In this example, we'll actually rotate our square plane.
Let's start by making the square rotate. The first thing we'll need is a variable in which to track the current rotation of the square:
var squareRotation = 0.0;
Now we need to update the drawScene()
function to apply the current rotation to the square when drawing it. After translating to the initial drawing position for the square, we apply the rotation like this:
mat4.rotate(modelViewMatrix, // destination matrix modelViewMatrix, // matrix to rotate squareRotation, // amount to rotate in radians [0, 0, 1]); // axis to rotate around
This rotates the modelViewMatrix by the current value of squareRotation
, around the Z axis.
To actually animate, we need to add code that changes the value of squareRotation
over time. We can do that by creating a new variable to track the time at which we last animated (let's call it then
), then adding the following code to the end of the main function
var then = 0; // Draw the scene repeatedly function render(now) { now *= 0.001; // convert to seconds const deltaTime = now - then; then = now; drawScene(gl, programInfo, buffers, deltaTime); requestAnimationFrame(render); } requestAnimationFrame(render);
This code uses requestAnimationFrame
to ask the browser call the function "render
" each frame. requestAnimationFrame
passes us the time in milliseconds since the page loaded. We convert that to seconds and then subtract from it the last time to compute deltaTime
which is the number of second since the last frame was rendered. At the end of drawscene we add the code to update squareRotation.
squareRotation += deltaTime;
This code uses the amount of time that's passed since the last time we updated the value of squareRotation
to determine how far to rotate the square.
View the complete code | Open this demo on a new page
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https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Animating_objects_with_WebGL