Canvasに球体を表示させマウスのドラッグにより回転させる

クォータニオンによる回転を学び、正しく動作するように改良した。
要点は、前回のクォータニオンとマウスをドラッグした時のクォータニオンの積が
現在の回転クォータニオン数で、マウスアウトしたときは、
その積を前回の回転クォータニオン数として記憶する。


次の目標は、回転の慣性を目指す

<!DOCTYPE html>
  <meta charset="UTF-8">
  <title>3D</title>
  <style>
    canvas { background : #000; }
  </style>
<body>
<canvas width="1024" height="768"></canvas>

<script>
(function () {

  var INIT_QUATERNION = [1, 0, 0, 0];

  function CanvasController (canvas) {
    this.canvas = canvas;
    this.mouseX = null;
    this.mouseY = null;
    this.touchF = false; //ドラッグ中か?
    this.rotq = INIT_QUATERNION; //今回のマウスのドラッグ中のクォータニオン
    this.rotr = INIT_QUATERNION; //前回のクォータニオン
    this.rots = INIT_QUATERNION; //今回と前回のクォータニオンの積(これが重要)
    this.gain = canvas.width / 4; // mouse移動の感度
  }
  
  
  function handleEvent (event) {
    var e, x, y, dx, dy, a, b, c, e, r, t;
    var a0, a1, a2, a3, b0, b1, b2, b3;
    var ar, as;
    
    switch (event.type) {

    case 'mouseup' :
    case 'touchend' :
      this.touchF = false;
      break;
    
    case 'mousedown' :
    case 'touchstart' :
      this.touchF = true;
      this.rotq = INIT_QUATERNION;
      this.rotr = this.rots;
      e = event.target.getBoundingClientRect ();
      this.mouseX = event.pageX - e.left;
      this.mouseY = event.pageY - e.top;
      break;

    case 'mousemove' :
    case 'touchmove' :
      e = event.target.getBoundingClientRect ();
      x = event.pageX - e.left;
      y = event.pageY - e.top;

      if (this.touchF){
        dx = (x - this.mouseX) / this.gain;
        dy = (y - this.mouseY) / this.gain;
    
        if (t = dx * dx + dy * dy) {
          r = Math.sqrt (t);
          ar = r * 0.5;
          as = Math.sin (ar) / r;
          a = this.rotq;
          a0 = a[0]; a1 = a[1]; a2 = a[2]; a3 = a[3];
          b0 = dy * as; b1 = dx * as; b3 = Math.cos (ar);

          // クオータニオンによる回転
          a = this.rotr;
          b = this.rotq = [
            a0 * b3 - a3 * b0           - a2 * b1,
            a1 * b3 + a3 * b1 - a2 * b0,
            a2 * b3           + a0 * b1 + a1 * b0,
            a3 * b3 + a0 * b0 - a1 * b1
          ];

          //前回(a)と今回(b)のクォータニオンの積
          a0 = a[0]; a1 = a[1]; a2 = a[2]; a3 = a[3];
          b0 = b[0]; b1 = b[1]; b2 = b[2]; b3 = b[3];
          
          this.rots = [
            a0 * b0 - a1 * b1 - a2 * b2 - a3 * b3,
            a0 * b1 + a1 * b0 + a2 * b3 - a3 * b2,
            a0 * b2 - a1 * b3 + a2 * b0 + a3 * b1,
            a0 * b3 + a1 * b2 - a2 * b1 + a3 * b0
          ];
        }
      }

      this.mouseX = x;
      this.mouseY = y;
      event.preventDefault();//ipadなどでスクロールさせないため

      break;
    }
  
  }
  
  
  // canvas にイベントを追加する
  function addCanvasEvent (event_type) {
    this.canvas.addEventListener (event_type, this, false);
  }
  
  
  function create (canvas) {
    
    if (1 > arguments.length)
      throw new Error ('引数がない');
    if ('CANVAS' !== canvas.tagName)
      throw new Error ('Canvas 要素ではない');

    var obj = new CanvasController (canvas);
    
    ['mousedown', 'mouseup', 'mousemove','touchstart', 'touchend', 'touchmove']
      .forEach (addCanvasEvent, obj);

    canvas = null;// メモリーリークパターン

    return obj;
  }
  
  //__
  
  CanvasController.prototype.handleEvent = handleEvent;

  //__
  CanvasController.create = create;
  
  this.CanvasController = CanvasController;

}) ();



var ctrl = CanvasController.create (document.querySelector ('canvas'));


function ball (r, n, n1) {
  var rst = [], a = [], b = [], c = [];
  var pi = Math.PI, sin = Math.sin, cos = Math.cos;
  var k = 2 * pi / n1, k2 = pi / n;
  var i, i_, j, s, r2, yb;
  var r2 = sin (k2) * r, h2 = cos (k2) * r, yr = r2, yt = h2;
  
  for (i = 0; i <= n1; i++) {
    s = k * i;
    a[i] = sin (s);
    b[i] = cos (s);
  }
  
  for (i = 0; i < n1; i++) {
    rst[i] = [
      [0, r, 0],
      [a[i] * r2, h2, b[i] * r2],
      [a[i_= i +1 ] * r2, h2, b[i_] * r2]
    ];
    c[i] = [
      [a[i_ = i + 1] * r2, -h2, b[i_] * r2],
      [a[i] * r2, -h2, b[i] * r2],
      [0, -r, 0]
    ];
  }
  
  for (i = 2; i < n; i++) {
    s = k2 * i;
    yr2 = sin (s) * r;
    yb = cos (s) * r;
    
    for (j = 0; j < n1; j++) {
      rst.push ([
        [a[j] * yr, yt, b[j] * yr],
        [a[j] * yr2, yb, b[j] * yr2],
        [a[j+1] * yr2, yb, b[j+1] * yr2],
        [a[j+1] *yr, yt, b[j+1] * yr]
      ]);
    }
    yt = yb;
    yr = yr2;
  }

  return rst.concat (c);
}


function rotation3D (m, rotq) {
  
  var i, j, a, b, c, d, e, s, x, y, z, ix, iy, iz, iw;
  var rst = [];

  for (i = 0; a = m[i]; i++) {
    for (j = 0, s = []; b = a[j]; j++) {
      x = b[0], y = b[1], z = b[2];
      ix =  rotq[3] * x + rotq[1] * z - rotq[2] * y;
      iy =  rotq[3] * y + rotq[2] * x - rotq[0] * z;
      iz =  rotq[3] * z + rotq[0] * y - rotq[1] * x;
      iw = -rotq[0] * x - rotq[1] * y - rotq[2] * z;
      s[j] = [
        ix * rotq[3] - iw * rotq[0] - iy * rotq[2] + iz * rotq[1],
        iy * rotq[3] - iw * rotq[1] - iz * rotq[0] + ix * rotq[2],
        iz * rotq[3] - iw * rotq[2] - ix * rotq[1] + iy * rotq[0]
      ];
    }
    rst[i] = s;
  }
  return rst;
}


//面の法線ベクトルを求める
function crossProduct (ary) {
  var rst = [];
  var i, s;
  var p0, p1, p2;
  var x0, x1, x2, y0, y1, y2, z0, z1, z2;
  var px, py, pz, qx, qy, qz;
  
  for (i = 0; s = ary[i]; i += 1) {
    p0 = s[0]; p1 = s[1]; p2 = s[2];
    x0 = p0[0]; x1 = p1[0]; x2 = p2[0];
    y0 = p0[1]; y1 = p1[1]; y2 = p2[1];
    z0 = p0[2]; z1 = p1[2]; z2 = p2[2];
    px = x1 - x0; py = y1 - y0; pz = z1 - z0; //p
    qx = x2 - x1; qy = y2 - y1; qz = z2 - z1; //q
    rst[i] = [
      py * qz - pz * qy,
      pz * qx - px * qz,
      px * qy - py * qx
    ];
  }
  return rst;
}


//明るさを求める
function brightness (ary, v, el) {
  var lx = v[0], ly = v[1], lz = v[2];
  var lv = Math.sqrt (lx * lx + ly * ly + lz * lz);
  var i, a, x, y, z, rst = [];
  var c, b = 1 - el;

  for (i = 0; a = ary[i]; i++) {
    x = a[0]; y = a[1]; z = a[2];
    tv = Math.sqrt (x * x + y * y + z * z);
    inp = x * lx + y * ly + z * lz;
    len = inp / (lv * tv);
    rst[i] = el + Math.cos (Math.acos (len)) * b;
  }
  return rst;
}

//3Dの物体を2Dの座標へと変換する
function cov3to2 (m, zz, sc) {
  var rst = [], a, b, c, d, s, i, j, t;
  for (i = 0; d = m[i]; i++) {
    a = d[0];
    for (c = [], j = 0; b = a[j]; j++) {
      c[j] = [b[0] / (t = (zz + b[2]) / sc), b[1] / t];
    }
    rst[i] = [c, d[1]];
  }
  return rst;
}


function canvas_draw_create (c, o) {
  var ctx = c.getContext ('2d');
  var x = c.width / 2 + o[0];
  var y = c.height / 2 + o[1];
  var rgb = [0, 100,250];
  var int = Math.floor;

  ctx.lineWidth = 1;

  return {
    draw:
      function (a, b) {//面を描く
        ctx.beginPath ();
        ctx.fillStyle = 
          'rgb(' +
          int (rgb[0] * b) + ',' +
          int (rgb[1] * b) + ',' +
          int (rgb[2] * b) +
          ')';
        ctx.moveTo (x + a[0][0], y - a[0][1]);

        for (i = 1; b = a[i++]; )
          ctx.lineTo (x + b[0], y - b[1]);

        ctx.fill ();
      },
    cls:
      function () {
        ctx.clearRect(0, 0, c.width, c.height);
      }
    };
}


function draw (a, dw) {
  var i, b, c;
  dw.cls ();
  for (i = 0; c = a[i++]; ) {//面の3点だけでベクトルの外積の向きで判断
    b = c[0];
    if (0 >= ((b[2][0] - b[1][0]) * (b[0][1] - b[1][1]) -
      (b[2][1] - b[1][1]) * (b[0][0] - b[1][0]))
    )
      dw.draw (b, c[1]);
  }
}

/* Model {
  vertex : array //頂点の集合
  surface : array // 頂点の3つを取り、辺の描画の有無、色、模様

*/

function rendering_wireFrame (canvas, model) {
  
}


var hoge = (function _ () {
  var z = ball (20, 12 , 24);
  var v = canvas_draw_create (document.querySelector ('canvas'), [0,0]);
  var h = [1, 1, -1];

  return function () {
    var zz = rotation3D (z, ctrl.rots);

    var bb = brightness (crossProduct (zz), h, .6);
    for (var i = 0, I = zz.length, d = []; i < I; i++) {
      d[i] = [zz[i], bb[i]];
    }

    draw (cov3to2 (d, 50, 600), v);
  };
}) ();

setInterval (hoge, 1000/60);
</script>