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| be36b310b4 | |||
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| 33733c6fe4 | 
							
								
								
									
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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/* / | ||||
							
								
								
									
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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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							| @@ -0,0 +1,8 @@ | ||||
| { | ||||
|   "name": "wmc-common", | ||||
|   "version": "1.0.0", | ||||
|   "license": "MIT", | ||||
|   "dependencies": { | ||||
|     "esbuild": "^0.14.2" | ||||
|   } | ||||
| } | ||||
| @@ -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); | ||||
| @@ -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, | ||||
|         }; | ||||
|     } | ||||
| } | ||||
| @@ -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], | ||||
|         }); | ||||
|     } | ||||
| } | ||||
| @@ -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); | ||||
| @@ -212,8 +219,18 @@ function initUiListeners(canvas: HTMLCanvasElement, context) { | ||||
|     }); | ||||
| } | ||||
|  | ||||
| function handleInput(context) { | ||||
|     const move = (forward: number, right: number) => { | ||||
| 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; | ||||
| @@ -234,6 +251,61 @@ function handleInput(context) { | ||||
|         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 => { | ||||
| @@ -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]); | ||||
|  | ||||
|     if (!context.pause) { | ||||
|         updateBodyPhysics(time, context.universe); | ||||
|     } | ||||
|  | ||||
|     const dr = slerp(se3.identity(), context.camera.tf, 0.007); | ||||
|     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)); | ||||
|  | ||||
|     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); | ||||
|     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; | ||||
|         } 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); | ||||
|             } | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | ||||
| @@ -336,14 +656,16 @@ function tick(time: number, context) { | ||||
| } | ||||
|  | ||||
| function makeCube(texture) { | ||||
|     return [ | ||||
|     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 | ||||
| @@ -399,7 +721,6 @@ async function main() { | ||||
|     initUiListeners(canvas, context); | ||||
|  | ||||
|     const starshipGeom = await modelPromise; | ||||
|     console.log(`loaded ${starshipGeom.length} triangles`); | ||||
|  | ||||
|     context.spaceship = starshipGeom; | ||||
|  | ||||
|   | ||||
| @@ -39,3 +39,7 @@ export function scale(a: Vec3, s: number) : Vec3 { | ||||
|         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, | ||||
| @@ -122,3 +122,7 @@ export function scale(q: Quat, a: number): Quat { | ||||
|         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 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 "" | ||||
|   | ||||
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