我試圖給出一個角度和初始速度的彈丸彈道(形式爲炮彈球)的動畫。我已經以線條形式構建了「大炮」,並且我以箱子的形式瞄準了目標,我知道這個目標是基本的,但我現在只想讓彈丸動作向下。目前,我正在使用硬編碼的角度和速度,但最終還是希望輸入角度和速度,並在輸入後進行大炮拍攝。目標是平行於發射點,所以我知道大炮的x值將是(初始速度)cos(角度)(時間),並且y將是(initialVelocity)sin(角度)(時間) - (g * t^2)/ 2,其中g是長度或距離。目前我所擁有的是一個在屏幕上線性移動的炮彈球,它甚至不在正確的位置開始。在2D WebGL中進行動畫製作
我並不是要求爲我寫的代碼,我只想從如何讓大炮從正確的位置移動,並知道我完全錯誤的地方開始。如果我教會如何正確操作着色器,我相信我可以讓它達到目標。
着色器:
<script id="vertex-shader" type="x-shader/x-vertex">
precision mediump float;
attribute vec4 vPosition;
attribute vec4 vColor;
varying vec4 fColor;
uniform float time;
void main()
{
/*old code from manipulating clock hands*/
/* fColor = vColor;
float length = sqrt(vPosition.x*vPosition.x + vPosition.y * vPosition.y);
gl_Position.x = length*cos(theta);
gl_Position.y = length*sin(theta);
gl_Position.z = 0.0;
gl_Position.w = 1.0; */
fColor = vColor;
gl_Position = vPosition;
}
</script>
<script id="background-vertex-shader" type="x-shader/x-vertex">
precision mediump float;
attribute vec4 vPosition;
attribute vec4 vColor;
varying vec4 fColor;
void main()
{
fColor = vColor;
gl_Position = vPosition;
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 fColor;
void main()
{
gl_FragColor = fColor;
}
</script>
的WebGL代碼:
var gl;
var points = [];
var colors = [];
var cannonpoints = [];
var circlepoints;
var squarepoints;
var baseColors = [
vec3(1.0,0.0,0.0),
vec3(0.0,1.0,0.0),
vec3(0.0,0.0,1.0),
vec3(1.0,1.0,1.0),
vec3(0.0,0.0,0.0)
];
var program;
var backgroundprogram;
var Time;
var thetaLoc;
var angle;
var initialVel;
var vx;
var vy;
var ballX = -0.5;
var ballY = -0.5;
window.onload = function init(){
var canvas = document.getElementById("gl-canvas");
gl = WebGLUtils.setupWebGL(canvas);
if(!gl) {
alert("webGL isn't available");
}
// configuring WebGL
gl.viewport(0,0,
canvas.width,canvas.height);
gl.clearColor(0.0,0.0,1.0,1.0); // set background color to black.
// load the shaders and initialize
// the attrbibute buffers.
program = initShaders(gl, "vertex-shader", "fragment-shader");
backgroundprogram = initShaders(gl, "background-vertex-shader", "fragment- shader");
document.getElementById("shoot").onclick = function() {
velocity = document.getElementById("velocity").value;
angle = document.getElementById("angle").value;
console.log("angle="+angle);
vx = (Math.cos(angle*(Math.PI/180))*velocity);
console.log("vx="+vx);
vy = (Math.sin(angle*(Math.PI/180))*velocity);
console.log("vy="+vy);
}
Time = 0.0;
thetaLoc = gl.getUniformLocation(program,"time");
initBackground();
/******************
initBall(Time,1);
*******************/
initBall(Time);
//render();
setInterval(render, 100);
};
function render(){
gl.clear(gl.COLOR_BUFFER_BIT);
/* draw the circle */
gl.drawArrays(gl.TRIANGLE_FAN,0,circlepoints);
/* draw the square(s) */
gl.drawArrays(gl.TRIANGLES,circlepoints,squarepoints);
//draw the cannon
gl.drawArrays(gl.LINES,circlepoints+squarepoints,2);
//draw the cannon ball
//starting index is the amount of points already drawn
//amount of points for circle + amount of points for square + amount of points for line
var start = circlepoints + squarepoints + 2;
Time += 0.01;
initBall(Time); //,1);
gl.uniform1f(thetaLoc,Time);
//amount of points to draw is length of points array minus the start index
gl.drawArrays(gl.TRIANGLE_FAN,start,points.length-start);
}
function initBall(Time) { //,r){
gl.useProgram(program);
/*******************************************************
filled_circle(vec2(r*Math.cos(Time),r*Math.sin(Time)),0.05,4);*/
vx= (Math.cos(60*(Math.PI/180))*1);
vy= (Math.sin(60*(Math.PI/180))*1);
filled_circle(vec2(-0.8+(vx*Time),-0.3+(vy*Time)),0.05,4);
// Load the data into the GPU
var bufferId = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, bufferId);
gl.bufferData(gl.ARRAY_BUFFER,
flatten(points),
gl.STATIC_DRAW);
// Associate our shader variables with
// the data buffer.
var vPosition = gl.getAttribLocation(program,"vPosition");
gl.vertexAttribPointer(vPosition,2,gl.FLOAT,false,0,0);
gl.enableVertexAttribArray(vPosition);
// load color data to the gpu
var cBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER,
cBuffer);
gl.bufferData(gl.ARRAY_BUFFER,
flatten(colors),
gl.STATIC_DRAW);
var vColor = gl.getAttribLocation(
program, "vColor");
gl.vertexAttribPointer(vColor,3,
gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vColor);
}
這不是一個真正的WebGL問題。 WebGL只是一個光柵化/繪圖庫。在Javascript中,你可以計算一個位置,方向,然後繪製。您可以使用HTML元素或SVG或Canvas 2D或WebGL進行繪製。執行動畫的代碼不會改變。 – gman