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Clean up code and disable velocity for now

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RGBCube 2023-12-19 18:23:16 +03:00
parent 4eed4e5eab
commit a8c87c164a
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42
cube.js
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@ -1,11 +1,6 @@
"use strict";
const __cube = document.querySelector(".cube");
class Vec3 {
static up = new Vec3(0, 1, 0);
static right = new Vec3(1, 0, 0);
constructor(x, y, z) {
this.x = x;
this.y = y;
@ -20,6 +15,8 @@ class Vec3 {
this.x *= factor;
this.y *= factor;
this.z *= factor;
return this;
}
normalize() {
@ -30,6 +27,8 @@ class Vec3 {
this.y /= length;
this.z /= length;
}
return this;
}
static sub(v, t) {
@ -51,6 +50,7 @@ class Quat {
static fromAxis(axis) {
const angle = axis.length();
axis.normalize();
const half = angle / 2;
@ -74,10 +74,6 @@ class Quat {
q.w * r.w - q.x * r.x - q.y * r.y - q.z * r.z,
);
}
apply() {
__cube.style.transform = `rotate3d(${this.x}, ${this.y}, ${this.z}, ${Math.acos(this.w) * 2}rad)`;
}
}
let friction = 3;
@ -85,11 +81,14 @@ let sensitivity = 0.01;
let velocity = new Vec3(0, 0, 0);
const orientation = {
__cube: document.querySelector(".cube"),
__value: new Quat(0, 0, 0, 1),
set(value) {
this.__value = value;
this.__value.apply();
const q = this.__value;
this.__cube.style.transform = `rotate3d(${q.x}, ${q.y}, ${q.z}, ${Math.acos(q.w) * 2}rad)`;
},
get() {
@ -97,7 +96,7 @@ const orientation = {
},
};
(() => {
{
const mouse = {
down: false,
lastMove: 0,
@ -128,17 +127,13 @@ const orientation = {
mouse.previous = newMouse;
mouse.lastMove = window.performance.now();
const axis = new Vec3(-delta.y, delta.x, 0);
axis.normalize();
axis.scale(delta.length() * sensitivity);
const axis = new Vec3(-delta.y, delta.x, 0)
.normalize()
.scale(delta.length() * sensitivity);
const rotation = Quat.fromAxis(axis);
orientation.set(Quat.mul(rotation, orientation.get()));
console.log(timeDelta);
velocity.x += axis.x / timeDelta;
velocity.y += axis.y / timeDelta;
};
document.addEventListener("mousemove", handleMove);
@ -171,13 +166,11 @@ const orientation = {
const delta = (timestamp - lastUpdate) / 1000;
lastUpdate = timestamp;
const axis = new Vec3(velocity.x, velocity.y, velocity.z);
const omega = velocity.length();
const decay = Math.exp(-delta * friction);
const effectiveDelta = friction > 0 ? (1 - decay) / friction : delta;
let theta = effectiveDelta * omega;
let theta = effectiveDelta * velocity.length();
velocity.x *= decay;
velocity.y *= decay;
@ -191,8 +184,9 @@ const orientation = {
velocity.z = 0;
}
axis.normalize();
axis.scale(theta);
const axis = new Vec3(velocity.x, velocity.y, velocity.z)
.normalize()
.scale(theta);
const rotation = Quat.fromAxis(axis);
@ -202,4 +196,4 @@ const orientation = {
};
updateFrame(0);
})();
}