Merge branch 'main' into prod
This commit is contained in:
commit
bb1c776162
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@ -2,7 +2,7 @@ services:
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cg1:
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image: nginx:alpine
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volumes:
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- ./src:/usr/share/nginx/html:ro
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- ./public:/usr/share/nginx/html:ro
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networks:
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- public
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restart: unless-stopped
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@ -55,18 +55,18 @@
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padding: var(--padding);
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display: block;
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border: solid 2px #11111b;
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background-color: #31324480;
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border-radius: 20px;
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}
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#stats {
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background-color: #31324480;
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right: var(--padding);
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position: absolute;
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top: var(--padding);
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}
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#controls {
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background-color: #313244;
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}
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#interpolate {
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@ -75,14 +75,14 @@
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#matrices {
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display: grid;
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grid-template-columns: repeat(6, 1fr);
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grid-template-columns: 0px 1fr 0px 1fr 0px 1fr 0px 1fr 0px 1fr 0px 1fr 0px;
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grid-gap: var(--padding);
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padding-left: var(--padding);
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padding-right: var(--padding);
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}
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#matrices > div {
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background-color: rgba(255, 255, 255, 0.1);
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.matrix {
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background-color: #45475a;
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border-radius: 20px;
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display: flex;
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justify-content: center;
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@ -92,7 +92,7 @@
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overflow: hidden;
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}
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#matrices > div::before {
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.matrix::before {
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content: '';
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position: absolute;
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border-radius: 20px;
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@ -100,7 +100,26 @@
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height: 100%;
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right: 0;
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top: 0;
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background-color: rgba(255, 255, 255, 0.1);
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background-color: #585b70;
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transition: width linear 0.05s;
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}
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#matrices > span {
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display: flex;
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justify-content: center;
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align-items: center;
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}
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.matrix svg {
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max-width: 100%;
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height: auto;
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}
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.projection {
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color: #f38ba8;
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}
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.lookAt {
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color: #a6e3a1;
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}
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</style>
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</head>
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@ -121,9 +140,9 @@
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</div>
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<div id="controls">
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<div id="matrices">
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<div>
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<span></span>
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<div class="matrix projection">
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$$
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\color{red}
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\begin{pmatrix}
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1 & 0 & 0 & 0 \\
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0 & 1 & 0 & 0 \\
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@ -132,9 +151,9 @@
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\end{pmatrix}
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$$
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</div>
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<div>
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<span>$$\dot{}$$</span>
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<div class="matrix projection">
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$$
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\color{red}
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\begin{pmatrix}
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\frac{2}{r-l} & 0 & 0 & 0 \\
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0 & \frac{2}{t-b} & 0 & 0 \\
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@ -143,9 +162,9 @@
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\end{pmatrix}
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$$
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</div>
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<div>
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<span>$$\dot{}$$</span>
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<div class="matrix projection">
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$$
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\color{red}
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\begin{pmatrix}
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1 & 0 & 0 & - \frac{r+l}{2} \\
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0 & 1 & 0 & - \frac{t+b}{2} \\
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@ -154,9 +173,9 @@
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\end{pmatrix}
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$$
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</div>
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<div>
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<span>$$\dot{}$$</span>
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<div class="matrix projection">
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$$
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\color{red}
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\begin{pmatrix}
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1 & 0 & 0 & 0 \\
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0 & 1 & 0 & 0 \\
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@ -165,9 +184,9 @@
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\end{pmatrix}
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$$
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</div>
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<div>
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<span>$$\dot{}$$</span>
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<div class="matrix lookAt">
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$$
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\color{green}
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\begin{pmatrix}
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u_x & u_y & u_z & 0 \\
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v_x & v_y & v_z & 0 \\
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@ -176,9 +195,9 @@
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\end{pmatrix}
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$$
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</div>
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<div>
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<span>$$\dot{}$$</span>
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<div class="matrix lookAt">
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$$
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\color{green}
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\begin{pmatrix}
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1 & 0 & 0 & -e_x \\
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0 & 1 & 0 & -e_y \\
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@ -187,6 +206,7 @@
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\end{pmatrix}
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$$
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</div>
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<span></span>
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</div>
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<input id="interpolate" type="range" min="0" max="6" step="0.05" value="6" autocomplete="off" list="steplist">
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<datalist id="steplist">
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@ -1,5 +1,34 @@
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"use strict";
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class Animation {
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constructor() {
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this.time = 0.0;
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}
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interpolation(i) {
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if (i > this.time) {
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return 0.0;
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}
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if (i+1 > this.time) {
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return this.time - Math.floor(this.time);
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}
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return 1.0;
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}
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isZAxisInverted() {
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return (this.time <= 5.0);
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}
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isCameraDrawn() {
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return (this.time <= 2.0);
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}
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isOriginCubeDrawn() {
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return (this.time != 0.0 && this.time < 5.0);
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}
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}
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let cv, gl;
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let program;
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@ -25,14 +54,11 @@ let cameraVertexBuffer;
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let lastFrame = Date.now();
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let t = 0.0;
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let interpolate = [0, 0, 0, 0, 0, 0];
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let animation = new Animation();
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let displayMatricesVirtually = true;
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let virtualRealInterpolation = 1;
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let invertZAxis = true;
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let cameraPitch = 0.565;
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let cameraYaw = 0.375;
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let cameraDistance = 4;
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@ -65,29 +91,9 @@ async function init() {
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// input handling
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document.getElementById("interpolate").addEventListener("input", (e) => {
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t = 6.0 - e.target.value;
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if (t <= 2.0) {
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invertZAxis = false;
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}
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else if (t <= 5.0) {
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invertZAxis = false;
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}
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else {
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invertZAxis = true;
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}
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animation.time = 6.0 - e.target.value;
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for (let i = 0; i < 6; ++i) {
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let v;
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if (i > t) {
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v = 0.0;
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}
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else if (i+1 > t) {
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v = t - Math.floor(t);
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}
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else {
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v = 1.0;
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}
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interpolate[i] = v;
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document.getElementById("matrices").children[5-i].style.setProperty("--fill-percentage", (v * 100) + "%");
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document.getElementsByClassName("matrix")[5-i].style.setProperty("--fill-percentage", (animation.interpolation(i) * 100) + "%");
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}
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});
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document.getElementById("displayMatricesVirtually").addEventListener("input", (e) => {
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@ -455,16 +461,11 @@ function updateStats(deltaTime) {
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frameCount = 0;
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}
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let hue = 0;
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async function draw() {
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let now = Date.now();
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let deltaTime = (now - lastFrame) / 1000;
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let frameStart = performance.now();
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hue += deltaTime / 5;
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if (hue > 1) hue = 0;
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if (displayMatricesVirtually) {
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virtualRealInterpolation = Math.min(virtualRealInterpolation + deltaTime * 2, 1);
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} else {
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@ -512,7 +513,7 @@ async function draw() {
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let virtualProjectionMatrix = [];
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mat4BuildPerspective(virtualProjectionMatrix, 60.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
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if (!invertZAxis) {
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if (animation.isZAxisInverted()) {
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let zAxisFlipMatrix = [];
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mat4Identity(zAxisFlipMatrix);
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zAxisFlipMatrix[10] = -1;
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@ -535,11 +536,11 @@ async function draw() {
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// interpolated view matrix
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let virtualViewMatrix1 = [];
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mat4BuildLookAt1(virtualViewMatrix1, virtualCameraPosition, virtualCameraLookAt, virtualCameraUp);
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mat4Interpolate(virtualViewMatrix1, identity, virtualViewMatrix1, interpolate[0]);
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mat4Interpolate(virtualViewMatrix1, identity, virtualViewMatrix1, animation.interpolation(0));
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let virtualViewMatrix2 = [];
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mat4BuildLookAt2(virtualViewMatrix2, virtualCameraPosition, virtualCameraLookAt, virtualCameraUp);
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mat4Interpolate(virtualViewMatrix2, identity, virtualViewMatrix2, interpolate[1]);
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mat4Interpolate(virtualViewMatrix2, identity, virtualViewMatrix2, animation.interpolation(1));
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mat4Multiply(virtualViewMatrix, virtualViewMatrix2, virtualViewMatrix1);
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@ -548,23 +549,23 @@ async function draw() {
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let virtualProjectionMatrix1 = [];
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mat4BuildPerspective1(virtualProjectionMatrix1, 60.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
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mat4Interpolate(virtualProjectionMatrix1, identity, virtualProjectionMatrix1, interpolate[2]);
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mat4Interpolate(virtualProjectionMatrix1, identity, virtualProjectionMatrix1, animation.interpolation(2));
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mat4Multiply(virtualProjectionMatrix, virtualProjectionMatrix1, virtualProjectionMatrix);
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let virtualProjectionMatrix2 = [];
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mat4BuildPerspective2(virtualProjectionMatrix2, 60.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
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mat4Interpolate(virtualProjectionMatrix2, identity, virtualProjectionMatrix2, interpolate[3]);
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mat4Interpolate(virtualProjectionMatrix2, identity, virtualProjectionMatrix2, animation.interpolation(3));
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mat4Multiply(virtualProjectionMatrix, virtualProjectionMatrix2, virtualProjectionMatrix);
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let virtualProjectionMatrix3 = [];
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mat4BuildPerspective3(virtualProjectionMatrix3, 60.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
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mat4Interpolate(virtualProjectionMatrix3, identity, virtualProjectionMatrix3, interpolate[4]);
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mat4Interpolate(virtualProjectionMatrix3, identity, virtualProjectionMatrix3, animation.interpolation(4));
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mat4Multiply(virtualProjectionMatrix, virtualProjectionMatrix3, virtualProjectionMatrix);
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if (!displayMatricesVirtually) {
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let virtualProjectionMatrix4 = [];
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mat4BuildPerspective4(virtualProjectionMatrix4, 60.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
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mat4Interpolate(virtualProjectionMatrix4, identity, virtualProjectionMatrix4, interpolate[5]);
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mat4Interpolate(virtualProjectionMatrix4, identity, virtualProjectionMatrix4, animation.interpolation(5));
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mat4Multiply(virtualProjectionMatrix, virtualProjectionMatrix4, virtualProjectionMatrix);
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}
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@ -623,6 +624,7 @@ async function draw() {
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gl.drawArrays(gl.TRIANGLES, 0, cubeVertices.length / 6);
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// draw virtual camera
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if (displayMatricesVirtually && animation.isCameraDrawn()) {
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let virtualCameraModelView = [];
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mat4Identity(virtualCameraModelView);
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mat4Scale(virtualCameraModelView, virtualCameraModelView, [0.1, 0.1, 0.1]);
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@ -635,7 +637,7 @@ async function draw() {
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gl.bindBuffer(gl.ARRAY_BUFFER, cameraVertexBuffer);
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setAttribPointers();
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if (displayMatricesVirtually && t <= 2.0) {
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gl.drawArrays(gl.TRIANGLES, 0, cameraVertices.length / 6);
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}
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@ -656,7 +658,7 @@ async function draw() {
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// draw origin
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let originMatrix = [];
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mat4BuildPerspective4(originMatrix, 60.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
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mat4Interpolate(originMatrix, identity, originMatrix, interpolate[5]);
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mat4Interpolate(originMatrix, identity, originMatrix, animation.interpolation(5));
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gl.uniformMatrix4fv(virtualModelViewLocation, gl.FALSE, new Float32Array(originMatrix));
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gl.uniformMatrix4fv(virtualProjectionLocation, gl.FALSE, new Float32Array(identity));
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@ -667,7 +669,7 @@ async function draw() {
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// draw origin cube
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if (t != 0.0 && t < 5.0) {
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if (animation.isOriginCubeDrawn()) {
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gl.bindBuffer(gl.ARRAY_BUFFER, lineCubeVertexBuffer);
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setAttribPointers();
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gl.uniform3fv(colorOverrideLocation, [1, 0, 0]);
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@ -703,30 +705,5 @@ function hexToRgb(hex) {
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return [r, g, b];
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}
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function hslToRgb(h, s, l) {
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let r, g, b;
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if (s == 0) {
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r = g = b = l;
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} else {
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let hue2rgb = function hue2rgb(p, q, t) {
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if (t < 0) t += 1;
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if (t > 1) t -= 1;
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if (t < 1 / 6) return p + (q - p) * 6 * t;
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if (t < 1 / 2) return q;
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if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6;
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return p;
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}
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let q = l < 0.5 ? l * (1 + s) : l + s - l * s;
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let p = 2 * l - q;
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r = hue2rgb(p, q, h + 1 / 3);
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g = hue2rgb(p, q, h);
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b = hue2rgb(p, q, h - 1 / 3);
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}
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return [r, g, b];
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}
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|
||||
window.addEventListener("DOMContentLoaded", init);
|
Loading…
Reference in New Issue