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9 Commits

Author SHA1 Message Date
be36b310b4 skycraft: can walk around the earth 2025-02-14 19:05:49 +01:00
8f43cf3a01 skycraft: can walk around after landing, sort of. 2025-02-14 14:14:40 +01:00
2efbfcc564 skycraft: full automated landing 2025-02-14 11:07:47 +01:00
1b97c989db Add missing quaternion dot product 2025-02-13 22:16:34 +01:00
4a9bca98ef skycraft: now with landing!
Once landed, position is locked to the body it landed on.
Not enough fuel to launch again.
2025-02-13 22:14:13 +01:00
29f5e84312 More math 2025-02-13 22:13:16 +01:00
ee7f5e9595 skycraft: per-object specular color 2025-02-12 19:07:48 +01:00
6966c5d45f Dockerize skycraft 2025-02-12 19:07:26 +01:00
33733c6fe4 Move a few things around
- common files to a new 'wmc-common' package in common/
- skycraft now puts all serving files into static/
2025-02-12 19:06:34 +01:00
19 changed files with 689 additions and 132 deletions

24
Dockerfile Normal file
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@@ -0,0 +1,24 @@
FROM node:23-alpine as skycraft-deps
WORKDIR /workspace/skycraft
ADD ./skycraft/package.json ./
ADD ./skycraft/yarn.lock ./
RUN yarn install
FROM skycraft-deps as skycraft-build
ADD . /workspace
RUN yarn build
FROM skycraft-deps as skycraft-dev
ENTRYPOINT ["yarn"]
CMD ["run", "serve"]
FROM scratch as skycraft-export
COPY --from=skycraft-build /workspace/skycraft/app.js /
COPY --from=skycraft-build /workspace/skycraft/static/* /

31
Makefile Normal file
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@@ -0,0 +1,31 @@
export DOCKER_BUILDKIT=1
skycraft-dev-image := skycraft-dev
.PHONY: skycraft
skycraft: ## build skycraft
docker build \
--output=out/skycraft \
--target=skycraft-export \
.
.PHONY: skycraft-dev-image
skycraft-dev-image:
docker build \
-t $(skycraft-dev-image) \
--target=skycraft-dev \
.
.PHONY: skycraft-dev
skycraft-dev: skycraft-dev-image
docker run -it --rm \
-v .:/workspace \
-v /workspace/skycraft/node_modules \
-p 8000:8000 \
$(skycraft-dev-image)
.PHONY: help
help: ## Show this help
@echo Noteworthy targets:
@egrep '^[a-zA-Z_-]+:.*?## .*$$' $(firstword $(MAKEFILE_LIST)) | sort | awk 'BEGIN {FS = ":.*?## "}; {printf "\033[36m%-20s\033[0m %s\n", $$1, $$2}'
.DEFAULT_GOAL := help

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8
common/package.json Normal file
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@@ -0,0 +1,8 @@
{
"name": "wmc-common",
"version": "1.0.0",
"license": "MIT",
"dependencies": {
"esbuild": "^0.14.2"
}
}

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@@ -86,6 +86,42 @@ export function orientationOnly(m) {
];
}
export function fromBases(x, y, z) {
return [
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,
];
}
export function positionOnly(m) {
return [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
m[12], m[13], m[14], m[15],
]
}
export function setOrientation(m, o) {
return [
o[0], o[1], o[2], m[3],
o[4], o[5], o[6], m[7],
o[8], o[9], o[10], m[11],
m[12], m[13], m[14], m[15],
];
}
export function setPosition(m, x) {
return [
m[0], m[1], m[2], m[3],
m[4], m[5], m[6], m[7],
m[8], m[9], m[10], m[11],
x[0], x[1], x[2], 1,
];
}
export function inverse(m) {
const t = apply(m, [0, 0, 0, 1]);
const r = orientationOnly(m);

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@@ -1,10 +1,10 @@
import { makeFace } from '../geometry';
import { makeFace } from 'wmc-common/geometry';
import * as linalg from './linalg';
import {memoize} from '../memoize';
import {memoize} from 'wmc-common/memoize';
type direction = ('-x' | '+x' | '-y' | '+y' | '-z' | '+z');
const BlockType = {
export const BlockType = {
UNDEFINED: 0,
AIR: 1,
DIRT: 2,
@@ -18,7 +18,6 @@ const BlockType = {
const CHUNKSIZE = 32;
/** seed: some kind of number uniquely defining the body
* x, y, z: space coordinates in the body's frame
*
@@ -304,10 +303,115 @@ function getBodyChunks(seed: number) {
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.reduce((a, b) => a.concat(b));
}
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,
};
}
}

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@@ -1,7 +1,7 @@
import {makeBufferFromFaces } from '../geometry';
import { loadTexture, makeProgram } from '../gl';
import {makeBufferFromFaces } from 'wmc-common/geometry';
import { loadTexture, makeProgram } from 'wmc-common/gl';
import * as linalg from './linalg';
import * as se3 from '../se3';
import * as se3 from 'wmc-common/se3';
import { makeOrbitObject } from './orbit';
const VSHADER = `
@@ -15,12 +15,14 @@ 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];
@@ -50,6 +52,7 @@ void main() {
vRay = -normalize((uModel * vec4(aPosition, 1.0)).xyz - camPos);
vLightDir = -uLightDirection;
vNormal = normal;
vSpecularColor = uSpecularColor;
}
`;
@@ -61,6 +64,7 @@ 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);
@@ -69,7 +73,7 @@ void main() {
}
lowp vec3 specularDir = 2.0 * dot(vLightDir, vNormal) * vNormal - vLightDir;
lowp float specularAmount = smoothstep(0.92, 1.0, dot(vRay, specularDir));
lowp vec3 specular = 0.8 * specularAmount * vec3(1.0, 1.0, 0.8);
lowp vec3 specular = specularAmount * vSpecularColor;
gl_FragColor = vec4(vLighting * color.rgb + specular, color.a);
}
`;
@@ -86,6 +90,7 @@ export async function initWorldGl(gl: WebGLRenderingContext) {
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');
@@ -117,18 +122,18 @@ export async function initWorldGl(gl: WebGLRenderingContext) {
const drawObject = (objectParams) => {
const {
position,
orientation,
tf,
glBuffer,
numVertices,
lightDirection,
glowColor,
specularColor,
} = objectParams;
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.product(
se3.translation(...position), orientation)));
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);
@@ -212,14 +217,12 @@ export function getOrbitDrawContext(gl: WebGLRenderingContext) {
const drawObject = (objectParams) => {
const {
position,
orientation,
tf,
value,
glBuffer,
} = objectParams;
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.product(
se3.translation(...position), orientation)));
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(tf));
gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
@@ -237,37 +240,42 @@ export function getOrbitDrawContext(gl: WebGLRenderingContext) {
};
}
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} = body;
const {position, orientation, glowColor, specularColor} = body;
if (body.glBuffer === undefined) {
body.glBuffer = makeBufferFromFaces(gl, body.geometry);
body.glBuffer = makeBufferFromFaces(gl, body.geometry.faces);
}
objects.push({
geometry: body.glBuffer,
orientation,
position,
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);
//objects.push(orbitObject);
} else {
const shipOrientation = [
se3.rotationOnly(player.tf),
//se3.rotationOnly(context.camera.tf),
se3.rotxyz(-Math.PI / 2, Math.PI / 2, Math.PI / 2),
].reduce(se3.product);
const shipPos = player.position;
const shipTf = se3.product(getShipTf(context), se3.rotxyz(-Math.PI / 2, Math.PI / 2, Math.PI / 2));
objects.push({
geometry: makeBufferFromFaces(gl, context.spaceship),
orientation: shipOrientation,
position: shipPos,
tf: shipTf,
glContext,
specularColor: [0.8, 0.8, 0.8],
});
}
@@ -288,7 +296,7 @@ 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) {
if (orbit !== undefined && orbit.excentricity < 1 && !context.landing) {
objects.push(makeOrbitObject(gl, orbitGlContext, orbit, orbitBody.position));
}
@@ -304,14 +312,23 @@ export function draw(context) {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
const viewMatrix = se3.inverse([
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
se3.translation(0, 1, 4), // step back from the player
].reduce(se3.product));
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 {position, orientation, geometry, glContext, glowColor} of objects) {
for (const {tf, geometry, glContext, glowColor, specularColor} of objects) {
if (glContext !== lastGlContext) {
glContext.setupScene({
projectionMatrix: projMatrix,
@@ -321,15 +338,16 @@ export function draw(context) {
}
lastGlContext = glContext;
const position = se3.apply(tf, [0, 0, 0, 1]);
const lightDirection = sunDirection(position);
glContext.drawObject({
position,
orientation,
tf,
glBuffer: geometry.glBuffer,
numVertices: geometry.numVertices,
lightDirection,
glowColor: glowColor || [0, 0, 0],
specularColor: specularColor || [0, 0, 0],
});
}
}
}

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@@ -1,10 +1,10 @@
import { makeFace } from '../geometry';
import { makeFace } from 'wmc-common/geometry';
import * as linalg from './linalg';
import { loadObjModel } from './obj';
import * as se3 from '../se3';
import { computeOrbit, findSoi, getCartesianState, updateBodyPhysics } from './orbit';
import { getBodyGeometry } from './chunk';
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';
@@ -157,17 +157,14 @@ function initUiListeners(canvas: HTMLCanvasElement, context) {
delete context.orbit;
return false;
case 'KeyL':
if (closeToPlanet(context)) {
context.landing = True;
}
context.landing = !context.landing;
return false;
case 'KeyP':
context.pause = !context.pause;
return false;
case 'Space':
if (!context.flying) {
if (context.jumpAmount > 0) {
const amount = context.jumpForce;
context.player.velocity[1] = amount;
context.jumpAmount -= 1;
}
jump(context);
}
return false;
}
@@ -176,10 +173,20 @@ function initUiListeners(canvas: HTMLCanvasElement, context) {
}
};
const moveListener = e => {
// context.camera.orientation[0] -= e.movementY / 500;
// context.camera.orientation[1] -= e.movementX / 500;
context.camera.tf =[
context.camera.tf,
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);
@@ -212,28 +219,93 @@ function initUiListeners(canvas: HTMLCanvasElement, context) {
});
}
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 = (forward: number, right: number) => {
const move = (f, r) => (context.landed ? moveOnGround : moveShip)(context, f, r);
const roll = (amount: number) => {
if (context.keys.has('ShiftLeft')) {
forward *= 10;
right *= 10;
amount *= 10;
}
const tf = se3.product(
se3.orientationOnly(context.player.tf),
context.camera.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;
}
se3.rotz(amount),
].reduce(se3.product);
};
context.keys.forEach(key => {
@@ -250,6 +322,12 @@ function handleInput(context) {
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;
@@ -259,15 +337,253 @@ function handleInput(context) {
function slerp(current: linalg.Mat4, target: linalg.Mat4, maxVelocity: number) : linalg.Mat4 {
const q0 = quat.mat2Quat(current);
const q1 = quat.mat2Quat(target);
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 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);
@@ -275,37 +591,41 @@ function updatePhysics(time: number, context) {
player.position = se3.apply(player.tf, [0, 0, 0, 1]);
updateBodyPhysics(time, context.universe);
if (!context.pause) {
updateBodyPhysics(time, context.universe);
}
const dr = slerp(se3.identity(), context.camera.tf, 0.007);
player.tf = se3.product(player.tf, dr);
context.camera.tf = se3.product(context.camera.tf, se3.inverse(dr));
const kShipRotateSpeed = 0.1;
if (!context.flying) {
if (context.orbit === undefined) {
const newPos = linalg.add(player.position, linalg.scale(player.velocity, dt));
const dx = linalg.diff(newPos, player.position);
player.tf = se3.product(se3.translation(...dx), player.tf);
if (context.landed) {
return updateLandedPhysics(context, dt);
}
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;
} else {
const {position: orbitPos, velocity: orbitVel} = getCartesianState(
context.orbit, context.orbitBody.mass, time);
if (orbitPos === undefined) {
const newPos = linalg.add(player.position, linalg.scale(player.velocity, dt));
const dx = linalg.diff(newPos, player.position);
player.tf = se3.product(se3.translation(...dx), player.tf);
} else {
const position = linalg.add(orbitPos, context.orbitBody.position);
const velocity = linalg.add(orbitVel, context.orbitBody.velocity);
player.velocity = velocity;
const dx = linalg.diff(position, player.position);
player.tf = se3.product(se3.translation(...dx), player.tf);
}
}
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;
}
}
@@ -336,14 +656,16 @@ function tick(time: number, 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]),
];
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() {
@@ -360,7 +682,7 @@ async function main() {
// TODO
// [ ] loading bar
// [x] spaceship
// [ ] landing
// [x] landing
// [ ] huge planets
// [x] lighting
// [x] better lighting
@@ -399,11 +721,10 @@ async function main() {
initUiListeners(canvas, context);
const starshipGeom = await modelPromise;
console.log(`loaded ${starshipGeom.length} triangles`);
context.spaceship = starshipGeom;
requestAnimationFrame(time => tick(time, context));
}
window.onload = main;
window.onload = main;

View File

@@ -38,4 +38,8 @@ export function scale(a: Vec3, s: number) : Vec3 {
a[1] * s,
a[2] * s,
];
}
}
export function normalize(a: Vec3) : Vec3 {
return scale(a, 1/norm(a));
}

View File

@@ -1,4 +1,4 @@
import * as se3 from '../se3';
import * as se3 from 'wmc-common/se3';
import * as linalg from './linalg';
import {Vec3} from './linalg';
@@ -52,6 +52,14 @@ export function updateBodyPhysics(time: number, body: Body, parentBody : 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;
@@ -63,11 +71,7 @@ export function findSoi(rootBody: Body, position: number[]) : Body {
}
for (const child of body.children) {
const soi = child.orbit.semimajorAxis * Math.pow(child.mass / body.mass, 2/5);
const pos = position;
const bod = child.position;
const dr = [pos[0] - bod[0], pos[1] - bod[1], pos[2] - bod[2]];
if (dr[0]**2 + dr[1]**2 + dr[2]**2 < soi**2) {
if (isInSoi(child, body.mass, position)) {
bodies.push(child);
}
}
@@ -273,8 +277,7 @@ export function makeOrbitObject(gl: WebGLRenderingContext, glContext: any, orbit
return {
geometry,
orientation,
position,
tf: se3.product(se3.translation(...position), orientation),
glContext,
};
}
}

View File

@@ -4,11 +4,12 @@
"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.ts --bundle --sourcemap=inline --watch",
"serve": "esbuild --outfile=app.js index.ts --bundle --sourcemap=inline --servedir=.",
"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"
}
}

View File

@@ -1,5 +1,5 @@
import {Mat4} from './linalg';
import * as se3 from '../se3';
import * as se3 from 'wmc-common/se3';
export interface Quat {
x: number,
@@ -121,4 +121,8 @@ export function scale(q: Quat, a: number): Quat {
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;
}

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After

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View File

@@ -1 +0,0 @@
../texture.png

View File

@@ -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 ""