === 'complete') {
document.getElementById("anim-container").appendChild(renderer.domElement);
render();
}
};
// Lep risajz
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
window.addEventListener('resize', onWindowResize, false);
function getVal(msg) {
return msg.value;
}
kbdPressed = {
a: false,
s: false,
d: false,
f: false
};
window.addEventListener('keydown', (e) => {
kbdPressed[e.key] = true;
})
window.addEventListener('keyup', (e) => {
if (e.key in kbdPressed) {
kbdPressed[e.key] = false;
}
})
function eulerFromQuaternion( quaternion, order ) {
// Quaternion to matrix.
const w = quaternion[0], x = quaternion[1], y = quaternion[2], z = quaternion[3];
const x2 = x + x, y2 = y + y, z2 = z + z;
const xx = x * x2, xy = x * y2, xz = x * z2;
const yy = y * y2, yz = y * z2, zz = z * z2;
const wx = w * x2, wy = w * y2, wz = w * z2;
const matrix = [
1 - ( yy + zz ),
xy + wz,
xz - wy,
0,
xy - wz,
1 - ( xx + zz ),
yz + wx,
0,
xz + wy,
yz - wx,
1 - ( xx + yy ),
0,
0,
0,
0,
1
];
// Matrix to euler
function clamp( value, min, max ) {
return Math.max( min, Math.min( max, value ) );
}
const m11 = matrix[ 0 ], m12 = matrix[ 4 ], m13 = matrix[ 8 ];
const m21 = matrix[ 1 ], m22 = matrix[ 5 ], m23 = matrix[ 9 ];
const m31 = matrix[ 2 ], m32 = matrix[ 6 ], m33 = matrix[ 10 ];
var euler = [ 0, 0, 0 ];
switch ( order ) {
case "XYZ":
euler[1] = Math.asin( clamp( m13, - 1, 1 ) );
if ( Math.abs( m13 ) < 0.9999999 ) {
euler[0] = Math.atan2( - m23, m33 );
euler[2] = Math.atan2( - m12, m11 );
} else {
euler[0] = Math.atan2( m32, m22 );
euler[2] = 0;
}
break;
case "YXZ":
euler[0] = Math.asin( - clamp( m23, - 1, 1 ) );
if ( Math.abs( m23 ) < 0.9999999 ) {
euler[1] = Math.atan2( m13, m33 );
euler[2] = Math.atan2( m21, m22 );
} else {
euler[1] = Math.atan2( - m31, m11 );
euler[2] = 0;
}
break;
case "ZXY":
euler[0] = Math.asin( clamp( m32, - 1, 1 ) );
if ( Math.abs( m32 ) < 0.9999999 ) {
euler[1] = Math.atan2( - m31, m33 );
euler[2] = Math.atan2( - m12, m22 );
} else {
euler[1] = 0;
euler[2] = Math.atan2( m21, m11 );
}
break;
case "ZYX":
euler[1] = Math.asin( - clamp( m31, - 1, 1 ) );
if ( Math.abs( m31 ) < 0.9999999 ) {
euler[0] = Math.atan2( m32, m33 );
euler[2] = Math.atan2( m21, m11 );
} else {
euler[0] = 0;
euler[2] = Math.atan2( - m12, m22 );
}
break;
case "YZX":
euler[2] = Math.asin( clamp( m21, - 1, 1 ) );
if ( Math.abs( m21 ) < 0.9999999 ) {
euler[0] = Math.atan2( - m23, m22 );
euler[1] = Math.atan2( - m31, m11 );
} else {
euler[0] = 0;
euler[1] = Math.atan2( m13, m33 );
}
break;
case "XZY":
euler[2] = Math.asin( - clamp( m12, - 1, 1 ) );
if ( Math.abs( m12 ) < 0.9999999 ) {
euler[0] = Math.atan2( m32, m22 );
euler[1] = Math.atan2( m13, m11 );
} else {
euler[0] = Math.atan2( - m23, m33 );
euler[1] = 0;
}
break;
}
return euler;
}
var oscCallbacks = {
'/keys/': [
function(args) {
keysPressed = args.map(getVal);
keysPressed[0] |= kbdPressed['a'];
keysPressed[1] |= kbdPressed['s'];
keysPressed[2] |= kbdPressed['d'];
keysPressed[3] |= kbdPressed['f'];
//console.log(keysPressed, kbdPressed);
}
],
'/quaternion/': [
function (args) {
// Popravimo osi (w x y z po defaultu HMM)
qWWo = qWW.clone();
[qWW.w, qWW.z, qWW.x, qWW.y] = args.map(getVal);
// Dve sta obratno :)
qWW.x *= -1;
qWW.z *= -1;
qWWd = qWW.clone();
qWWd.conjugate();
qWWd.multiply(qWWo);
var euler = eulerFromQuaternion([qWWd.w, qWWd.z, qWWd.x, qWWd.y], 'XYZ');
dqX = euler[0];
dqY = euler[1];
dqZ = euler[2];
}
],
/*
'/gyro/': [
function (args) {
var [gx, gy, gz] = args.map(getVal);
console.log(keysPressed)
if (keysPressed[2]) {
rotacijaX += gyro[0] - gx
rotacijaY += gyro[1] - gy
rotacijaZ += gyro[2] - gz
}
if (keysPressed[3]) {
drotacijaX += gyro[0] - gx
drotacijaY += gyro[1] - gy
drotacijaZ += gyro[2] - gz
}
if (keysPressed[1]) {
kameraX += gyro[0] - gx
FOV *= 1 + (gy - gyro[1])
//kameraY += gyro[1] - gy
//kameraZ += gyro[2] - gz
}
if (keysPressed[0]) {
zamikBarve *= 1 + (gx - gyro[0])
obj_limit *= 1 + (gy - gyro[1])
width *= 1 + (gz - gyro[2])
}
gyro = [gx, gy, gz]
}
],
*/
}