From 7f2ae8c8ca349f0653a8041bc2607f603b6fa32c Mon Sep 17 00:00:00 2001 From: Charles Taylor Date: Fri, 3 May 2024 16:27:52 -0400 Subject: [PATCH] remove typescript code --- ts/center-cuts/index.ts | 557 ---------------------------------------- ts/main.ts | 11 - ts/utils.ts | 191 -------------- ts/vite-env.d.ts | 1 - 4 files changed, 760 deletions(-) delete mode 100644 ts/center-cuts/index.ts delete mode 100644 ts/main.ts delete mode 100644 ts/utils.ts delete mode 100644 ts/vite-env.d.ts diff --git a/ts/center-cuts/index.ts b/ts/center-cuts/index.ts deleted file mode 100644 index a1c742b..0000000 --- a/ts/center-cuts/index.ts +++ /dev/null @@ -1,557 +0,0 @@ -import { mat4, vec3 } from "gl-matrix"; -import { - Color, - rgb, - clearScene, - getDefaultProjectionMatrix, - resizeToScreen, - default3DShaderProgram, - setVertexPositions, - setVertexColors, - setTransformMatrix, - drawElements, - setVertexIndices, -} from "../utils"; - -/* -TODO: -- [x] rotate camera with keyboard controls -- [x] animate camera -- [x] hold keys to rotate camera instead of buffered actions -- [x] Tag pieces with their axis of rotation -- [x] fix colors -- [x] draw half the puzzle -- [x] draw arrays in two passes -- [x] animate -- [x] rotate camera and puzzle at independent speeds -- [x] Remove type safe builder pattern -- [x] permute positons instead of colors -- [x] filter pieces based on their type and normal axis -- [x] rotate any octant -- [x] Temporiality disable animation -- [x] reimplement rotation animation -- [ ] double check normals by deriving piece geometry from normals -- [ ] reimplement action buffer -- [ ] implement inverse rotations -- [ ] Restore hexagonal cross sections for rotations -- [ ] outlines or gaps between pieces -- [ ] hot key to reset the camera to default orientation -- [ ] lighting -- [ ] less harsh background -- -*/ -type Facet = { - color: ColorName; - tag: FacetTag; - points: Point[]; -}; - -type TriangleTag = `t${1 | 2 | 3 | 4 | 5 | 6 | 7 | 8}`; -type PieceTag = - // triangle center - | TriangleTag - // square cap - | `s${1 | 2 | 3 | 4 | 5 | 6}` - // hexagonal cross section - | `h${1 | 2}`; - -type FacetTag = PieceTag | `tr-${1 | 2 | 3 | 4 | 5 | 6}-${1 | 2 | 3 | 4}`; - -type Piece = { - tag: PieceTag; - normal: vec3; - facets: Facet[]; -}; -type Point = vec3; - -const piece = (tag: PieceTag, normal: vec3, ...facets: Facet[]): Piece => ({ - tag, - normal, - facets, -}); - -const facet = (color: ColorName, tag: FacetTag, points: Point[]): Facet => ({ - color, - tag, - points, -}); - -const colors = { - MAGENTA: rgb(210, 75, 208), - SILVER: rgb(143, 143, 143), - BLUE_VIOLET: rgb(119, 153, 252), - SKY_BLUE: rgb(135, 206, 235), - WHITE: rgb(212, 241, 252), - LIGHT_GREEN: rgb(221, 250, 220), - CORAL: rgb(244, 79, 130), - RED: rgb(173, 25, 2), - LIGHT_RED: rgb(232, 173, 191), - LIGHT_PINK: rgb(252, 222, 255), - LIGHT_PURPLE: rgb(196, 173, 234), - CYAN: rgb(12, 249, 239), - TEAL: rgb(33, 209, 163), - VIOLET: rgb(94, 79, 160), - YELLOW: rgb(178, 201, 43), - BLUE: rgb(41, 67, 163), - GREEN: rgb(35, 118, 49), - ORANGE: rgb(235, 135, 21), -} as const; - -colors satisfies Record; -type ColorName = keyof typeof colors; - -function polygonsToPositions(polygons: Array): Float32Array { - const positions = []; - for (let polygon of polygons) { - for (let point of polygon.points) { - positions.push(...point); - } - } - return new Float32Array(positions); -} - -// left hand for camera -const cameraMotions = { - // wasdqe - w: "-x", - a: "-y", - s: "+x", - d: "+y", - q: "+z", - e: "-z", -} as const; - -const cameraKeys = Object.keys(cameraMotions); -function isCameraKey(key: string): key is CameraKey { - return cameraKeys.includes(key); -} - -type Camera = typeof cameraMotions; -type CameraKey = keyof Camera; -//type CameraMotion = Camera[CameraKey]; - -// 4 axes of rotation -const actions = { - h: "+++", - j: "+-+", - k: "--+", - l: "-++", - - /* - y: "++-", - u: "+--", - i: "---", - o: "-+-", - */ -} as const; -actions satisfies Record; -const actionKeys = Object.keys(actions); - -type Sign = "+" | "-"; -type Axis = `${Sign}${Sign}${Sign}`; -type Rotations = Record; - -function axisToVec(axis: Axis): vec3 { - return axis.split("").map((c) => (c === "+" ? 1 : -1)) as vec3; -} - -type RotationInfo = { crossSection: Facet; rotatePoint(p: Point): Point }; -const rotations: Rotations = { - "+++": { - rotatePoint: (p: vec3) => [p[2], p[0], p[1]], - crossSection: facet("LIGHT_GREEN", "h1", [ - [1.1035533905932737, 0, -1.1035533905932737], - [1.1035533905932737, -1.1035533905932737, 0], - [0, -1.1035533905932737, 1.1035533905932737], - [-1.1035533905932737, 0, 1.1035533905932737], - [-1.1035533905932737, 1.1035533905932737, 0], - [0, 1.1035533905932737, -1.1035533905932737], - ]), - }, - "+-+": { - rotatePoint: (p: vec3) => [-p[1], -p[2], p[0]], - crossSection: facet("LIGHT_GREEN", "h1", [ - [1.1035533905932737, 0, -1.1035533905932737], - [1.1035533905932737, -1.1035533905932737, 0], - [0, -1.1035533905932737, 1.1035533905932737], - [-1.1035533905932737, 0, 1.1035533905932737], - [-1.1035533905932737, 1.1035533905932737, 0], - [0, 1.1035533905932737, -1.1035533905932737], - ]), - }, - "--+": { - rotatePoint: (p: vec3) => [-p[2], p[0], -p[1]], - crossSection: facet("LIGHT_GREEN", "h1", [ - [1.1035533905932737, 0, -1.1035533905932737], - [1.1035533905932737, -1.1035533905932737, 0], - [0, -1.1035533905932737, 1.1035533905932737], - [-1.1035533905932737, 0, 1.1035533905932737], - [-1.1035533905932737, 1.1035533905932737, 0], - [0, 1.1035533905932737, -1.1035533905932737], - ]), - }, - "-++": { - rotatePoint: (p: vec3) => [-p[2], -p[0], p[1]], - crossSection: facet("LIGHT_GREEN", "h1", [ - [1.1035533905932737, 0, -1.1035533905932737], - [1.1035533905932737, -1.1035533905932737, 0], - [0, -1.1035533905932737, 1.1035533905932737], - [-1.1035533905932737, 0, 1.1035533905932737], - [-1.1035533905932737, 1.1035533905932737, 0], - [0, 1.1035533905932737, -1.1035533905932737], - ]), - }, - /* - "---": (p) => [p[2], p[1], p[0]], - "-+-": (p) => [-p[1], p[0], -p[2]], - "++-": (p) => [-p[2], -p[1], p[0]], - "+--": (p) => [-p[2], p[1], -p[0]], - */ -} as Rotations; - -function isActionKey(key: string): key is ActionKey { - return actionKeys.includes(key); -} -type Actions = typeof actions; -type ActionKey = keyof Actions; -type Action = Axis; - -// it takes 1.6 seconds to rotate the camera 120 degrees -const CAMERA_SPEED = (2 * Math.PI) / (3 * 1600); - -export function run(gl: WebGLRenderingContext): void { - // setup - const program = default3DShaderProgram(gl); - let pieces = initPieces(); - const polygons = pieces.flatMap((p) => p.facets); - const indices = indexPattern(polygons); - const indexCount = indices.length; - setVertexIndices(gl, indices); - setVertexColors(gl, program, colorArray(polygons)); - setVertexPositions(gl, program, polygonsToPositions(polygons)); - - // state - const activeCameraAxis = vec3.create(); - const cameraRotation = mat4.create(); - const transform = mat4.create(); - - // times / durations in ms - let then = 0; - let delta = 0; - let animatingAction: Action | undefined; - - document.onkeydown = (e) => { - if (isCameraKey(e.key)) { - const motion = cameraMotions[e.key]; - if (motion === "+x") { - activeCameraAxis[0] = 1; - } else if (motion === "-x") { - activeCameraAxis[0] = -1; - } else if (motion === "+y") { - activeCameraAxis[1] = 1; - } else if (motion === "-y") { - activeCameraAxis[1] = -1; - } else if (motion === "+z") { - activeCameraAxis[2] = 1; - } else if (motion === "-z") { - activeCameraAxis[2] = -1; - } - } else if (animatingAction === undefined && isActionKey(e.key)) { - const action = actions[e.key]; - animatingAction = action; - sortPieces(action); - } - }; - - document.onkeyup = (e) => { - if (isCameraKey(e.key)) { - const motion = cameraMotions[e.key]; - if (motion.endsWith("x")) { - activeCameraAxis[0] = 0; - } else if (motion.endsWith("y")) { - activeCameraAxis[1] = 0; - } else if (motion.endsWith("z")) { - activeCameraAxis[2] = 0; - } - } - }; - - function sortPieces(action: Action) { - const sorted = []; - let i = 0; - let j = pieces.length / 2; - for (let piece of pieces) { - const dotProduct = vec3.dot(axisToVec(action), piece.normal); - if (dotProduct > 0) { - sorted[i++] = piece; - } else { - sorted[j++] = piece; - } - } - pieces = sorted; - const polygons = pieces.flatMap((p) => p.facets); - const indices = indexPattern(polygons); - setVertexIndices(gl, indices); - setVertexColors(gl, program, colorArray(polygons)); - setVertexPositions(gl, program, polygonsToPositions(polygons)); - } - - function rotatePieces(action: Action) { - const rotate = rotations[action].rotatePoint; - for (let i = 0; i < pieces.length / 2; i++) { - const piece = pieces[i]; - piece.normal = rotate(piece.normal); - for (let polygon of piece.facets) { - polygon.points = polygon.points.map(rotate); - } - } - setVertexPositions(gl, program, polygonsToPositions(polygons)); - } - - let frame = 0; - const animationDuration = 400; - function render(ms: number) { - delta = ms - then; - then = ms; - if (animatingAction) { - frame += delta; - if (frame > animationDuration) { - rotatePieces(animatingAction); - frame = 0; - animatingAction = undefined; - } - } - - if (activeCameraAxis.some((c) => c !== 0)) { - mat4.fromRotation(transform, delta * CAMERA_SPEED, activeCameraAxis); - mat4.multiply(cameraRotation, transform, cameraRotation); - } - - resizeToScreen(gl); - clearScene(gl); - - getDefaultProjectionMatrix(gl, transform); - mat4.multiply(transform, transform, cameraRotation); - setTransformMatrix(gl, program, transform); - - if (!animatingAction) { - // draw in 1 pass - drawElements(gl, gl.TRIANGLES, 0, indexCount); - } else { - // draw stationary - drawElements(gl, gl.TRIANGLES, indexCount / 2, indexCount / 2); - - // draw rotating - const animationMatrix = mat4.fromRotation( - mat4.create(), - ((2 * Math.PI) / 3) * (frame / animationDuration), - axisToVec(animatingAction), - ); - mat4.multiply(transform, transform, animationMatrix); - - setTransformMatrix(gl, program, transform); - drawElements(gl, gl.TRIANGLES, 0, indexCount / 2); - } - - requestAnimationFrame(render); - } - - requestAnimationFrame(render); -} - -function indexPattern(polygons: Facet[]): Uint16Array { - const indices: number[] = []; - let total = 0; - for (let p of polygons) { - const vertexCount = p.points.length; - for (let i = 0; i < vertexCount - 2; i++) { - indices.push(total, total + i + 1, total + i + 2); - } - total += vertexCount; - } - - return new Uint16Array(indices); -} - -function colorArray(polygons: Facet[]): Float32Array { - const data: number[] = []; - - for (let i = 0; i < polygons.length; i++) { - const c = colors[polygons[i].color]; - for (let k = 0; k < polygons[i].points.length; k++) { - data.push(...c); - } - } - - return new Float32Array(data); -} - -function initPieces(): Piece[] { - let a = 1.5; - let b = Math.sqrt(2) / 2; - let c = (a + b) / 2; - // let d = b / 2; - - // triangles - const t1: Point[] = [ - [c, 0, c], - [0, c, c], - [c, c, 0], - ]; - const t2 = rotateZ(t1); - const t5 = rotateZ(t2); - const t3 = rotateZ(t5); - const t4 = rotateY(t1); - const t6 = rotateZ(t4); - const t7 = rotateZ(t6); - const t8 = rotateZ(t7); - - // trapezoids - const tr1: Point[] = [ - [c, 0, c], - [0, c, c], - [0, b, a], - [b, 0, a], - ]; - const tr2 = rotateZ(tr1); - const tr3 = rotateZ(tr2); - const tr4 = rotateZ(tr3); - - const h1 = ( - [ - [c, 0, c], - [0, -c, c], - [-c, -c, 0], - [-c, 0, -c], - [0, c, -c], - [c, c, 0], - ] as Point[] - ).map(rotatePointY); - // squares - const s1: Point[] = [ - [b, 0, a], - [0, b, a], - [-b, 0, a], - [0, -b, a], - ]; - const s2 = rotateX(s1); - const s3 = rotateZ(s2); - const s4 = rotateZ(s3); - const s5 = rotateZ(s4); - const s6 = rotateX(s2); - - return [ - // moving - // cross section - //piece("h1", [-1, -1, -1], polygon("LIGHT_GREEN", "h1", h1)), - - // triangles - piece("t1", [1, 1, 1], facet("SILVER", "t1", t1)), - piece("t2", [-1, 1, 1], facet("CORAL", "t2", t2)), - piece("t3", [1, -1, 1], facet("WHITE", "t3", t3)), - piece("t4", [1, 1, -1], facet("BLUE", "t4", t4)), - - // square capped pieces - piece( - "s1", - [0, 0, 1], - facet("CYAN", "s1", s1), - facet("SILVER", "tr-1-1", tr1), - facet("CORAL", "tr-1-2", tr2), - facet("GREEN", "tr-1-3", tr3), - facet("WHITE", "tr-1-4", tr4), - ), - piece( - "s2", - [1, 0, 0], - facet("TEAL", "s2", s3), - facet("BLUE", "tr-2-1", rotateY(tr1)), - facet("SILVER", "tr-2-2", rotateY(tr2)), - facet("WHITE", "tr-2-3", rotateY(tr3)), - facet("ORANGE", "tr-2-4", rotateY(tr4)), - ), - piece( - "s3", - [0, 1, 0], - facet("LIGHT_PURPLE", "s3", s4), - facet("BLUE", "tr-3-1", rotateX(tr1, 3)), - facet("YELLOW", "tr-3-2", rotateX(tr2, 3)), - facet("CORAL", "tr-3-3", rotateX(tr3, 3)), - facet("SILVER", "tr-3-4", rotateX(tr4, 3)), - ), - - // stationary - // cross section - // piece("h2", [1, 1, 1], polygon("LIGHT_GREEN", "h2", h1)), - // triangles - piece("t5", [-1, -1, 1], facet("GREEN", "t5", t5)), - piece("t6", [-1, 1, -1], facet("YELLOW", "t6", t6)), - piece("t7", [-1, -1, -1], facet("MAGENTA", "t7", t7)), - piece("t8", [1, -1, -1], facet("ORANGE", "t8", t8)), - piece( - "s4", - [0, -1, 0], - facet("VIOLET", "s4", s2), - facet("WHITE", "tr-4-1", rotateX(tr1)), - facet("GREEN", "tr-4-2", rotateX(tr2)), - facet("MAGENTA", "tr-4-3", rotateX(tr3)), - facet("ORANGE", "tr-4-4", rotateX(tr4)), - ), - piece( - "s5", - [-1, 0, 0], - facet("SKY_BLUE", "s5", s5), - facet("CORAL", "tr-5-1", rotateY(tr1, 3)), - facet("YELLOW", "tr-5-2", rotateY(tr2, 3)), - facet("MAGENTA", "tr-5-3", rotateY(tr3, 3)), - facet("GREEN", "tr-5-4", rotateY(tr4, 3)), - ), - piece( - "s6", - [0, 0, -1], - facet("LIGHT_RED", "s6", s6), - facet("YELLOW", "tr-6-1", rotateY(tr1, 2)), - facet("BLUE", "tr-6-2", rotateY(tr2, 2)), - facet("ORANGE", "tr-6-3", rotateY(tr3, 2)), - facet("MAGENTA", "tr-6-4", rotateY(tr4, 2)), - ), - ]; -} - -function rotatePointX(p: Point): Point { - return [p[0], -p[2], p[1]]; -} - -function rotatePointY(p: Point): Point { - return [p[2], p[1], -p[0]]; -} - -function rotatePointZ(p: Point): Point { - return [-p[1], p[0], p[2]]; -} -function rotateX(points: Point[], count: number = 1): Point[] { - return points.map((p) => { - for (let i = 0; i < count; i++) { - p = rotatePointX(p); - } - return p; - }); -} - -function rotateY(points: Point[], count: number = 1): Point[] { - return points.map((p) => { - for (let i = 0; i < count; i++) { - p = rotatePointY(p); - } - return p; - }); -} - -function rotateZ(points: Point[], count: number = 1): Point[] { - return points.map((p) => { - for (let i = 0; i < count; i++) { - p = rotatePointZ(p); - } - return p; - }); -} diff --git a/ts/main.ts b/ts/main.ts deleted file mode 100644 index 337dbca..0000000 --- a/ts/main.ts +++ /dev/null @@ -1,11 +0,0 @@ -import { run } from "./center-cuts"; -import init, { Puzzle } from "../wasm/pkg/look_how_they_truncated_my_boy.js"; - - -init().then(() => { - const canvas = document.querySelector("#webgl-root")! as HTMLCanvasElement; - const gl = canvas.getContext("webgl")!; - - run(gl); - -}); diff --git a/ts/utils.ts b/ts/utils.ts deleted file mode 100644 index 47b7e4e..0000000 --- a/ts/utils.ts +++ /dev/null @@ -1,191 +0,0 @@ -import { mat4 } from "gl-matrix"; - -export type ProgramSource = { - vertex: string; - fragment: string; -}; - -export function clearScene(gl: WebGLRenderingContext) { - gl.clearColor(0.0, 0.0, 0.0, 1.0); - gl.clearDepth(1.0); - gl.enable(gl.DEPTH_TEST); - gl.depthFunc(gl.LEQUAL); - gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); -} - -export function initShaderProgram( - gl: WebGLRenderingContext, - source: ProgramSource, -): WebGLProgram { - const vertexShader = compileShader(gl, gl.VERTEX_SHADER, source.vertex); - const fragmentShader = compileShader(gl, gl.FRAGMENT_SHADER, source.fragment); - - const program = gl.createProgram()!; - gl.attachShader(program, vertexShader); - gl.attachShader(program, fragmentShader); - gl.linkProgram(program); - - if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { - const info = gl.getProgramInfoLog(program)!; - gl.deleteProgram(program); - throw new Error(info); - } - gl.useProgram(program); - - return program; -} - -export function compileShader( - gl: WebGLRenderingContext, - type: number, - source: string, -): WebGLShader { - const shader = gl.createShader(type)!; - - gl.shaderSource(shader, source); - gl.compileShader(shader); - - const message = gl.getShaderInfoLog(shader); - if (message) { - console.log(source); - gl.deleteShader(shader); - throw new Error(message); - } - - return shader; -} - -export function positionsOfUnity(n: number) { - const angle = (2 * Math.PI) / n; - const positions: number[] = []; - for (let i = 0; i < n; i++) { - positions.push(Math.cos(angle * i), Math.sin(angle * i)); - } - return positions; -} - -export function resizeToScreen(gl: WebGLRenderingContext) { - const canvas = gl.canvas as HTMLCanvasElement; - - canvas.width = canvas.clientWidth; - canvas.height = canvas.clientHeight; - gl.viewport(0, 0, canvas.width, canvas.height); -} - -const t = mat4.create(); -mat4.fromTranslation(t, [0, 0, -6]); - -export function getDefaultProjectionMatrix( - gl: WebGLRenderingContext, - dest: mat4, -) { - const canvas = gl.canvas as HTMLCanvasElement; - const fieldOfView = (45 * Math.PI) / 180; - const aspect = canvas.clientWidth / canvas.clientHeight; - const zNear = 0.1; - const zFar = 100.0; - mat4.perspective(dest, fieldOfView, aspect, zNear, zFar); - mat4.multiply(dest, dest, t); -} - -export type Color = [number, number, number, number] & { __brand: 'color'}; - -export function randomColor(): Color { - return [Math.random(), Math.random(), Math.random(), 1] as Color; -} - -export function rgb(red: number, green: number, blue: number): Color { - return [red / 255, green / 255, blue / 255, 1.0] as Color; -} - -export function drawElements( - gl: WebGLRenderingContext, - mode: GLenum, - offset: number, - count: number, -) { - gl.drawElements(mode, count, gl.UNSIGNED_SHORT, 2 * offset); -} - -export function default3DShaderProgram( - gl: WebGLRenderingContext, -): WebGLProgram { - return initShaderProgram(gl, { - vertex: default3DVertexShader, - fragment: default3DFragmentShader, - }); -} - -export function setVertexPositions( - gl: WebGLRenderingContext, - program: WebGLProgram, - positions: Float32Array, -) { - const buffer = gl.createBuffer()!; - gl.bindBuffer(gl.ARRAY_BUFFER, buffer); - gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW); - - const attributeIndex = gl.getAttribLocation(program, "vertexPosition"); - const numComponents = 3; - const type = gl.FLOAT; - const normalize = false; - const stride = 0; - const offset = 0; - gl.vertexAttribPointer( - attributeIndex, - numComponents, - type, - normalize, - stride, - offset, - ); - gl.enableVertexAttribArray(attributeIndex); -} - -export function setVertexIndices( - gl: WebGLRenderingContext, - indices: Uint16Array, - usage: GLenum = gl.STATIC_DRAW, -) { - const buffer = gl.createBuffer()!; - gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer); - gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, usage); -} - -export function setVertexColors( - gl: WebGLRenderingContext, - program: WebGLProgram, - colors: Float32Array, -) { - const buffer = gl.createBuffer()!; - gl.bindBuffer(gl.ARRAY_BUFFER, buffer); - gl.bufferData(gl.ARRAY_BUFFER, colors, gl.DYNAMIC_DRAW); - - const attributeIndex = gl.getAttribLocation(program, "vertexColor"); - const numComponents = 4; - const type = gl.FLOAT; - const normalize = false; - const stride = 0; - const offset = 0; - gl.vertexAttribPointer( - attributeIndex, - numComponents, - type, - normalize, - stride, - offset, - ); - gl.enableVertexAttribArray(attributeIndex); -} - -export function setTransformMatrix( - gl: WebGLRenderingContext, - program: WebGLProgram, - matrix: mat4, -) { - gl.uniformMatrix4fv( - gl.getUniformLocation(program, "transformMatrix"), - false, - matrix, - ); -} diff --git a/ts/vite-env.d.ts b/ts/vite-env.d.ts deleted file mode 100644 index 11f02fe..0000000 --- a/ts/vite-env.d.ts +++ /dev/null @@ -1 +0,0 @@ -///