skycraft: refactor & move to TS
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313
skycraft/chunk.ts
Normal file
313
skycraft/chunk.ts
Normal file
@ -0,0 +1,313 @@
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import { makeFace } from '../geometry';
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import * as linalg from './linalg';
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import {memoize} from '../memoize';
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type direction = ('-x' | '+x' | '-y' | '+y' | '-z' | '+z');
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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 makeDirtBlock(seed: number) {
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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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seed,
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};
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}
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function makeSunChunk(seed: number, i: number, j: number, k: number) {
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const cs = CHUNKSIZE;
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const radius = 42;
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if (Math.abs(cs * i) > radius
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|| Math.abs(cs * j) > radius
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|| Math.abs(cs * k) > radius) {
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return undefined;
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}
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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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layout: [i, j, k],
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blocks,
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seed,
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underground,
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};
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}
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function _getChunk(seed: number, chunkX: number, chunkY: number, chunkZ: number) {
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if (seed === 0) {
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return makeSunChunk(seed, chunkX, chunkY, chunkZ);
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}
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if (chunkX === 0 && chunkY === 0 && chunkZ === 0) {
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return makeDirtBlock(seed); // x, y, z unused right now
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}
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return undefined;
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}
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const getChunk = memoize(_getChunk);
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function faceTexture(type: number, dir: direction) {
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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: linalg.vec3, dir: direction) {
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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 neighborChunk(dir: direction) {
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const [chunkX, chunkY, chunkZ] = chunk.layout;
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if (chunk.neighbors === undefined) {
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chunk.neighbors = {};
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}
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if (!(dir in chunk.neighbors)) {
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switch (dir) {
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case '-x':
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chunk.neighbors[dir] = getChunk(chunk.seed, chunkX - 1, chunkY, chunkZ);
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break;
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case '+x':
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chunk.neighbors[dir] = getChunk(chunk.seed, chunkX + 1, chunkY, chunkZ);
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break;
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case '-y':
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chunk.neighbors[dir] = getChunk(chunk.seed, chunkX, chunkY - 1, chunkZ);
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break;
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case '+y':
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chunk.neighbors[dir] = getChunk(chunk.seed, chunkX, chunkY + 1, chunkZ);
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break;
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case '-z':
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chunk.neighbors[dir] = getChunk(chunk.seed, chunkX, chunkY, chunkZ - 1);
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break;
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case '+z':
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chunk.neighbors[dir] = getChunk(chunk.seed, chunkX, chunkY, chunkZ + 1);
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break;
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}
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}
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return chunk.neighbors[dir];
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}
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const neighborIndices = {
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'-x': (x, y, z) => z * cs * cs + y * cs + (cs - 1),
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'+x': (x, y, z) => z * cs * cs + y * cs + 0,
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'-y': (x, y, z) => z * cs * cs + (cs - 1) * cs + x,
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'+y': (x, y, z) => z * cs * cs + 0 * cs + x,
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'-z': (x, y, z) => (cs - 1) * cs * cs + y * cs + x,
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'+z': (x, y, z) => 0 * cs * cs + y * cs + x,
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};
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function neighborBlock(dir: direction, x, y, z) {
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const neighbor = neighborChunk(dir);
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let block;
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if (neighbor === undefined) {
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block = BlockType.AIR;
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} else {
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block = neighbor.blocks[neighborIndices[dir](x, y, z)];
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}
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return { dir, block };
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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 neighborBlock('-x', x, y, z);
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}
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if (x < cs - 1) {
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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 neighborBlock('+x', x, y, z);
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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 neighborBlock('-y', x, y, z);
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}
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if (y < cs - 1) {
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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 neighborBlock('+y', x, y, z);
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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 neighborBlock('-z', x, y, z);
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}
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if (z < cs - 1) {
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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 neighborBlock('+z', x, y, z);
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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, dir), 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 getBodyChunks(seed: number) {
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const chunks = [];
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const toCheck = [[0, 0, 0]];
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while (toCheck.length > 0) {
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const [chunkX, chunkY, chunkZ] = toCheck.pop();
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const thisChunk = getChunk(seed, chunkX, chunkY, chunkZ);
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if (thisChunk === undefined || chunks.includes(thisChunk)) {
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continue;
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}
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chunks.push(thisChunk);
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toCheck.push([chunkX - 1, chunkY, chunkZ]);
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toCheck.push([chunkX + 1, chunkY, chunkZ]);
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toCheck.push([chunkX, chunkY - 1, chunkZ]);
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toCheck.push([chunkX, chunkY + 1, chunkZ]);
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toCheck.push([chunkX, chunkY, chunkZ - 1]);
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toCheck.push([chunkX, chunkY, chunkZ + 1]);
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}
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return chunks;
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}
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export function getBodyGeometry(seed: number) {
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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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@ -1,12 +1,10 @@
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//import { initUiListeners, setupParamPanel, tick } from './game';
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//import { initWorldGl, makeWorld } from './world';
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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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import { loadStlModel } from './stl';
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import { loadTexture, makeProgram } from '../gl';
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import * as linalg from './linalg';
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import { memoize } from '../memoize';
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import { loadObjModel } from './obj';
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import * as se3 from '../se3';
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import { computeOrbit, findSoi, getCartesianState, makeOrbitObject, updateBodyPhysics } from './orbit';
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import { getBodyGeometry } from './chunk';
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const VSHADER = `
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attribute vec3 aPosition;
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@ -80,7 +78,7 @@ void main() {
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const kEpoch = 0;
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async function initWorldGl(gl) {
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async function initWorldGl(gl: WebGLRenderingContext) {
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const program = makeProgram(gl, VSHADER, FSHADER);
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const texture = await loadTexture(gl, 'texture.png');
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@ -243,298 +241,6 @@ 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 makeDirtBlock(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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seed,
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};
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}
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function makeSunChunk(seed, i, j, k) {
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const cs = CHUNKSIZE;
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const radius = 42;
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if (Math.abs(cs * i) > radius
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|| Math.abs(cs * j) > radius
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|| Math.abs(cs * k) > radius) {
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return undefined;
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}
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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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layout: [i, j, k],
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blocks,
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seed,
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underground,
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};
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}
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function _getChunk(seed, chunkX, chunkY, chunkZ) {
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if (seed === 0) {
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return makeSunChunk(seed, chunkX, chunkY, chunkZ);
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}
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if (chunkX === 0 && chunkY === 0 && chunkZ === 0) {
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return makeDirtBlock(seed); // x, y, z unused right now
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}
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return undefined;
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}
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const getChunk = memoize(_getChunk);
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function getBodyChunks(seed) {
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const chunks = [];
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const toCheck = [[0, 0, 0]];
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while (toCheck.length > 0) {
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const [chunkX, chunkY, chunkZ] = toCheck.pop();
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const thisChunk = getChunk(seed, chunkX, chunkY, chunkZ);
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if (thisChunk === undefined || chunks.includes(thisChunk)) {
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continue;
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}
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chunks.push(thisChunk);
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toCheck.push([chunkX - 1, chunkY, chunkZ]);
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toCheck.push([chunkX + 1, chunkY, chunkZ]);
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toCheck.push([chunkX, chunkY - 1, chunkZ]);
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toCheck.push([chunkX, chunkY + 1, chunkZ]);
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toCheck.push([chunkX, chunkY, chunkZ - 1]);
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toCheck.push([chunkX, chunkY, chunkZ + 1]);
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}
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return chunks;
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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]];
|
||||
case '-y': return [pos[0], pos[1] - 0.5, pos[2]];
|
||||
case '+y': return [pos[0], pos[1] + 0.5, pos[2]];
|
||||
case '-z': return [pos[0], pos[1], pos[2] - 0.5];
|
||||
case '+z': return [pos[0], pos[1], pos[2] + 0.5];
|
||||
}
|
||||
}
|
||||
|
||||
function neighborChunk(dir) {
|
||||
const [chunkX, chunkY, chunkZ] = chunk.layout;
|
||||
if (chunk.neighbors === undefined) {
|
||||
chunk.neighbors = {};
|
||||
}
|
||||
if (!(dir in chunk.neighbors)) {
|
||||
if (dir === '-x') {
|
||||
chunk.neighbors[dir] = getChunk(chunk.seed, chunkX - 1, chunkY, chunkZ);
|
||||
} else if (dir === '+x') {
|
||||
chunk.neighbors[dir] = getChunk(chunk.seed, chunkX + 1, chunkY, chunkZ);
|
||||
} else if (dir === '-y') {
|
||||
chunk.neighbors[dir] = getChunk(chunk.seed, chunkX, chunkY - 1, chunkZ);
|
||||
} else if (dir === '+y') {
|
||||
chunk.neighbors[dir] = getChunk(chunk.seed, chunkX, chunkY + 1, chunkZ);
|
||||
} else if (dir === '-z') {
|
||||
chunk.neighbors[dir] = getChunk(chunk.seed, chunkX, chunkY, chunkZ - 1);
|
||||
} else if (dir === '+z') {
|
||||
chunk.neighbors[dir] = getChunk(chunk.seed, chunkX, chunkY, chunkZ + 1);
|
||||
}
|
||||
}
|
||||
return chunk.neighbors[dir];
|
||||
}
|
||||
|
||||
const neighborIndices = {
|
||||
'-x': (x, y, z) => z * cs * cs + y * cs + (cs - 1),
|
||||
'+x': (x, y, z) => z * cs * cs + y * cs + 0,
|
||||
'-y': (x, y, z) => z * cs * cs + (cs - 1) * cs + x,
|
||||
'+y': (x, y, z) => z * cs * cs + 0 * cs + x,
|
||||
'-z': (x, y, z) => (cs - 1) * cs * cs + y * cs + x,
|
||||
'+z': (x, y, z) => 0 * cs * cs + y * cs + x,
|
||||
};
|
||||
|
||||
function neighborBlock(dir, x, y, z) {
|
||||
const neighbor = neighborChunk(dir);
|
||||
let block;
|
||||
if (neighbor === undefined) {
|
||||
block = BlockType.AIR;
|
||||
} else {
|
||||
block = neighbor.blocks[neighborIndices[dir](x, y, z)];
|
||||
}
|
||||
return { dir, block };
|
||||
}
|
||||
|
||||
function* neighbors(x, y, z) {
|
||||
const idx = (
|
||||
z * cs * cs +
|
||||
y * cs +
|
||||
x
|
||||
);
|
||||
if (x > 0) {
|
||||
yield {
|
||||
block: chunk.blocks[idx - 1],
|
||||
dir: '-x',
|
||||
};
|
||||
} else {
|
||||
yield neighborBlock('-x', x, y, z);
|
||||
}
|
||||
if (x < cs - 1) {
|
||||
yield {
|
||||
block: chunk.blocks[idx + 1],
|
||||
dir: '+x',
|
||||
};
|
||||
} else {
|
||||
yield neighborBlock('+x', x, y, z);
|
||||
}
|
||||
if (y > 0) {
|
||||
yield {
|
||||
block: chunk.blocks[idx - cs],
|
||||
dir: '-y',
|
||||
};
|
||||
} else {
|
||||
yield neighborBlock('-y', x, y, z);
|
||||
}
|
||||
if (y < cs - 1) {
|
||||
yield {
|
||||
block: chunk.blocks[idx + cs],
|
||||
dir: '+y',
|
||||
};
|
||||
} else {
|
||||
yield neighborBlock('+y', x, y, z);
|
||||
}
|
||||
if (z > 0) {
|
||||
yield {
|
||||
block: chunk.blocks[idx - cs * cs],
|
||||
dir: '-z',
|
||||
};
|
||||
} else {
|
||||
yield neighborBlock('-z', x, y, z);
|
||||
}
|
||||
if (z < cs - 1) {
|
||||
yield {
|
||||
block: chunk.blocks[idx + cs * cs],
|
||||
dir: '+z',
|
||||
};
|
||||
} else {
|
||||
yield neighborBlock('+z', x, y, z);
|
||||
}
|
||||
}
|
||||
|
||||
for (let x = 0; x < cs; x++) {
|
||||
for (let y = 0; y < cs; y++) {
|
||||
for (let z = 0; z < cs; z++) {
|
||||
const idx = (
|
||||
z * cs * cs +
|
||||
y * cs +
|
||||
x
|
||||
);
|
||||
const chpos = chunk.position;
|
||||
const bkpos = [
|
||||
chpos[0] + x,
|
||||
chpos[1] + y,
|
||||
chpos[2] + z,
|
||||
];
|
||||
const bt = chunk.blocks[idx];
|
||||
if (bt === BlockType.AIR) {
|
||||
continue;
|
||||
}
|
||||
for (const {block, dir} of neighbors(x, y, z)) {
|
||||
if (block !== BlockType.AIR) {
|
||||
continue;
|
||||
}
|
||||
yield makeFace(dir, faceTexture(bt), faceCenter(bkpos, dir));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function closeToPlanet(context) {
|
||||
const body = findSoi(context);
|
||||
const relativePos = linalg.diff(context.player.position, body.position);
|
||||
@ -542,15 +248,7 @@ function closeToPlanet(context) {
|
||||
return linalg.norm(relativePos) < 20;
|
||||
}
|
||||
|
||||
function getBodyGeometry(seed) {
|
||||
const faces = getBodyChunks(seed)
|
||||
.filter(chunk => !chunk.underground)
|
||||
.map(chunk => [...makeChunkFaces(chunk)]);
|
||||
|
||||
return faces.reduce((a, b) => a.concat(b));
|
||||
}
|
||||
|
||||
function getSolarSystem(seed) {
|
||||
function getSolarSystem(seed: number) {
|
||||
/// XXX: only returns 1 body for now
|
||||
|
||||
return {
|
||||
@ -663,7 +361,7 @@ function getSolarSystem(seed) {
|
||||
};
|
||||
}
|
||||
|
||||
function initUiListeners(canvas, context) {
|
||||
function initUiListeners(canvas: HTMLCanvasElement, context) {
|
||||
const canvasClickHandler = () => {
|
||||
canvas.requestPointerLock();
|
||||
canvas.onclick = null;
|
||||
@ -745,7 +443,7 @@ function initUiListeners(canvas, context) {
|
||||
}
|
||||
|
||||
function handleInput(context) {
|
||||
const move = (forward, right) => {
|
||||
const move = (forward: number, right: number) => {
|
||||
if (context.keys.has('ShiftLeft')) {
|
||||
forward *= 10;
|
||||
right *= 10;
|
||||
@ -792,138 +490,7 @@ function handleInput(context) {
|
||||
});
|
||||
}
|
||||
|
||||
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) {
|
||||
function updatePhysics(time: number, context) {
|
||||
const {player} = context;
|
||||
const dt = time - (context.lastTime || 0);
|
||||
context.lastTime = time;
|
||||
@ -938,7 +505,7 @@ function updatePhysics(time, context) {
|
||||
const dx = linalg.diff(newPos, player.position);
|
||||
player.tf = se3.product(se3.translation(...dx), player.tf);
|
||||
|
||||
const body = findSoi(context);
|
||||
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;
|
||||
@ -964,139 +531,7 @@ function updatePhysics(time, context) {
|
||||
function updateGeometry(context, timeout_ms = 10) {
|
||||
}
|
||||
|
||||
function normalizeAngle(theta) {
|
||||
const twopi = 2 * Math.PI;
|
||||
return theta - twopi * Math.floor((theta + Math.PI) / twopi);
|
||||
}
|
||||
|
||||
/** Let's be honest I should clean this up.
|
||||
*
|
||||
* This is the part that solves Kepler's equation using Newton's method.
|
||||
* For circular-ish orbits, one or two iterations are usually enough.
|
||||
* More excentric orbits can take more (6 or 7?).
|
||||
*
|
||||
* For near-parabolic orbits (and some others?) it often fails to converge...
|
||||
*/
|
||||
function getCartesianState(orbit, mu, time) {
|
||||
const {
|
||||
excentricity: e,
|
||||
semimajorAxis: a,
|
||||
inclination: i,
|
||||
ascendingNodeLongitude: Om,
|
||||
periapsisArgument: w,
|
||||
t0,
|
||||
} = orbit;
|
||||
let n = Math.sqrt(mu/(a**3));
|
||||
if (a < 0) {
|
||||
n = Math.sqrt(mu/-(a**3)); // mean motion
|
||||
}
|
||||
const M = n * (time - t0); // mean anomaly
|
||||
|
||||
// Newton's method
|
||||
var E2 = 0;
|
||||
var E = orbit.lastE || M;
|
||||
let iterations = 0;
|
||||
// a clever guess? https://link.springer.com/article/10.1023/A:1008200607490
|
||||
// doesn't work at all.
|
||||
|
||||
while (Math.abs(E - E2) > 1e-10) {
|
||||
if (e < 0.001) {
|
||||
break;
|
||||
}
|
||||
E = E2;
|
||||
if (e < 1) {
|
||||
E2 = E - (E - e * Math.sin(E) - M) / (1 - e * Math.cos(E));
|
||||
} else if (e > 1) {
|
||||
E2 = E - (-E + e * Math.sinh(E) - M) / (e * Math.cosh(E) - 1);
|
||||
} else {
|
||||
E2 = E - (E + E*E*E/3 - M) / (1 + E*E);
|
||||
}
|
||||
|
||||
iterations++;
|
||||
if (iterations > 100) {
|
||||
console.log('numerical instability');
|
||||
return {};
|
||||
}
|
||||
}
|
||||
orbit.lastE = E;
|
||||
let nu;
|
||||
if (e > 1) {
|
||||
nu = 2 * Math.atan(Math.sqrt((e+1) / (e-1)) * Math.tanh(E/2));
|
||||
} else {
|
||||
nu = 2 * Math.atan(Math.sqrt((1+e) / (1-e)) * Math.tan(E/2));
|
||||
}
|
||||
const p = a * (1 - e**2);
|
||||
const r = p / (1 + e * Math.cos(nu));// * ((a < 0) ? -1 : 1);
|
||||
const rd = e * Math.sqrt(mu / p) * Math.sin(nu);
|
||||
|
||||
if (orbit.tf === undefined) {
|
||||
// FIXME: this is actually borken. :/
|
||||
orbit.tf = [se3.rotz(Om), se3.rotx(i), se3.rotz(w)].reduce(se3.product);
|
||||
}
|
||||
|
||||
const tf = se3.product(orbit.tf, se3.rotz(nu));
|
||||
const pos = se3.apply(tf, [r, 0, 0, 1]);
|
||||
const vel = se3.apply(tf, [rd, Math.sqrt(p * mu) / r, 0, 1]);
|
||||
|
||||
return {
|
||||
position: pos.slice(0, 3),
|
||||
velocity: vel.slice(0, 3),
|
||||
};
|
||||
}
|
||||
|
||||
function getOrientation(body, time) {
|
||||
return se3.rotxyz(
|
||||
body.spin[0] * time,
|
||||
body.spin[1] * time,
|
||||
body.spin[2] * time,
|
||||
);
|
||||
}
|
||||
|
||||
function makeOrbitObject(context, orbit, parentPosition) {
|
||||
const {gl} = context;
|
||||
const position = parentPosition;
|
||||
const glContext = context.orbitGlContext;
|
||||
const orientation = orbit.tf;
|
||||
|
||||
// FIXME: currently borken.
|
||||
// const orientation = [
|
||||
// se3.rotz(orbit.ascendingNodeLongitude),
|
||||
// se3.rotx(orbit.inclination),
|
||||
// se3.rotz(orbit.periapsisArgument),
|
||||
// ].reduce(se3.product);
|
||||
|
||||
const buffer = gl.createBuffer();
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
|
||||
|
||||
const a = orbit.semimajorAxis;
|
||||
const b = a * Math.sqrt(1 - orbit.excentricity**2);
|
||||
|
||||
const x = - orbit.semimajorAxis * orbit.excentricity;
|
||||
|
||||
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
|
||||
x-a, -b, 0, -1, -1,
|
||||
x-a, +b, 0, -1, +1,
|
||||
x+a, -b, 0, +1, -1,
|
||||
x+a, +b, 0, +1, +1,
|
||||
]), gl.STATIC_DRAW);
|
||||
|
||||
const geometry = {
|
||||
glBuffer: buffer,
|
||||
numVertices: 4,
|
||||
delete: () => gl.deleteBuffer(buffer),
|
||||
};
|
||||
|
||||
return {
|
||||
geometry,
|
||||
orientation,
|
||||
position,
|
||||
glContext,
|
||||
};
|
||||
}
|
||||
|
||||
const kGravitationalConstant = 6.674e-11;
|
||||
|
||||
function getObjects(context, body, parentPosition) {
|
||||
function getObjects(context, body, parentPosition = undefined) {
|
||||
const objects = [];
|
||||
const {gl, glContext, player} = context;
|
||||
const {position, orientation, glowColor} = body;
|
||||
@ -1113,7 +548,7 @@ function getObjects(context, body, parentPosition) {
|
||||
glowColor,
|
||||
});
|
||||
if (parentPosition !== undefined) {
|
||||
const orbitObject = makeOrbitObject(context, body.orbit, parentPosition);
|
||||
const orbitObject = makeOrbitObject(gl, context.orbitGlContext, body.orbit, parentPosition);
|
||||
objects.push(orbitObject);
|
||||
} else {
|
||||
const shipOrientation = [
|
||||
@ -1139,18 +574,19 @@ function getObjects(context, body, parentPosition) {
|
||||
return objects;
|
||||
}
|
||||
|
||||
function sunDirection(context, position) {
|
||||
function sunDirection(position: linalg.vec3) {
|
||||
return linalg.scale(position, 1/linalg.norm(position));
|
||||
}
|
||||
|
||||
function draw(context) {
|
||||
const {gl, camera, player, universe} = context;
|
||||
const {gl, camera, player, universe, orbit, orbitGlContext, orbitBody} = context;
|
||||
const {skyColor, ambiantLight, projMatrix} = context;
|
||||
const objects = getObjects(context, universe);
|
||||
if (context.orbit !== undefined && context.orbit.excentricity < 1) {
|
||||
objects.push(makeOrbitObject(context, context.orbit, context.orbitBody.position));
|
||||
if (orbit !== undefined && orbit.excentricity < 1) {
|
||||
objects.push(makeOrbitObject(gl, orbitGlContext, orbit, orbitBody.position));
|
||||
}
|
||||
|
||||
gl.clearColor(...context.skyColor, 1.0);
|
||||
gl.clearColor(...skyColor, 1.0);
|
||||
gl.clearDepth(1.0);
|
||||
gl.enable(gl.DEPTH_TEST);
|
||||
gl.depthFunc(gl.LEQUAL);
|
||||
@ -1163,9 +599,8 @@ function draw(context) {
|
||||
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
||||
|
||||
const viewMatrix = se3.inverse([
|
||||
context.player.tf, // player position & orientation
|
||||
|
||||
context.camera.tf, // camera orientation relative to player
|
||||
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));
|
||||
let lastGlContext;
|
||||
@ -1173,14 +608,14 @@ function draw(context) {
|
||||
for (const {position, orientation, geometry, glContext, glowColor} of objects) {
|
||||
if (glContext !== lastGlContext) {
|
||||
glContext.setupScene({
|
||||
projectionMatrix: context.projMatrix,
|
||||
projectionMatrix: projMatrix,
|
||||
viewMatrix,
|
||||
ambiantLightAmount: context.ambiantLight,
|
||||
ambiantLightAmount: ambiantLight,
|
||||
});
|
||||
}
|
||||
|
||||
lastGlContext = glContext;
|
||||
const lightDirection = sunDirection(context, position);
|
||||
const lightDirection = sunDirection(position);
|
||||
|
||||
glContext.drawObject({
|
||||
position,
|
||||
@ -1193,7 +628,7 @@ function draw(context) {
|
||||
}
|
||||
}
|
||||
|
||||
function tick(time, context) {
|
||||
function tick(time: number, context) {
|
||||
handleInput(context);
|
||||
const simTime = time * 0.001 + context.timeOffset;
|
||||
updatePhysics(simTime, context);
|
||||
@ -1213,7 +648,7 @@ function tick(time, context) {
|
||||
const dt = (time - context.lastFrameTime) * 0.001;
|
||||
context.lastFrameTime = time;
|
||||
|
||||
document.querySelector('#fps').textContent = `${1.0 / dt} fps`;
|
||||
document.querySelector('#fps')!.textContent = `${1.0 / dt} fps`;
|
||||
|
||||
requestAnimationFrame(time => tick(time, context));
|
||||
}
|
||||
@ -1229,27 +664,8 @@ function makeCube(texture) {
|
||||
];
|
||||
}
|
||||
|
||||
function makeObjects(gl) {
|
||||
const texture = [0, 4];
|
||||
const 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]),
|
||||
];
|
||||
return [
|
||||
{
|
||||
geometry: makeBufferFromFaces(gl, faces),
|
||||
orientation: [0, 0, 0],
|
||||
position: [0, 0, 0],
|
||||
},
|
||||
];
|
||||
}
|
||||
|
||||
async function main() {
|
||||
const canvas = document.querySelector('#game');
|
||||
const canvas = document.querySelector('#game')! as HTMLCanvasElement;
|
||||
// adjust canvas aspect ratio to that of the screen
|
||||
canvas.height = screen.height / screen.width * canvas.width;
|
||||
const gl = canvas.getContext('webgl');
|
||||
@ -1291,7 +707,6 @@ async function main() {
|
||||
isOnGround: false,
|
||||
gravity: -17,
|
||||
jumpForce: 6.5,
|
||||
// objects: makeObjects(gl),
|
||||
universe: getSolarSystem(0),
|
||||
timeOffset: 0,
|
||||
};
|
||||
@ -1300,7 +715,6 @@ async function main() {
|
||||
context.orbitGlContext = getOrbitDrawContext(gl);
|
||||
initUiListeners(canvas, context);
|
||||
|
||||
// setupParamPanel(context);
|
||||
const starshipGeom = await modelPromise;
|
||||
console.log(`loaded ${starshipGeom.length} triangles`);
|
||||
|
@ -1,4 +1,6 @@
|
||||
export function cross(a, b) {
|
||||
export type vec3 = [number, number, number];
|
||||
|
||||
export function cross(a: vec3, b: vec3) : vec3 {
|
||||
return [
|
||||
a[1] * b[2] - a[2] * b[1],
|
||||
a[2] * b[0] - a[0] * b[2],
|
||||
@ -6,7 +8,7 @@ export function cross(a, b) {
|
||||
];
|
||||
}
|
||||
|
||||
export function diff(a, b) {
|
||||
export function diff(a: vec3, b: vec3) : vec3 {
|
||||
return [
|
||||
a[0] - b[0],
|
||||
a[1] - b[1],
|
||||
@ -14,7 +16,7 @@ export function diff(a, b) {
|
||||
];
|
||||
}
|
||||
|
||||
export function add(a, b) {
|
||||
export function add(a: vec3, b: vec3) : vec3 {
|
||||
return [
|
||||
a[0] + b[0],
|
||||
a[1] + b[1],
|
||||
@ -22,14 +24,14 @@ export function add(a, b) {
|
||||
];
|
||||
}
|
||||
|
||||
export function norm(a) {
|
||||
export function norm(a: vec3) : number {
|
||||
return Math.sqrt(a[0] ** 2 + a[1] ** 2 + a[2] ** 2);
|
||||
}
|
||||
|
||||
export function dot(a, b) {
|
||||
export function dot(a: vec3, b: vec3) : number {
|
||||
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
|
||||
}
|
||||
export function scale(a, s) {
|
||||
export function scale(a: vec3, s: number) : vec3 {
|
||||
return [
|
||||
a[0] * s,
|
||||
a[1] * s,
|
@ -1,4 +1,4 @@
|
||||
function parseObjLine(line, obj) {
|
||||
function parseObjLine(line: string, obj: any) {
|
||||
line = line.trim();
|
||||
if (line[0] === '#' || line.length < 1) {
|
||||
return;
|
||||
@ -7,7 +7,7 @@ function parseObjLine(line, obj) {
|
||||
obj[elements[0]].push(elements.slice(1));
|
||||
}
|
||||
|
||||
function getFaces(obj) {
|
||||
function getFaces(obj: any) {
|
||||
return obj.f.map(f => {
|
||||
const face = {
|
||||
'vertices': [],
|
||||
@ -29,9 +29,11 @@ function getFaces(obj) {
|
||||
});
|
||||
}
|
||||
|
||||
export async function loadObjModel(url) {
|
||||
export async function loadObjModel(url: string) {
|
||||
const stlDataStream = (await fetch(url)).body;
|
||||
const faces = [];
|
||||
if (stlDataStream === null) {
|
||||
return Promise.reject(new Error(`Could not fetch ${url}`));
|
||||
}
|
||||
const obj = new Proxy({}, {
|
||||
get: (target, name) =>{
|
||||
if (!(name in target)) {
|
283
skycraft/orbit.ts
Normal file
283
skycraft/orbit.ts
Normal file
@ -0,0 +1,283 @@
|
||||
import * as se3 from '../se3';
|
||||
import * as linalg from './linalg';
|
||||
import {vec3} from './linalg';
|
||||
|
||||
type mat4 = number[];
|
||||
type vec4 = [number, number, number, number];
|
||||
|
||||
interface Orbit {
|
||||
excentricity: number,
|
||||
semimajorAxis: number,
|
||||
inclination: number,
|
||||
ascendingNodeLongitude: number,
|
||||
periapsisArgument: number,
|
||||
t0: number,
|
||||
|
||||
lastE: number | undefined,
|
||||
tf: number[] | undefined,
|
||||
}
|
||||
|
||||
interface Body {
|
||||
position: vec3,
|
||||
velocity: vec3,
|
||||
orientation: vec4,
|
||||
children: Body[],
|
||||
mass: number,
|
||||
orbit: Orbit,
|
||||
spin: vec3,
|
||||
name: string,
|
||||
}
|
||||
|
||||
export function updateBodyPhysics(time: number, body: Body, parentBody : Body | undefined = undefined) {
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function findSoi(rootBody: Body, position: number[]) : Body {
|
||||
const bodies = [rootBody];
|
||||
let body : 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 = 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!;
|
||||
}
|
||||
|
||||
export function computeOrbit(player: any, body: Body, time: number) {
|
||||
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;
|
||||
}
|
||||
|
||||
/** Let's be honest I should clean this up.
|
||||
*
|
||||
* This is the part that solves Kepler's equation using Newton's method.
|
||||
* For circular-ish orbits, one or two iterations are usually enough.
|
||||
* More excentric orbits can take more (6 or 7?).
|
||||
*
|
||||
* For near-parabolic orbits (and some others?) it often fails to converge...
|
||||
*/
|
||||
export function getCartesianState(orbit: Orbit, mu: number, time: number) {
|
||||
const {
|
||||
excentricity: e,
|
||||
semimajorAxis: a,
|
||||
inclination: i,
|
||||
ascendingNodeLongitude: Om,
|
||||
periapsisArgument: w,
|
||||
t0,
|
||||
} = orbit;
|
||||
let n = Math.sqrt(mu/(a**3));
|
||||
if (a < 0) {
|
||||
n = Math.sqrt(mu/-(a**3)); // mean motion
|
||||
}
|
||||
const M = n * (time - t0); // mean anomaly
|
||||
|
||||
// Newton's method
|
||||
var E2 = 0;
|
||||
var E = orbit.lastE || M;
|
||||
let iterations = 0;
|
||||
// a clever guess? https://link.springer.com/article/10.1023/A:1008200607490
|
||||
// doesn't work at all.
|
||||
|
||||
while (Math.abs(E - E2) > 1e-10) {
|
||||
if (e < 0.001) {
|
||||
break;
|
||||
}
|
||||
E = E2;
|
||||
if (e < 1) {
|
||||
E2 = E - (E - e * Math.sin(E) - M) / (1 - e * Math.cos(E));
|
||||
} else if (e > 1) {
|
||||
E2 = E - (-E + e * Math.sinh(E) - M) / (e * Math.cosh(E) - 1);
|
||||
} else {
|
||||
E2 = E - (E + E*E*E/3 - M) / (1 + E*E);
|
||||
}
|
||||
|
||||
iterations++;
|
||||
if (iterations > 100) {
|
||||
console.log('numerical instability');
|
||||
return {};
|
||||
}
|
||||
}
|
||||
orbit.lastE = E;
|
||||
let nu;
|
||||
if (e > 1) {
|
||||
nu = 2 * Math.atan(Math.sqrt((e+1) / (e-1)) * Math.tanh(E/2));
|
||||
} else {
|
||||
nu = 2 * Math.atan(Math.sqrt((1+e) / (1-e)) * Math.tan(E/2));
|
||||
}
|
||||
const p = a * (1 - e**2);
|
||||
const r = p / (1 + e * Math.cos(nu));// * ((a < 0) ? -1 : 1);
|
||||
const rd = e * Math.sqrt(mu / p) * Math.sin(nu);
|
||||
|
||||
if (orbit.tf === undefined) {
|
||||
// FIXME: this is actually borken. :/
|
||||
orbit.tf = [se3.rotz(Om), se3.rotx(i), se3.rotz(w)].reduce(se3.product);
|
||||
}
|
||||
|
||||
const tf = se3.product(orbit.tf, se3.rotz(nu));
|
||||
const pos = se3.apply(tf, [r, 0, 0, 1]);
|
||||
const vel = se3.apply(tf, [rd, Math.sqrt(p * mu) / r, 0, 1]);
|
||||
|
||||
return {
|
||||
position: pos.slice(0, 3),
|
||||
velocity: vel.slice(0, 3),
|
||||
};
|
||||
}
|
||||
|
||||
function getOrientation(body: Body, time: number) {
|
||||
return se3.rotxyz(
|
||||
body.spin[0] * time,
|
||||
body.spin[1] * time,
|
||||
body.spin[2] * time,
|
||||
);
|
||||
}
|
||||
|
||||
export function makeOrbitObject(gl: WebGLRenderingContext, glContext: any, orbit: Orbit, parentPosition: number[]) {
|
||||
const position = parentPosition;
|
||||
|
||||
// FIXME: currently borken.
|
||||
// const orientation = [
|
||||
// se3.rotz(orbit.ascendingNodeLongitude),
|
||||
// se3.rotx(orbit.inclination),
|
||||
// se3.rotz(orbit.periapsisArgument),
|
||||
// ].reduce(se3.product);
|
||||
const orientation = orbit.tf;
|
||||
|
||||
const buffer = gl.createBuffer();
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
|
||||
|
||||
const a = orbit.semimajorAxis;
|
||||
const b = a * Math.sqrt(1 - orbit.excentricity**2);
|
||||
|
||||
const x = - orbit.semimajorAxis * orbit.excentricity;
|
||||
|
||||
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
|
||||
x-a, -b, 0, -1, -1,
|
||||
x-a, +b, 0, -1, +1,
|
||||
x+a, -b, 0, +1, -1,
|
||||
x+a, +b, 0, +1, +1,
|
||||
]), gl.STATIC_DRAW);
|
||||
|
||||
const geometry = {
|
||||
glBuffer: buffer,
|
||||
numVertices: 4,
|
||||
delete: () => gl.deleteBuffer(buffer),
|
||||
};
|
||||
|
||||
return {
|
||||
geometry,
|
||||
orientation,
|
||||
position,
|
||||
glContext,
|
||||
};
|
||||
}
|
@ -1,14 +1,14 @@
|
||||
{
|
||||
"name": "skycraft",
|
||||
"version": "1.0.0",
|
||||
"main": "index.js",
|
||||
"main": "index.ts",
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"esbuild": "^0.14.2"
|
||||
},
|
||||
"scripts": {
|
||||
"watch": "esbuild --outfile=app.js index.js --bundle --sourcemap=inline --watch",
|
||||
"serve": "esbuild --outfile=app.js index.js --bundle --sourcemap=inline --servedir=.",
|
||||
"build": "esbuild --outfile=app.js index.js --bundle --minify"
|
||||
"watch": "esbuild --outfile=app.js index.ts --bundle --sourcemap=inline --watch",
|
||||
"serve": "esbuild --outfile=app.js index.ts --bundle --sourcemap=inline --servedir=.",
|
||||
"build": "esbuild --outfile=app.js index.ts --bundle --minify"
|
||||
}
|
||||
}
|
||||
|
15
skycraft/tsconfig.json
Normal file
15
skycraft/tsconfig.json
Normal file
@ -0,0 +1,15 @@
|
||||
{
|
||||
"compilerOptions": {
|
||||
"target": "es6",
|
||||
"module": "commonjs",
|
||||
"lib": ["es2022", "dom"],
|
||||
"declaration": true,
|
||||
"outDir": "dist",
|
||||
"strict": true,
|
||||
"esModuleInterop": true
|
||||
},
|
||||
"exclude": [
|
||||
"node_modules",
|
||||
"dist"
|
||||
]
|
||||
}
|
Loading…
Reference in New Issue
Block a user