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rgbcube.github.io/cube.js

142 lines
2.7 KiB
JavaScript

"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;
this.z = z;
}
length() {
return Math.sqrt(this.x ** 2 + this.y ** 2 + this.z ** 2);
}
normalize() {
const length = this.length();
if (length != 0) {
this.x /= length;
this.y /= length;
this.z /= length;
}
}
static sub(v, t) {
return new Vec3(
v.x - t.x,
v.y - t.y,
v.z - t.z,
)
}
}
class Vec2 extends Vec3 {
constructor(x, y) {
super(x, y, 0)
}
}
class Quat {
constructor(x, y, z, w) {
this.x = x;
this.y = y;
this.z = z;
this.w = w;
}
static fromAngleAxis(angle, axis) {
axis.normalize();
const half = angle / 2;
const sinHalf = Math.sin(half);
const cosHalf = Math.cos(half);
const x = axis.x * sinHalf;
const y = axis.y * sinHalf;
const z = axis.z * sinHalf;
const w = cosHalf;
return new Quat(x, y, z, w);
}
static mul(q, r) {
return new Quat(
q.w * r.x + q.x * r.w + q.y * r.z - q.z * r.y,
q.w * r.y - q.x * r.z + q.y * r.w + q.z * r.x,
q.w * r.z + q.x * r.y - q.y * r.x + q.z * r.w,
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}, ${this.w * 3.1415}rad)`;
}
}
let friction = 0.01;
let sensitivity = 0.01;
let velocity = 0;
const orientation = {
__value: new Quat(0, 0, 0, 1),
set(value) {
this.__value = value;
this.__value.apply();
},
get() {
return this.__value;
},
};
(() => {
const mouse = {
down: false,
lastMove: window.performance.now(),
previous: new Vec2(0, 0),
};
document.addEventListener("mouseleave", () => {
mouse.down = false;
});
document.addEventListener("mouseup", () => {
mouse.down = false;
});
document.addEventListener("mousedown", (event) => {
// Disables link dragging that occurs when spinning.
event.preventDefault();
mouse.down = true;
});
document.addEventListener("mousemove", (event) => {
if (!mouse.down) return;
const newMouse = new Vec2(event.clientX, event.clientY);
if (window.performance.now() - mouse.lastMove > 100) {
// This is a fresh scroll.
mouse.previous = newMouse;
}
const delta = Vec2.sub(newMouse, mouse.previous);
mouse.previous = newMouse;
mouse.lastMove = window.performance.now();
const rotation = Quat.mul(
Quat.fromAngleAxis(delta.x * sensitivity, Vec3.up),
Quat.fromAngleAxis(delta.y * sensitivity, Vec3.right),
);
orientation.set(Quat.mul(orientation.get(), rotation));
});
})();