skycraft: now with landing!

Once landed, position is locked to the body it landed on.
Not enough fuel to launch again.
This commit is contained in:
Paul Mathieu 2025-02-13 22:14:13 +01:00
parent 29f5e84312
commit 4a9bca98ef
4 changed files with 306 additions and 66 deletions

View File

@ -4,7 +4,7 @@ import {memoize} from 'wmc-common/memoize';
type direction = ('-x' | '+x' | '-y' | '+y' | '-z' | '+z');
const BlockType = {
export const BlockType = {
UNDEFINED: 0,
AIR: 1,
DIRT: 2,
@ -18,7 +18,6 @@ const BlockType = {
const CHUNKSIZE = 32;
/** seed: some kind of number uniquely defining the body
* x, y, z: space coordinates in the body's frame
*
@ -304,10 +303,115 @@ function getBodyChunks(seed: number) {
return chunks;
}
/** fake chunk map re-using the memoize */
class ChunkMap {
constructor(seed) {
this.seed = seed;
}
get(i, j, k) {
return getChunk(this.seed, i, j, k);
}
has(i, j, k) {
return getChunk(this.seed, i, j, k) !== undefined;
}
}
export function getBodyGeometry(seed: number) {
const faces = getBodyChunks(seed)
.filter(chunk => !chunk.underground)
.map(chunk => [...makeChunkFaces(chunk)]);
return faces.reduce((a, b) => a.concat(b));
return {
faces: faces.reduce((a, b) => a.concat(b)),
chunkMap: new ChunkMap(seed),
};
}
function blockLookup(chunkMap, x, y, z) {
const chunki = Math.floor((x + CHUNKSIZE / 2) / CHUNKSIZE);
const chunkj = Math.floor((y + CHUNKSIZE / 2) / CHUNKSIZE);
const chunkk = Math.floor((z + CHUNKSIZE / 2) / CHUNKSIZE);
const chunk = chunkMap.get(chunki, chunkj, chunkk);
if (chunk === undefined) {
return {
type: BlockType.UNDEFINED,
};
}
const i = Math.floor(x - chunk.position[0] + 0.5);
const j = Math.floor(y - chunk.position[1] + 0.5);
const k = Math.floor(z - chunk.position[2] + 0.5);
const blockIndex = CHUNKSIZE * (CHUNKSIZE * i + j) + k;
return {
type: chunk.blocks[blockIndex],
centerPosition: [
chunk.position[0] + i,
chunk.position[1] + j,
chunk.position[2] + k,
],
chunk,
blockIndex,
};
}
function movePoint(p, s, u) {
return linalg.add(p, linalg.scale(u, s));
}
function minIndex(arr) {
return arr.reduce((min, val, i) => val >= arr[min] ? min : i, -1);
}
/** Imported from wmc, looks like it calculates the distance to the next grid block */
function rayThroughGrid(origin, direction, maxDistance) {
const range = i => [...Array(i).keys()];
const nextGrid = range(3).map(i => direction[i] > 0 ?
Math.floor(origin[i] + 0.5) + 0.5 :
Math.floor(origin[i] + 0.5) - 0.5);
const distanceToGrid = range(3).map(i => (nextGrid[i] - origin[i]) / direction[i])
.map(v => v === 0.0 ? Number.POSITIVE_INFINITY : v);
const axis = minIndex(distanceToGrid);
const rayLength = distanceToGrid[axis];
if (rayLength > maxDistance) {
return {};
}
const position = movePoint(origin, distanceToGrid[axis], direction);
const normal = range(3).map(i => i === axis ? -Math.sign(direction[i]) : 0);
return {position, normal, distance: rayLength};
}
/** needs a blockLookup function, finds the first non-air block along a ray */
export function castRay(chunkMap, origin, direction, maxDistance=CHUNKSIZE) {
let currentPoint = origin;
while (maxDistance > 0) {
const {position, normal, distance} = rayThroughGrid(currentPoint, direction, maxDistance);
if (position === undefined) {
return;
}
maxDistance -= distance;
currentPoint = movePoint(position, 0.01, direction);
const blockCenter = movePoint(position, -0.5, normal);
const block = blockLookup(chunkMap, ...blockCenter);
if (block.type === BlockType.AIR) {
continue;
}
return {
block,
normal,
};
}
}

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@ -250,7 +250,7 @@ function getObjects(context, body, parentPosition = undefined) {
const {position, orientation, glowColor, specularColor} = body;
if (body.glBuffer === undefined) {
body.glBuffer = makeBufferFromFaces(gl, body.geometry);
body.glBuffer = makeBufferFromFaces(gl, body.geometry.faces);
}
objects.push({
@ -263,14 +263,21 @@ function getObjects(context, body, parentPosition = undefined) {
});
if (parentPosition !== undefined) {
const orbitObject = makeOrbitObject(gl, context.orbitGlContext, body.orbit, parentPosition);
objects.push(orbitObject);
//objects.push(orbitObject);
} else {
const tfs = [player.tf];
if (context.landed) {
const body = context.landedBody;
const bodyTf = se3.product(se3.translation(...body.position), body.orientation);
tfs.splice(0, 0, bodyTf);
}
const tf = tfs.reduce(se3.product);
const shipOrientation = [
se3.rotationOnly(player.tf),
se3.rotationOnly(tf),
//se3.rotationOnly(context.camera.tf),
se3.rotxyz(-Math.PI / 2, Math.PI / 2, Math.PI / 2),
].reduce(se3.product);
const shipPos = player.position;
const shipPos = se3.apply(tf, [0, 0, 0, 1]);
objects.push({
geometry: makeBufferFromFaces(gl, context.spaceship),
orientation: shipOrientation,
@ -297,7 +304,7 @@ export function draw(context) {
const {gl, camera, player, universe, orbit, orbitGlContext, orbitBody} = context;
const {skyColor, ambiantLight, projMatrix} = context;
const objects = getObjects(context, universe);
if (orbit !== undefined && orbit.excentricity < 1) {
if (orbit !== undefined && orbit.excentricity < 1 && !context.landing) {
objects.push(makeOrbitObject(gl, orbitGlContext, orbit, orbitBody.position));
}
@ -313,11 +320,18 @@ export function draw(context) {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
const viewMatrix = se3.inverse([
const playerView = [
player.tf, // player position & orientation
camera.tf, // camera orientation relative to player
se3.translation(0, 1, 4), // step back from the player
].reduce(se3.product));
];
if (context.landed) {
const body = context.landedBody;
const bodyTf = se3.product(se3.translation(...body.position), body.orientation);
playerView.splice(0, 0, bodyTf);
}
const viewMatrix = se3.inverse(playerView.reduce(se3.product));
let lastGlContext;
for (const {position, orientation, geometry, glContext, glowColor, specularColor} of objects) {

View File

@ -3,8 +3,8 @@ import { makeFace } from 'wmc-common/geometry';
import * as linalg from './linalg';
import { loadObjModel } from './obj';
import * as se3 from 'wmc-common/se3';
import { computeOrbit, findSoi, getCartesianState, updateBodyPhysics } from './orbit';
import { getBodyGeometry } from './chunk';
import { computeOrbit, findSoi, getCartesianState, updateBodyPhysics, isInSoi } from './orbit';
import { getBodyGeometry, castRay, BlockType } from './chunk';
import { draw, getOrbitDrawContext, initWorldGl } from './draw';
import * as quat from './quat';
@ -157,18 +157,10 @@ function initUiListeners(canvas: HTMLCanvasElement, context) {
delete context.orbit;
return false;
case 'KeyL':
if (closeToPlanet(context)) {
context.landing = True;
}
context.landing = !context.landing;
return false;
case 'Space':
if (!context.flying) {
if (context.jumpAmount > 0) {
const amount = context.jumpForce;
context.player.velocity[1] = amount;
context.jumpAmount -= 1;
}
}
context.pause = !context.pause;
return false;
}
} else {
@ -236,6 +228,16 @@ function handleInput(context) {
}
};
const roll = (amount: number) => {
if (context.keys.has('ShiftLeft')) {
amount *= 10;
}
context.camera.tf =[
context.camera.tf,
se3.rotz(amount),
].reduce(se3.product);
};
context.keys.forEach(key => {
switch (key) {
case 'KeyW':
@ -250,6 +252,12 @@ function handleInput(context) {
case 'KeyD':
move(0.0, 0.5);
return;
case 'KeyQ':
roll(0.02);
return;
case 'KeyE':
roll(-0.02);
return;
case 'KeyR':
context.timeOffset += 1;
return;
@ -259,15 +267,120 @@ function handleInput(context) {
function slerp(current: linalg.Mat4, target: linalg.Mat4, maxVelocity: number) : linalg.Mat4 {
const q0 = quat.mat2Quat(current);
const q1 = quat.mat2Quat(target);
let q1 = quat.mat2Quat(target);
const dq = quat.diff(q1, q0);
const maxt = maxVelocity / quat.norm(dq);
const q = quat.normalize(quat.add(q0, quat.scale(dq, Math.min(1, maxt))));
//const q = quat.normalize(quat.add(q0, quat.scale(dq, Math.min(1, maxt))));
const t = maxVelocity;
if (quat.dot(q0, q1) < 0) {
q1 = quat.scale(q1, -1);
}
const q = quat.normalize(quat.add(quat.scale(q0, 1 - t), quat.scale(q1, t)));
return quat.quat2Mat(q);
}
function distanceToGround(body: Body, position: number[], direction: number[]) : number {
const inChunkOrientation = se3.inverse(body.orientation);
const toChunk = vec => se3.apply(inChunkOrientation, vec.concat([0]));
const directionInChunk = toChunk(direction);
const positionInChunk = toChunk(linalg.diff(position, body.position));
const hit = castRay(body.geometry.chunkMap, positionInChunk, directionInChunk);
if (hit === undefined || hit.block.type === BlockType.UNDEFINED || hit.block.type === undefined) {
const ray = linalg.diff(position, body.position);
return {
distance: linalg.norm(ray),
normal: linalg.normalize(ray),
};
}
const distance = linalg.norm(linalg.diff(positionInChunk, hit.block.centerPosition));
const normal = se3.apply(body.orientation, hit.normal.concat([0]));
return {distance, normal};
}
function autoLand(context) {
const p = context.player;
// 0. check prereqs:
// - none
// 1. adjust tangential speed to match body rotational
// 2. cast ray towards center
// 3. while high, go towards center
// 4. when low, go towards ground
// 5. stop when on ground
const kShipRotateSpeed = 0.1;
const body = findSoi(context.universe, p.position);
const toBodyCenter = linalg.diff(body.position, p.position);
const {distance: altitude, normal: surfaceNormal} = distanceToGround(body, p.position, linalg.normalize(toBodyCenter));
// figure out tangential speed
const spinSpeed = linalg.add(body.velocity, linalg.cross(body.spin, linalg.scale(toBodyCenter, -1)));
const dv = linalg.diff(spinSpeed, p.velocity);
// remove vertical component
const vertical = linalg.scale(surfaceNormal, -linalg.dot(dv, surfaceNormal));
const smallDv = linalg.scale(linalg.add(dv, vertical), 0.01);
// const smallDv = linalg.scale(dv, 0.05);
p.velocity = linalg.add(p.velocity, smallDv);
// up is up
const shipZ = se3.apply(p.tf, [0, 0, 1, 0]);
const ny = surfaceNormal;
const nx = linalg.normalize(linalg.cross(ny, shipZ));
const nz = linalg.normalize(linalg.cross(nx, ny));
const targetOrientation = se3.fromBases(nx, ny, nz);
const currentOrientation = slerp(p.tf, targetOrientation, kShipRotateSpeed);
p.tf = se3.setOrientation(p.tf, currentOrientation);
if (altitude < 1.5) {
const upward = linalg.dot(linalg.diff(p.velocity, body.velocity), surfaceNormal);
if (upward < -2) {
p.velocity = linalg.add(p.velocity, linalg.scale(surfaceNormal, -2*upward));
context.landing = false;
} else if (upward < 0) {
context.landed = true;
context.landedBody = body;
p.tf = [
se3.inverse(body.orientation),
se3.inverse(se3.translation(...body.position)),
p.tf,
].reduce(se3.product);
p.velocity = [0, 0, 0];
p.position = se3.apply(p.tf, [0, 0, 0, 1]);
}
}
// p.velocity = linalg.add(p.velocity, linalg.scale(surfaceNormal, dvup));
}
function effectiveGravity(position: number[], rootBody: Body) : number[] {
let body = rootBody;
let acceleration = [0, 0, 0];
while (body !== undefined) {
const toBodyCenter = linalg.diff(body.position, position);
const d = linalg.norm(toBodyCenter);
const gravity = body.mass / d**3;
acceleration = linalg.add(acceleration, linalg.scale(toBodyCenter, gravity));
const parentMass = body.mass;
const children = body.children || [];
body = undefined;
for (const child of children) {
if (!isInSoi(child, parentMass, position)) {
continue;
}
body = child;
break;
}
}
return acceleration;
}
function updatePhysics(time: number, context) {
const {player} = context;
const dt = time - (context.lastTime || 0);
@ -275,37 +388,41 @@ function updatePhysics(time: number, context) {
player.position = se3.apply(player.tf, [0, 0, 0, 1]);
if (!context.pause) {
updateBodyPhysics(time, context.universe);
}
const dr = slerp(se3.identity(), context.camera.tf, 0.007);
const kShipRotateSpeed = 0.1;
if (context.landed) {
return; // TODO: implement
}
if (context.landing) {
autoLand(context);
} else {
// allow acdjusting camera
const dr = slerp(se3.identity(), context.camera.tf, kShipRotateSpeed);
player.tf = se3.product(player.tf, dr);
context.camera.tf = se3.product(context.camera.tf, se3.inverse(dr));
}
if (context.flying) {
// no physics, just magically moving around
return;
}
const gravity = effectiveGravity(player.position, context.universe);
player.velocity = linalg.add(player.velocity, linalg.scale(gravity, dt));
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);
player.tf = se3.setPosition(player.tf, newPos);
if (context.orbit === undefined) {
const body = findSoi(context.universe, context.player.position);
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);
}
}
}
}
@ -336,14 +453,16 @@ function tick(time: number, context) {
}
function makeCube(texture) {
return [
return {
faces: [
makeFace('-x', texture, [-0.5, 0, 0]),
makeFace('+x', texture, [+0.5, 0, 0]),
makeFace('-y', texture, [0, -0.5, 0]),
makeFace('+y', texture, [0, +0.5, 0]),
makeFace('-z', texture, [0, 0, -0.5]),
makeFace('+z', texture, [0, 0, +0.5]),
];
]
};
}
async function main() {
@ -399,7 +518,6 @@ async function main() {
initUiListeners(canvas, context);
const starshipGeom = await modelPromise;
console.log(`loaded ${starshipGeom.length} triangles`);
context.spaceship = starshipGeom;

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@ -52,6 +52,14 @@ export function updateBodyPhysics(time: number, body: Body, parentBody : Body |
}
}
export function isInSoi(body: Body, parentMass: number, position: number[]) : boolean {
const soi = body.orbit.semimajorAxis * Math.pow(body.mass / parentMass, 2/5);
const pos = position;
const bod = body.position;
const dr = [pos[0] - bod[0], pos[1] - bod[1], pos[2] - bod[2]];
return (dr[0]**2 + dr[1]**2 + dr[2]**2 < soi**2);
}
export function findSoi(rootBody: Body, position: number[]) : Body {
const bodies = [rootBody];
let body : Body;
@ -63,11 +71,7 @@ export function findSoi(rootBody: Body, position: number[]) : Body {
}
for (const child of body.children) {
const soi = child.orbit.semimajorAxis * Math.pow(child.mass / body.mass, 2/5);
const pos = 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) {
if (isInSoi(child, body.mass, position)) {
bodies.push(child);
}
}