Live Note

Remain optimistic

一旦声明,值不可变

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const PI = 3.14
PI = 3 //TypeError: Assignment to constant variable.

只声明不赋值也会报错。

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const foo; //SyntaxError: Missing initializer in const declaration

实质为变量指向的内存地址不可变动

const 只能保证这个指针是固定的,不能控制数据结构的变化。

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const foo = {}
foo.prop = 123 //Success
foo = {} //TypeError: 'foo' is read-only

对象冻结方法

使用 Object.freeze 函数,冻结对象

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const foo = Object.freeze({})

冻结属性的函数

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var makeConstant = (obj) => {
Object.freeze(obj)
Object.keys(obj).forEach((key, i) => {
if (typeof obj[key] === "object") {
makeConstant(obj[key])
}
})
}

data 自定义数据在 query、mobile 常用。

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<div id="div1" data-test="hello" data-test-last="world"></div>

<script>
let oDiv = document.getElementById("div1")
oDiv.dataset.test //'hello'
oDiv.dataset.testLast //'world'
</script>

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/**
* set the cookie
* @param {String} name
* @param {String} value
* @param {Number} day
*/
let setCookie = (name, value, day) => {
let date = new Date()
date.setDate(date.getDate() + day)
document.cookie = name + "=" + value + ";expires=" + date
}

/**
* get the cookie by name
* @param {String} name
*/
let getCookie = (name) => {
let str = document.cookie.split("; ").filter((i) => {
let result = i.split("=")
return result[0] == name
})
return str.length ? str[0].split("=")[1] : ""
}

/**
* check user
*/
let checkCookie = () => {
let username = document.cookie ? getCookie("username") : ""
if (username != "") {
alert("Welcome " + username)
} else {
username = prompt("please input your username")
if (username && username != "") {
setCookie("username", username, 7)
}
}
}

checkCookie()
console.log(getCookie("username"))

绘制流程

  1. 计算变换后的位置坐标。
  2. 清空画板。
  3. 绘制
  4. 循环 1-3 操作。

代码实现

使用库函数简化数学计算

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const vShaderSource = `
attribute vec4 a_Position;
uniform mat4 u_ModelMatrix;
void main() {
gl_Position = u_ModelMatrix * a_Position;
}
`

const fShaderSource = `
void main() {
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
`

const main = () => {
const gl = document.querySelector("#canvas").getContext("webgl")
if (!initShaders(gl, vShaderSource, fShaderSource)) reutrn

let n = initVertexBuffers(gl)
if (n < 0) return

gl.clearColor(0, 0, 0, 1)

rotating(gl, n, 360)
}

const rotating = (gl, n, ANGLE_STEP = 30) => {
let currentAngle = 0
let modelMatrix = new Matrix4()
let u_ModelMatrix = gl.getUniformLocation(gl.program, "u_ModelMatrix")

let tick = function () {
currentAngle = animate(currentAngle, ANGLE_STEP)
draw(gl, n, currentAngle, modelMatrix, u_ModelMatrix)
requestAnimationFrame(tick)
}
tick()
}

const draw = (gl, n, currentAngle, modelMatrix, u_ModelMatrix) => {
modelMatrix.setRotate(currentAngle, 0, 0, 1) // Set rotation matrix.
// modelMatrix.translate(0.5, 0, 0);
gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements)
gl.clear(gl.COLOR_BUFFER_BIT) // Clear canvas.
gl.drawArrays(gl.TRIANGLES, 0, n) // Draw triangle.
}

let g_last = Date.now()

/**
* Get the new angle.
* @param currentAngle {number}
* @param ANGLE_STEP {number}
* @returns {number}
*/
const animate = (currentAngle, ANGLE_STEP) => {
let now = Date.now()
let temp = now - g_last
g_last = now
return (currentAngle + (ANGLE_STEP * temp) / 1000) % 360
}

旋转原理

将 WebGL 坐标系转为极坐标,然后通过角度计算得出旋转后的左标位置。
旋转矩阵:

$$
\begin{bmatrix}
x’ \
y’ \
z’ \
1 \
\end{bmatrix} =
\begin{bmatrix}
\cos \beta & -\sin \beta & 0 & 0 \
\sin \beta & \cos \beta & 0 & 0 \
0 & 0 & 1 & 0 \
0 & 0 & 0 & 1 \
\end{bmatrix} ×
\begin{bmatrix}
x \
y \
z \
1 \
\end{bmatrix}
$$

代码实现

使用u_SinBCosB存放SinBCosB

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/**
* 2d rotate
* x' = x * cosB - y * sinB
* y' = x * sinB + y * cosB
* z' = z
*/
const vShaderSource = `
attribute vec4 a_Position;
uniform vec2 u_SinBCosB;
void main() {
gl_Position.x = a_Position.x * u_SinBCosB.y - a_Position.y * u_SinBCosB.x;
gl_Position.y = a_Position.x * u_SinBCosB.x + a_Position.y * u_SinBCosB.y;
gl_Position.z = a_Position.z;
gl_Position.w = 1.0;
}
`

const fShaderSource = `
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`

let ANGLE = 30.0

function main() {
const gl = document.querySelector("#canvas").getContext("webgl")
if (!initShaders(gl, vShaderSource, fShaderSource)) return

let n = initVertexBuffers(gl)
if (n < 0) return

let radian = (Math.PI * ANGLE) / 180.0 // Transform to radian.
let SinB = Math.sin(radian)
let CosB = Math.cos(radian)

let u_SinBCosB = gl.getUniformLocation(gl.program, "u_SinBCosB")

gl.uniform2f(u_SinBCosB, SinB, CosB)

gl.clearColor(0.0, 0.0, 0.0, 1.0)
gl.clear(gl.COLOR_BUFFER_BIT)

gl.drawArrays(gl.TRIANGLES, 0, n)
}