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19 Commits
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main
Author | SHA1 | Date | |
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2efbfcc564 | |||
1b97c989db | |||
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33733c6fe4 | |||
9bb162e7d5 | |||
f86697aad8 | |||
c709b1308e | |||
925550308f | |||
7354dcb929 | |||
b6cc6ca35b | |||
e27151b796 | |||
b0a39bb1ce | |||
216ef470c5 | |||
2fccb1fb7c |
24
Dockerfile
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24
Dockerfile
Normal file
@@ -0,0 +1,24 @@
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FROM node:23-alpine as skycraft-deps
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WORKDIR /workspace/skycraft
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ADD ./skycraft/package.json ./
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ADD ./skycraft/yarn.lock ./
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RUN yarn install
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FROM skycraft-deps as skycraft-build
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ADD . /workspace
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RUN yarn build
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FROM skycraft-deps as skycraft-dev
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ENTRYPOINT ["yarn"]
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CMD ["run", "serve"]
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FROM scratch as skycraft-export
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COPY --from=skycraft-build /workspace/skycraft/app.js /
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COPY --from=skycraft-build /workspace/skycraft/static/* /
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31
Makefile
Normal file
31
Makefile
Normal file
@@ -0,0 +1,31 @@
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export DOCKER_BUILDKIT=1
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skycraft-dev-image := skycraft-dev
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.PHONY: skycraft
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skycraft: ## build skycraft
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docker build \
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--output=out/skycraft \
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--target=skycraft-export \
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.
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.PHONY: skycraft-dev-image
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skycraft-dev-image:
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docker build \
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-t $(skycraft-dev-image) \
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--target=skycraft-dev \
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.
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.PHONY: skycraft-dev
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skycraft-dev: skycraft-dev-image
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docker run -it --rm \
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-v .:/workspace \
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-v /workspace/skycraft/node_modules \
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-p 8000:8000 \
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$(skycraft-dev-image)
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.PHONY: help
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help: ## Show this help
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@echo Noteworthy targets:
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@egrep '^[a-zA-Z_-]+:.*?## .*$$' $(firstword $(MAKEFILE_LIST)) | sort | awk 'BEGIN {FS = ":.*?## "}; {printf "\033[36m%-20s\033[0m %s\n", $$1, $$2}'
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.DEFAULT_GOAL := help
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8
common/package.json
Normal file
8
common/package.json
Normal file
@@ -0,0 +1,8 @@
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{
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"name": "wmc-common",
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"version": "1.0.0",
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"license": "MIT",
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"dependencies": {
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"esbuild": "^0.14.2"
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}
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}
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@@ -86,6 +86,42 @@ export function orientationOnly(m) {
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];
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}
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export function fromBases(x, y, z) {
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return [
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x[0], x[1], x[2], 0,
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y[0], y[1], y[2], 0,
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z[0], z[1], z[2], 0,
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0, 0, 0, 1,
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];
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}
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export function positionOnly(m) {
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return [
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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m[12], m[13], m[14], m[15],
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]
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}
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export function setOrientation(m, o) {
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return [
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o[0], o[1], o[2], m[3],
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o[4], o[5], o[6], m[7],
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o[8], o[9], o[10], m[11],
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m[12], m[13], m[14], m[15],
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];
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}
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export function setPosition(m, x) {
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return [
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m[0], m[1], m[2], m[3],
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m[4], m[5], m[6], m[7],
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m[8], m[9], m[10], m[11],
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x[0], x[1], x[2], 1,
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];
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}
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export function inverse(m) {
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const t = apply(m, [0, 0, 0, 1]);
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const r = orientationOnly(m);
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417
skycraft/chunk.ts
Normal file
417
skycraft/chunk.ts
Normal file
@@ -0,0 +1,417 @@
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import { makeFace } from 'wmc-common/geometry';
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import * as linalg from './linalg';
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import {memoize} from 'wmc-common/memoize';
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type direction = ('-x' | '+x' | '-y' | '+y' | '-z' | '+z');
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export 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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||||
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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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|
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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;
|
||||
} else {
|
||||
block = neighbor.blocks[neighborIndices[dir](x, y, z)];
|
||||
}
|
||||
return { dir, block };
|
||||
}
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||||
|
||||
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, dir), faceCenter(bkpos, dir));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function getBodyChunks(seed: number) {
|
||||
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;
|
||||
}
|
||||
|
||||
/** fake chunk map re-using the memoize */
|
||||
class ChunkMap {
|
||||
constructor(seed) {
|
||||
this.seed = seed;
|
||||
}
|
||||
|
||||
get(i, j, k) {
|
||||
return getChunk(this.seed, i, j, k);
|
||||
}
|
||||
|
||||
has(i, j, k) {
|
||||
return getChunk(this.seed, i, j, k) !== undefined;
|
||||
}
|
||||
}
|
||||
|
||||
export function getBodyGeometry(seed: number) {
|
||||
const faces = getBodyChunks(seed)
|
||||
.filter(chunk => !chunk.underground)
|
||||
.map(chunk => [...makeChunkFaces(chunk)]);
|
||||
|
||||
return {
|
||||
faces: faces.reduce((a, b) => a.concat(b)),
|
||||
chunkMap: new ChunkMap(seed),
|
||||
};
|
||||
}
|
||||
|
||||
export function blockLookup(chunkMap, x, y, z) {
|
||||
const chunki = Math.floor((x + CHUNKSIZE / 2) / CHUNKSIZE);
|
||||
const chunkj = Math.floor((y + CHUNKSIZE / 2) / CHUNKSIZE);
|
||||
const chunkk = Math.floor((z + CHUNKSIZE / 2) / CHUNKSIZE);
|
||||
|
||||
const chunk = chunkMap.get(chunki, chunkj, chunkk);
|
||||
if (chunk === undefined) {
|
||||
return {
|
||||
type: BlockType.UNDEFINED,
|
||||
};
|
||||
}
|
||||
|
||||
const i = Math.floor(x - chunk.position[0] + 0.5);
|
||||
const j = Math.floor(y - chunk.position[1] + 0.5);
|
||||
const k = Math.floor(z - chunk.position[2] + 0.5);
|
||||
|
||||
const blockIndex = CHUNKSIZE * (CHUNKSIZE * i + j) + k;
|
||||
|
||||
return {
|
||||
type: chunk.blocks[blockIndex],
|
||||
centerPosition: [
|
||||
chunk.position[0] + i,
|
||||
chunk.position[1] + j,
|
||||
chunk.position[2] + k,
|
||||
],
|
||||
chunk,
|
||||
blockIndex,
|
||||
};
|
||||
}
|
||||
|
||||
function movePoint(p, s, u) {
|
||||
return linalg.add(p, linalg.scale(u, s));
|
||||
}
|
||||
|
||||
function minIndex(arr) {
|
||||
return arr.reduce((min, val, i) => val >= arr[min] ? min : i, -1);
|
||||
}
|
||||
|
||||
/** Imported from wmc, looks like it calculates the distance to the next grid block */
|
||||
function rayThroughGrid(origin, direction, maxDistance) {
|
||||
const range = i => [...Array(i).keys()];
|
||||
|
||||
const nextGrid = range(3).map(i => direction[i] > 0 ?
|
||||
Math.floor(origin[i] + 0.5) + 0.5 :
|
||||
Math.floor(origin[i] + 0.5) - 0.5);
|
||||
const distanceToGrid = range(3).map(i => (nextGrid[i] - origin[i]) / direction[i])
|
||||
.map(v => v === 0.0 ? Number.POSITIVE_INFINITY : v);
|
||||
const axis = minIndex(distanceToGrid);
|
||||
const rayLength = distanceToGrid[axis];
|
||||
|
||||
if (rayLength > maxDistance) {
|
||||
return {};
|
||||
}
|
||||
|
||||
const position = movePoint(origin, distanceToGrid[axis], direction);
|
||||
const normal = range(3).map(i => i === axis ? -Math.sign(direction[i]) : 0);
|
||||
|
||||
return {position, normal, distance: rayLength};
|
||||
}
|
||||
|
||||
/** needs a blockLookup function, finds the first non-air block along a ray */
|
||||
export function castRay(chunkMap, origin, direction, maxDistance=CHUNKSIZE) {
|
||||
let currentPoint = origin;
|
||||
|
||||
while (maxDistance > 0) {
|
||||
const {position, normal, distance} = rayThroughGrid(currentPoint, direction, maxDistance);
|
||||
|
||||
if (position === undefined) {
|
||||
return;
|
||||
}
|
||||
|
||||
maxDistance -= distance;
|
||||
currentPoint = movePoint(position, 0.01, direction);
|
||||
const blockCenter = movePoint(position, -0.5, normal);
|
||||
const block = blockLookup(chunkMap, ...blockCenter);
|
||||
|
||||
if (block.type === BlockType.AIR) {
|
||||
continue;
|
||||
}
|
||||
|
||||
return {
|
||||
block,
|
||||
normal,
|
||||
};
|
||||
}
|
||||
}
|
353
skycraft/draw.ts
Normal file
353
skycraft/draw.ts
Normal file
@@ -0,0 +1,353 @@
|
||||
import {makeBufferFromFaces } from 'wmc-common/geometry';
|
||||
import { loadTexture, makeProgram } from 'wmc-common/gl';
|
||||
import * as linalg from './linalg';
|
||||
import * as se3 from 'wmc-common/se3';
|
||||
import { makeOrbitObject } from './orbit';
|
||||
|
||||
const VSHADER = `
|
||||
attribute vec3 aPosition;
|
||||
attribute vec3 aNormal;
|
||||
attribute vec2 aTextureCoord;
|
||||
|
||||
uniform mat4 uProjection;
|
||||
uniform mat4 uModel;
|
||||
uniform mat4 uView;
|
||||
uniform vec3 uLightDirection;
|
||||
uniform float uAmbiantLight;
|
||||
uniform vec3 uGlowColor;
|
||||
uniform vec3 uSpecularColor;
|
||||
|
||||
varying highp vec2 vTextureCoord;
|
||||
varying lowp vec3 vLighting;
|
||||
varying lowp vec3 vRay;
|
||||
varying lowp vec3 vLightDir;
|
||||
varying lowp vec3 vNormal;
|
||||
varying lowp vec3 vSpecularColor;
|
||||
|
||||
highp mat3 transpose(in highp mat3 inmat) {
|
||||
highp vec3 x = inmat[0];
|
||||
highp vec3 y = inmat[1];
|
||||
highp vec3 z = inmat[2];
|
||||
|
||||
return mat3(
|
||||
vec3(x.x, y.x, z.x),
|
||||
vec3(x.y, y.y, z.y),
|
||||
vec3(x.z, y.z, z.z)
|
||||
);
|
||||
}
|
||||
|
||||
void main() {
|
||||
highp mat4 modelview = uView * uModel;
|
||||
|
||||
gl_Position = uProjection * modelview * vec4(aPosition, 1.0);
|
||||
|
||||
lowp vec3 normal = mat3(uModel) * aNormal;
|
||||
lowp float diffuseAmount = max(dot(-uLightDirection, normal), 0.0);
|
||||
lowp vec3 ambiant = uAmbiantLight * vec3(1.0, 1.0, 0.9);
|
||||
vLighting = ambiant + vec3(1.0, 1.0, 1.0) * diffuseAmount + uGlowColor;
|
||||
|
||||
vTextureCoord = aTextureCoord;
|
||||
|
||||
lowp vec3 camPos = -transpose(mat3(uView))*(uView * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
|
||||
vRay = -normalize((uModel * vec4(aPosition, 1.0)).xyz - camPos);
|
||||
vLightDir = -uLightDirection;
|
||||
vNormal = normal;
|
||||
vSpecularColor = uSpecularColor;
|
||||
}
|
||||
`;
|
||||
|
||||
const FSHADER = `
|
||||
uniform sampler2D uSampler;
|
||||
|
||||
varying highp vec2 vTextureCoord;
|
||||
varying lowp vec3 vLighting;
|
||||
varying lowp vec3 vRay;
|
||||
varying lowp vec3 vLightDir;
|
||||
varying lowp vec3 vNormal;
|
||||
varying lowp vec3 vSpecularColor;
|
||||
|
||||
void main() {
|
||||
highp vec4 color = texture2D(uSampler, vTextureCoord);
|
||||
if (color.a < 0.1) {
|
||||
discard;
|
||||
}
|
||||
lowp vec3 specularDir = 2.0 * dot(vLightDir, vNormal) * vNormal - vLightDir;
|
||||
lowp float specularAmount = smoothstep(0.92, 1.0, dot(vRay, specularDir));
|
||||
lowp vec3 specular = specularAmount * vSpecularColor;
|
||||
gl_FragColor = vec4(vLighting * color.rgb + specular, color.a);
|
||||
}
|
||||
`;
|
||||
|
||||
export async function initWorldGl(gl: WebGLRenderingContext) {
|
||||
const program = makeProgram(gl, VSHADER, FSHADER);
|
||||
const texture = await loadTexture(gl, 'texture.png');
|
||||
|
||||
// load those ahead of time
|
||||
const viewLoc = gl.getUniformLocation(program, 'uView');
|
||||
const modelLoc = gl.getUniformLocation(program, 'uModel');
|
||||
const projLoc = gl.getUniformLocation(program, 'uProjection');
|
||||
const samplerLoc = gl.getUniformLocation(program, 'uSampler');
|
||||
const lightDirectionLoc = gl.getUniformLocation(program, 'uLightDirection');
|
||||
const ambiantLoc = gl.getUniformLocation(program, 'uAmbiantLight');
|
||||
const glowColorLoc = gl.getUniformLocation(program, 'uGlowColor');
|
||||
const specularColorLoc = gl.getUniformLocation(program, 'uSpecularColor');
|
||||
|
||||
const positionLoc = gl.getAttribLocation(program, 'aPosition');
|
||||
const normalLoc = gl.getAttribLocation(program, 'aNormal');
|
||||
const textureLoc = gl.getAttribLocation(program, 'aTextureCoord');
|
||||
|
||||
const setupScene = (sceneParams) => {
|
||||
const {
|
||||
projectionMatrix,
|
||||
viewMatrix,
|
||||
ambiantLightAmount,
|
||||
} = sceneParams;
|
||||
|
||||
gl.useProgram(program);
|
||||
|
||||
gl.uniformMatrix4fv(projLoc, false, new Float32Array(projectionMatrix));
|
||||
gl.uniformMatrix4fv(viewLoc, false, new Float32Array(viewMatrix));
|
||||
gl.uniform1f(ambiantLoc, ambiantLightAmount);
|
||||
|
||||
// doing this here because it's the same for all world stuff
|
||||
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.identity()));
|
||||
gl.uniform1i(samplerLoc, 0);
|
||||
|
||||
gl.enableVertexAttribArray(positionLoc);
|
||||
gl.enableVertexAttribArray(normalLoc);
|
||||
gl.enableVertexAttribArray(textureLoc);
|
||||
gl.activeTexture(gl.TEXTURE0);
|
||||
gl.bindTexture(gl.TEXTURE_2D, texture);
|
||||
};
|
||||
|
||||
const drawObject = (objectParams) => {
|
||||
const {
|
||||
tf,
|
||||
glBuffer,
|
||||
numVertices,
|
||||
lightDirection,
|
||||
glowColor,
|
||||
specularColor,
|
||||
} = objectParams;
|
||||
|
||||
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(tf));
|
||||
gl.uniform3fv(lightDirectionLoc, lightDirection);
|
||||
gl.uniform3fv(glowColorLoc, glowColor);
|
||||
gl.uniform3fv(specularColorLoc, specularColor);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
|
||||
|
||||
gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 20, 0);
|
||||
gl.vertexAttribPointer(normalLoc, 3, gl.BYTE, true, 20, 12);
|
||||
gl.vertexAttribPointer(textureLoc, 2, gl.UNSIGNED_SHORT, true, 20, 16);
|
||||
|
||||
gl.drawArrays(gl.TRIANGLES, 0, numVertices);
|
||||
};
|
||||
|
||||
return {
|
||||
setupScene,
|
||||
drawObject,
|
||||
};
|
||||
}
|
||||
|
||||
const ORBIT_VSHADER = `
|
||||
attribute vec3 aPosition;
|
||||
attribute vec2 aValue;
|
||||
|
||||
uniform mat4 uProjection;
|
||||
uniform mat4 uModel;
|
||||
uniform mat4 uView;
|
||||
|
||||
varying lowp vec2 vCoords;
|
||||
|
||||
void main() {
|
||||
highp mat4 modelview = uView * uModel;
|
||||
gl_Position = uProjection * modelview * vec4(aPosition, 1.0);
|
||||
|
||||
vCoords = aValue;
|
||||
}
|
||||
`;
|
||||
|
||||
const ORBIT_FSHADER = `
|
||||
varying lowp vec2 vCoords;
|
||||
|
||||
void main() {
|
||||
lowp float x = vCoords.x;
|
||||
lowp float y = vCoords.y;
|
||||
|
||||
lowp float f = sqrt(x * x + y * y);
|
||||
|
||||
if (f > 1.00) {
|
||||
discard;
|
||||
} else if (f < 0.98) {
|
||||
discard;
|
||||
}
|
||||
gl_FragColor = vec4(1, .5, 0, 0.5);
|
||||
}
|
||||
`;
|
||||
|
||||
export function getOrbitDrawContext(gl: WebGLRenderingContext) {
|
||||
const program = makeProgram(gl, ORBIT_VSHADER, ORBIT_FSHADER);
|
||||
|
||||
// load those ahead of time
|
||||
const viewLoc = gl.getUniformLocation(program, 'uView');
|
||||
const modelLoc = gl.getUniformLocation(program, 'uModel');
|
||||
const projLoc = gl.getUniformLocation(program, 'uProjection');
|
||||
|
||||
const positionLoc = gl.getAttribLocation(program, 'aPosition');
|
||||
const valueLoc = gl.getAttribLocation(program, 'aValue');
|
||||
|
||||
const setupScene = (sceneParams) => {
|
||||
const {
|
||||
projectionMatrix,
|
||||
viewMatrix,
|
||||
} = sceneParams;
|
||||
|
||||
gl.useProgram(program);
|
||||
|
||||
gl.uniformMatrix4fv(projLoc, false, new Float32Array(projectionMatrix));
|
||||
gl.uniformMatrix4fv(viewLoc, false, new Float32Array(viewMatrix));
|
||||
|
||||
// doing this here because it's the same for all world stuff
|
||||
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.identity()));
|
||||
|
||||
gl.enableVertexAttribArray(positionLoc);
|
||||
gl.enableVertexAttribArray(valueLoc);
|
||||
};
|
||||
|
||||
const drawObject = (objectParams) => {
|
||||
const {
|
||||
tf,
|
||||
value,
|
||||
glBuffer,
|
||||
} = objectParams;
|
||||
|
||||
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(tf));
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
|
||||
|
||||
gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 20, 0);
|
||||
gl.vertexAttribPointer(valueLoc, 2, gl.FLOAT, false, 20, 12);
|
||||
|
||||
gl.disable(gl.CULL_FACE);
|
||||
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
|
||||
gl.enable(gl.CULL_FACE);
|
||||
};
|
||||
|
||||
return {
|
||||
setupScene,
|
||||
drawObject,
|
||||
};
|
||||
}
|
||||
|
||||
function getShipTf(context) {
|
||||
if (context.landed) {
|
||||
const body = context.landedBody;
|
||||
const bodyTf = se3.product(se3.translation(...body.position), body.orientation);
|
||||
return se3.product(bodyTf, context.shipTf);
|
||||
}
|
||||
|
||||
return context.player.tf;
|
||||
}
|
||||
|
||||
function getObjects(context, body, parentPosition = undefined) {
|
||||
const objects = [];
|
||||
const {gl, glContext, player} = context;
|
||||
const {position, orientation, glowColor, specularColor} = body;
|
||||
|
||||
if (body.glBuffer === undefined) {
|
||||
body.glBuffer = makeBufferFromFaces(gl, body.geometry.faces);
|
||||
}
|
||||
|
||||
objects.push({
|
||||
geometry: body.glBuffer,
|
||||
tf: se3.product(se3.translation(...position), orientation),
|
||||
glContext,
|
||||
glowColor,
|
||||
specularColor,
|
||||
});
|
||||
if (parentPosition !== undefined) {
|
||||
const orbitObject = makeOrbitObject(gl, context.orbitGlContext, body.orbit, parentPosition);
|
||||
//objects.push(orbitObject);
|
||||
} else {
|
||||
const shipTf = se3.product(getShipTf(context), se3.rotxyz(-Math.PI / 2, Math.PI / 2, Math.PI / 2));
|
||||
objects.push({
|
||||
geometry: makeBufferFromFaces(gl, context.spaceship),
|
||||
tf: shipTf,
|
||||
glContext,
|
||||
specularColor: [0.8, 0.8, 0.8],
|
||||
});
|
||||
}
|
||||
|
||||
if (body.children !== undefined) {
|
||||
for (const child of body.children) {
|
||||
objects.push(...getObjects(context, child, position));
|
||||
}
|
||||
}
|
||||
|
||||
return objects;
|
||||
}
|
||||
|
||||
function sunDirection(position: linalg.Vec3) {
|
||||
return linalg.scale(position, 1/linalg.norm(position));
|
||||
}
|
||||
|
||||
export function draw(context) {
|
||||
const {gl, camera, player, universe, orbit, orbitGlContext, orbitBody} = context;
|
||||
const {skyColor, ambiantLight, projMatrix} = context;
|
||||
const objects = getObjects(context, universe);
|
||||
if (orbit !== undefined && orbit.excentricity < 1 && !context.landing) {
|
||||
objects.push(makeOrbitObject(gl, orbitGlContext, orbit, orbitBody.position));
|
||||
}
|
||||
|
||||
gl.clearColor(...skyColor, 1.0);
|
||||
gl.clearDepth(1.0);
|
||||
gl.enable(gl.DEPTH_TEST);
|
||||
gl.depthFunc(gl.LEQUAL);
|
||||
|
||||
gl.enable(gl.CULL_FACE);
|
||||
gl.cullFace(gl.BACK);
|
||||
gl.enable(gl.BLEND);
|
||||
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
||||
|
||||
const thirdPerson = context.landed ? se3.identity() : se3.translation(0, 1, 4);
|
||||
|
||||
const playerView = [
|
||||
player.tf, // player position & orientation
|
||||
camera.tf, // camera orientation relative to player
|
||||
thirdPerson,
|
||||
];
|
||||
if (context.landed) {
|
||||
const body = context.landedBody;
|
||||
const bodyTf = se3.product(se3.translation(...body.position), body.orientation);
|
||||
playerView.splice(0, 0, bodyTf);
|
||||
}
|
||||
|
||||
const viewMatrix = se3.inverse(playerView.reduce(se3.product));
|
||||
let lastGlContext;
|
||||
|
||||
for (const {tf, geometry, glContext, glowColor, specularColor} of objects) {
|
||||
if (glContext !== lastGlContext) {
|
||||
glContext.setupScene({
|
||||
projectionMatrix: projMatrix,
|
||||
viewMatrix,
|
||||
ambiantLightAmount: ambiantLight,
|
||||
});
|
||||
}
|
||||
|
||||
lastGlContext = glContext;
|
||||
const position = se3.apply(tf, [0, 0, 0, 1]);
|
||||
const lightDirection = sunDirection(position);
|
||||
|
||||
glContext.drawObject({
|
||||
tf,
|
||||
glBuffer: geometry.glBuffer,
|
||||
numVertices: geometry.numVertices,
|
||||
lightDirection,
|
||||
glowColor: glowColor || [0, 0, 0],
|
||||
specularColor: specularColor || [0, 0, 0],
|
||||
});
|
||||
}
|
||||
}
|
@@ -1,710 +0,0 @@
|
||||
//import { initUiListeners, setupParamPanel, tick } from './game';
|
||||
//import { initWorldGl, makeWorld } from './world';
|
||||
import * as se3 from '../se3';
|
||||
import {loadTexture, makeProgram} from '../gl';
|
||||
import {makeFace, makeBufferFromFaces} from '../geometry';
|
||||
|
||||
const VSHADER = `
|
||||
attribute vec3 aPosition;
|
||||
attribute vec3 aNormal;
|
||||
attribute vec2 aTextureCoord;
|
||||
|
||||
uniform mat4 uProjection;
|
||||
uniform mat4 uModel;
|
||||
uniform mat4 uView;
|
||||
uniform vec3 uLightDirection;
|
||||
uniform float uAmbiantLight;
|
||||
|
||||
varying highp vec2 vTextureCoord;
|
||||
varying lowp vec3 vLighting;
|
||||
varying lowp float vDistance;
|
||||
|
||||
void main() {
|
||||
highp mat4 modelview = uView * uModel;
|
||||
|
||||
gl_Position = uProjection * modelview * vec4(aPosition, 1.0);
|
||||
|
||||
lowp vec3 normal = mat3(uModel) * aNormal;
|
||||
lowp float diffuseAmount = max(dot(-uLightDirection, normal), 0.0);
|
||||
lowp vec3 ambiant = uAmbiantLight * vec3(1.0, 1.0, 0.9);
|
||||
vLighting = ambiant + vec3(1.0, 1.0, 1.0) * diffuseAmount;
|
||||
|
||||
vTextureCoord = aTextureCoord;
|
||||
|
||||
vDistance = length(modelview * vec4(aPosition, 1.0));
|
||||
}
|
||||
`;
|
||||
|
||||
const FSHADER = `
|
||||
uniform sampler2D uSampler;
|
||||
uniform lowp vec3 uFogColor;
|
||||
|
||||
varying highp vec2 vTextureCoord;
|
||||
varying lowp vec3 vLighting;
|
||||
varying lowp float vDistance;
|
||||
|
||||
void main() {
|
||||
highp vec4 color = texture2D(uSampler, vTextureCoord);
|
||||
if (color.a < 0.1) {
|
||||
discard;
|
||||
}
|
||||
lowp float fogamount = 0.0; //smoothstep(80.0, 100.0, vDistance);
|
||||
gl_FragColor = mix(vec4(vLighting * color.rgb, color.a), vec4(uFogColor, 1.0), fogamount);
|
||||
}
|
||||
`;
|
||||
|
||||
const kEpoch = 0;
|
||||
|
||||
async function initWorldGl(gl) {
|
||||
const program = makeProgram(gl, VSHADER, FSHADER);
|
||||
const texture = await loadTexture(gl, 'texture.png');
|
||||
|
||||
// load those ahead of time
|
||||
const viewLoc = gl.getUniformLocation(program, 'uView');
|
||||
const modelLoc = gl.getUniformLocation(program, 'uModel');
|
||||
const projLoc = gl.getUniformLocation(program, 'uProjection');
|
||||
const samplerLoc = gl.getUniformLocation(program, 'uSampler');
|
||||
const fogColorLoc = gl.getUniformLocation(program, 'uFogColor');
|
||||
const lightDirectionLoc = gl.getUniformLocation(program, 'uLightDirection');
|
||||
const ambiantLoc = gl.getUniformLocation(program, 'uAmbiantLight');
|
||||
|
||||
const positionLoc = gl.getAttribLocation(program, 'aPosition');
|
||||
const normalLoc = gl.getAttribLocation(program, 'aNormal');
|
||||
const textureLoc = gl.getAttribLocation(program, 'aTextureCoord');
|
||||
|
||||
const setupScene = (sceneParams) => {
|
||||
const {
|
||||
projectionMatrix,
|
||||
viewMatrix,
|
||||
fogColor,
|
||||
lightDirection,
|
||||
ambiantLightAmount,
|
||||
} = sceneParams;
|
||||
|
||||
gl.useProgram(program);
|
||||
|
||||
gl.uniformMatrix4fv(projLoc, false, new Float32Array(projectionMatrix));
|
||||
gl.uniformMatrix4fv(viewLoc, false, new Float32Array(viewMatrix));
|
||||
gl.uniform3fv(fogColorLoc, fogColor);
|
||||
gl.uniform3fv(lightDirectionLoc, lightDirection);
|
||||
gl.uniform1f(ambiantLoc, ambiantLightAmount);
|
||||
|
||||
// doing this here because it's the same for all world stuff
|
||||
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.identity()));
|
||||
gl.uniform1i(samplerLoc, 0);
|
||||
|
||||
gl.enableVertexAttribArray(positionLoc);
|
||||
gl.enableVertexAttribArray(normalLoc);
|
||||
gl.enableVertexAttribArray(textureLoc);
|
||||
gl.activeTexture(gl.TEXTURE0);
|
||||
gl.bindTexture(gl.TEXTURE_2D, texture);
|
||||
};
|
||||
|
||||
const drawObject = (objectParams) => {
|
||||
const {
|
||||
position,
|
||||
orientation,
|
||||
glBuffer,
|
||||
numVertices,
|
||||
} = objectParams;
|
||||
|
||||
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.product(
|
||||
se3.translation(...position), orientation)));
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
|
||||
|
||||
gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 20, 0);
|
||||
gl.vertexAttribPointer(normalLoc, 3, gl.BYTE, true, 20, 12);
|
||||
gl.vertexAttribPointer(textureLoc, 2, gl.UNSIGNED_SHORT, true, 20, 16);
|
||||
|
||||
gl.drawArrays(gl.TRIANGLES, 0, numVertices);
|
||||
};
|
||||
|
||||
return {
|
||||
setupScene,
|
||||
drawObject,
|
||||
};
|
||||
}
|
||||
|
||||
const ORBIT_VSHADER = `
|
||||
attribute vec3 aPosition;
|
||||
attribute vec2 aValue;
|
||||
|
||||
uniform mat4 uProjection;
|
||||
uniform mat4 uModel;
|
||||
uniform mat4 uView;
|
||||
|
||||
varying lowp vec2 vCoords;
|
||||
|
||||
void main() {
|
||||
highp mat4 modelview = uView * uModel;
|
||||
gl_Position = uProjection * modelview * vec4(aPosition, 1.0);
|
||||
|
||||
vCoords = aValue;
|
||||
}
|
||||
`;
|
||||
|
||||
const ORBIT_FSHADER = `
|
||||
varying lowp vec2 vCoords;
|
||||
|
||||
void main() {
|
||||
lowp float x = vCoords.x;
|
||||
lowp float y = vCoords.y;
|
||||
|
||||
lowp float f = sqrt(x * x + y * y);
|
||||
|
||||
if (f > 1.00) {
|
||||
discard;
|
||||
} else if (f < 0.98) {
|
||||
discard;
|
||||
}
|
||||
gl_FragColor = vec4(1, .5, 0, 0.5);
|
||||
}
|
||||
`;
|
||||
|
||||
function getOrbitDrawContext(gl) {
|
||||
const program = makeProgram(gl, ORBIT_VSHADER, ORBIT_FSHADER);
|
||||
|
||||
// load those ahead of time
|
||||
const viewLoc = gl.getUniformLocation(program, 'uView');
|
||||
const modelLoc = gl.getUniformLocation(program, 'uModel');
|
||||
const projLoc = gl.getUniformLocation(program, 'uProjection');
|
||||
|
||||
const positionLoc = gl.getAttribLocation(program, 'aPosition');
|
||||
const valueLoc = gl.getAttribLocation(program, 'aValue');
|
||||
|
||||
const setupScene = (sceneParams) => {
|
||||
const {
|
||||
projectionMatrix,
|
||||
viewMatrix,
|
||||
} = sceneParams;
|
||||
|
||||
gl.useProgram(program);
|
||||
|
||||
gl.uniformMatrix4fv(projLoc, false, new Float32Array(projectionMatrix));
|
||||
gl.uniformMatrix4fv(viewLoc, false, new Float32Array(viewMatrix));
|
||||
|
||||
// doing this here because it's the same for all world stuff
|
||||
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.identity()));
|
||||
|
||||
gl.enableVertexAttribArray(positionLoc);
|
||||
gl.enableVertexAttribArray(valueLoc);
|
||||
};
|
||||
|
||||
const drawObject = (objectParams) => {
|
||||
const {
|
||||
position,
|
||||
orientation,
|
||||
value,
|
||||
glBuffer,
|
||||
} = objectParams;
|
||||
|
||||
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.product(
|
||||
se3.translation(...position), orientation)));
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
|
||||
|
||||
gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 20, 0);
|
||||
gl.vertexAttribPointer(valueLoc, 2, gl.FLOAT, false, 20, 12);
|
||||
|
||||
gl.disable(gl.CULL_FACE);
|
||||
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
|
||||
gl.enable(gl.CULL_FACE);
|
||||
};
|
||||
|
||||
return {
|
||||
setupScene,
|
||||
drawObject,
|
||||
};
|
||||
}
|
||||
|
||||
function initUiListeners(canvas, context) {
|
||||
const canvasClickHandler = () => {
|
||||
canvas.requestPointerLock();
|
||||
canvas.onclick = null;
|
||||
// const clickListener = e => {
|
||||
// switch(e.button) {
|
||||
// case 0: // left click
|
||||
// destroySelectedBlock(context);
|
||||
// break;
|
||||
// case 2: // right click
|
||||
// makeDirBlock(context);
|
||||
// break;
|
||||
// }
|
||||
// };
|
||||
const clickListener = e => {};
|
||||
const keyListener = e => {
|
||||
if (e.type === 'keydown') {
|
||||
if (e.repeat) return;
|
||||
context.keys.add(e.code);
|
||||
|
||||
switch (e.code) {
|
||||
case 'KeyF':
|
||||
// context.flying = !context.flying;
|
||||
return false;
|
||||
case 'Space':
|
||||
if (!context.flying) {
|
||||
if (context.jumpAmount > 0) {
|
||||
const amount = context.jumpForce;
|
||||
context.camera.velocity[1] = amount;
|
||||
context.jumpAmount -= 1;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
} else {
|
||||
context.keys.delete(e.code);
|
||||
}
|
||||
};
|
||||
const moveListener = e => {
|
||||
context.camera.orientation[1] -= e.movementX / 500;
|
||||
context.camera.orientation[0] -= e.movementY / 500;
|
||||
|
||||
context.camera.orientation[0] = Math.min(Math.max(
|
||||
context.camera.orientation[0], -Math.PI / 2
|
||||
), Math.PI / 2);
|
||||
};
|
||||
const changeListener = () => {
|
||||
if (document.pointerLockElement === canvas) {
|
||||
return;
|
||||
}
|
||||
document.removeEventListener('pointerdown', clickListener);
|
||||
document.removeEventListener('pointerlockchange', changeListener);
|
||||
document.removeEventListener('pointermove', moveListener);
|
||||
document.removeEventListener('keydown', keyListener);
|
||||
document.removeEventListener('keyup', keyListener);
|
||||
canvas.onclick = canvasClickHandler;
|
||||
};
|
||||
document.addEventListener('pointerdown', clickListener);
|
||||
document.addEventListener('pointerlockchange', changeListener);
|
||||
document.addEventListener('pointermove', moveListener);
|
||||
document.addEventListener('keydown', keyListener);
|
||||
document.addEventListener('keyup', keyListener);
|
||||
};
|
||||
canvas.onclick = canvasClickHandler;
|
||||
document.addEventListener('keydown', e => {
|
||||
if (e.repeat) return;
|
||||
switch (e.code) {
|
||||
case 'F11':
|
||||
canvas.requestFullscreen();
|
||||
break;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
function handleInput(context) {
|
||||
const move = (forward, right) => {
|
||||
const dir = [right, 0, -forward, 1.0];
|
||||
const ori = se3.roty(context.camera.orientation[1]);
|
||||
const tf = se3.apply(ori, dir);
|
||||
const maxSpeed = 8;
|
||||
const airMovement = 0.08;
|
||||
|
||||
if (context.flying) {
|
||||
context.camera.position[0] += tf[0] / 60;
|
||||
context.camera.position[2] += tf[2] / 60;
|
||||
}
|
||||
if (context.isOnGround) {
|
||||
context.camera.velocity[0] = tf[0];
|
||||
context.camera.velocity[2] = tf[2];
|
||||
} else {
|
||||
const vel = context.camera.velocity;
|
||||
|
||||
vel[0] += tf[0] * airMovement;
|
||||
vel[2] += tf[2] * airMovement;
|
||||
|
||||
const curVel = Math.sqrt(vel[0] * vel[0] + vel[2] * vel[2]);
|
||||
|
||||
if (curVel > maxSpeed) {
|
||||
vel[0] *= maxSpeed / curVel;
|
||||
vel[2] *= maxSpeed / curVel;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
context.keys.forEach(key => {
|
||||
switch (key) {
|
||||
case 'KeyW':
|
||||
move(8, 0.0);
|
||||
return;
|
||||
case 'KeyA':
|
||||
move(0.0, -8);
|
||||
return;
|
||||
case 'KeyS':
|
||||
move(-8, 0.0);
|
||||
return;
|
||||
case 'KeyD':
|
||||
move(0.0, 8);
|
||||
return;
|
||||
|
||||
case 'Space':
|
||||
if (context.flying) {
|
||||
context.camera.position[1] += 8 / 60;
|
||||
}
|
||||
return;
|
||||
|
||||
case 'ShiftLeft':
|
||||
context.camera.position[1] -= 8 / 60;
|
||||
return;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
function updatePhysics(time, context) {
|
||||
}
|
||||
|
||||
function updateGeometry(context, timeout_ms = 10) {
|
||||
}
|
||||
|
||||
function normalizeAngle(theta) {
|
||||
const twopi = 2 * Math.PI;
|
||||
return theta - twopi * Math.floor((theta + twopi) / 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) {
|
||||
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 = [
|
||||
se3.rotz(orbit.ascendingNodeLongitude),
|
||||
se3.roty(-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,
|
||||
};
|
||||
}
|
||||
|
||||
function getObjects(context, body, time, parentBody, parentPosition) {
|
||||
const kGravitationalConstant = 6.674e-11;
|
||||
const objects = [];
|
||||
const {gl, glContext} = context;
|
||||
let position = [0, 0, 0];
|
||||
if (parentBody !== undefined) {
|
||||
// const mu = kGravitationalConstant * parentBody.mass;
|
||||
const mu = 10;
|
||||
const coord = getCartesianPosition(body.orbit, mu, time);
|
||||
position = [
|
||||
parentPosition[0] + coord[0],
|
||||
parentPosition[1] + coord[1],
|
||||
parentPosition[2] + coord[2],
|
||||
];
|
||||
|
||||
objects.push(makeOrbitObject(context, body.orbit, parentPosition));
|
||||
}
|
||||
|
||||
objects.push({
|
||||
geometry: makeBufferFromFaces(gl, body.geometry),
|
||||
orientation: getOrientation(body, time),
|
||||
position,
|
||||
glContext,
|
||||
});
|
||||
|
||||
if (body.children !== undefined) {
|
||||
for (const child of body.children) {
|
||||
objects.push(...getObjects(context, child, time, body, position));
|
||||
}
|
||||
}
|
||||
|
||||
return objects;
|
||||
}
|
||||
|
||||
function draw(context, time) {
|
||||
const {gl, camera, universe} = context;
|
||||
const objects = getObjects(context, universe, time * 0.001);
|
||||
|
||||
gl.clearColor(...context.skyColor, 1.0);
|
||||
gl.clearDepth(1.0);
|
||||
gl.enable(gl.DEPTH_TEST);
|
||||
gl.depthFunc(gl.LEQUAL);
|
||||
|
||||
gl.enable(gl.CULL_FACE);
|
||||
gl.cullFace(gl.BACK);
|
||||
gl.enable(gl.BLEND);
|
||||
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
||||
|
||||
const camrot = camera.orientation;
|
||||
const campos = camera.position;
|
||||
const viewMatrix = se3.product(
|
||||
se3.rotxyz(-camrot[0], -camrot[1], -camrot[2]),
|
||||
se3.translation(-campos[0], -campos[1], -campos[2])
|
||||
);
|
||||
|
||||
let lastGlContext;
|
||||
|
||||
for (const {position, orientation, geometry, glContext} of objects) {
|
||||
if (glContext !== lastGlContext) {
|
||||
glContext.setupScene({
|
||||
projectionMatrix: context.projMatrix,
|
||||
viewMatrix,
|
||||
fogColor: context.skyColor,
|
||||
lightDirection: context.lightDirection,
|
||||
ambiantLightAmount: context.ambiantLight,
|
||||
});
|
||||
}
|
||||
|
||||
lastGlContext = glContext;
|
||||
|
||||
glContext.drawObject({
|
||||
position,
|
||||
orientation,
|
||||
glBuffer: geometry.glBuffer,
|
||||
numVertices: geometry.numVertices,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
function tick(time, context) {
|
||||
handleInput(context);
|
||||
updatePhysics(time, context);
|
||||
|
||||
const campos = context.camera.position;
|
||||
|
||||
// world generation / geometry update
|
||||
{
|
||||
// frame time is typically 16.7ms, so this may lag a bit
|
||||
let timeLeft = 10;
|
||||
const start = performance.now();
|
||||
updateGeometry(context, timeLeft);
|
||||
}
|
||||
|
||||
draw(context, time);
|
||||
|
||||
const dt = (time - context.lastFrameTime) * 0.001;
|
||||
context.lastFrameTime = time;
|
||||
|
||||
document.querySelector('#fps').textContent = `${1.0 / dt} fps`;
|
||||
|
||||
requestAnimationFrame(time => tick(time, context));
|
||||
}
|
||||
|
||||
function makeCube(texture) {
|
||||
return [
|
||||
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]),
|
||||
];
|
||||
}
|
||||
|
||||
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],
|
||||
},
|
||||
];
|
||||
}
|
||||
|
||||
function makeSolarSystem(gl) {
|
||||
return {
|
||||
mass: 1.0,
|
||||
spin: [0, 1.0, 0],
|
||||
geometry: makeCube([0, 4]),
|
||||
children: [
|
||||
{
|
||||
mass: 0.1,
|
||||
spin: [0.2, 0.0, 0.0],
|
||||
geometry: makeCube([0, 8]),
|
||||
orbit: {
|
||||
excentricity: 0,
|
||||
semimajorAxis: 3,
|
||||
inclination: 0,
|
||||
ascendingNodeLongitude: 0,
|
||||
periapsisArgument: 0,
|
||||
trueAnomaly: 0,
|
||||
},
|
||||
},
|
||||
{
|
||||
mass: 0.1,
|
||||
spin: [0.2, 0.0, 0.0],
|
||||
geometry: makeCube([0, 1]),
|
||||
orbit: {
|
||||
excentricity: 0.8,
|
||||
semimajorAxis: 5,
|
||||
inclination: 0,
|
||||
ascendingNodeLongitude: 0,
|
||||
periapsisArgument: 0,
|
||||
trueAnomaly: 0,
|
||||
},
|
||||
},
|
||||
{
|
||||
mass: 0.1,
|
||||
spin: [0.0, 0.0, 1.0],
|
||||
geometry: makeCube([9, 9]),
|
||||
orbit: {
|
||||
excentricity: 0.3,
|
||||
semimajorAxis: 5,
|
||||
inclination: 1.0,
|
||||
ascendingNodeLongitude: 0,
|
||||
periapsisArgument: 0,
|
||||
trueAnomaly: 0,
|
||||
},
|
||||
},
|
||||
],
|
||||
}
|
||||
}
|
||||
|
||||
async function main() {
|
||||
const canvas = document.querySelector('#game');
|
||||
// adjust canvas aspect ratio to that of the screen
|
||||
canvas.height = screen.height / screen.width * canvas.width;
|
||||
const gl = canvas.getContext('webgl');
|
||||
|
||||
if (gl === null) {
|
||||
console.error('webgl not available')
|
||||
return;
|
||||
}
|
||||
|
||||
const context = {
|
||||
gl,
|
||||
projMatrix: se3.perspective(Math.PI / 3, canvas.clientWidth / canvas.clientHeight, 0.1, 100.0),
|
||||
camera: {
|
||||
position: [0.0, 0.0, 2.0],
|
||||
orientation: [0.0, 0.0, 0.0],
|
||||
velocity: [0, 0, 0],
|
||||
},
|
||||
keys: new Set(),
|
||||
lightDirection: [-0.2, -0.5, 0.4],
|
||||
skyColor: [0.10, 0.15, 0.2],
|
||||
ambiantLight: 0.7,
|
||||
blockSelectDistance: 8,
|
||||
flying: true,
|
||||
isOnGround: false,
|
||||
gravity: -17,
|
||||
jumpForce: 6.5,
|
||||
// objects: makeObjects(gl),
|
||||
universe: makeSolarSystem(gl),
|
||||
};
|
||||
|
||||
context.glContext = await initWorldGl(gl);
|
||||
context.orbitGlContext = getOrbitDrawContext(gl);
|
||||
initUiListeners(canvas, context);
|
||||
|
||||
// setupParamPanel(context);
|
||||
|
||||
requestAnimationFrame(time => tick(time, context));
|
||||
}
|
||||
|
||||
window.onload = main;
|
730
skycraft/index.ts
Normal file
730
skycraft/index.ts
Normal file
@@ -0,0 +1,730 @@
|
||||
import { makeFace } from 'wmc-common/geometry';
|
||||
|
||||
import * as linalg from './linalg';
|
||||
import { loadObjModel } from './obj';
|
||||
import * as se3 from 'wmc-common/se3';
|
||||
import { computeOrbit, findSoi, getCartesianState, updateBodyPhysics, isInSoi } from './orbit';
|
||||
import { getBodyGeometry, castRay, blockLookup, BlockType } from './chunk';
|
||||
import { draw, getOrbitDrawContext, initWorldGl } from './draw';
|
||||
import * as quat from './quat';
|
||||
|
||||
const kEpoch = 0;
|
||||
|
||||
function closeToPlanet(context) {
|
||||
const body = findSoi(context.universe, context.player.position);
|
||||
const relativePos = linalg.diff(context.player.position, body.position);
|
||||
|
||||
return linalg.norm(relativePos) < 20;
|
||||
}
|
||||
|
||||
function getSolarSystem(seed: number) {
|
||||
/// XXX: only returns 1 body for now
|
||||
|
||||
return {
|
||||
name: 'Tat',
|
||||
|
||||
mass: 1000.0,
|
||||
spin: [0, 0, 0.2],
|
||||
|
||||
geometry: getBodyGeometry(0),
|
||||
glowColor: [0.5, 0.5, 0.46],
|
||||
|
||||
children: [
|
||||
{
|
||||
name: 'Quicksilver',
|
||||
seed: 1336,
|
||||
|
||||
mass: 0.1,
|
||||
spin: [0.0, 0.0, 0.05],
|
||||
|
||||
geometry: makeCube([0, 4]),
|
||||
|
||||
orbit: {
|
||||
excentricity: 0.0,
|
||||
semimajorAxis: 200,
|
||||
inclination: 0.8,
|
||||
ascendingNodeLongitude: 0,
|
||||
periapsisArgument: 0,
|
||||
t0: 0,
|
||||
},
|
||||
},
|
||||
{
|
||||
name: 'Satourne',
|
||||
seed: 1338,
|
||||
|
||||
mass: 0.1,
|
||||
spin: [0.0, 0.5, 0.0],
|
||||
|
||||
geometry: makeCube([0, 5]),
|
||||
|
||||
orbit: {
|
||||
excentricity: 0.0,
|
||||
semimajorAxis: 900,
|
||||
inclination: 0.0,
|
||||
ascendingNodeLongitude: 0,
|
||||
periapsisArgument: 0,
|
||||
t0: 0,
|
||||
},
|
||||
|
||||
children: [
|
||||
{
|
||||
name: 'Kyoujin',
|
||||
seed: 13381,
|
||||
|
||||
mass: 0.01,
|
||||
spin: [0.0, 0.0, 0.05],
|
||||
|
||||
geometry: makeCube([0, 6]),
|
||||
|
||||
orbit: {
|
||||
excentricity: 0.0,
|
||||
semimajorAxis: 20,
|
||||
inclination: Math.PI / 2,
|
||||
ascendingNodeLongitude: 0,
|
||||
periapsisArgument: 0,
|
||||
t0: 0,
|
||||
},
|
||||
},
|
||||
],
|
||||
},
|
||||
{
|
||||
name: 'Tataooine',
|
||||
seed: 1337,
|
||||
|
||||
mass: 50,
|
||||
spin: [0.0, 0.0, 0.05],
|
||||
|
||||
geometry: getBodyGeometry(1337),
|
||||
|
||||
orbit: {
|
||||
excentricity: 0.3,
|
||||
semimajorAxis: 500,
|
||||
inclination: 0.0,
|
||||
ascendingNodeLongitude: 0,
|
||||
periapsisArgument: 0,
|
||||
t0: 0,
|
||||
},
|
||||
|
||||
children: [
|
||||
{
|
||||
name: 'Mun',
|
||||
seed: 13371,
|
||||
|
||||
mass: 0.01,
|
||||
spin: [0.0, 0.0, 0.05],
|
||||
|
||||
geometry: makeCube([0, 7]),
|
||||
|
||||
orbit: {
|
||||
excentricity: 0.0,
|
||||
semimajorAxis: 50,
|
||||
inclination: Math.PI / 2,
|
||||
ascendingNodeLongitude: 0,
|
||||
periapsisArgument: 0,
|
||||
t0: 0,
|
||||
},
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
};
|
||||
}
|
||||
|
||||
function initUiListeners(canvas: HTMLCanvasElement, context) {
|
||||
const canvasClickHandler = () => {
|
||||
canvas.requestPointerLock();
|
||||
canvas.onclick = null;
|
||||
// const clickListener = e => {
|
||||
// switch(e.button) {
|
||||
// case 0: // left click
|
||||
// destroySelectedBlock(context);
|
||||
// break;
|
||||
// case 2: // right click
|
||||
// makeDirBlock(context);
|
||||
// break;
|
||||
// }
|
||||
// };
|
||||
const clickListener = e => {};
|
||||
const keyListener = e => {
|
||||
if (e.type === 'keydown') {
|
||||
if (e.repeat) return;
|
||||
context.keys.add(e.code);
|
||||
|
||||
switch (e.code) {
|
||||
case 'KeyF':
|
||||
context.flying = !context.flying;
|
||||
context.player.velocity = [0, 0, 0];
|
||||
delete context.orbit;
|
||||
return false;
|
||||
case 'KeyL':
|
||||
context.landing = !context.landing;
|
||||
return false;
|
||||
case 'KeyP':
|
||||
context.pause = !context.pause;
|
||||
return false;
|
||||
case 'Space':
|
||||
if (!context.flying) {
|
||||
jump(context);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
} else {
|
||||
context.keys.delete(e.code);
|
||||
}
|
||||
};
|
||||
const moveListener = e => {
|
||||
const cam = context.camera;
|
||||
if (context.landed) {
|
||||
cam.orientation[1] -= e.movementX / 500;
|
||||
cam.orientation[0] -= e.movementY / 500;
|
||||
cam.tf = [
|
||||
se3.roty(cam.orientation[1]),
|
||||
se3.rotx(cam.orientation[0]),
|
||||
].reduce(se3.product);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
cam.tf =[
|
||||
cam.tf,
|
||||
se3.roty(-e.movementX / 500),
|
||||
se3.rotx(-e.movementY / 500),
|
||||
].reduce(se3.product);
|
||||
};
|
||||
const changeListener = () => {
|
||||
if (document.pointerLockElement === canvas) {
|
||||
return;
|
||||
}
|
||||
document.removeEventListener('pointerdown', clickListener);
|
||||
document.removeEventListener('pointerlockchange', changeListener);
|
||||
document.removeEventListener('pointermove', moveListener);
|
||||
document.removeEventListener('keydown', keyListener);
|
||||
document.removeEventListener('keyup', keyListener);
|
||||
canvas.onclick = canvasClickHandler;
|
||||
};
|
||||
document.addEventListener('pointerdown', clickListener);
|
||||
document.addEventListener('pointerlockchange', changeListener);
|
||||
document.addEventListener('pointermove', moveListener);
|
||||
document.addEventListener('keydown', keyListener);
|
||||
document.addEventListener('keyup', keyListener);
|
||||
};
|
||||
canvas.onclick = canvasClickHandler;
|
||||
document.addEventListener('keydown', e => {
|
||||
if (e.repeat) return;
|
||||
switch (e.code) {
|
||||
case 'F11':
|
||||
canvas.requestFullscreen();
|
||||
break;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
function jump(context) {
|
||||
if (context.jumpAmount > 0) {
|
||||
const amount = context.jumpForce;
|
||||
context.jumpAmount -= 1;
|
||||
|
||||
const gravity = landedGravity(context);
|
||||
const up = linalg.normalize(linalg.scale(gravity, -1));
|
||||
context.player.velocity = linalg.scale(up, amount);
|
||||
}
|
||||
}
|
||||
|
||||
function moveShip(context, forward, right) {
|
||||
if (context.keys.has('ShiftLeft')) {
|
||||
forward *= 10;
|
||||
right *= 10;
|
||||
}
|
||||
const tf = se3.product(
|
||||
se3.orientationOnly(context.player.tf),
|
||||
context.camera.tf,
|
||||
);
|
||||
const dir = [right, 0, -forward, 10];
|
||||
if (context.flying) {
|
||||
context.player.tf = [
|
||||
context.player.tf,
|
||||
se3.translation(...dir),
|
||||
].reduce(se3.product);
|
||||
} else {
|
||||
const vel = context.player.velocity;
|
||||
const dv = linalg.scale(se3.apply(tf, dir), 1/dir[3]);
|
||||
context.player.velocity = linalg.add(vel, dv);
|
||||
delete context.orbit;
|
||||
}
|
||||
}
|
||||
|
||||
function moveOnGround(context, forward, right) {
|
||||
if (context.keys.has('ShiftLeft')) {
|
||||
forward *= 2;
|
||||
right *= 2;
|
||||
}
|
||||
const tf = se3.product(
|
||||
se3.orientationOnly(context.player.tf),
|
||||
context.camera.tf,
|
||||
);
|
||||
const dir = se3.apply(tf, [right, 0, -forward, 0]);
|
||||
if (context.flying) {
|
||||
context.player.tf = [
|
||||
se3.translation(...dir),
|
||||
context.player.tf,
|
||||
].reduce(se3.product);
|
||||
return;
|
||||
}
|
||||
|
||||
const dv = linalg.scale(dir, 10);
|
||||
|
||||
const maxSpeed = 8;
|
||||
const airMovement = 0.08;
|
||||
|
||||
if (context.isOnGround) {
|
||||
const up = upDirection(context);
|
||||
const vertical = linalg.dot(dv, up);
|
||||
const horizontal = linalg.diff(dv, linalg.scale(up, vertical));
|
||||
context.player.velocity = horizontal;
|
||||
return;
|
||||
}
|
||||
|
||||
// steering in the air
|
||||
context.player.velocity = linalg.add(context.player.velocity, linalg.scale(dv, airMovement));
|
||||
|
||||
const curVel = linalg.norm(context.player.velocity);
|
||||
|
||||
if (curVel > maxSpeed) {
|
||||
context.player.velocity = linalg.scale(context.player.velocity, maxSpeed / curVel);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
function handleInput(context) {
|
||||
const move = (f, r) => (context.landed ? moveOnGround : moveShip)(context, f, r);
|
||||
|
||||
const roll = (amount: number) => {
|
||||
if (context.keys.has('ShiftLeft')) {
|
||||
amount *= 10;
|
||||
}
|
||||
context.camera.tf =[
|
||||
context.camera.tf,
|
||||
se3.rotz(amount),
|
||||
].reduce(se3.product);
|
||||
};
|
||||
|
||||
context.keys.forEach(key => {
|
||||
switch (key) {
|
||||
case 'KeyW':
|
||||
move(0.5, 0.0);
|
||||
return;
|
||||
case 'KeyA':
|
||||
move(0.0, -0.5);
|
||||
return;
|
||||
case 'KeyS':
|
||||
move(-0.5, 0.0);
|
||||
return;
|
||||
case 'KeyD':
|
||||
move(0.0, 0.5);
|
||||
return;
|
||||
case 'KeyQ':
|
||||
roll(0.02);
|
||||
return;
|
||||
case 'KeyE':
|
||||
roll(-0.02);
|
||||
return;
|
||||
case 'KeyR':
|
||||
context.timeOffset += 1;
|
||||
return;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
function slerp(current: linalg.Mat4, target: linalg.Mat4, maxVelocity: number) : linalg.Mat4 {
|
||||
const q0 = quat.mat2Quat(current);
|
||||
let q1 = quat.mat2Quat(target);
|
||||
|
||||
const dq = quat.diff(q1, q0);
|
||||
const maxt = maxVelocity / quat.norm(dq);
|
||||
|
||||
//const q = quat.normalize(quat.add(q0, quat.scale(dq, Math.min(1, maxt))));
|
||||
const t = maxVelocity;
|
||||
if (quat.dot(q0, q1) < 0) {
|
||||
q1 = quat.scale(q1, -1);
|
||||
}
|
||||
const q = quat.normalize(quat.add(quat.scale(q0, 1 - t), quat.scale(q1, t)));
|
||||
return quat.quat2Mat(q);
|
||||
}
|
||||
|
||||
function distanceToGround(body: Body, position: number[], direction: number[]) : number {
|
||||
const inChunkOrientation = se3.inverse(body.orientation);
|
||||
const toChunk = vec => se3.apply(inChunkOrientation, vec.concat([0]));
|
||||
const directionInChunk = toChunk(direction);
|
||||
const positionInChunk = toChunk(linalg.diff(position, body.position));
|
||||
|
||||
const hit = castRay(body.geometry.chunkMap, positionInChunk, directionInChunk);
|
||||
|
||||
if (hit === undefined || hit.block.type === BlockType.UNDEFINED || hit.block.type === undefined) {
|
||||
const ray = linalg.diff(position, body.position);
|
||||
return {
|
||||
distance: linalg.norm(ray),
|
||||
normal: linalg.normalize(ray),
|
||||
};
|
||||
}
|
||||
|
||||
const distance = linalg.norm(linalg.diff(positionInChunk, hit.block.centerPosition));
|
||||
const normal = se3.apply(body.orientation, hit.normal.concat([0]));
|
||||
return {distance, normal};
|
||||
}
|
||||
|
||||
function finishLanding(context, body) {
|
||||
const p = context.player;
|
||||
context.landed = true;
|
||||
context.landedBody = body;
|
||||
|
||||
p.tf = [
|
||||
se3.inverse(body.orientation),
|
||||
se3.inverse(se3.translation(...body.position)),
|
||||
p.tf,
|
||||
].reduce(se3.product);
|
||||
|
||||
context.shipTf = p.tf;
|
||||
p.tf = se3.product(p.tf, se3.translation(1, 1, 0));
|
||||
p.velocity = [0, 0, 0];
|
||||
p.position = se3.apply(p.tf, [0, 0, 0, 1]);
|
||||
}
|
||||
|
||||
function alignUp(playerTf, surfaceNormal) {
|
||||
const zaxis = se3.apply(playerTf, [0, 0, 1, 0]);
|
||||
const ny = surfaceNormal;
|
||||
const nx = linalg.normalize(linalg.cross(ny, zaxis));
|
||||
const nz = linalg.normalize(linalg.cross(nx, ny));
|
||||
|
||||
return se3.fromBases(nx, ny, nz);
|
||||
}
|
||||
|
||||
function calculateLandingDv(verticalSpeed, altitude, dt) {
|
||||
// pretty crude logic, could be improved
|
||||
const maxThrust = 2;
|
||||
const final = verticalSpeed**2 / (2*(altitude - 1.0));
|
||||
|
||||
if (verticalSpeed > 0 || final < maxThrust * 0.8) {
|
||||
// can still accelerate forward
|
||||
return -maxThrust * dt;
|
||||
} else if (final < maxThrust) {
|
||||
// coast
|
||||
return 0;
|
||||
}
|
||||
return final;
|
||||
}
|
||||
|
||||
function autoLand(context, dt) {
|
||||
const p = context.player;
|
||||
// 0. check prereqs:
|
||||
// - none
|
||||
// 1. adjust tangential speed to match body rotational
|
||||
// 2. cast ray towards center
|
||||
// 3. while high, go towards center
|
||||
// 4. when low, go towards ground
|
||||
// 5. stop when on ground
|
||||
const kShipRotateSpeed = 0.1;
|
||||
|
||||
const body = findSoi(context.universe, p.position);
|
||||
const toBodyCenter = linalg.diff(body.position, p.position);
|
||||
const {distance: altitude, normal: surfaceNormal} = distanceToGround(body, p.position, linalg.normalize(toBodyCenter));
|
||||
|
||||
const surfaceVelocity = linalg.add(body.velocity, linalg.cross(body.spin, linalg.scale(toBodyCenter, -1)));
|
||||
const relativeVelocity = linalg.diff(p.velocity, surfaceVelocity);
|
||||
const upward = linalg.dot(relativeVelocity, surfaceNormal);
|
||||
const vertical = linalg.scale(surfaceNormal, upward);
|
||||
const horizontal = linalg.diff(relativeVelocity, vertical);
|
||||
const smallDv = linalg.scale(horizontal, -0.01);
|
||||
p.velocity = linalg.add(p.velocity, smallDv);
|
||||
|
||||
// up is up
|
||||
const currentOrientation = slerp(p.tf, alignUp(p.tf, surfaceNormal), kShipRotateSpeed);
|
||||
p.tf = se3.setOrientation(p.tf, currentOrientation);
|
||||
|
||||
if (altitude < 1.5) {
|
||||
if (upward < -2) {
|
||||
// going too fast, bounce
|
||||
p.velocity = linalg.add(p.velocity, linalg.scale(surfaceNormal, -2*upward));
|
||||
context.landing = false;
|
||||
} else if (upward < 0) {
|
||||
finishLanding(context, body);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// accelerate towards the ground and then slow down to land
|
||||
const dvup = calculateLandingDv(upward, altitude, dt);
|
||||
p.velocity = linalg.add(p.velocity, linalg.scale(surfaceNormal, dvup));
|
||||
}
|
||||
|
||||
function effectiveGravity(position: number[], rootBody: Body) : number[] {
|
||||
let body = rootBody;
|
||||
let acceleration = [0, 0, 0];
|
||||
while (body !== undefined) {
|
||||
const toBodyCenter = linalg.diff(body.position, position);
|
||||
const d = linalg.norm(toBodyCenter);
|
||||
const gravity = body.mass / d**3;
|
||||
acceleration = linalg.add(acceleration, linalg.scale(toBodyCenter, gravity));
|
||||
|
||||
const parentMass = body.mass;
|
||||
const children = body.children || [];
|
||||
body = undefined;
|
||||
for (const child of children) {
|
||||
if (!isInSoi(child, parentMass, position)) {
|
||||
continue;
|
||||
}
|
||||
body = child;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return acceleration;
|
||||
}
|
||||
|
||||
function upDirection(context) {
|
||||
const gravity = landedGravity(context);
|
||||
return linalg.normalize(linalg.scale(gravity, -1));
|
||||
}
|
||||
|
||||
function landedGravity(context) {
|
||||
// just clamp "down" to one of our six directions
|
||||
const pos = context.player.position;
|
||||
const altitude2 = pos[0]**2 + pos[1]**2 + pos[2]**2;
|
||||
const g = context.landedBody.mass / altitude2;
|
||||
if (pos[0] > 0 && Math.abs(pos[1]) < pos[0] && Math.abs(pos[2]) < pos[0]) {
|
||||
return [-g, 0, 0];
|
||||
}
|
||||
if (pos[0] < 0 && Math.abs(pos[1]) < -pos[0] && Math.abs(pos[2]) < -pos[0]) {
|
||||
return [+g, 0, 0];
|
||||
}
|
||||
if (pos[1] > 0 && Math.abs(pos[0]) < pos[1] && Math.abs(pos[2]) < pos[1]) {
|
||||
return [0, -g, 0];
|
||||
}
|
||||
if (pos[1] < 0 && Math.abs(pos[0]) < -pos[1] && Math.abs(pos[2]) < -pos[1]) {
|
||||
return [0, +g, 0];
|
||||
}
|
||||
if (pos[2] > 0 && Math.abs(pos[1]) < pos[2] && Math.abs(pos[1]) < pos[2]) {
|
||||
return [0, 0, -g];
|
||||
}
|
||||
if (pos[2] < 0 && Math.abs(pos[1]) < -pos[2] && Math.abs(pos[1]) < -pos[2]) {
|
||||
return [0, 0, +g];
|
||||
}
|
||||
// blarg
|
||||
}
|
||||
|
||||
function checkCollision(curPos, newPos, chunkMap, orientation) {
|
||||
const upDir = se3.apply(orientation, [0, 1, 0, 0]);
|
||||
// I guess Gaspard is about 1.7 m tall?
|
||||
// he also has a 60x60 cm axis-aligned square section '^_^
|
||||
// box is centered around the camera
|
||||
const gaspardBB = [
|
||||
[-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);
|
||||
context.lastTime = time;
|
||||
|
||||
player.position = se3.apply(player.tf, [0, 0, 0, 1]);
|
||||
|
||||
if (!context.pause) {
|
||||
updateBodyPhysics(time, context.universe);
|
||||
}
|
||||
|
||||
const kShipRotateSpeed = 0.1;
|
||||
|
||||
if (context.landed) {
|
||||
return updateLandedPhysics(context, dt);
|
||||
}
|
||||
|
||||
if (context.landing) {
|
||||
autoLand(context, dt);
|
||||
} else {
|
||||
// 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));
|
||||
}
|
||||
|
||||
if (context.flying) {
|
||||
// no physics, just magically moving around
|
||||
return;
|
||||
}
|
||||
|
||||
const gravity = effectiveGravity(player.position, context.universe);
|
||||
player.velocity = linalg.add(player.velocity, linalg.scale(gravity, dt));
|
||||
|
||||
const newPos = linalg.add(player.position, linalg.scale(player.velocity, dt));
|
||||
player.tf = se3.setPosition(player.tf, newPos);
|
||||
|
||||
if (context.orbit === undefined) {
|
||||
const body = findSoi(context.universe, context.player.position);
|
||||
context.orbit = computeOrbit(player, body, time);
|
||||
console.log(`orbiting ${body.name}, excentricity: ${context.orbit.excentricity}`);
|
||||
context.orbitBody = body;
|
||||
}
|
||||
}
|
||||
|
||||
function updateGeometry(context, timeout_ms = 10) {
|
||||
}
|
||||
|
||||
function tick(time: number, context) {
|
||||
handleInput(context);
|
||||
const simTime = time * 0.001 + context.timeOffset;
|
||||
updatePhysics(simTime, context);
|
||||
|
||||
// world generation / geometry update
|
||||
{
|
||||
// frame time is typically 16.7ms, so this may lag a bit
|
||||
let timeLeft = 10;
|
||||
const start = performance.now();
|
||||
updateGeometry(context, timeLeft);
|
||||
}
|
||||
|
||||
draw(context);
|
||||
|
||||
const dt = (time - context.lastFrameTime) * 0.001;
|
||||
context.lastFrameTime = time;
|
||||
|
||||
document.querySelector('#fps')!.textContent = `${1.0 / dt} fps`;
|
||||
|
||||
requestAnimationFrame(time => tick(time, context));
|
||||
}
|
||||
|
||||
function makeCube(texture) {
|
||||
return {
|
||||
faces: [
|
||||
makeFace('-x', texture, [-0.5, 0, 0]),
|
||||
makeFace('+x', texture, [+0.5, 0, 0]),
|
||||
makeFace('-y', texture, [0, -0.5, 0]),
|
||||
makeFace('+y', texture, [0, +0.5, 0]),
|
||||
makeFace('-z', texture, [0, 0, -0.5]),
|
||||
makeFace('+z', texture, [0, 0, +0.5]),
|
||||
]
|
||||
};
|
||||
}
|
||||
|
||||
async function main() {
|
||||
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');
|
||||
|
||||
if (gl === null) {
|
||||
console.error('webgl not available')
|
||||
return;
|
||||
}
|
||||
|
||||
// TODO
|
||||
// [ ] loading bar
|
||||
// [x] spaceship
|
||||
// [x] landing
|
||||
// [ ] huge planets
|
||||
// [x] lighting
|
||||
// [x] better lighting
|
||||
// [ ] betterer lighting
|
||||
// [x] optimize geometry generation
|
||||
|
||||
const modelPromise = loadObjModel('spaceship.obj');
|
||||
|
||||
const context = {
|
||||
gl,
|
||||
projMatrix: se3.perspective(Math.PI / 3, canvas.clientWidth / canvas.clientHeight, 0.1, 10000.0),
|
||||
player: {
|
||||
tf: se3.translation(0.0, 0.0, 80.0),
|
||||
position: [0.0, 0.0, 80.0],
|
||||
velocity: [0, 0, 0],
|
||||
},
|
||||
camera: {
|
||||
orientation: [0, 0, 0],
|
||||
tf: se3.identity(),
|
||||
},
|
||||
keys: new Set(),
|
||||
lightDirection: [-0.2, -0.5, 0.4],
|
||||
skyColor: [0.10, 0.15, 0.2],
|
||||
ambiantLight: 0.4,
|
||||
blockSelectDistance: 8,
|
||||
flying: true,
|
||||
isOnGround: false,
|
||||
gravity: -17,
|
||||
jumpForce: 6.5,
|
||||
universe: getSolarSystem(0),
|
||||
timeOffset: 0,
|
||||
};
|
||||
|
||||
context.glContext = await initWorldGl(gl);
|
||||
context.orbitGlContext = getOrbitDrawContext(gl);
|
||||
initUiListeners(canvas, context);
|
||||
|
||||
const starshipGeom = await modelPromise;
|
||||
|
||||
context.spaceship = starshipGeom;
|
||||
|
||||
requestAnimationFrame(time => tick(time, context));
|
||||
}
|
||||
|
||||
window.onload = main;
|
45
skycraft/linalg.ts
Normal file
45
skycraft/linalg.ts
Normal file
@@ -0,0 +1,45 @@
|
||||
export type Vec3 = [number, number, number];
|
||||
export type Mat4 = 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],
|
||||
a[0] * b[1] - a[1] * b[0],
|
||||
];
|
||||
}
|
||||
|
||||
export function diff(a: Vec3, b: Vec3) : Vec3 {
|
||||
return [
|
||||
a[0] - b[0],
|
||||
a[1] - b[1],
|
||||
a[2] - b[2],
|
||||
];
|
||||
}
|
||||
|
||||
export function add(a: Vec3, b: Vec3) : Vec3 {
|
||||
return [
|
||||
a[0] + b[0],
|
||||
a[1] + b[1],
|
||||
a[2] + b[2],
|
||||
];
|
||||
}
|
||||
|
||||
export function norm(a: Vec3) : number {
|
||||
return Math.sqrt(a[0] ** 2 + a[1] ** 2 + a[2] ** 2);
|
||||
}
|
||||
|
||||
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: Vec3, s: number) : Vec3 {
|
||||
return [
|
||||
a[0] * s,
|
||||
a[1] * s,
|
||||
a[2] * s,
|
||||
];
|
||||
}
|
||||
|
||||
export function normalize(a: Vec3) : Vec3 {
|
||||
return scale(a, 1/norm(a));
|
||||
}
|
74
skycraft/obj.ts
Normal file
74
skycraft/obj.ts
Normal file
@@ -0,0 +1,74 @@
|
||||
function parseObjLine(line: string, obj: any) {
|
||||
line = line.trim();
|
||||
if (line[0] === '#' || line.length < 1) {
|
||||
return;
|
||||
}
|
||||
const elements = line.split(/\s+/);
|
||||
obj[elements[0]].push(elements.slice(1));
|
||||
}
|
||||
|
||||
function getFaces(obj: any) {
|
||||
return obj.f.map(f => {
|
||||
const face = {
|
||||
'vertices': [],
|
||||
'normals': [],
|
||||
'textures': [],
|
||||
};
|
||||
if (f.length === 4) { // add duplicate vertices to make triangles
|
||||
f.splice(3, 0, f[0]);
|
||||
f.splice(4, 0, f[2]);
|
||||
}
|
||||
f.forEach(v => {
|
||||
const [vidx, vtidx, vnidx] = v.split('/');
|
||||
face.vertices.push((obj.v[vidx - 1] || []).map(Number));
|
||||
face.normals.push((obj.vn[vnidx - 1] || []).map(Number));
|
||||
//face.textures.push((obj.vt[vtidx] || []).map(Number));
|
||||
face.textures.push([0, 0]);
|
||||
});
|
||||
return face;
|
||||
});
|
||||
}
|
||||
|
||||
export async function loadObjModel(url: string) {
|
||||
const stlDataStream = (await fetch(url)).body;
|
||||
if (stlDataStream === null) {
|
||||
return Promise.reject(new Error(`Could not fetch ${url}`));
|
||||
}
|
||||
const obj = new Proxy({}, {
|
||||
get: (target, name) =>{
|
||||
if (!(name in target)) {
|
||||
target[name] = [];
|
||||
}
|
||||
return target[name];
|
||||
},
|
||||
});
|
||||
|
||||
return new Promise((resolve, reject) => {
|
||||
let partialLine = "";
|
||||
const reader = stlDataStream.getReader();
|
||||
const decoder = new TextDecoder();
|
||||
|
||||
function pump() {
|
||||
reader.read().then(({ done, value }) => {
|
||||
if (done) {
|
||||
parseObjLine(partialLine, obj);
|
||||
return resolve(getFaces(obj));
|
||||
}
|
||||
|
||||
const textInput = decoder.decode(value);
|
||||
const lines = textInput.split('\n');
|
||||
|
||||
if (lines.length > 1) {
|
||||
parseObjLine(partialLine + lines[0], obj);
|
||||
partialLine = "";
|
||||
lines.slice(0, -1).forEach(line => {
|
||||
parseObjLine(line, obj);
|
||||
});
|
||||
}
|
||||
partialLine = partialLine + lines.at(-1);
|
||||
pump();
|
||||
});
|
||||
}
|
||||
pump();
|
||||
});
|
||||
}
|
283
skycraft/orbit.ts
Normal file
283
skycraft/orbit.ts
Normal file
@@ -0,0 +1,283 @@
|
||||
import * as se3 from 'wmc-common/se3';
|
||||
import * as linalg from './linalg';
|
||||
import {Vec3} from './linalg';
|
||||
|
||||
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: Vec3,
|
||||
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 isInSoi(body: Body, parentMass: number, position: number[]) : boolean {
|
||||
const soi = body.orbit.semimajorAxis * Math.pow(body.mass / parentMass, 2/5);
|
||||
const pos = position;
|
||||
const bod = body.position;
|
||||
const dr = [pos[0] - bod[0], pos[1] - bod[1], pos[2] - bod[2]];
|
||||
return (dr[0]**2 + dr[1]**2 + dr[2]**2 < soi**2);
|
||||
}
|
||||
|
||||
export function findSoi(rootBody: Body, position: number[]) : Body {
|
||||
const bodies = [rootBody];
|
||||
let body : Body;
|
||||
while (bodies.length > 0) {
|
||||
body = bodies.shift()!;
|
||||
|
||||
if (body.children === undefined) {
|
||||
return body;
|
||||
}
|
||||
|
||||
for (const child of body.children) {
|
||||
if (isInSoi(child, body.mass, position)) {
|
||||
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 = 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,
|
||||
tf: se3.product(se3.translation(...position), orientation),
|
||||
glContext,
|
||||
};
|
||||
}
|
@@ -1,14 +1,15 @@
|
||||
{
|
||||
"name": "skycraft",
|
||||
"version": "1.0.0",
|
||||
"main": "index.js",
|
||||
"main": "index.ts",
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"esbuild": "^0.14.2"
|
||||
"esbuild": "^0.14.2",
|
||||
"wmc-common": "link:../common"
|
||||
},
|
||||
"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=static/app.js index.ts --bundle --sourcemap=inline --watch",
|
||||
"serve": "esbuild --outfile=static/app.js index.ts --bundle --sourcemap=inline --servedir=static",
|
||||
"build": "esbuild --outfile=app.js index.ts --bundle --minify"
|
||||
}
|
||||
}
|
||||
|
128
skycraft/quat.ts
Normal file
128
skycraft/quat.ts
Normal file
@@ -0,0 +1,128 @@
|
||||
import {Mat4} from './linalg';
|
||||
import * as se3 from 'wmc-common/se3';
|
||||
|
||||
export interface Quat {
|
||||
x: number,
|
||||
y: number,
|
||||
z: number,
|
||||
w: number,
|
||||
}
|
||||
|
||||
export function mat2Quat(m: Mat4) : Quat {
|
||||
const q : Quat = {};
|
||||
|
||||
if (m[0 * 4 + 0] + m[1 * 4 + 1] + m[2 * 4 + 2] > 0.0) {
|
||||
const t = + m[0 * 4 + 0] + m[1 * 4 + 1] + m[2 * 4 + 2] + 1.0;
|
||||
const s = 0.5 / Math.sqrt(t);
|
||||
q.w = s * t;
|
||||
q.z = (m[1 * 4 + 0] - m[0 * 4 + 1]) * s;
|
||||
q.y = (m[0 * 4 + 2] - m[2 * 4 + 0]) * s;
|
||||
q.x = (m[2 * 4 + 1] - m[1 * 4 + 2]) * s;
|
||||
} else if (m[0 * 4 + 0] > m[1 * 4 + 1] && m[0 * 4 + 0] > m[2 * 4 + 2]) {
|
||||
const t = + m[0 * 4 + 0] - m[1 * 4 + 1] - m[2 * 4 + 2] + 1.0;
|
||||
const s = 0.5 / Math.sqrt(t);
|
||||
q.x = s * t;
|
||||
q.y = (m[1 * 4 + 0] + m[0 * 4 + 1]) * s;
|
||||
q.z = (m[0 * 4 + 2] + m[2 * 4 + 0]) * s;
|
||||
q.w = (m[2 * 4 + 1] - m[1 * 4 + 2]) * s;
|
||||
} else if (m[1 * 4 + 1] > m[2 * 4 + 2]) {
|
||||
const t = - m[0 * 4 + 0] + m[1 * 4 + 1] - m[2 * 4 + 2] + 1.0;
|
||||
const s = 0.5 / Math.sqrt(t);
|
||||
q.y = s * t;
|
||||
q.x = (m[1 * 4 + 0] + m[0 * 4 + 1]) * s;
|
||||
q.w = (m[0 * 4 + 2] - m[2 * 4 + 0]) * s;
|
||||
q.z = (m[2 * 4 + 1] + m[1 * 4 + 2]) * s;
|
||||
} else {
|
||||
const t = - m[0 * 4 + 0] - m[1 * 4 + 1] + m[2 * 4 + 2] + 1.0;
|
||||
const s = 0.5 / Math.sqrt(t);
|
||||
q.z = s * t;
|
||||
q.w = (m[1 * 4 + 0] - m[0 * 4 + 1]) * s;
|
||||
q.x = (m[0 * 4 + 2] + m[2 * 4 + 0]) * s;
|
||||
q.y = (m[2 * 4 + 1] + m[1 * 4 + 2]) * s;
|
||||
}
|
||||
|
||||
return q;
|
||||
}
|
||||
|
||||
export function quat2Mat(q: Quat): Mat4 {
|
||||
const m: Mat4 = se3.identity();
|
||||
|
||||
const x2 = q.x + q.x;
|
||||
const y2 = q.y + q.y;
|
||||
const z2 = q.z + q.z;
|
||||
{
|
||||
const xx2 = q.x * x2;
|
||||
const yy2 = q.y * y2;
|
||||
const zz2 = q.z * z2;
|
||||
m[0 * 4 + 0] = 1.0 - yy2 - zz2;
|
||||
m[1 * 4 + 1] = 1.0 - xx2 - zz2;
|
||||
m[2 * 4 + 2] = 1.0 - xx2 - yy2;
|
||||
}
|
||||
{
|
||||
const yz2 = q.y * z2;
|
||||
const wx2 = q.w * x2;
|
||||
m[1 * 4 + 2] = yz2 - wx2;
|
||||
m[2 * 4 + 1] = yz2 + wx2;
|
||||
}
|
||||
{
|
||||
const xy2 = q.x * y2;
|
||||
const wz2 = q.w * z2;
|
||||
m[0 * 4 + 1] = xy2 - wz2;
|
||||
m[1 * 4 + 0] = xy2 + wz2;
|
||||
}
|
||||
{
|
||||
const xz2 = q.x * z2;
|
||||
const wy2 = q.w * y2;
|
||||
m[2 * 4 + 0] = xz2 - wy2;
|
||||
m[0 * 4 + 2] = xz2 + wy2;
|
||||
}
|
||||
|
||||
return m;
|
||||
}
|
||||
|
||||
export function normalize(q: Quat) : Quat {
|
||||
const n = norm(q);
|
||||
if (n < 1e-10) {
|
||||
return {x: 0, y: 0, z: 0, w: 1};
|
||||
}
|
||||
return {
|
||||
x: q.x / n,
|
||||
y: q.y / n,
|
||||
z: q.z / n,
|
||||
w: q.w / n,
|
||||
};
|
||||
}
|
||||
|
||||
export function diff(q0: Quat, q1: Quat) {
|
||||
return {
|
||||
x: q0.x - q1.x,
|
||||
y: q0.y - q1.y,
|
||||
z: q0.z - q1.z,
|
||||
w: q0.w - q1.w,
|
||||
};
|
||||
}
|
||||
export function norm(q: Quat) {
|
||||
return Math.sqrt(q.x**2 + q.y**2 + q.z**2 + q.w**2);
|
||||
}
|
||||
|
||||
export function add(q0: Quat, q1: Quat) {
|
||||
return {
|
||||
x: q0.x + q1.x,
|
||||
y: q0.y + q1.y,
|
||||
z: q0.z + q1.z,
|
||||
w: q0.w + q1.w,
|
||||
};
|
||||
}
|
||||
|
||||
export function scale(q: Quat, a: number): Quat {
|
||||
return {
|
||||
x: a * q.x,
|
||||
y: a * q.y,
|
||||
z: a * q.z,
|
||||
w: a * q.w,
|
||||
};
|
||||
}
|
||||
|
||||
export function dot(q0: Quat, q1: Quat): number {
|
||||
return q0.x*q1.x + q0.y*q1.y + q0.z*q1.z + q0.w*q1.w;
|
||||
}
|
BIN
skycraft/spaceship.stl
Normal file
BIN
skycraft/spaceship.stl
Normal file
Binary file not shown.
3743
skycraft/static/spaceship.obj
Normal file
3743
skycraft/static/spaceship.obj
Normal file
File diff suppressed because it is too large
Load Diff
BIN
skycraft/static/texture.png
Normal file
BIN
skycraft/static/texture.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 40 KiB |
76
skycraft/stl.ts
Normal file
76
skycraft/stl.ts
Normal file
@@ -0,0 +1,76 @@
|
||||
import * as linalg from './linalg';
|
||||
|
||||
function parseTriangle(triangleData) {
|
||||
const dv = new DataView(triangleData.buffer);
|
||||
function data(idx) {
|
||||
const offset = 4 * idx;
|
||||
return dv.getFloat32(offset, /*littleEndian=*/true);
|
||||
}
|
||||
|
||||
const attributeByteCount = dv.getUint16(48, /*littleEndian=*/true);
|
||||
console.assert(attributeByteCount === 0);
|
||||
|
||||
const x = [data(3), data(4), data(5)];
|
||||
const y = [data(6), data(7), data(8)];
|
||||
const z = [data(9), data(10), data(11)];
|
||||
const n = linalg.cross(linalg.diff(y, x), linalg.diff(z, y));
|
||||
|
||||
return {
|
||||
vertices: [x, y, z],
|
||||
normals: new Array(3).fill(linalg.scale(n, 1 / linalg.norm(n))),
|
||||
textures: new Array(3).fill([0, 0]),
|
||||
}; // no normals, default texture
|
||||
}
|
||||
|
||||
export async function loadStlModel(url) {
|
||||
const stlDataStream = (await fetch(url)).body;
|
||||
const triangles = [];
|
||||
|
||||
return new Promise((resolve, reject) => {
|
||||
let bytesReceived = 0;
|
||||
let gotHeader = false;
|
||||
const partial = new Uint8Array(50); // each triangle is 50 bytes
|
||||
let partialOffset = 0;
|
||||
const reader = stlDataStream.getReader();
|
||||
|
||||
function pump() {
|
||||
reader.read().then(({ done, value }) => {
|
||||
if (done) {
|
||||
return resolve(triangles);
|
||||
}
|
||||
|
||||
const skipped = bytesReceived;
|
||||
bytesReceived += value.length;
|
||||
let inputOffset = 0;
|
||||
|
||||
if (!gotHeader) {
|
||||
if (bytesReceived < 84) { // header + triangle count
|
||||
return pump();
|
||||
} else {
|
||||
gotHeader = true;
|
||||
inputOffset = 84 - skipped;
|
||||
}
|
||||
}
|
||||
|
||||
// parse triangle data
|
||||
while (true) {
|
||||
const spaceLeft = 50 - partialOffset;
|
||||
console.assert(spaceLeft > 0);
|
||||
|
||||
const leftToCopy = value.length - inputOffset;
|
||||
const toCopy = value.subarray(inputOffset, inputOffset + Math.min(leftToCopy, spaceLeft));
|
||||
partial.set(toCopy, partialOffset);
|
||||
if (leftToCopy < spaceLeft) {
|
||||
break;
|
||||
}
|
||||
// parse a triangle!
|
||||
triangles.push(parseTriangle(partial));
|
||||
partialOffset = 0;
|
||||
inputOffset += toCopy.length;
|
||||
}
|
||||
pump();
|
||||
});
|
||||
}
|
||||
pump();
|
||||
});
|
||||
}
|
@@ -1 +0,0 @@
|
||||
../texture.png
|
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"
|
||||
]
|
||||
}
|
@@ -44,7 +44,7 @@ esbuild-linux-32@0.14.54:
|
||||
|
||||
esbuild-linux-64@0.14.54:
|
||||
version "0.14.54"
|
||||
resolved "https://registry.yarnpkg.com/esbuild-linux-64/-/esbuild-linux-64-0.14.54.tgz#de5fdba1c95666cf72369f52b40b03be71226652"
|
||||
resolved "https://registry.npmjs.org/esbuild-linux-64/-/esbuild-linux-64-0.14.54.tgz"
|
||||
integrity sha512-EgjAgH5HwTbtNsTqQOXWApBaPVdDn7XcK+/PtJwZLT1UmpLoznPd8c5CxqsH2dQK3j05YsB3L17T8vE7cp4cCg==
|
||||
|
||||
esbuild-linux-arm64@0.14.54:
|
||||
@@ -109,7 +109,7 @@ esbuild-windows-arm64@0.14.54:
|
||||
|
||||
esbuild@^0.14.2:
|
||||
version "0.14.54"
|
||||
resolved "https://registry.yarnpkg.com/esbuild/-/esbuild-0.14.54.tgz#8b44dcf2b0f1a66fc22459943dccf477535e9aa2"
|
||||
resolved "https://registry.npmjs.org/esbuild/-/esbuild-0.14.54.tgz"
|
||||
integrity sha512-Cy9llcy8DvET5uznocPyqL3BFRrFXSVqbgpMJ9Wz8oVjZlh/zUSNbPRbov0VX7VxN2JH1Oa0uNxZ7eLRb62pJA==
|
||||
optionalDependencies:
|
||||
"@esbuild/linux-loong64" "0.14.54"
|
||||
@@ -133,3 +133,7 @@ esbuild@^0.14.2:
|
||||
esbuild-windows-32 "0.14.54"
|
||||
esbuild-windows-64 "0.14.54"
|
||||
esbuild-windows-arm64 "0.14.54"
|
||||
|
||||
"wmc-common@link:../common":
|
||||
version "0.0.0"
|
||||
uid ""
|
||||
|
Reference in New Issue
Block a user