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player.js
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class Player {
constructor(id, position, velocity, acceleration) {
this.id = id;
this.position = position;
}
static getMesh() {
const R = 1.0;
const vertices = [
// +Z face
-R, -R, R, 0.0, 0.0,
R, R, R, 1.0, 1.0,
-R, R, R, 0.0, 1.0,
-R, -R, R, 0.0, 0.0,
R, -R, R, 1.0, 0.0,
R, R, R, 1.0, 1.0,
// -Z face
-R, -R, -R, 0.0, 0.0,
-R, R, -R, 0.0, 1.0,
R, R, -R, 1.0, 1.0,
-R, -R, -R, 0.0, 0.0,
R, R, -R, 1.0, 1.0,
R, -R, -R, 1.0, 0.0,
// +X face
R, -R, R, 0.0, 0.0,
R, R, -R, 1.0, 1.0,
R, R, R, 0.0, 1.0,
R, -R, R, 0.0, 0.0,
R, -R, -R, 1.0, 0.0,
R, R, -R, 1.0, 1.0,
// -X face
-R, -R, R, 0.0, 0.0,
-R, R, R, 0.0, 1.0,
-R, R, -R, 1.0, 1.0,
-R, -R, R, 0.0, 0.0,
-R, R, -R, 1.0, 1.0,
-R, -R, -R, 1.0, 0.0,
// +Y face
-R, R, R, 0.0, 0.0,
R, R, -R, 1.0, 1.0,
-R, R, -R, 0.0, 1.0,
-R, R, R, 0.0, 0.0,
R, R, R, 1.0, 0.0,
R, R, -R, 1.0, 1.0,
// -Y face
-R, -R, R, 0.0, 0.0,
-R, -R, -R, 0.0, 1.0,
R, -R, -R, 1.0, 1.0,
-R, -R, R, 0.0, 0.0,
R, -R, -R, 1.0, 1.0,
R, -R, R, 1.0, 0.0,
];
const indices = [
0, 1, 2, 3, 4, 5,
6, 7, 8, 9, 10, 11,
12, 13, 14, 15, 16, 17,
18, 19, 20, 21, 22, 23,
24, 25, 26, 27, 28, 29,
30, 31, 32, 33, 34, 35
];
return {
vertices: vertices,
indices: indices
};
}
getModelMatrix() {
const t = vec3.fromValues(this.position[0], this.position[1], this.position[2]);
const T = mat4.create();
mat4.fromTranslation(T, t);
return T;
}
}