skycraft: now with celestial bodies
This commit is contained in:
parent
3e9bad8929
commit
2fccb1fb7c
@ -4,6 +4,43 @@ import * as se3 from '../se3';
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import {loadTexture, makeProgram} from '../gl';
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import {makeFace, makeBufferFromFaces} from '../geometry';
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const linalg = {
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cross: (a, b) => {
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return [
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a[1] * b[2] - a[2] * b[1],
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a[2] * b[0] - a[0] * b[2],
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a[0] * b[1] - a[1] * b[0],
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];
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},
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diff: (a, b) => {
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return [
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a[0] - b[0],
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a[1] - b[1],
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a[2] - b[2],
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];
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},
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add: (a, b) => {
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return [
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a[0] + b[0],
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a[1] + b[1],
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a[2] + b[2],
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];
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},
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norm: a => {
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return Math.sqrt(a[0]**2 + a[1]**2 + a[2]**2);
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},
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dot: (a, b) => {
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return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
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},
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scale: (a, s) => {
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return [
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a[0] * s,
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a[1] * s,
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a[2] * s,
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];
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},
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};
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const VSHADER = `
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attribute vec3 aPosition;
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attribute vec3 aNormal;
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@ -218,6 +255,385 @@ function getOrbitDrawContext(gl) {
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};
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}
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const BlockType = {
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UNDEFINED: 0,
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AIR: 1,
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DIRT: 2,
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GRASS: 3,
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STONE: 4,
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WATER: 5,
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TREE: 6,
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LEAVES: 7,
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SUN: 8,
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};
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const CHUNKSIZE = 32;
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/** seed: some kind of number uniquely defining the body
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* x, y, z: space coordinates in the body's frame
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*
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* returns: a chunk
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*/
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function getChunk(seed, x, y, z) {
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// XXX: for now, return a premade chunk: a 24x24x24 cube of dirt
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// surrounded by 4 blocks of air all around
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const cs = CHUNKSIZE;
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if (seed !== 1337) {
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return {};
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}
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// if (Math.abs
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const blocks = new Array(cs * cs * cs);
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blocks.fill(BlockType.AIR);
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const dirt = new Array(24).fill(BlockType.DIRT);
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for (let i = 0; i < 24; i++) {
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for (let j = 4; j < 28; j++) {
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const offset = cs * cs * (i + 4) + cs * j;
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blocks.splice(offset + 4, 24, ...dirt);
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}
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}
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const half = cs / 2;
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return {
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position: [-half, -half, -half],
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blocks,
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underground: false,
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};
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}
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function getBodyChunks(seed) {
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if (seed === 0) {
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return makeSun();
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}
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return [getChunk(seed, 0, 0, 0)];
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}
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function faceTexture(type, dir) {
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switch (type) {
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case BlockType.GRASS:
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switch (dir) {
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case '+y': return [0, 15];
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case '-y': return [2, 15];
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default: return [1, 15];
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}
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case BlockType.DIRT: return [2, 15];
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case BlockType.STONE: return [3, 15];
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case BlockType.WATER: return [4, 15];
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case BlockType.TREE:
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switch (dir) {
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case '+y':
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case '-y':
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return [5, 15];
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default: return [6, 15];
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}
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case BlockType.LEAVES: return [7, 15];
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case BlockType.SUN: return [0, 4];
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default: return [0, 0];
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}
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}
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function* makeChunkFaces(chunk) {
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const cs = CHUNKSIZE;
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function faceCenter(pos, dir) {
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switch (dir) {
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case '-x': return [pos[0] - 0.5, pos[1], pos[2]];
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case '+x': return [pos[0] + 0.5, pos[1], pos[2]];
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case '-y': return [pos[0], pos[1] - 0.5, pos[2]];
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case '+y': return [pos[0], pos[1] + 0.5, pos[2]];
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case '-z': return [pos[0], pos[1], pos[2] - 0.5];
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case '+z': return [pos[0], pos[1], pos[2] + 0.5];
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}
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}
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function* neighbors(x, y, z) {
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const idx = (
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z * cs * cs +
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y * cs +
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x
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);
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if (x > 0) {
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yield {
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block: chunk.blocks[idx - 1],
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dir: '-x',
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};
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} else {
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yield {
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block: BlockType.AIR,
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dir: '-x',
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};
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}
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if (x < 31) {
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yield {
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block: chunk.blocks[idx + 1],
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dir: '+x',
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};
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} else {
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yield {
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block: BlockType.AIR,
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dir: '+x',
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};
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}
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if (y > 0) {
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yield {
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block: chunk.blocks[idx - cs],
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dir: '-y',
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};
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} else {
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yield {
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block: BlockType.AIR,
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dir: '-y',
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};
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}
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if (y < 31) {
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yield {
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block: chunk.blocks[idx + cs],
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dir: '+y',
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};
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} else {
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yield {
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block: BlockType.AIR,
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dir: '+y',
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};
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}
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if (z > 0) {
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yield {
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block: chunk.blocks[idx - cs * cs],
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dir: '-z',
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};
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} else {
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yield {
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block: BlockType.AIR,
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dir: '-z',
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};
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}
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if (z < 31) {
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yield {
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block: chunk.blocks[idx + cs * cs],
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dir: '+z',
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};
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} else {
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yield {
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block: BlockType.AIR,
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dir: '+z',
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};
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}
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}
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for (let x = 0; x < cs; x++) {
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for (let y = 0; y < cs; y++) {
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for (let z = 0; z < cs; z++) {
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const idx = (
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z * cs * cs +
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y * cs +
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x
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);
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const chpos = chunk.position;
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const bkpos = [
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chpos[0] + x,
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chpos[1] + y,
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chpos[2] + z,
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];
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const bt = chunk.blocks[idx];
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if (bt === BlockType.AIR) {
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continue;
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}
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for (const {block, dir} of neighbors(x, y, z)) {
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if (block !== BlockType.AIR) {
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continue;
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}
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yield makeFace(dir, faceTexture(bt), faceCenter(bkpos, dir));
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}
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}
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}
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}
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}
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function closeToPlanet(context) {
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const body = findSoi(context);
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const relativePos = linalg.diff(context.player.position, body.position);
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return linalg.norm(relativePos) < 20;
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}
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function makeSun(seed) {
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const radius = 79;
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const radiusChunks = Math.floor(radius / CHUNKSIZE);
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const chunks = [];
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function makeSunChunk(i, j, k) {
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const cs = CHUNKSIZE;
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const half = cs / 2;
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const blocks = new Array(cs**3);
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blocks.fill(BlockType.SUN);
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let underground = true;
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for (let x = 0; x < cs; x++) {
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for (let y = 0; y < cs; y++) {
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for (let z = 0; z < cs; z++) {
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const pos = [
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x + i * cs - half,
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y + j * cs - half,
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z + k * cs - half,
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];
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const idx = (
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z * cs * cs +
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y * cs +
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x
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);
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if (pos[0]**2 + pos[1]**2 + pos[2]**2 > radius**2) {
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blocks[idx] = BlockType.AIR;
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underground = false;
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}
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}
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}
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}
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return {
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position: [i * cs - half, j * cs - half, k * cs - half],
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blocks,
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underground,
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};
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}
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for (let i = -radiusChunks; i <= radiusChunks; i++) {
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for (let j = -radiusChunks; j <= radiusChunks; j++) {
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for (let k = -radiusChunks; k <= radiusChunks; k++) {
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chunks.push(makeSunChunk(i, j, k));
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}
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}
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}
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return chunks;
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}
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function getBodyGeometry(seed) {
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const faces = getBodyChunks(seed)
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.filter(chunk => !chunk.underground)
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.map(chunk => [...makeChunkFaces(chunk)]);
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return faces.reduce((a, b) => a.concat(b));
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}
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function getSolarSystem(seed) {
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/// XXX: only returns 1 body for now
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return {
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name: 'Tat',
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mass: 1000.0,
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spin: [0, 0, 0.2],
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geometry: getBodyGeometry(0),
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children: [
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{
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name: 'Quicksilver',
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seed: 1336,
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mass: 0.1,
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spin: [0.0, 0.0, 0.05],
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geometry: makeCube([0, 4]),
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orbit: {
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excentricity: 0.0,
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semimajorAxis: 200,
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inclination: 0.8,
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ascendingNodeLongitude: 0,
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periapsisArgument: 0,
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t0: 0,
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},
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},
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{
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name: 'Satourne',
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seed: 1338,
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mass: 0.1,
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spin: [0.0, 0.5, 0.0],
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geometry: makeCube([0, 5]),
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orbit: {
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excentricity: 0.0,
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semimajorAxis: 900,
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inclination: 0.0,
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ascendingNodeLongitude: 0,
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periapsisArgument: 0,
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t0: 0,
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},
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children: [
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{
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name: 'Kyoujin',
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seed: 13381,
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mass: 0.01,
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spin: [0.0, 0.0, 0.05],
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geometry: makeCube([0, 6]),
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orbit: {
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excentricity: 0.0,
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semimajorAxis: 20,
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inclination: Math.PI / 2,
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ascendingNodeLongitude: 0,
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periapsisArgument: 0,
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t0: 0,
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},
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},
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],
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},
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{
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name: 'Tataooine',
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seed: 1337,
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mass: 50,
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spin: [0.0, 0.0, 0.05],
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geometry: getBodyGeometry(1337),
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orbit: {
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excentricity: 0.3,
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semimajorAxis: 500,
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inclination: 0.0,
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ascendingNodeLongitude: 0,
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periapsisArgument: 0,
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t0: 0,
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},
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children: [
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{
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name: 'Mun',
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seed: 13371,
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mass: 0.01,
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spin: [0.0, 0.0, 0.05],
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geometry: makeCube([0, 7]),
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orbit: {
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excentricity: 0.0,
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semimajorAxis: 50,
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inclination: Math.PI / 2,
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ascendingNodeLongitude: 0,
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periapsisArgument: 0,
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t0: 0,
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},
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},
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],
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},
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],
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};
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}
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function initUiListeners(canvas, context) {
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const canvasClickHandler = () => {
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canvas.requestPointerLock();
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@ -240,13 +656,20 @@ function initUiListeners(canvas, context) {
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switch (e.code) {
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case 'KeyF':
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// context.flying = !context.flying;
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context.flying = !context.flying;
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context.player.velocity = [0, 0, 0];
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delete context.orbit;
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return false;
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case 'KeyL':
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if (closeToPlanet(context)) {
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context.landing = True;
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}
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return false;
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case 'Space':
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if (!context.flying) {
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if (context.jumpAmount > 0) {
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const amount = context.jumpForce;
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context.camera.velocity[1] = amount;
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context.player.velocity[1] = amount;
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context.jumpAmount -= 1;
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}
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}
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@ -257,12 +680,12 @@ function initUiListeners(canvas, context) {
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}
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};
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const moveListener = e => {
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context.camera.orientation[1] -= e.movementX / 500;
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context.camera.orientation[0] -= e.movementY / 500;
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context.camera.orientation[0] = Math.min(Math.max(
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context.camera.orientation[0], -Math.PI / 2
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), Math.PI / 2);
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context.camera.orientation[1] -= e.movementX / 500;
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context.camera.tf = se3.product(
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se3.roty(context.camera.orientation[1]),
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se3.rotx(context.camera.orientation[0]),
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);
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};
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const changeListener = () => {
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if (document.pointerLockElement === canvas) {
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@ -294,63 +717,216 @@ function initUiListeners(canvas, context) {
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function handleInput(context) {
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const move = (forward, right) => {
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const dir = [right, 0, -forward, 1.0];
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const ori = se3.roty(context.camera.orientation[1]);
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const tf = se3.apply(ori, dir);
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const maxSpeed = 8;
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const airMovement = 0.08;
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if (context.keys.has('ShiftLeft')) {
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forward *= 10;
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right *= 10;
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}
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const tf = se3.product(
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se3.orientationOnly(context.player.tf),
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context.camera.tf,
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);
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const dir = [right, 0, -forward, 10];
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if (context.flying) {
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context.camera.position[0] += tf[0] / 60;
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context.camera.position[2] += tf[2] / 60;
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}
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if (context.isOnGround) {
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context.camera.velocity[0] = tf[0];
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context.camera.velocity[2] = tf[2];
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context.player.tf = [
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context.player.tf,
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context.camera.tf,
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se3.translation(...dir),
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].reduce(se3.product);
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context.camera.tf = se3.identity();
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context.camera.orientation = [0, 0, 0];
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} else {
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const vel = context.camera.velocity;
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vel[0] += tf[0] * airMovement;
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vel[2] += tf[2] * airMovement;
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const curVel = Math.sqrt(vel[0] * vel[0] + vel[2] * vel[2]);
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if (curVel > maxSpeed) {
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vel[0] *= maxSpeed / curVel;
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vel[2] *= maxSpeed / curVel;
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}
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const vel = context.player.velocity;
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const dv = linalg.scale(se3.apply(tf, dir), 1/dir[3]);
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context.player.velocity = linalg.add(vel, dv);
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delete context.orbit;
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}
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};
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context.keys.forEach(key => {
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switch (key) {
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case 'KeyW':
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move(8, 0.0);
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move(0.5, 0.0);
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return;
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case 'KeyA':
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move(0.0, -8);
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move(0.0, -0.5);
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return;
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case 'KeyS':
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move(-8, 0.0);
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move(-0.5, 0.0);
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return;
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case 'KeyD':
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move(0.0, 8);
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return;
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case 'Space':
|
||||
if (context.flying) {
|
||||
context.camera.position[1] += 8 / 60;
|
||||
}
|
||||
return;
|
||||
|
||||
case 'ShiftLeft':
|
||||
context.camera.position[1] -= 8 / 60;
|
||||
move(0.0, 0.5);
|
||||
return;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
function updateBodyPhysics(time, body, parentBody) {
|
||||
if (parentBody !== undefined) {
|
||||
const mu = parentBody.mass;
|
||||
const {position, velocity} = getCartesianState(body.orbit, mu, time);
|
||||
body.position = [
|
||||
parentBody.position[0] + position[0],
|
||||
parentBody.position[1] + position[1],
|
||||
parentBody.position[2] + position[2],
|
||||
];
|
||||
body.velocity = [
|
||||
parentBody.velocity[0] + velocity[0],
|
||||
parentBody.velocity[1] + velocity[1],
|
||||
parentBody.velocity[2] + velocity[2],
|
||||
];
|
||||
} else {
|
||||
body.position = [0, 0, 0];
|
||||
body.velocity = [0, 0, 0];
|
||||
}
|
||||
body.orientation = getOrientation(body, time);
|
||||
|
||||
if (body.children !== undefined) {
|
||||
for (const child of body.children) {
|
||||
updateBodyPhysics(time, child, body);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function findSoi(context) {
|
||||
const bodies = [context.universe];
|
||||
let body;
|
||||
while (bodies.length > 0) {
|
||||
body = bodies.shift();
|
||||
|
||||
if (body.children === undefined) {
|
||||
return body;
|
||||
}
|
||||
|
||||
for (const child of body.children) {
|
||||
const soi = child.orbit.semimajorAxis * Math.pow(child.mass / body.mass, 2/5);
|
||||
const pos = context.player.position;
|
||||
const bod = child.position;
|
||||
const dr = [pos[0] - bod[0], pos[1] - bod[1], pos[2] - bod[2]];
|
||||
if (dr[0]**2 + dr[1]**2 + dr[2]**2 < soi**2) {
|
||||
bodies.push(child);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return body;
|
||||
}
|
||||
|
||||
function computeOrbit(player, body, time) {
|
||||
const {cross, diff, norm, dot, scale} = linalg;
|
||||
const rvec = diff(player.position, body.position);
|
||||
const r = norm(rvec);
|
||||
|
||||
if (norm(player.velocity) < 1e-6) {
|
||||
// cheating
|
||||
console.log('cheating');
|
||||
player.velocity = scale(cross([1, 1, 1], rvec), 0.01/(r**2));
|
||||
}
|
||||
const vvec = diff(player.velocity, body.velocity);
|
||||
const v = norm(vvec);
|
||||
const Hvec = cross(rvec, vvec);
|
||||
const H = norm(Hvec);
|
||||
|
||||
const mu = body.mass;
|
||||
const p = H**2 / mu;
|
||||
const resinnu = Math.sqrt(p/mu) * dot(vvec, rvec)
|
||||
const recosnu = p - r;
|
||||
|
||||
const e = Math.sqrt(resinnu**2 + recosnu**2) / r;
|
||||
|
||||
// should also work for hyperbolic orbits
|
||||
const a = p/(1-e**2);
|
||||
|
||||
const x = scale(rvec, 1/r);
|
||||
const yy = cross(Hvec, rvec);
|
||||
const y = scale(yy, 1/norm(yy));
|
||||
const z = scale(Hvec, 1/H);
|
||||
|
||||
// Om i and w can be skipped when we just give tf...
|
||||
let Om = Math.atan2(Hvec[0], -Hvec[1]);
|
||||
if (Hvec[0] === 0 && Hvec[1] === 0) {
|
||||
Om = 0;
|
||||
}
|
||||
|
||||
let i = Math.atan2(Math.sqrt(Hvec[0]**2 + Hvec[1]**2), Hvec[2]);
|
||||
if (i * Math.sign((Hvec[0] || 1) * Math.sin(Om)) < 0) {
|
||||
i *= -1;
|
||||
}
|
||||
|
||||
const nu = Math.atan2(resinnu, recosnu);
|
||||
|
||||
let w = Math.atan2(rvec[2] / r / Math.sin(i), y[2] / Math.sin(i)) || 0 - nu;
|
||||
|
||||
let t0;
|
||||
let E;
|
||||
|
||||
if (a < 0) {
|
||||
E = 2 * Math.atanh(Math.sqrt((e-1)/(e+1)) * Math.tan(nu/2));
|
||||
const n = Math.sqrt(-mu / (a**3));
|
||||
t0 = time - (e*Math.sinh(E) - E) / n;
|
||||
} else {
|
||||
E = 2 * Math.atan(Math.sqrt((1-e)/(1+e)) * Math.tan(nu/2));
|
||||
const n = Math.sqrt(mu / (a**3));
|
||||
t0 = time - (1/n)*(E - e*Math.sin(E));
|
||||
}
|
||||
|
||||
// column-major... see se3.js
|
||||
const tf = se3.product([
|
||||
x[0], x[1], x[2], 0,
|
||||
y[0], y[1], y[2], 0,
|
||||
z[0], z[1], z[2], 0,
|
||||
0, 0, 0, 1,
|
||||
], se3.rotz(-nu));
|
||||
|
||||
const orbit = {
|
||||
excentricity: e,
|
||||
semimajorAxis: a,
|
||||
inclination: i,
|
||||
ascendingNodeLongitude: Om,
|
||||
periapsisArgument: w,
|
||||
t0,
|
||||
tf,
|
||||
lastE: E,
|
||||
};
|
||||
|
||||
return orbit;
|
||||
}
|
||||
|
||||
function updatePhysics(time, context) {
|
||||
const {player} = context;
|
||||
const dt = time - (context.lastTime || 0);
|
||||
context.lastTime = time;
|
||||
|
||||
player.position = se3.apply(player.tf, [0, 0, 0, 1]);
|
||||
|
||||
updateBodyPhysics(time, context.universe);
|
||||
|
||||
if (!context.flying) {
|
||||
if (context.orbit === undefined) {
|
||||
const newPos = linalg.add(player.position, linalg.scale(player.velocity, dt));
|
||||
const dx = linalg.diff(newPos, player.position);
|
||||
player.tf = se3.product(se3.translation(...dx), player.tf);
|
||||
|
||||
const body = findSoi(context);
|
||||
context.orbit = computeOrbit(player, body, time);
|
||||
console.log(`orbiting ${body.name}, excentricity: ${context.orbit.excentricity}`);
|
||||
context.orbitBody = body;
|
||||
} else {
|
||||
const {position: orbitPos, velocity: orbitVel} = getCartesianState(
|
||||
context.orbit, context.orbitBody.mass, time);
|
||||
if (orbitPos === undefined) {
|
||||
const newPos = linalg.add(player.position, linalg.scale(player.velocity, dt));
|
||||
const dx = linalg.diff(newPos, player.position);
|
||||
player.tf = se3.product(se3.translation(...dx), player.tf);
|
||||
} else {
|
||||
const position = linalg.add(orbitPos, context.orbitBody.position);
|
||||
const velocity = linalg.add(orbitVel, context.orbitBody.velocity);
|
||||
player.velocity = velocity;
|
||||
const dx = linalg.diff(position, player.position);
|
||||
player.tf = se3.product(se3.translation(...dx), player.tf);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function updateGeometry(context, timeout_ms = 10) {
|
||||
@ -358,7 +934,7 @@ function updateGeometry(context, timeout_ms = 10) {
|
||||
|
||||
function normalizeAngle(theta) {
|
||||
const twopi = 2 * Math.PI;
|
||||
return theta - twopi * Math.floor((theta + twopi) / twopi);
|
||||
return theta - twopi * Math.floor((theta + Math.PI) / twopi);
|
||||
}
|
||||
|
||||
/** Let's be honest I should clean this up.
|
||||
@ -449,7 +1025,7 @@ function makeOrbitObject(context, orbit, parentPosition) {
|
||||
const glContext = context.orbitGlContext;
|
||||
const orientation = [
|
||||
se3.rotz(orbit.ascendingNodeLongitude),
|
||||
se3.roty(-orbit.inclination),
|
||||
se3.rotx(orbit.inclination),
|
||||
se3.rotz(orbit.periapsisArgument),
|
||||
].reduce(se3.product);
|
||||
|
||||
@ -482,43 +1058,43 @@ function makeOrbitObject(context, orbit, parentPosition) {
|
||||
};
|
||||
}
|
||||
|
||||
function getObjects(context, body, time, parentBody, parentPosition) {
|
||||
const kGravitationalConstant = 6.674e-11;
|
||||
|
||||
function getObjects(context, body, parentPosition) {
|
||||
const objects = [];
|
||||
const {gl, glContext} = context;
|
||||
let position = [0, 0, 0];
|
||||
if (parentBody !== undefined) {
|
||||
// const mu = kGravitationalConstant * parentBody.mass;
|
||||
const mu = 10;
|
||||
const coord = getCartesianPosition(body.orbit, mu, time);
|
||||
position = [
|
||||
parentPosition[0] + coord[0],
|
||||
parentPosition[1] + coord[1],
|
||||
parentPosition[2] + coord[2],
|
||||
];
|
||||
const {position, orientation} = body;
|
||||
|
||||
objects.push(makeOrbitObject(context, body.orbit, parentPosition));
|
||||
if (body.glBuffer === undefined) {
|
||||
body.glBuffer = makeBufferFromFaces(gl, body.geometry);
|
||||
}
|
||||
|
||||
objects.push({
|
||||
geometry: makeBufferFromFaces(gl, body.geometry),
|
||||
orientation: getOrientation(body, time),
|
||||
geometry: body.glBuffer,
|
||||
orientation,
|
||||
position,
|
||||
glContext,
|
||||
});
|
||||
if (parentPosition !== undefined) {
|
||||
const orbitObject = makeOrbitObject(context, body.orbit, parentPosition);
|
||||
objects.push(orbitObject);
|
||||
}
|
||||
|
||||
if (body.children !== undefined) {
|
||||
for (const child of body.children) {
|
||||
objects.push(...getObjects(context, child, time, body, position));
|
||||
objects.push(...getObjects(context, child, position));
|
||||
}
|
||||
}
|
||||
|
||||
return objects;
|
||||
}
|
||||
|
||||
function draw(context, time) {
|
||||
const {gl, camera, universe} = context;
|
||||
const objects = getObjects(context, universe, time * 0.001);
|
||||
function draw(context) {
|
||||
const {gl, camera, player, universe} = context;
|
||||
const objects = getObjects(context, universe);
|
||||
if (context.orbit !== undefined && context.orbit.excentricity < 1) {
|
||||
objects.push(makeOrbitObject(context, context.orbit, context.orbitBody.position));
|
||||
}
|
||||
|
||||
gl.clearColor(...context.skyColor, 1.0);
|
||||
gl.clearDepth(1.0);
|
||||
@ -532,13 +1108,7 @@ function draw(context, time) {
|
||||
|
||||
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
||||
|
||||
const camrot = camera.orientation;
|
||||
const campos = camera.position;
|
||||
const viewMatrix = se3.product(
|
||||
se3.rotxyz(-camrot[0], -camrot[1], -camrot[2]),
|
||||
se3.translation(-campos[0], -campos[1], -campos[2])
|
||||
);
|
||||
|
||||
const viewMatrix = se3.inverse(se3.product(context.player.tf, context.camera.tf));
|
||||
let lastGlContext;
|
||||
|
||||
for (const {position, orientation, geometry, glContext} of objects) {
|
||||
@ -565,9 +1135,9 @@ function draw(context, time) {
|
||||
|
||||
function tick(time, context) {
|
||||
handleInput(context);
|
||||
updatePhysics(time, context);
|
||||
updatePhysics(time * 0.001, context);
|
||||
|
||||
const campos = context.camera.position;
|
||||
const campos = context.player.position;
|
||||
|
||||
// world generation / geometry update
|
||||
{
|
||||
@ -577,7 +1147,7 @@ function tick(time, context) {
|
||||
updateGeometry(context, timeLeft);
|
||||
}
|
||||
|
||||
draw(context, time);
|
||||
draw(context);
|
||||
|
||||
const dt = (time - context.lastFrameTime) * 0.001;
|
||||
context.lastFrameTime = time;
|
||||
@ -617,55 +1187,6 @@ function makeObjects(gl) {
|
||||
];
|
||||
}
|
||||
|
||||
function makeSolarSystem(gl) {
|
||||
return {
|
||||
mass: 1.0,
|
||||
spin: [0, 1.0, 0],
|
||||
geometry: makeCube([0, 4]),
|
||||
children: [
|
||||
{
|
||||
mass: 0.1,
|
||||
spin: [0.2, 0.0, 0.0],
|
||||
geometry: makeCube([0, 8]),
|
||||
orbit: {
|
||||
excentricity: 0,
|
||||
semimajorAxis: 3,
|
||||
inclination: 0,
|
||||
ascendingNodeLongitude: 0,
|
||||
periapsisArgument: 0,
|
||||
trueAnomaly: 0,
|
||||
},
|
||||
},
|
||||
{
|
||||
mass: 0.1,
|
||||
spin: [0.2, 0.0, 0.0],
|
||||
geometry: makeCube([0, 1]),
|
||||
orbit: {
|
||||
excentricity: 0.8,
|
||||
semimajorAxis: 5,
|
||||
inclination: 0,
|
||||
ascendingNodeLongitude: 0,
|
||||
periapsisArgument: 0,
|
||||
trueAnomaly: 0,
|
||||
},
|
||||
},
|
||||
{
|
||||
mass: 0.1,
|
||||
spin: [0.0, 0.0, 1.0],
|
||||
geometry: makeCube([9, 9]),
|
||||
orbit: {
|
||||
excentricity: 0.3,
|
||||
semimajorAxis: 5,
|
||||
inclination: 1.0,
|
||||
ascendingNodeLongitude: 0,
|
||||
periapsisArgument: 0,
|
||||
trueAnomaly: 0,
|
||||
},
|
||||
},
|
||||
],
|
||||
}
|
||||
}
|
||||
|
||||
async function main() {
|
||||
const canvas = document.querySelector('#game');
|
||||
// adjust canvas aspect ratio to that of the screen
|
||||
@ -679,12 +1200,16 @@ async function main() {
|
||||
|
||||
const context = {
|
||||
gl,
|
||||
projMatrix: se3.perspective(Math.PI / 3, canvas.clientWidth / canvas.clientHeight, 0.1, 100.0),
|
||||
camera: {
|
||||
projMatrix: se3.perspective(Math.PI / 3, canvas.clientWidth / canvas.clientHeight, 0.1, 10000.0),
|
||||
player: {
|
||||
tf: se3.translation(0.0, 0.0, 2.0),
|
||||
position: [0.0, 0.0, 2.0],
|
||||
orientation: [0.0, 0.0, 0.0],
|
||||
velocity: [0, 0, 0],
|
||||
},
|
||||
camera: {
|
||||
orientation: [0, 0, 0],
|
||||
tf: se3.identity(),
|
||||
},
|
||||
keys: new Set(),
|
||||
lightDirection: [-0.2, -0.5, 0.4],
|
||||
skyColor: [0.10, 0.15, 0.2],
|
||||
@ -695,7 +1220,7 @@ async function main() {
|
||||
gravity: -17,
|
||||
jumpForce: 6.5,
|
||||
// objects: makeObjects(gl),
|
||||
universe: makeSolarSystem(gl),
|
||||
universe: getSolarSystem(0),
|
||||
};
|
||||
|
||||
context.glContext = await initWorldGl(gl);
|
||||
|
Loading…
Reference in New Issue
Block a user