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Somewhat basic movement
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parent
43854c4adf
commit
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1 changed files with 90 additions and 55 deletions
145
index.html
145
index.html
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@ -189,89 +189,124 @@
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<script>
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class Quaternion {
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constructor(x, y, z, w) {
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static __cube = document.querySelector(".cube");
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static up = new Quaternion({x: 0, y: 1, z: 0, w: 0});
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static right = new Quaternion({x: 1, y: 0, z: 0, w: 0});
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constructor({x, y, z, w}) {
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this.x = x;
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this.y = y;
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this.z = z;
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this.w = w;
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}
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static multiply(q1, q2) {
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return new Quaternion(
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q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y,
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q1.w * q2.y - q1.x * q2.z + q1.y * q2.w + q1.z * q2.x,
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q1.w * q2.z + q1.x * q2.y - q1.y * q2.x + q1.z * q2.w,
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q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z,
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)
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static fromAngleAxis(angle, axis) {
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axis.normalize();
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const half = angle / 2;
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const sinHalf = Math.sin(half);
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const cosHalf = Math.cos(half);
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const x = axis.x * sinHalf;
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const y = axis.y * sinHalf;
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const z = axis.z * sinHalf;
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const w = cosHalf;
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return new Quaternion({x: x, y: y, z: z, w: w})
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}
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static fromAxisAngle(axis, angle) {
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const halfAngle = angle / 2;
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const sinHalfAngle = Math.sin(halfAngle);
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const cosHalfAngle = Math.cos(halfAngle);
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return new Quaternion(
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axis.x * sinHalfAngle,
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axis.y * sinHalfAngle,
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axis.z * sinHalfAngle,
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cosHalfAngle
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);
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apply() {
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Quaternion.__cube.style.transform = `rotate3d(${this.x}, ${this.y}, ${this.z}, ${this.w}rad)`;
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}
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normalize() {
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const length = Math.sqrt(
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this.x ** 2 + this.y ** 2 + this.z ** 2 + this.w ** 2
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);
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const length = Math.sqrt(this.x ** 2 + this.y ** 2 + this.z ** 2);
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this.x /= length;
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this.y /= length;
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this.z /= length;
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this.w /= length;
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if (length != 0) {
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this.x /= length;
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this.y /= length;
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this.z /= length;
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}
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}
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return this;
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static multiply(q, r) {
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return new Quaternion({
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x: q.w * r.x + q.x * r.w + q.y * r.z - q.z * r.y,
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y: q.w * r.y - q.x * r.z + q.y * r.w + q.z * r.x,
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z: q.w * r.z + q.x * r.y - q.y * r.x + q.z * r.w,
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w: q.w * r.w - q.x * r.x - q.y * r.y - q.z * r.z,
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});
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}
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}
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const cube = document.querySelector(".cube");
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let friction = 0.01;
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let sensitivity = 0.001;
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let isMouseDown = false;
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const orientation = {
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__value: new Quaternion({x: 0, y: 0, z: 0, w: 1}),
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let lastX = 0;
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let lastY = 0;
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set(value) {
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console.log(value);
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this.__value = value;
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this.__value.apply();
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},
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let rotationVelocity = new Quaternion(0, 0, 0, 1);
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get() {
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return this.__value;
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},
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};
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document.addEventListener("mousemove", (e) => {
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if (isMouseDown) {
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const deltaX = e.clientX - lastX;
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const deltaY = e.clientY - lastY;
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(() => {
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const mouse = {
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down: false,
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previous: {
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x: 0,
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y: 0,
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},
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};
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const axis = new Quaternion(deltaY, deltaX, 0, 0).normalize();
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const angle = Math.sqrt(deltaX * deltaX + deltaY * deltaY) * 0.01;
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let velocity = 0;
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const deltaRotation = Quaternion.fromAxisAngle(axis, angle);
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rotationVelocity = Quaternion.multiply(deltaRotation, rotationVelocity);
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const mouseLeaveListener = (event) => {
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mouse.down = false;
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mouse.previous = {
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x: event.clientX,
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y: event.clientY,
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};
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};
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cube.style.transform = `rotate3d(${rotationVelocity.x}, ${rotationVelocity.y}, ${rotationVelocity.z}, ${rotationVelocity.w}rad)`;
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document.addEventListener("mouseleave", mouseLeaveListener);
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document.addEventListener("mouseup", mouseLeaveListener);
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lastX = e.clientX;
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lastY = e.clientY;
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}
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});
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document.addEventListener("mousedown", () => {
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mouse.down = true;
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});
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document.addEventListener("mousedown", (e) => {
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isMouseDown = true;
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document.addEventListener("mousemove", (event) => {
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if (mouse.down) {
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const newMouse = {
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x: event.clientX,
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y: event.clientY,
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}
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lastX = e.clientX;
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lastY = e.clientY;
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});
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const delta = {
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x: newMouse.x - mouse.previous.x,
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y: newMouse.y - mouse.previous.y,
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}
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document.addEventListener("mouseup", () => {
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isMouseDown = false;
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});
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mouse.previous = newMouse
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document.addEventListener("mouseleave", () => {
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isMouseDown = false;
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});
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const rotation = Quaternion.multiply(
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Quaternion.fromAngleAxis(delta.x * sensitivity, Quaternion.up),
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Quaternion.fromAngleAxis(delta.y * sensitivity, Quaternion.right),
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);
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orientation.set(Quaternion.multiply(orientation.get(), rotation))
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}
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});
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})();
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</script>
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</body>
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