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Real-Time 3D Graphics with WebGL 2

You're reading from   Real-Time 3D Graphics with WebGL 2 Build interactive 3D applications with JavaScript and WebGL 2 (OpenGL ES 3.0)

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Product type Paperback
Published in Oct 2018
Publisher Packt
ISBN-13 9781788629690
Length 500 pages
Edition 2nd Edition
Languages
Tools
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Authors (2):
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Farhad Ghayour Farhad Ghayour
Author Profile Icon Farhad Ghayour
Farhad Ghayour
Diego Cantor Diego Cantor
Author Profile Icon Diego Cantor
Diego Cantor
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Toc

Table of Contents (14) Chapters Close

Preface 1. Getting Started FREE CHAPTER 2. Rendering 3. Lights 4. Cameras 5. Animations 6. Colors, Depth Testing, and Alpha Blending 7. Textures 8. Picking 9. Putting It All Together 10. Advanced Techniques 11. WebGL 2 Highlights 12. Journey Ahead 13. Other Books You May Enjoy

Time for Action: Bouncing Ball

Let's look at an example covering how we'd animate many objects in our scene:

  1. Open ch05_03_bouncing-balls.html in your browser:
  1. The orbiting camera is activated by default. Move the camera and you will see how all the objects adjust to the global transform (camera) and continue bouncing according to their local transforms.
  2. Let's explain how we keep track of each ball in more detail.
  3. Define the appropriate global variables and constants:
let
gl, scene, program, camera, transforms,
elapsedTime, initialTime,
fixedLight = false,
balls = [],
sceneTime = 0,
animationRate = 15,
gravity = 9.8,
ballsCount = 50;
  1. Initialize the balls array. We use a for loop in the load function to achieve this:
function load() {
scene.add(new Floor(80, 2));
for (let i = 0; i < ballsCount; i++) {
balls.push(new BouncingBall());
scene...
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