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| Author | SHA1 | Date | |
|---|---|---|---|
| be36b310b4 | |||
| 8f43cf3a01 | |||
| 2efbfcc564 |
@@ -329,7 +329,7 @@ export function getBodyGeometry(seed: number) {
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};
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}
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function blockLookup(chunkMap, x, y, z) {
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export function blockLookup(chunkMap, x, y, z) {
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const chunki = Math.floor((x + CHUNKSIZE / 2) / CHUNKSIZE);
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const chunkj = Math.floor((y + CHUNKSIZE / 2) / CHUNKSIZE);
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const chunkk = Math.floor((z + CHUNKSIZE / 2) / CHUNKSIZE);
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@@ -122,8 +122,7 @@ export async function initWorldGl(gl: WebGLRenderingContext) {
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const drawObject = (objectParams) => {
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const {
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position,
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orientation,
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tf,
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glBuffer,
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numVertices,
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lightDirection,
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@@ -131,8 +130,7 @@ export async function initWorldGl(gl: WebGLRenderingContext) {
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specularColor,
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} = objectParams;
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gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.product(
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se3.translation(...position), orientation)));
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gl.uniformMatrix4fv(modelLoc, false, new Float32Array(tf));
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gl.uniform3fv(lightDirectionLoc, lightDirection);
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gl.uniform3fv(glowColorLoc, glowColor);
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gl.uniform3fv(specularColorLoc, specularColor);
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@@ -219,14 +217,12 @@ export function getOrbitDrawContext(gl: WebGLRenderingContext) {
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const drawObject = (objectParams) => {
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const {
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position,
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orientation,
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tf,
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value,
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glBuffer,
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} = objectParams;
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gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.product(
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se3.translation(...position), orientation)));
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gl.uniformMatrix4fv(modelLoc, false, new Float32Array(tf));
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gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
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@@ -244,6 +240,16 @@ export function getOrbitDrawContext(gl: WebGLRenderingContext) {
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};
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}
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function getShipTf(context) {
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if (context.landed) {
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const body = context.landedBody;
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const bodyTf = se3.product(se3.translation(...body.position), body.orientation);
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return se3.product(bodyTf, context.shipTf);
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}
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return context.player.tf;
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}
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function getObjects(context, body, parentPosition = undefined) {
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const objects = [];
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const {gl, glContext, player} = context;
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@@ -255,8 +261,7 @@ function getObjects(context, body, parentPosition = undefined) {
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objects.push({
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geometry: body.glBuffer,
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orientation,
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position,
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tf: se3.product(se3.translation(...position), orientation),
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glContext,
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glowColor,
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specularColor,
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@@ -265,23 +270,10 @@ function getObjects(context, body, parentPosition = undefined) {
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const orbitObject = makeOrbitObject(gl, context.orbitGlContext, body.orbit, parentPosition);
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//objects.push(orbitObject);
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} else {
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const tfs = [player.tf];
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if (context.landed) {
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const body = context.landedBody;
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const bodyTf = se3.product(se3.translation(...body.position), body.orientation);
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tfs.splice(0, 0, bodyTf);
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}
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const tf = tfs.reduce(se3.product);
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const shipOrientation = [
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se3.rotationOnly(tf),
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//se3.rotationOnly(context.camera.tf),
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se3.rotxyz(-Math.PI / 2, Math.PI / 2, Math.PI / 2),
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].reduce(se3.product);
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const shipPos = se3.apply(tf, [0, 0, 0, 1]);
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const shipTf = se3.product(getShipTf(context), se3.rotxyz(-Math.PI / 2, Math.PI / 2, Math.PI / 2));
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objects.push({
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geometry: makeBufferFromFaces(gl, context.spaceship),
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orientation: shipOrientation,
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position: shipPos,
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tf: shipTf,
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glContext,
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specularColor: [0.8, 0.8, 0.8],
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});
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@@ -320,10 +312,12 @@ export function draw(context) {
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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const thirdPerson = context.landed ? se3.identity() : se3.translation(0, 1, 4);
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const playerView = [
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player.tf, // player position & orientation
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camera.tf, // camera orientation relative to player
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se3.translation(0, 1, 4), // step back from the player
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thirdPerson,
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];
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if (context.landed) {
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const body = context.landedBody;
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@@ -334,7 +328,7 @@ export function draw(context) {
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const viewMatrix = se3.inverse(playerView.reduce(se3.product));
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let lastGlContext;
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for (const {position, orientation, geometry, glContext, glowColor, specularColor} of objects) {
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for (const {tf, geometry, glContext, glowColor, specularColor} of objects) {
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if (glContext !== lastGlContext) {
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glContext.setupScene({
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projectionMatrix: projMatrix,
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@@ -344,11 +338,11 @@ export function draw(context) {
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}
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lastGlContext = glContext;
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const position = se3.apply(tf, [0, 0, 0, 1]);
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const lightDirection = sunDirection(position);
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glContext.drawObject({
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position,
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orientation,
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tf,
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glBuffer: geometry.glBuffer,
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numVertices: geometry.numVertices,
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lightDirection,
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@@ -4,7 +4,7 @@ import * as linalg from './linalg';
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import { loadObjModel } from './obj';
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import * as se3 from 'wmc-common/se3';
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import { computeOrbit, findSoi, getCartesianState, updateBodyPhysics, isInSoi } from './orbit';
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import { getBodyGeometry, castRay, BlockType } from './chunk';
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import { getBodyGeometry, castRay, blockLookup, BlockType } from './chunk';
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import { draw, getOrbitDrawContext, initWorldGl } from './draw';
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import * as quat from './quat';
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@@ -159,19 +159,34 @@ function initUiListeners(canvas: HTMLCanvasElement, context) {
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case 'KeyL':
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context.landing = !context.landing;
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return false;
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case 'Space':
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case 'KeyP':
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context.pause = !context.pause;
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return false;
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case 'Space':
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if (!context.flying) {
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jump(context);
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}
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return false;
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}
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} else {
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context.keys.delete(e.code);
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}
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};
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const moveListener = e => {
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// context.camera.orientation[0] -= e.movementY / 500;
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// context.camera.orientation[1] -= e.movementX / 500;
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context.camera.tf =[
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context.camera.tf,
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const cam = context.camera;
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if (context.landed) {
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cam.orientation[1] -= e.movementX / 500;
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cam.orientation[0] -= e.movementY / 500;
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cam.tf = [
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se3.roty(cam.orientation[1]),
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se3.rotx(cam.orientation[0]),
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].reduce(se3.product);
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return;
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}
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cam.tf =[
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cam.tf,
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se3.roty(-e.movementX / 500),
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se3.rotx(-e.movementY / 500),
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].reduce(se3.product);
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@@ -204,29 +219,84 @@ function initUiListeners(canvas: HTMLCanvasElement, context) {
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});
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}
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function jump(context) {
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if (context.jumpAmount > 0) {
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const amount = context.jumpForce;
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context.jumpAmount -= 1;
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const gravity = landedGravity(context);
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const up = linalg.normalize(linalg.scale(gravity, -1));
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context.player.velocity = linalg.scale(up, amount);
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}
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}
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function moveShip(context, forward, right) {
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if (context.keys.has('ShiftLeft')) {
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forward *= 10;
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right *= 10;
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}
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const tf = se3.product(
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se3.orientationOnly(context.player.tf),
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context.camera.tf,
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);
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const dir = [right, 0, -forward, 10];
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if (context.flying) {
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context.player.tf = [
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context.player.tf,
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se3.translation(...dir),
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].reduce(se3.product);
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} else {
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const vel = context.player.velocity;
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const dv = linalg.scale(se3.apply(tf, dir), 1/dir[3]);
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context.player.velocity = linalg.add(vel, dv);
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delete context.orbit;
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}
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}
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function moveOnGround(context, forward, right) {
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if (context.keys.has('ShiftLeft')) {
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forward *= 2;
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right *= 2;
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}
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const tf = se3.product(
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se3.orientationOnly(context.player.tf),
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context.camera.tf,
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);
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const dir = se3.apply(tf, [right, 0, -forward, 0]);
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if (context.flying) {
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context.player.tf = [
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se3.translation(...dir),
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context.player.tf,
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].reduce(se3.product);
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return;
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}
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const dv = linalg.scale(dir, 10);
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const maxSpeed = 8;
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const airMovement = 0.08;
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if (context.isOnGround) {
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const up = upDirection(context);
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const vertical = linalg.dot(dv, up);
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const horizontal = linalg.diff(dv, linalg.scale(up, vertical));
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context.player.velocity = horizontal;
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return;
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}
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// steering in the air
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context.player.velocity = linalg.add(context.player.velocity, linalg.scale(dv, airMovement));
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const curVel = linalg.norm(context.player.velocity);
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if (curVel > maxSpeed) {
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context.player.velocity = linalg.scale(context.player.velocity, maxSpeed / curVel);
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}
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}
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function handleInput(context) {
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const move = (forward: number, right: number) => {
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if (context.keys.has('ShiftLeft')) {
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forward *= 10;
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right *= 10;
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}
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const tf = se3.product(
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se3.orientationOnly(context.player.tf),
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context.camera.tf,
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);
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const dir = [right, 0, -forward, 10];
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if (context.flying) {
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context.player.tf = [
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context.player.tf,
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se3.translation(...dir),
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].reduce(se3.product);
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} else {
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const vel = context.player.velocity;
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const dv = linalg.scale(se3.apply(tf, dir), 1/dir[3]);
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context.player.velocity = linalg.add(vel, dv);
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delete context.orbit;
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}
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};
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const move = (f, r) => (context.landed ? moveOnGround : moveShip)(context, f, r);
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const roll = (amount: number) => {
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if (context.keys.has('ShiftLeft')) {
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@@ -302,7 +372,48 @@ function distanceToGround(body: Body, position: number[], direction: number[]) :
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return {distance, normal};
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}
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function autoLand(context) {
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function finishLanding(context, body) {
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const p = context.player;
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context.landed = true;
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context.landedBody = body;
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p.tf = [
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se3.inverse(body.orientation),
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se3.inverse(se3.translation(...body.position)),
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p.tf,
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].reduce(se3.product);
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context.shipTf = p.tf;
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p.tf = se3.product(p.tf, se3.translation(1, 1, 0));
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p.velocity = [0, 0, 0];
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p.position = se3.apply(p.tf, [0, 0, 0, 1]);
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}
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function alignUp(playerTf, surfaceNormal) {
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const zaxis = se3.apply(playerTf, [0, 0, 1, 0]);
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const ny = surfaceNormal;
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const nx = linalg.normalize(linalg.cross(ny, zaxis));
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const nz = linalg.normalize(linalg.cross(nx, ny));
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return se3.fromBases(nx, ny, nz);
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}
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function calculateLandingDv(verticalSpeed, altitude, dt) {
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// pretty crude logic, could be improved
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const maxThrust = 2;
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const final = verticalSpeed**2 / (2*(altitude - 1.0));
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if (verticalSpeed > 0 || final < maxThrust * 0.8) {
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// can still accelerate forward
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return -maxThrust * dt;
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} else if (final < maxThrust) {
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// coast
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return 0;
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}
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return final;
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}
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function autoLand(context, dt) {
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const p = context.player;
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// 0. check prereqs:
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// - none
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@@ -317,44 +428,32 @@ function autoLand(context) {
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const toBodyCenter = linalg.diff(body.position, p.position);
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const {distance: altitude, normal: surfaceNormal} = distanceToGround(body, p.position, linalg.normalize(toBodyCenter));
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// figure out tangential speed
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const spinSpeed = linalg.add(body.velocity, linalg.cross(body.spin, linalg.scale(toBodyCenter, -1)));
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const dv = linalg.diff(spinSpeed, p.velocity);
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// remove vertical component
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const vertical = linalg.scale(surfaceNormal, -linalg.dot(dv, surfaceNormal));
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const smallDv = linalg.scale(linalg.add(dv, vertical), 0.01);
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// const smallDv = linalg.scale(dv, 0.05);
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const surfaceVelocity = linalg.add(body.velocity, linalg.cross(body.spin, linalg.scale(toBodyCenter, -1)));
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const relativeVelocity = linalg.diff(p.velocity, surfaceVelocity);
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const upward = linalg.dot(relativeVelocity, surfaceNormal);
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const vertical = linalg.scale(surfaceNormal, upward);
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const horizontal = linalg.diff(relativeVelocity, vertical);
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const smallDv = linalg.scale(horizontal, -0.01);
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p.velocity = linalg.add(p.velocity, smallDv);
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// up is up
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const shipZ = se3.apply(p.tf, [0, 0, 1, 0]);
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const ny = surfaceNormal;
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const nx = linalg.normalize(linalg.cross(ny, shipZ));
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const nz = linalg.normalize(linalg.cross(nx, ny));
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const targetOrientation = se3.fromBases(nx, ny, nz);
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const currentOrientation = slerp(p.tf, targetOrientation, kShipRotateSpeed);
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const currentOrientation = slerp(p.tf, alignUp(p.tf, surfaceNormal), kShipRotateSpeed);
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p.tf = se3.setOrientation(p.tf, currentOrientation);
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if (altitude < 1.5) {
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const upward = linalg.dot(linalg.diff(p.velocity, body.velocity), surfaceNormal);
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if (upward < -2) {
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// going too fast, bounce
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p.velocity = linalg.add(p.velocity, linalg.scale(surfaceNormal, -2*upward));
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context.landing = false;
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} else if (upward < 0) {
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context.landed = true;
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context.landedBody = body;
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p.tf = [
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se3.inverse(body.orientation),
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se3.inverse(se3.translation(...body.position)),
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p.tf,
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].reduce(se3.product);
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p.velocity = [0, 0, 0];
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p.position = se3.apply(p.tf, [0, 0, 0, 1]);
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finishLanding(context, body);
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return;
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}
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}
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// p.velocity = linalg.add(p.velocity, linalg.scale(surfaceNormal, dvup));
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// accelerate towards the ground and then slow down to land
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const dvup = calculateLandingDv(upward, altitude, dt);
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p.velocity = linalg.add(p.velocity, linalg.scale(surfaceNormal, dvup));
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}
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function effectiveGravity(position: number[], rootBody: Body) : number[] {
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@@ -381,6 +480,110 @@ function effectiveGravity(position: number[], rootBody: Body) : number[] {
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return acceleration;
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}
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function upDirection(context) {
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const gravity = landedGravity(context);
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return linalg.normalize(linalg.scale(gravity, -1));
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}
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function landedGravity(context) {
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// just clamp "down" to one of our six directions
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const pos = context.player.position;
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const altitude2 = pos[0]**2 + pos[1]**2 + pos[2]**2;
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const g = context.landedBody.mass / altitude2;
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if (pos[0] > 0 && Math.abs(pos[1]) < pos[0] && Math.abs(pos[2]) < pos[0]) {
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return [-g, 0, 0];
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}
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if (pos[0] < 0 && Math.abs(pos[1]) < -pos[0] && Math.abs(pos[2]) < -pos[0]) {
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return [+g, 0, 0];
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}
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if (pos[1] > 0 && Math.abs(pos[0]) < pos[1] && Math.abs(pos[2]) < pos[1]) {
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return [0, -g, 0];
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}
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if (pos[1] < 0 && Math.abs(pos[0]) < -pos[1] && Math.abs(pos[2]) < -pos[1]) {
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return [0, +g, 0];
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}
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if (pos[2] > 0 && Math.abs(pos[1]) < pos[2] && Math.abs(pos[1]) < pos[2]) {
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return [0, 0, -g];
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}
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if (pos[2] < 0 && Math.abs(pos[1]) < -pos[2] && Math.abs(pos[1]) < -pos[2]) {
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return [0, 0, +g];
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}
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// blarg
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}
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function checkCollision(curPos, newPos, chunkMap, orientation) {
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const upDir = se3.apply(orientation, [0, 1, 0, 0]);
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// I guess Gaspard is about 1.7 m tall?
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// he also has a 60x60 cm axis-aligned square section '^_^
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// box is centered around the camera
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const gaspardBB = [
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||||
[-0.3, 0.2, -0.3],
|
||||
[-0.3, 0.2, 0.3],
|
||||
[0.3, 0.2, -0.3],
|
||||
[0.3, 0.2, 0.3],
|
||||
|
||||
[-0.3, -1.5, -0.3],
|
||||
[-0.3, -1.5, 0.3],
|
||||
[0.3, -1.5, -0.3],
|
||||
[0.3, -1.5, 0.3],
|
||||
].map(v => se3.apply(orientation, v.concat([0])));
|
||||
|
||||
let dp = linalg.diff(newPos, curPos);
|
||||
let isOnGround = false;
|
||||
|
||||
for (let i = 0; i < 3; i++) {
|
||||
const newGaspard = v => v.map((x, j) => i === j ? x + newPos[j] : x + curPos[j]);
|
||||
for (const point of gaspardBB.map(newGaspard)) {
|
||||
const block = blockLookup(chunkMap, ...point);
|
||||
if (block.type !== BlockType.AIR) {
|
||||
const dir = [...Array(3).keys()].map(j => j === i ? 1 : 0);
|
||||
if (Math.abs(linalg.dot(dir, upDir)) > 0.5) {
|
||||
isOnGround = true;
|
||||
}
|
||||
dp[i] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
for (let i = 0; i < 3; i++) {
|
||||
const newGaspard = v => linalg.add(linalg.add(curPos, v), dp);
|
||||
for (const point of gaspardBB.map(newGaspard)) {
|
||||
const block = blockLookup(chunkMap, ...point);
|
||||
if (block.type !== BlockType.AIR) {
|
||||
dp[i] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
newPos: linalg.add(curPos, dp),
|
||||
isOnGround,
|
||||
};
|
||||
}
|
||||
|
||||
function updateLandedPhysics(context, dt) {
|
||||
const gravity = landedGravity(context);
|
||||
context.player.velocity = linalg.add(context.player.velocity, linalg.scale(gravity, dt));
|
||||
|
||||
const oldPos = context.player.position;
|
||||
const taregtPos = linalg.add(context.player.position, linalg.scale(context.player.velocity, dt));
|
||||
|
||||
// from wmc
|
||||
const {isOnGround, newPos} = checkCollision(oldPos, taregtPos, context.landedBody.geometry.chunkMap, se3.orientationOnly(context.player.tf));
|
||||
context.player.position = newPos;
|
||||
context.player.velocity = newPos.map((p, i) => (p - oldPos[i]) / dt);
|
||||
if (isOnGround) {
|
||||
context.jumpAmount = 2;
|
||||
context.player.velocity = context.player.velocity.map(v => v * 0.7);
|
||||
}
|
||||
context.isOnGround = isOnGround;
|
||||
context.player.tf = se3.setPosition(context.player.tf, newPos);
|
||||
|
||||
// up is up
|
||||
const p = context.player;
|
||||
const currentOrientation = slerp(p.tf, alignUp(p.tf, upDirection(context)), 0.1);
|
||||
p.tf = se3.setOrientation(p.tf, currentOrientation);
|
||||
}
|
||||
|
||||
function updatePhysics(time: number, context) {
|
||||
const {player} = context;
|
||||
const dt = time - (context.lastTime || 0);
|
||||
@@ -395,13 +598,13 @@ function updatePhysics(time: number, context) {
|
||||
const kShipRotateSpeed = 0.1;
|
||||
|
||||
if (context.landed) {
|
||||
return; // TODO: implement
|
||||
return updateLandedPhysics(context, dt);
|
||||
}
|
||||
|
||||
if (context.landing) {
|
||||
autoLand(context);
|
||||
autoLand(context, dt);
|
||||
} else {
|
||||
// allow acdjusting camera
|
||||
// allow adjusting camera
|
||||
const dr = slerp(se3.identity(), context.camera.tf, kShipRotateSpeed);
|
||||
player.tf = se3.product(player.tf, dr);
|
||||
context.camera.tf = se3.product(context.camera.tf, se3.inverse(dr));
|
||||
@@ -479,7 +682,7 @@ async function main() {
|
||||
// TODO
|
||||
// [ ] loading bar
|
||||
// [x] spaceship
|
||||
// [ ] landing
|
||||
// [x] landing
|
||||
// [ ] huge planets
|
||||
// [x] lighting
|
||||
// [x] better lighting
|
||||
|
||||
@@ -277,8 +277,7 @@ export function makeOrbitObject(gl: WebGLRenderingContext, glContext: any, orbit
|
||||
|
||||
return {
|
||||
geometry,
|
||||
orientation,
|
||||
position,
|
||||
tf: se3.product(se3.translation(...position), orientation),
|
||||
glContext,
|
||||
};
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user