skycraft: can walk around after landing, sort of.
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2efbfcc564
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8f43cf3a01
@ -329,7 +329,7 @@ export function getBodyGeometry(seed: number) {
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};
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}
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function blockLookup(chunkMap, x, y, z) {
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export function blockLookup(chunkMap, x, y, z) {
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const chunki = Math.floor((x + CHUNKSIZE / 2) / CHUNKSIZE);
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const chunkj = Math.floor((y + CHUNKSIZE / 2) / CHUNKSIZE);
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const chunkk = Math.floor((z + CHUNKSIZE / 2) / CHUNKSIZE);
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@ -122,8 +122,7 @@ export async function initWorldGl(gl: WebGLRenderingContext) {
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const drawObject = (objectParams) => {
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const {
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position,
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orientation,
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tf,
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glBuffer,
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numVertices,
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lightDirection,
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@ -131,8 +130,7 @@ export async function initWorldGl(gl: WebGLRenderingContext) {
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specularColor,
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} = objectParams;
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gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.product(
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se3.translation(...position), orientation)));
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gl.uniformMatrix4fv(modelLoc, false, new Float32Array(tf));
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gl.uniform3fv(lightDirectionLoc, lightDirection);
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gl.uniform3fv(glowColorLoc, glowColor);
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gl.uniform3fv(specularColorLoc, specularColor);
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@ -219,14 +217,12 @@ export function getOrbitDrawContext(gl: WebGLRenderingContext) {
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const drawObject = (objectParams) => {
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const {
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position,
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orientation,
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tf,
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value,
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glBuffer,
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} = objectParams;
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gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.product(
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se3.translation(...position), orientation)));
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gl.uniformMatrix4fv(modelLoc, false, new Float32Array(tf));
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gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
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@ -244,6 +240,16 @@ export function getOrbitDrawContext(gl: WebGLRenderingContext) {
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};
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}
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function getShipTf(context) {
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if (context.landed) {
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const body = context.landedBody;
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const bodyTf = se3.product(se3.translation(...body.position), body.orientation);
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return se3.product(bodyTf, context.shipTf);
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}
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return context.player.tf;
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}
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function getObjects(context, body, parentPosition = undefined) {
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const objects = [];
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const {gl, glContext, player} = context;
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@ -255,8 +261,7 @@ function getObjects(context, body, parentPosition = undefined) {
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objects.push({
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geometry: body.glBuffer,
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orientation,
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position,
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tf: se3.product(se3.translation(...position), orientation),
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glContext,
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glowColor,
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specularColor,
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@ -265,23 +270,10 @@ function getObjects(context, body, parentPosition = undefined) {
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const orbitObject = makeOrbitObject(gl, context.orbitGlContext, body.orbit, parentPosition);
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//objects.push(orbitObject);
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} else {
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const tfs = [player.tf];
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if (context.landed) {
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const body = context.landedBody;
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const bodyTf = se3.product(se3.translation(...body.position), body.orientation);
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tfs.splice(0, 0, bodyTf);
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}
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const tf = tfs.reduce(se3.product);
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const shipOrientation = [
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se3.rotationOnly(tf),
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//se3.rotationOnly(context.camera.tf),
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se3.rotxyz(-Math.PI / 2, Math.PI / 2, Math.PI / 2),
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].reduce(se3.product);
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const shipPos = se3.apply(tf, [0, 0, 0, 1]);
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const shipTf = se3.product(getShipTf(context), se3.rotxyz(-Math.PI / 2, Math.PI / 2, Math.PI / 2));
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objects.push({
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geometry: makeBufferFromFaces(gl, context.spaceship),
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orientation: shipOrientation,
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position: shipPos,
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tf: shipTf,
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glContext,
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specularColor: [0.8, 0.8, 0.8],
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});
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@ -334,7 +326,7 @@ export function draw(context) {
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const viewMatrix = se3.inverse(playerView.reduce(se3.product));
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let lastGlContext;
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for (const {position, orientation, geometry, glContext, glowColor, specularColor} of objects) {
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for (const {tf, geometry, glContext, glowColor, specularColor} of objects) {
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if (glContext !== lastGlContext) {
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glContext.setupScene({
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projectionMatrix: projMatrix,
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@ -344,11 +336,11 @@ export function draw(context) {
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}
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lastGlContext = glContext;
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const position = se3.apply(tf, [0, 0, 0, 1]);
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const lightDirection = sunDirection(position);
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glContext.drawObject({
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position,
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orientation,
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tf,
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glBuffer: geometry.glBuffer,
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numVertices: geometry.numVertices,
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lightDirection,
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@ -4,7 +4,7 @@ import * as linalg from './linalg';
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import { loadObjModel } from './obj';
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import * as se3 from 'wmc-common/se3';
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import { computeOrbit, findSoi, getCartesianState, updateBodyPhysics, isInSoi } from './orbit';
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import { getBodyGeometry, castRay, BlockType } from './chunk';
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import { getBodyGeometry, castRay, blockLookup, BlockType } from './chunk';
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import { draw, getOrbitDrawContext, initWorldGl } from './draw';
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import * as quat from './quat';
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@ -159,9 +159,14 @@ function initUiListeners(canvas: HTMLCanvasElement, context) {
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case 'KeyL':
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context.landing = !context.landing;
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return false;
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case 'Space':
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case 'KeyP':
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context.pause = !context.pause;
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return false;
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case 'Space':
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if (!context.flying) {
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jump(context);
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}
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return false;
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}
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} else {
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context.keys.delete(e.code);
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@ -204,8 +209,18 @@ function initUiListeners(canvas: HTMLCanvasElement, context) {
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});
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}
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function handleInput(context) {
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const move = (forward: number, right: number) => {
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function jump(context) {
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if (context.jumpAmount > 0) {
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const amount = context.jumpForce;
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context.jumpAmount -= 1;
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const gravity = landedGravity(context);
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const up = linalg.normalize(linalg.scale(gravity, -1));
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context.player.velocity = linalg.scale(up, amount);
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}
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}
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function moveShip(context, forward, right) {
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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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@ -226,7 +241,48 @@ function handleInput(context) {
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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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}
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function moveOnGround(context, forward, right) {
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if (context.keys.has('ShiftLeft')) {
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forward *= 2;
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right *= 2;
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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, 0];
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if (context.flying) {
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context.player.tf = [
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context.player.tf,
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se3.translation(...dir),
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].reduce(se3.product);
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return;
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}
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const dv = linalg.scale(se3.apply(tf, dir), 10);
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const maxSpeed = 8;
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const airMovement = 0.08;
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if (context.isOnGround) {
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context.player.velocity = dv;
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return;
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}
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// steering in the air
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context.player.velocity = linalg.add(context.player.velocity, linalg.scale(dv, airMovement));
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const curVel = linalg.norm(context.player.velocity);
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if (curVel > maxSpeed) {
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context.player.velocity = linalg.scale(context.player.velocity, maxSpeed / curVel);
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}
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}
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function handleInput(context) {
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const move = (f, r) => (context.landed ? moveOnGround : moveShip)(context, f, r);
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const roll = (amount: number) => {
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if (context.keys.has('ShiftLeft')) {
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@ -312,6 +368,9 @@ function finishLanding(context, body) {
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se3.inverse(se3.translation(...body.position)),
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p.tf,
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].reduce(se3.product);
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context.shipTf = p.tf;
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p.tf = se3.product(p.tf, se3.translation(1, 1, 0));
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p.velocity = [0, 0, 0];
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p.position = se3.apply(p.tf, [0, 0, 0, 1]);
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}
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@ -407,6 +466,100 @@ function effectiveGravity(position: number[], rootBody: Body) : number[] {
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return acceleration;
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}
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function landedGravity(context) {
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// just clamp "down" to one of our six directions
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const pos = context.player.position;
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const altitude2 = pos[0]**2 + pos[1]**2 + pos[2]**2;
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const g = context.landedBody.mass / altitude2;
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if (pos[0] > 0 && Math.abs(pos[1]) < pos[0] && Math.abs(pos[2]) < pos[0]) {
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return [-g, 0, 0];
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}
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if (pos[0] < 0 && Math.abs(pos[1]) < -pos[0] && Math.abs(pos[2]) < -pos[0]) {
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return [+g, 0, 0];
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}
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if (pos[1] > 0 && Math.abs(pos[0]) < pos[1] && Math.abs(pos[2]) < pos[1]) {
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return [0, -g, 0];
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}
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if (pos[1] < 0 && Math.abs(pos[0]) < -pos[1] && Math.abs(pos[2]) < -pos[1]) {
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return [0, +g, 0];
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}
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if (pos[2] > 0 && Math.abs(pos[1]) < pos[2] && Math.abs(pos[1]) < pos[2]) {
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return [0, 0, -g];
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}
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if (pos[2] < 0 && Math.abs(pos[1]) < -pos[2] && Math.abs(pos[1]) < -pos[2]) {
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return [0, 0, +g];
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}
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// blarg
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}
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function checkCollision(curPos, newPos, chunkMap, orientation) {
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const upDir = se3.apply(orientation, [0, 1, 0, 0]);
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// I guess Gaspard is about 1.7 m tall?
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// he also has a 60x60 cm axis-aligned square section '^_^
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// box is centered around the camera
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const gaspardBB = [
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[-0.3, 0.2, -0.3],
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[-0.3, 0.2, 0.3],
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[0.3, 0.2, -0.3],
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[0.3, 0.2, 0.3],
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[-0.3, -1.5, -0.3],
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[-0.3, -1.5, 0.3],
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[0.3, -1.5, -0.3],
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[0.3, -1.5, 0.3],
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].map(v => se3.apply(orientation, v.concat([0])));
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let dp = linalg.diff(newPos, curPos);
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let isOnGround = false;
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for (let i = 0; i < 3; i++) {
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const newGaspard = v => v.map((x, j) => i === j ? x + newPos[j] : x + curPos[j]);
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for (const point of gaspardBB.map(newGaspard)) {
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const block = blockLookup(chunkMap, ...point);
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if (block.type !== BlockType.AIR) {
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const dir = [...Array(3).keys()].map(j => j === i ? 1 : 0);
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if (Math.abs(linalg.dot(dir, upDir)) > 0.5) {
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isOnGround = true;
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}
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dp[i] = 0;
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}
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}
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}
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for (let i = 0; i < 3; i++) {
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const newGaspard = v => linalg.add(linalg.add(curPos, v), dp);
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for (const point of gaspardBB.map(newGaspard)) {
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const block = blockLookup(chunkMap, ...point);
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if (block.type !== BlockType.AIR) {
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dp[i] = 0;
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}
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}
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}
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return {
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newPos: linalg.add(curPos, dp),
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isOnGround,
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};
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}
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function updateLandedPhysics(context, dt) {
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const gravity = landedGravity(context);
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context.player.velocity = linalg.add(context.player.velocity, linalg.scale(gravity, dt));
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const oldPos = context.player.position;
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const taregtPos = linalg.add(context.player.position, linalg.scale(context.player.velocity, dt));
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// from wmc
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const {isOnGround, newPos} = checkCollision(oldPos, taregtPos, context.landedBody.geometry.chunkMap, se3.orientationOnly(context.player.tf));
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context.player.position = newPos;
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context.player.velocity = newPos.map((p, i) => (p - oldPos[i]) / dt);
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if (isOnGround) {
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context.jumpAmount = 2;
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context.player.velocity = context.player.velocity.map(v => v * 0.7);
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}
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context.isOnGround = isOnGround;
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context.player.tf = se3.setPosition(context.player.tf, newPos);
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}
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function updatePhysics(time: number, context) {
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const {player} = context;
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const dt = time - (context.lastTime || 0);
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@ -421,7 +574,7 @@ function updatePhysics(time: number, context) {
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const kShipRotateSpeed = 0.1;
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if (context.landed) {
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return; // TODO: implement
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return updateLandedPhysics(context, dt);
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}
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if (context.landing) {
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@ -505,7 +658,7 @@ async function main() {
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// TODO
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// [ ] loading bar
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// [x] spaceship
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// [ ] landing
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// [x] landing
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// [ ] huge planets
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// [x] lighting
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// [x] better lighting
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@ -277,8 +277,7 @@ export function makeOrbitObject(gl: WebGLRenderingContext, glContext: any, orbit
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return {
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geometry,
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orientation,
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position,
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tf: se3.product(se3.translation(...position), orientation),
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glContext,
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};
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}
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