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9 Commits
9bb162e7d5
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main
Author | SHA1 | Date | |
---|---|---|---|
be36b310b4 | |||
8f43cf3a01 | |||
2efbfcc564 | |||
1b97c989db | |||
4a9bca98ef | |||
29f5e84312 | |||
ee7f5e9595 | |||
6966c5d45f | |||
33733c6fe4 |
24
Dockerfile
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24
Dockerfile
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@@ -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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@@ -1,10 +1,10 @@
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import { makeFace } from '../geometry';
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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 '../memoize';
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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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const BlockType = {
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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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@@ -18,7 +18,6 @@ const BlockType = {
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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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@@ -304,10 +303,115 @@ function getBodyChunks(seed: number) {
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return chunks;
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}
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/** fake chunk map re-using the memoize */
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class ChunkMap {
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constructor(seed) {
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this.seed = seed;
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}
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get(i, j, k) {
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return getChunk(this.seed, i, j, k);
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}
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has(i, j, k) {
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return getChunk(this.seed, i, j, k) !== undefined;
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}
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}
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export function getBodyGeometry(seed: number) {
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const faces = getBodyChunks(seed)
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.filter(chunk => !chunk.underground)
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.map(chunk => [...makeChunkFaces(chunk)]);
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return faces.reduce((a, b) => a.concat(b));
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}
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return {
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faces: faces.reduce((a, b) => a.concat(b)),
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chunkMap: new ChunkMap(seed),
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};
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}
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export function blockLookup(chunkMap, x, y, z) {
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const chunki = Math.floor((x + CHUNKSIZE / 2) / CHUNKSIZE);
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const chunkj = Math.floor((y + CHUNKSIZE / 2) / CHUNKSIZE);
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const chunkk = Math.floor((z + CHUNKSIZE / 2) / CHUNKSIZE);
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const chunk = chunkMap.get(chunki, chunkj, chunkk);
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if (chunk === undefined) {
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return {
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type: BlockType.UNDEFINED,
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};
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}
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const i = Math.floor(x - chunk.position[0] + 0.5);
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const j = Math.floor(y - chunk.position[1] + 0.5);
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const k = Math.floor(z - chunk.position[2] + 0.5);
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const blockIndex = CHUNKSIZE * (CHUNKSIZE * i + j) + k;
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return {
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type: chunk.blocks[blockIndex],
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centerPosition: [
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chunk.position[0] + i,
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chunk.position[1] + j,
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chunk.position[2] + k,
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],
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chunk,
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blockIndex,
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};
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}
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function movePoint(p, s, u) {
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return linalg.add(p, linalg.scale(u, s));
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}
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function minIndex(arr) {
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return arr.reduce((min, val, i) => val >= arr[min] ? min : i, -1);
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}
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/** Imported from wmc, looks like it calculates the distance to the next grid block */
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function rayThroughGrid(origin, direction, maxDistance) {
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const range = i => [...Array(i).keys()];
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const nextGrid = range(3).map(i => direction[i] > 0 ?
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Math.floor(origin[i] + 0.5) + 0.5 :
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Math.floor(origin[i] + 0.5) - 0.5);
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const distanceToGrid = range(3).map(i => (nextGrid[i] - origin[i]) / direction[i])
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.map(v => v === 0.0 ? Number.POSITIVE_INFINITY : v);
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const axis = minIndex(distanceToGrid);
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const rayLength = distanceToGrid[axis];
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if (rayLength > maxDistance) {
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return {};
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}
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const position = movePoint(origin, distanceToGrid[axis], direction);
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const normal = range(3).map(i => i === axis ? -Math.sign(direction[i]) : 0);
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return {position, normal, distance: rayLength};
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}
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/** needs a blockLookup function, finds the first non-air block along a ray */
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export function castRay(chunkMap, origin, direction, maxDistance=CHUNKSIZE) {
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let currentPoint = origin;
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while (maxDistance > 0) {
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const {position, normal, distance} = rayThroughGrid(currentPoint, direction, maxDistance);
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if (position === undefined) {
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return;
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}
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maxDistance -= distance;
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currentPoint = movePoint(position, 0.01, direction);
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const blockCenter = movePoint(position, -0.5, normal);
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const block = blockLookup(chunkMap, ...blockCenter);
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if (block.type === BlockType.AIR) {
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continue;
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}
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return {
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block,
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normal,
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};
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}
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}
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@@ -1,7 +1,7 @@
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import {makeBufferFromFaces } from '../geometry';
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import { loadTexture, makeProgram } from '../gl';
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import {makeBufferFromFaces } from 'wmc-common/geometry';
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import { loadTexture, makeProgram } from 'wmc-common/gl';
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import * as linalg from './linalg';
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import * as se3 from '../se3';
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import * as se3 from 'wmc-common/se3';
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import { makeOrbitObject } from './orbit';
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const VSHADER = `
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@@ -15,12 +15,14 @@ uniform mat4 uView;
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uniform vec3 uLightDirection;
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uniform float uAmbiantLight;
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uniform vec3 uGlowColor;
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uniform vec3 uSpecularColor;
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varying highp vec2 vTextureCoord;
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varying lowp vec3 vLighting;
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varying lowp vec3 vRay;
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varying lowp vec3 vLightDir;
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varying lowp vec3 vNormal;
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varying lowp vec3 vSpecularColor;
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highp mat3 transpose(in highp mat3 inmat) {
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highp vec3 x = inmat[0];
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@@ -50,6 +52,7 @@ void main() {
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vRay = -normalize((uModel * vec4(aPosition, 1.0)).xyz - camPos);
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vLightDir = -uLightDirection;
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vNormal = normal;
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vSpecularColor = uSpecularColor;
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}
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`;
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@@ -61,6 +64,7 @@ varying lowp vec3 vLighting;
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varying lowp vec3 vRay;
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varying lowp vec3 vLightDir;
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varying lowp vec3 vNormal;
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varying lowp vec3 vSpecularColor;
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void main() {
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highp vec4 color = texture2D(uSampler, vTextureCoord);
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@@ -69,7 +73,7 @@ void main() {
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}
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lowp vec3 specularDir = 2.0 * dot(vLightDir, vNormal) * vNormal - vLightDir;
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lowp float specularAmount = smoothstep(0.92, 1.0, dot(vRay, specularDir));
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lowp vec3 specular = 0.8 * specularAmount * vec3(1.0, 1.0, 0.8);
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lowp vec3 specular = specularAmount * vSpecularColor;
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gl_FragColor = vec4(vLighting * color.rgb + specular, color.a);
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}
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`;
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@@ -86,6 +90,7 @@ export async function initWorldGl(gl: WebGLRenderingContext) {
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const lightDirectionLoc = gl.getUniformLocation(program, 'uLightDirection');
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const ambiantLoc = gl.getUniformLocation(program, 'uAmbiantLight');
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const glowColorLoc = gl.getUniformLocation(program, 'uGlowColor');
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const specularColorLoc = gl.getUniformLocation(program, 'uSpecularColor');
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const positionLoc = gl.getAttribLocation(program, 'aPosition');
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const normalLoc = gl.getAttribLocation(program, 'aNormal');
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@@ -117,18 +122,18 @@ export async function initWorldGl(gl: WebGLRenderingContext) {
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const drawObject = (objectParams) => {
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const {
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position,
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orientation,
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tf,
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glBuffer,
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numVertices,
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lightDirection,
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glowColor,
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specularColor,
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} = objectParams;
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gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.product(
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se3.translation(...position), orientation)));
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gl.uniformMatrix4fv(modelLoc, false, new Float32Array(tf));
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gl.uniform3fv(lightDirectionLoc, lightDirection);
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gl.uniform3fv(glowColorLoc, glowColor);
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gl.uniform3fv(specularColorLoc, specularColor);
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gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
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@@ -212,14 +217,12 @@ export function getOrbitDrawContext(gl: WebGLRenderingContext) {
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const drawObject = (objectParams) => {
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const {
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position,
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orientation,
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tf,
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value,
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glBuffer,
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} = objectParams;
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gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.product(
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se3.translation(...position), orientation)));
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gl.uniformMatrix4fv(modelLoc, false, new Float32Array(tf));
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gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
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@@ -237,37 +240,42 @@ export function getOrbitDrawContext(gl: WebGLRenderingContext) {
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};
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}
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function getShipTf(context) {
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if (context.landed) {
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const body = context.landedBody;
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const bodyTf = se3.product(se3.translation(...body.position), body.orientation);
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return se3.product(bodyTf, context.shipTf);
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}
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return context.player.tf;
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}
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function getObjects(context, body, parentPosition = undefined) {
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const objects = [];
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const {gl, glContext, player} = context;
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const {position, orientation, glowColor} = body;
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const {position, orientation, glowColor, specularColor} = body;
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|
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if (body.glBuffer === undefined) {
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body.glBuffer = makeBufferFromFaces(gl, body.geometry);
|
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body.glBuffer = makeBufferFromFaces(gl, body.geometry.faces);
|
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}
|
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|
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objects.push({
|
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geometry: body.glBuffer,
|
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orientation,
|
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position,
|
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tf: se3.product(se3.translation(...position), orientation),
|
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glContext,
|
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glowColor,
|
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specularColor,
|
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});
|
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if (parentPosition !== undefined) {
|
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const orbitObject = makeOrbitObject(gl, context.orbitGlContext, body.orbit, parentPosition);
|
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objects.push(orbitObject);
|
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//objects.push(orbitObject);
|
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} else {
|
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const shipOrientation = [
|
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se3.rotationOnly(player.tf),
|
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//se3.rotationOnly(context.camera.tf),
|
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se3.rotxyz(-Math.PI / 2, Math.PI / 2, Math.PI / 2),
|
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].reduce(se3.product);
|
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const shipPos = player.position;
|
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const shipTf = se3.product(getShipTf(context), se3.rotxyz(-Math.PI / 2, Math.PI / 2, Math.PI / 2));
|
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objects.push({
|
||||
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) {
|
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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) {
|
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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],
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@@ -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;
|
||||
|
@@ -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));
|
||||
}
|
||||
|
@@ -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,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
@@ -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"
|
||||
}
|
||||
}
|
||||
|
@@ -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;
|
||||
}
|
||||
|
BIN
skycraft/static/texture.png
Normal file
BIN
skycraft/static/texture.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 40 KiB |
@@ -1 +0,0 @@
|
||||
../texture.png
|
@@ -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