skycraft: refactor & move to TS
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										313
									
								
								skycraft/chunk.ts
									
									
									
									
									
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										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';
 | 
			
		||||
import * as se3 from '../se3';
 | 
			
		||||
import {loadTexture, makeProgram} from '../gl';
 | 
			
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import {makeFace, makeBufferFromFaces} from '../geometry';
 | 
			
		||||
import { loadStlModel } from './stl';
 | 
			
		||||
import { makeFace, makeBufferFromFaces } from '../geometry';
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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';
 | 
			
		||||
import { loadObjModel } from './obj';
 | 
			
		||||
import * as se3 from '../se3';
 | 
			
		||||
import { computeOrbit, findSoi, getCartesianState, makeOrbitObject, updateBodyPhysics } from './orbit';
 | 
			
		||||
import { getBodyGeometry } from './chunk';
 | 
			
		||||
 | 
			
		||||
const VSHADER = `
 | 
			
		||||
attribute vec3 aPosition;
 | 
			
		||||
@@ -80,7 +78,7 @@ void main() {
 | 
			
		||||
 | 
			
		||||
const kEpoch = 0;
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		||||
 | 
			
		||||
async function initWorldGl(gl) {
 | 
			
		||||
async function initWorldGl(gl: WebGLRenderingContext) {
 | 
			
		||||
    const program = makeProgram(gl, VSHADER, FSHADER);
 | 
			
		||||
    const texture = await loadTexture(gl, 'texture.png');
 | 
			
		||||
 | 
			
		||||
@@ -243,298 +241,6 @@ function getOrbitDrawContext(gl) {
 | 
			
		||||
    };
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		||||
}
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const BlockType = {
 | 
			
		||||
    UNDEFINED: 0,
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		||||
    AIR: 1,
 | 
			
		||||
    DIRT: 2,
 | 
			
		||||
    GRASS: 3,
 | 
			
		||||
    STONE: 4,
 | 
			
		||||
    WATER: 5,
 | 
			
		||||
    TREE: 6,
 | 
			
		||||
    LEAVES: 7,
 | 
			
		||||
    SUN: 8,
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
const CHUNKSIZE = 32;
 | 
			
		||||
 | 
			
		||||
/** seed: some kind of number uniquely defining the body
 | 
			
		||||
 *  x, y, z: space coordinates in the body's frame
 | 
			
		||||
 *
 | 
			
		||||
 *  returns: a chunk
 | 
			
		||||
 */
 | 
			
		||||
function makeDirtBlock(seed, x, y, z) {
 | 
			
		||||
    // XXX: for now, return a premade chunk: a 24x24x24 cube of dirt
 | 
			
		||||
    //      surrounded by 4 blocks of air all around
 | 
			
		||||
    const cs = CHUNKSIZE;
 | 
			
		||||
 | 
			
		||||
    if (seed !== 1337) {
 | 
			
		||||
        return {};
 | 
			
		||||
    }
 | 
			
		||||
//    if (Math.abs
 | 
			
		||||
 | 
			
		||||
    const blocks = new Array(cs * cs * cs);
 | 
			
		||||
    blocks.fill(BlockType.AIR);
 | 
			
		||||
 | 
			
		||||
    const dirt = new Array(24).fill(BlockType.DIRT);
 | 
			
		||||
 | 
			
		||||
    for (let i = 0; i < 24; i++) {
 | 
			
		||||
        for (let j = 4; j < 28; j++) {
 | 
			
		||||
            const offset = cs * cs * (i + 4) + cs * j;
 | 
			
		||||
            blocks.splice(offset + 4, 24, ...dirt);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    const half = cs / 2;
 | 
			
		||||
 | 
			
		||||
    return {
 | 
			
		||||
        position: [-half, -half, -half],
 | 
			
		||||
        blocks,
 | 
			
		||||
        underground: false,
 | 
			
		||||
        seed,
 | 
			
		||||
    };
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function makeSunChunk(seed, i, j, k) {
 | 
			
		||||
    const cs = CHUNKSIZE;
 | 
			
		||||
    const radius = 42;
 | 
			
		||||
    if (Math.abs(cs * i) > radius
 | 
			
		||||
        || Math.abs(cs * j) > radius
 | 
			
		||||
        || Math.abs(cs * k) > radius) {
 | 
			
		||||
        return undefined;
 | 
			
		||||
    }
 | 
			
		||||
    const half = cs / 2;
 | 
			
		||||
    const blocks = new Array(cs**3);
 | 
			
		||||
    blocks.fill(BlockType.SUN);
 | 
			
		||||
 | 
			
		||||
    let underground = true;
 | 
			
		||||
 | 
			
		||||
    for (let x = 0; x < cs; x++) {
 | 
			
		||||
        for (let y = 0; y < cs; y++) {
 | 
			
		||||
            for (let z = 0; z < cs; z++) {
 | 
			
		||||
                const pos = [
 | 
			
		||||
                    x + i * cs - half,
 | 
			
		||||
                    y + j * cs - half,
 | 
			
		||||
                    z + k * cs - half,
 | 
			
		||||
                ];
 | 
			
		||||
                const idx = (
 | 
			
		||||
                    z * cs * cs +
 | 
			
		||||
                    y * cs +
 | 
			
		||||
                    x
 | 
			
		||||
                );
 | 
			
		||||
                if (pos[0]**2 + pos[1]**2 + pos[2]**2 > radius**2) {
 | 
			
		||||
                    blocks[idx] = BlockType.AIR;
 | 
			
		||||
                    underground = false;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    return {
 | 
			
		||||
        position: [i * cs - half, j * cs - half, k * cs - half],
 | 
			
		||||
        layout: [i, j, k],
 | 
			
		||||
        blocks,
 | 
			
		||||
        seed,
 | 
			
		||||
        underground,
 | 
			
		||||
    };
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function _getChunk(seed, chunkX, chunkY, chunkZ) {
 | 
			
		||||
    if (seed === 0) {
 | 
			
		||||
        return makeSunChunk(seed, chunkX, chunkY, chunkZ);
 | 
			
		||||
    }
 | 
			
		||||
    if (chunkX === 0 && chunkY === 0 && chunkZ === 0) {
 | 
			
		||||
        return makeDirtBlock(seed);  // x, y, z unused right now
 | 
			
		||||
    }
 | 
			
		||||
    return undefined;
 | 
			
		||||
}
 | 
			
		||||
const getChunk = memoize(_getChunk);
 | 
			
		||||
 | 
			
		||||
function getBodyChunks(seed) {
 | 
			
		||||
    const chunks = [];
 | 
			
		||||
    const toCheck = [[0, 0, 0]];
 | 
			
		||||
    while (toCheck.length > 0) {
 | 
			
		||||
        const [chunkX, chunkY, chunkZ] = toCheck.pop();
 | 
			
		||||
        const thisChunk = getChunk(seed, chunkX, chunkY, chunkZ);
 | 
			
		||||
        if (thisChunk === undefined || chunks.includes(thisChunk)) {
 | 
			
		||||
            continue;
 | 
			
		||||
        }
 | 
			
		||||
        chunks.push(thisChunk);
 | 
			
		||||
        toCheck.push([chunkX - 1, chunkY, chunkZ]);
 | 
			
		||||
        toCheck.push([chunkX + 1, chunkY, chunkZ]);
 | 
			
		||||
        toCheck.push([chunkX, chunkY - 1, chunkZ]);
 | 
			
		||||
        toCheck.push([chunkX, chunkY + 1, chunkZ]);
 | 
			
		||||
        toCheck.push([chunkX, chunkY, chunkZ - 1]);
 | 
			
		||||
        toCheck.push([chunkX, chunkY, chunkZ + 1]);
 | 
			
		||||
    }
 | 
			
		||||
    return chunks;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function faceTexture(type, dir) {
 | 
			
		||||
    switch (type) {
 | 
			
		||||
        case BlockType.GRASS:
 | 
			
		||||
            switch (dir) {
 | 
			
		||||
                case '+y': return [0, 15];
 | 
			
		||||
                case '-y': return [2, 15];
 | 
			
		||||
                default: return [1, 15];
 | 
			
		||||
            }
 | 
			
		||||
        case BlockType.DIRT: return [2, 15];
 | 
			
		||||
        case BlockType.STONE: return [3, 15];
 | 
			
		||||
        case BlockType.WATER: return [4, 15];
 | 
			
		||||
        case BlockType.TREE:
 | 
			
		||||
            switch (dir) {
 | 
			
		||||
                case '+y':
 | 
			
		||||
                case '-y':
 | 
			
		||||
                    return [5, 15];
 | 
			
		||||
                default: return [6, 15];
 | 
			
		||||
            }
 | 
			
		||||
        case BlockType.LEAVES: return [7, 15];
 | 
			
		||||
        case BlockType.SUN: return [0, 4];
 | 
			
		||||
        default: return [0, 0];
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function* makeChunkFaces(chunk) {
 | 
			
		||||
    const cs = CHUNKSIZE;
 | 
			
		||||
 | 
			
		||||
    function faceCenter(pos, dir) {
 | 
			
		||||
        switch (dir) {
 | 
			
		||||
            case '-x': return [pos[0] - 0.5, pos[1], pos[2]];
 | 
			
		||||
            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"
 | 
			
		||||
    ]
 | 
			
		||||
  }
 | 
			
		||||
		Reference in New Issue
	
	Block a user