matrix-engine-wgpu 1.0.5 → 1.0.6

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Files changed (36) hide show
  1. package/REFERENCE.md +5 -0
  2. package/examples/load-obj-file.js +1 -8
  3. package/main.js +27 -23
  4. package/package.json +35 -41
  5. package/public/app.js +642 -156
  6. package/public/css/style.css +6 -3
  7. package/public/empty.js +466 -84
  8. package/public/examples.js +466 -84
  9. package/public/index.html +4 -4
  10. package/public/res/fonts/Accuratist.ttf +0 -0
  11. package/public/res/fonts/Closeness.ttf +0 -0
  12. package/public/res/fonts/WARGAMES.TTF +0 -0
  13. package/public/res/fonts/readme.txt +5 -0
  14. package/public/res/fonts/stormfaze.ttf +0 -0
  15. package/public/res/meshes/blender/cube.blend +0 -0
  16. package/public/res/meshes/blender/cube.blend1 +0 -0
  17. package/public/res/meshes/blender/cube.mtl +12 -0
  18. package/public/res/meshes/blender/cube.obj +46 -0
  19. package/public/res/meshes/blender/cube.png +0 -0
  20. package/public/res/meshes/blender/cubeSmartUV.blend +0 -0
  21. package/public/res/meshes/blender/cubeSmartUV.mtl +12 -0
  22. package/public/res/meshes/blender/cubeSmartUV.obj +46 -0
  23. package/public/res/meshes/blender/sphepe.blend +0 -0
  24. package/public/res/meshes/blender/sphepe.blend1 +0 -0
  25. package/public/res/meshes/blender/sphere.mtl +10 -0
  26. package/public/res/meshes/blender/sphere.obj +3402 -0
  27. package/readme.md +72 -30
  28. package/src/engine/cube.js +0 -4
  29. package/src/engine/engine.js +2 -4
  30. package/src/engine/matrix-class.js +11 -6
  31. package/src/engine/mesh-obj.js +9 -19
  32. package/src/engine/mesh.js +476 -0
  33. package/src/engine/utils.js +63 -15
  34. package/src/physics/matrix-ammo.js +43 -22
  35. package/src/world.js +75 -62
  36. package/src/engine/matrix-mesh.js +0 -49
@@ -0,0 +1,476 @@
1
+ import {mat4, vec3} from 'wgpu-matrix';
2
+ import {Position, Rotation} from "./matrix-class";
3
+ import {createInputHandler} from "./engine";
4
+ import {vertexShadowWGSL} from '../shaders/vertexShadow.wgsl';
5
+ import {fragmentWGSL} from '../shaders/fragment.wgsl';
6
+ import {vertexWGSL} from '../shaders/vertex.wgsl';
7
+ import {downloadMeshes} from './loader-obj';
8
+
9
+ export default class MEMesh {
10
+
11
+ constructor(canvas, device, context, o) {
12
+
13
+ this.done = false;
14
+ this.device = device;
15
+ this.context = context;
16
+ this.entityArgPass = o.entityArgPass;
17
+
18
+ this.mesh = o.mesh;
19
+ this.inputHandler = createInputHandler(window, canvas);
20
+ this.cameras = o.cameras;
21
+ this.mainCameraParams = {
22
+ type: o.mainCameraParams.type,
23
+ responseCoef: o.mainCameraParams.responseCoef
24
+ }
25
+ this.lastFrameMS = 0;
26
+ this.texturesPaths = [];
27
+ o.texturesPaths.forEach((t) => {this.texturesPaths.push(t)})
28
+ this.presentationFormat = navigator.gpu.getPreferredCanvasFormat();
29
+ this.position = new Position(o.position.x, o.position.y, o.position.z);
30
+ // console.log('cube added on pos : ', this.position)
31
+ this.rotation = new Rotation(o.rotation.x, o.rotation.y, o.rotation.z);
32
+ this.rotation.rotationSpeed.x = o.rotationSpeed.x;
33
+ this.rotation.rotationSpeed.y = o.rotationSpeed.y;
34
+ this.rotation.rotationSpeed.z = o.rotationSpeed.z;
35
+ this.scale = o.scale;
36
+
37
+ // new
38
+ this.runProgram = () => {
39
+ return new Promise(async (resolve) => {
40
+ this.shadowDepthTextureSize = 1024;
41
+ const aspect = canvas.width / canvas.height;
42
+ this.projectionMatrix = mat4.perspective((2 * Math.PI) / 5, aspect, 1, 2000.0);
43
+ this.modelViewProjectionMatrix = mat4.create();
44
+
45
+ this.loadTex0(this.texturesPaths, device).then(() => {
46
+ resolve()
47
+ console.log('load tex for mesh', this.texture0)
48
+ })
49
+ })
50
+ }
51
+
52
+ this.runProgram().then(() => {
53
+ const aspect = canvas.width / canvas.height;
54
+ const presentationFormat = navigator.gpu.getPreferredCanvasFormat();
55
+ this.context.configure({
56
+ device: this.device,
57
+ format: presentationFormat,
58
+ alphaMode: 'premultiplied',
59
+ });
60
+
61
+ // Create the model vertex buffer.
62
+ this.vertexBuffer = this.device.createBuffer({
63
+ size: this.mesh.positions.length * 3 * 2 * Float32Array.BYTES_PER_ELEMENT,
64
+ usage: GPUBufferUsage.VERTEX,
65
+ mappedAtCreation: true,
66
+ });
67
+ {
68
+ const mapping = new Float32Array(this.vertexBuffer.getMappedRange());
69
+ for(let i = 0;i < this.mesh.positions.length;++i) {
70
+ mapping.set(this.mesh.positions[i], 6 * i);
71
+ mapping.set(this.mesh.normals[i], 6 * i + 3);
72
+ }
73
+ this.vertexBuffer.unmap();
74
+ }
75
+
76
+ // Create the model index buffer.
77
+ this.indexCount = this.mesh.triangles.length * 3;
78
+ this.indexBuffer = this.device.createBuffer({
79
+ size: this.indexCount * Uint16Array.BYTES_PER_ELEMENT,
80
+ usage: GPUBufferUsage.INDEX,
81
+ mappedAtCreation: true,
82
+ });
83
+ {
84
+ const mapping = new Uint16Array(this.indexBuffer.getMappedRange());
85
+ for(let i = 0;i < this.mesh.triangles.length;++i) {
86
+ mapping.set(this.mesh.triangles[i], 3 * i);
87
+ }
88
+ this.indexBuffer.unmap();
89
+ }
90
+
91
+ // Create the depth texture for rendering/sampling the shadow map.
92
+ this.shadowDepthTexture = this.device.createTexture({
93
+ size: [this.shadowDepthTextureSize, this.shadowDepthTextureSize, 1],
94
+ usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING,
95
+ format: 'depth32float',
96
+ });
97
+ this.shadowDepthTextureView = this.shadowDepthTexture.createView();
98
+
99
+ // Create some common descriptors used for both the shadow pipeline
100
+ // and the color rendering pipeline.
101
+ this.vertexBuffers = [
102
+ {
103
+ arrayStride: Float32Array.BYTES_PER_ELEMENT * 6,
104
+ attributes: [
105
+ {
106
+ // position
107
+ shaderLocation: 0,
108
+ offset: 0,
109
+ format: 'float32x3',
110
+ },
111
+ {
112
+ // normal
113
+ shaderLocation: 1,
114
+ offset: Float32Array.BYTES_PER_ELEMENT * 3,
115
+ format: 'float32x3',
116
+ },
117
+ ],
118
+ },
119
+ ];
120
+
121
+ const primitive = {
122
+ topology: 'triangle-list',
123
+ cullMode: 'back',
124
+ };
125
+
126
+ this.uniformBufferBindGroupLayout = this.device.createBindGroupLayout({
127
+ entries: [
128
+ {
129
+ binding: 0,
130
+ visibility: GPUShaderStage.VERTEX,
131
+ buffer: {
132
+ type: 'uniform',
133
+ },
134
+ },
135
+ ],
136
+ });
137
+
138
+ this.shadowPipeline = this.device.createRenderPipeline({
139
+ layout: this.device.createPipelineLayout({
140
+ bindGroupLayouts: [
141
+ this.uniformBufferBindGroupLayout,
142
+ this.uniformBufferBindGroupLayout,
143
+ ],
144
+ }),
145
+ vertex: {
146
+ module: this.device.createShaderModule({
147
+ code: vertexShadowWGSL,
148
+ }),
149
+ buffers: this.vertexBuffers,
150
+ },
151
+ depthStencil: {
152
+ depthWriteEnabled: true,
153
+ depthCompare: 'less',
154
+ format: 'depth32float',
155
+ },
156
+ primitive,
157
+ });
158
+
159
+ // Create a bind group layout which holds the scene uniforms and
160
+ // the texture+sampler for depth. We create it manually because the WebPU
161
+ // implementation doesn't infer this from the shader (yet).
162
+ this.bglForRender = this.device.createBindGroupLayout({
163
+ entries: [
164
+ {
165
+ binding: 0,
166
+ visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
167
+ buffer: {
168
+ type: 'uniform',
169
+ },
170
+ },
171
+ {
172
+ binding: 1,
173
+ visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
174
+ texture: {
175
+ sampleType: 'depth',
176
+ },
177
+ },
178
+ {
179
+ binding: 2,
180
+ visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
181
+ sampler: {
182
+ type: 'comparison',
183
+ },
184
+ },
185
+ {
186
+ binding: 3,
187
+ visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
188
+ texture: {
189
+ sampleType: 'float',
190
+ },
191
+ },
192
+ {
193
+ binding: 4,
194
+ visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
195
+ sampler: {
196
+ type: 'filtering',
197
+ },
198
+ }
199
+ ],
200
+ });
201
+
202
+ this.pipeline = this.device.createRenderPipeline({
203
+ layout: this.device.createPipelineLayout({
204
+ bindGroupLayouts: [this.bglForRender, this.uniformBufferBindGroupLayout],
205
+ }),
206
+ vertex: {
207
+ module: this.device.createShaderModule({
208
+ code: vertexWGSL,
209
+ }),
210
+ buffers: this.vertexBuffers,
211
+ },
212
+ fragment: {
213
+ module: this.device.createShaderModule({
214
+ code: fragmentWGSL,
215
+ }),
216
+ targets: [
217
+ {
218
+ format: presentationFormat,
219
+ },
220
+ ],
221
+ constants: {
222
+ shadowDepthTextureSize: this.shadowDepthTextureSize,
223
+ },
224
+ },
225
+ depthStencil: {
226
+ depthWriteEnabled: true,
227
+ depthCompare: 'less',
228
+ format: 'depth24plus-stencil8',
229
+ },
230
+ primitive,
231
+ });
232
+
233
+ const depthTexture = this.device.createTexture({
234
+ size: [canvas.width, canvas.height],
235
+ format: 'depth24plus-stencil8',
236
+ usage: GPUTextureUsage.RENDER_ATTACHMENT,
237
+ });
238
+
239
+ this.renderPassDescriptor = {
240
+ colorAttachments: [
241
+ {
242
+ // view is acquired and set in render loop.
243
+ view: undefined,
244
+
245
+ clearValue: {r: 0.5, g: 0.5, b: 0.5, a: 1.0},
246
+ loadOp: 'load',
247
+ storeOp: 'store',
248
+ },
249
+ ],
250
+ depthStencilAttachment: {
251
+ view: depthTexture.createView(),
252
+
253
+ depthClearValue: 1.0,
254
+ depthLoadOp: 'clear',
255
+ depthStoreOp: 'store',
256
+ stencilClearValue: 0,
257
+ stencilLoadOp: 'clear',
258
+ stencilStoreOp: 'store',
259
+ },
260
+ };
261
+
262
+ this.modelUniformBuffer = this.device.createBuffer({
263
+ size: 4 * 16, // 4x4 matrix
264
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
265
+ });
266
+
267
+ this.sceneUniformBuffer = this.device.createBuffer({
268
+ // Two 4x4 viewProj matrices,
269
+ // one for the camera and one for the light.
270
+ // Then a vec3 for the light position.
271
+ // Rounded to the nearest multiple of 16.
272
+ size: 2 * 4 * 16 + 4 * 4,
273
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
274
+ });
275
+
276
+ this.sceneBindGroupForShadow = this.device.createBindGroup({
277
+ layout: this.uniformBufferBindGroupLayout,
278
+ entries: [
279
+ {
280
+ binding: 0,
281
+ resource: {
282
+ buffer: this.sceneUniformBuffer,
283
+ },
284
+ },
285
+ ],
286
+ });
287
+
288
+ this.sceneBindGroupForRender = this.device.createBindGroup({
289
+ layout: this.bglForRender,
290
+ entries: [
291
+ {
292
+ binding: 0,
293
+ resource: {
294
+ buffer: this.sceneUniformBuffer,
295
+ },
296
+ },
297
+ {
298
+ binding: 1,
299
+ resource: this.shadowDepthTextureView,
300
+ },
301
+ {
302
+ binding: 2,
303
+ resource: this.device.createSampler({
304
+ compare: 'less',
305
+ }),
306
+ },
307
+ {
308
+ binding: 3,
309
+ resource: this.texture0.createView(),
310
+ },
311
+ {
312
+ binding: 4,
313
+ resource: this.sampler,
314
+ },
315
+ ],
316
+ });
317
+
318
+ this.modelBindGroup = this.device.createBindGroup({
319
+ layout: this.uniformBufferBindGroupLayout,
320
+ entries: [
321
+ {
322
+ binding: 0,
323
+ resource: {
324
+ buffer: this.modelUniformBuffer,
325
+ },
326
+ },
327
+ ],
328
+ });
329
+
330
+ // Rotates the camera around the origin based on time.
331
+ this.getTransformationMatrix = (pos) => {
332
+ const now = Date.now();
333
+ const deltaTime = (now - this.lastFrameMS) / this.mainCameraParams.responseCoef;
334
+ this.lastFrameMS = now;
335
+
336
+ const camera = this.cameras[this.mainCameraParams.type];
337
+ this.viewMatrix = camera.update(deltaTime, this.inputHandler());
338
+
339
+ mat4.translate(this.viewMatrix, vec3.fromValues(pos.x, pos.y, pos.z), this.viewMatrix);
340
+ mat4.rotateX(this.viewMatrix, Math.PI * this.rotation.getRotX(), this.viewMatrix);
341
+ mat4.rotateY(this.viewMatrix, Math.PI * this.rotation.getRotY(), this.viewMatrix);
342
+ mat4.rotateZ(this.viewMatrix, Math.PI * this.rotation.getRotZ(), this.viewMatrix);
343
+ mat4.multiply(this.projectionMatrix, this.viewMatrix, this.modelViewProjectionMatrix);
344
+
345
+ return this.modelViewProjectionMatrix;
346
+ }
347
+
348
+ this.upVector = vec3.fromValues(0, 1, 0);
349
+ this.origin = vec3.fromValues(0, 0, 0);
350
+
351
+ const lightPosition = vec3.fromValues(50, 100, -100);
352
+ const lightViewMatrix = mat4.lookAt(lightPosition, this.origin, this.upVector);
353
+ const lightProjectionMatrix = mat4.create();
354
+ {
355
+ const left = -80;
356
+ const right = 80;
357
+ const bottom = -80;
358
+ const top = 80;
359
+ const near = -200;
360
+ const far = 300;
361
+ mat4.ortho(left, right, bottom, top, near, far, lightProjectionMatrix);
362
+ }
363
+
364
+ const lightViewProjMatrix = mat4.multiply(
365
+ lightProjectionMatrix,
366
+ lightViewMatrix
367
+ );
368
+
369
+ // looks like affect on transformations for now const 0
370
+ const modelMatrix = mat4.translation([0, 0, 0]);
371
+ // The camera/light aren't moving, so write them into buffers now.
372
+ {
373
+ const lightMatrixData = lightViewProjMatrix; // as Float32Array;
374
+ this.device.queue.writeBuffer(
375
+ this.sceneUniformBuffer,
376
+ 0,
377
+ lightMatrixData.buffer,
378
+ lightMatrixData.byteOffset,
379
+ lightMatrixData.byteLength
380
+ );
381
+
382
+ const lightData = lightPosition;
383
+ this.device.queue.writeBuffer(
384
+ this.sceneUniformBuffer,
385
+ 128,
386
+ lightData.buffer,
387
+ lightData.byteOffset,
388
+ lightData.byteLength
389
+ );
390
+
391
+ const modelData = modelMatrix;
392
+ this.device.queue.writeBuffer(
393
+ this.modelUniformBuffer,
394
+ 0,
395
+ modelData.buffer,
396
+ modelData.byteOffset,
397
+ modelData.byteLength
398
+ );
399
+ }
400
+
401
+ this.shadowPassDescriptor = {
402
+ colorAttachments: [],
403
+ depthStencilAttachment: {
404
+ view: this.shadowDepthTextureView,
405
+ depthClearValue: 1.0,
406
+ depthLoadOp: 'clear',
407
+ depthStoreOp: 'store',
408
+ },
409
+ };
410
+
411
+ this.done = true;
412
+ })
413
+ }
414
+
415
+ async loadTex0(texturesPaths, device) {
416
+ this.sampler = device.createSampler({
417
+ magFilter: 'linear',
418
+ minFilter: 'linear',
419
+ });
420
+
421
+ return new Promise(async (resolve) => {
422
+ const response = await fetch(texturesPaths[0]);
423
+ const imageBitmap = await createImageBitmap(await response.blob());
424
+ this.texture0 = device.createTexture({
425
+ size: [imageBitmap.width, imageBitmap.height, 1],
426
+ format: 'rgba8unorm',
427
+ usage:
428
+ GPUTextureUsage.TEXTURE_BINDING |
429
+ GPUTextureUsage.COPY_DST |
430
+ GPUTextureUsage.RENDER_ATTACHMENT,
431
+ });
432
+
433
+ device.queue.copyExternalImageToTexture(
434
+ {source: imageBitmap},
435
+ {texture: this.texture0},
436
+ [imageBitmap.width, imageBitmap.height]
437
+ );
438
+ resolve()
439
+ })
440
+ }
441
+
442
+ draw = (commandEncoder) => {
443
+ if(this.done == false) return;
444
+ const transformationMatrix = this.getTransformationMatrix(this.position);
445
+ this.device.queue.writeBuffer(
446
+ this.sceneUniformBuffer,
447
+ 64,
448
+ transformationMatrix.buffer,
449
+ transformationMatrix.byteOffset,
450
+ transformationMatrix.byteLength
451
+ );
452
+ this.renderPassDescriptor.colorAttachments[0].view = this.context
453
+ .getCurrentTexture()
454
+ .createView();
455
+ {
456
+ const shadowPass = commandEncoder.beginRenderPass(this.shadowPassDescriptor);
457
+ shadowPass.setPipeline(this.shadowPipeline);
458
+ shadowPass.setBindGroup(0, this.sceneBindGroupForShadow);
459
+ shadowPass.setBindGroup(1, this.modelBindGroup);
460
+ shadowPass.setVertexBuffer(0, this.vertexBuffer);
461
+ shadowPass.setIndexBuffer(this.indexBuffer, 'uint16');
462
+ shadowPass.drawIndexed(this.indexCount);
463
+ shadowPass.end();
464
+ }
465
+ {
466
+ const renderPass = commandEncoder.beginRenderPass(this.renderPassDescriptor);
467
+ renderPass.setPipeline(this.pipeline);
468
+ renderPass.setBindGroup(0, this.sceneBindGroupForRender);
469
+ renderPass.setBindGroup(1, this.modelBindGroup);
470
+ renderPass.setVertexBuffer(0, this.vertexBuffer);
471
+ renderPass.setIndexBuffer(this.indexBuffer, 'uint16');
472
+ renderPass.drawIndexed(this.indexCount);
473
+ renderPass.end();
474
+ }
475
+ }
476
+ }
@@ -543,17 +543,18 @@ export var QueryString = (function() {
543
543
 
544
544
 
545
545
  export function getAxisRot(q1) {
546
- var x,y,z;
546
+ var x, y, z;
547
547
 
548
548
  // if w>1 acos and sqrt will produce errors, this cant happen if quaternion is normalised
549
- if (q1.w > 1) q1.normalise();
549
+ if(q1.w > 1) q1.normalise();
550
550
  var angle = 2 * Math.acos(q1.w);
551
551
  // assuming quaternion normalised then w is less than 1, so term always positive.
552
- var s = Math.sqrt(1-q1.w*q1.w);
553
- // test to avoid divide by zero, s is always positive due to sqrt
554
- if (s < 0.001) {
552
+ var s = Math.sqrt(1 - q1.w * q1.w);
553
+ // test to avoid divide by zero, s is always positive due to sqrt
554
+ if(s < 0.001) {
555
555
  // if s close to zero then direction of axis not important
556
- // if it is important that axis is normalised then replace with x=1; y=z=0;
556
+ // if it is important that axis is normalised then replace with x=1; y=z=0;
557
+
557
558
  x = q1.x;
558
559
  y = q1.y;
559
560
  z = q1.z;
@@ -562,12 +563,53 @@ export function getAxisRot(q1) {
562
563
  y = q1.y / s;
563
564
  z = q1.z / s;
564
565
  }
565
- return [radToDeg(x),radToDeg(y), radToDeg(z)]
566
+ return [radToDeg(x), radToDeg(y), radToDeg(z)]
567
+ }
568
+
569
+ export function getAxisRot2(targetAxis, Q) {
570
+ Q.normalize(); // if w>1 acos and sqrt will produce errors, this cant happen if quaternion is normalised
571
+ var angle = 2 * Math.acos(Q.w());
572
+ var s = Math.sqrt(1 - Q.w() * Q.w()); // assuming quaternion normalised then w is less than 1, so term always positive.
573
+ if(s < 0.001) { // test to avoid divide by zero, s is always positive due to sqrt
574
+ // if s close to zero then direction of axis not important
575
+ // if it is important that axis is normalised then replace with x=1; y=z=0;
576
+ // targetAxis.x = 1;
577
+ // targetAxis.y = 0;
578
+ // targetAxis.z = 0;
579
+ targetAxis.x = Q.x();
580
+ targetAxis.y = Q.y();
581
+ targetAxis.z = Q.z();
582
+ } else {
583
+ targetAxis.x = Q.x() / s; // normalise axis
584
+ targetAxis.y = Q.y() / s;
585
+ targetAxis.z = Q.z() / s;
586
+ }
587
+ return [targetAxis, angle];
588
+ }
589
+
590
+ export function getAxisRot3(Q) {
591
+
592
+ var angle = Math.acos(Q.w) * 2;
593
+ var axis = {};
594
+
595
+ if(Math.sin(Math.acos(angle)) > 0) {
596
+
597
+ axis.x = Q.x / Math.sin(Math.acos(angle / 2));
598
+ axis.y = Q.y / Math.sin(Math.acos(angle / 2));
599
+ axis.z = Q.z / Math.sin(Math.acos(angle / 2));
600
+
601
+ } else {
602
+ axis.x = 0;
603
+ axis.y = 0;
604
+ axis.z = 0;
605
+ }
606
+
607
+ return axis;
566
608
  }
567
609
 
568
610
  // NTO TESTED
569
611
  export function quaternion_rotation_matrix(Q) {
570
-
612
+
571
613
  // Covert a quaternion into a full three-dimensional rotation matrix.
572
614
 
573
615
  // Input
@@ -583,26 +625,32 @@ export function quaternion_rotation_matrix(Q) {
583
625
  var q1 = Q[1]
584
626
  var q2 = Q[2]
585
627
  var q3 = Q[3]
586
-
628
+
587
629
  // # First row of the rotation matrix
588
630
  var r00 = 2 * (q0 * q0 + q1 * q1) - 1
589
631
  var r01 = 2 * (q1 * q2 - q0 * q3)
590
632
  var r02 = 2 * (q1 * q3 + q0 * q2)
591
-
633
+
592
634
  // # Second row of the rotation matrix
593
635
  var r10 = 2 * (q1 * q2 + q0 * q3)
594
636
  var r11 = 2 * (q0 * q0 + q2 * q2) - 1
595
637
  var r12 = 2 * (q2 * q3 - q0 * q1)
596
-
638
+
597
639
  // # Third row of the rotation matrix
598
640
  var r20 = 2 * (q1 * q3 - q0 * q2)
599
641
  var r21 = 2 * (q2 * q3 + q0 * q1)
600
642
  var r22 = 2 * (q0 * q0 + q3 * q3) - 1
601
-
643
+
602
644
  // # 3x3 rotation matrix
603
645
  var rot_matrix = [[r00, r01, r02],
604
- [r10, r11, r12],
605
- [r20, r21, r22]]
646
+ [r10, r11, r12],
647
+ [r20, r21, r22]]
606
648
 
607
649
  return rot_matrix;
608
- }
650
+ }
651
+
652
+ // copnsole log graphics
653
+ export const LOG_WARN = 'background: gray; color: yellow; font-size:10px';
654
+ export const LOG_INFO = 'background: green; color: white; font-size:11px';
655
+ export const LOG_MATRIX = "font-family: verdana;color: #lime; font-size:11px;text-shadow: 2px 2px 4px orangered;background: black;";
656
+ export const LOG_FUNNY = "font-family: stormfaze;color: #f1f033; font-size:14px;text-shadow: 2px 2px 4px #f335f4, 4px 4px 4px #d64444, 2px 2px 4px #c160a6, 6px 2px 0px #123de3;background: black;";