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Author | SHA1 | Date | |
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be36b310b4 | |||
8f43cf3a01 | |||
2efbfcc564 | |||
1b97c989db | |||
4a9bca98ef | |||
29f5e84312 |
@@ -86,6 +86,42 @@ export function orientationOnly(m) {
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];
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];
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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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export function inverse(m) {
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const t = apply(m, [0, 0, 0, 1]);
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const t = apply(m, [0, 0, 0, 1]);
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const r = orientationOnly(m);
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const r = orientationOnly(m);
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@@ -4,7 +4,7 @@ import {memoize} from 'wmc-common/memoize';
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type direction = ('-x' | '+x' | '-y' | '+y' | '-z' | '+z');
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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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UNDEFINED: 0,
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AIR: 1,
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AIR: 1,
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DIRT: 2,
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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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const CHUNKSIZE = 32;
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/** seed: some kind of number uniquely defining the body
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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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* x, y, z: space coordinates in the body's frame
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*
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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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return chunks;
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}
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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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export function getBodyGeometry(seed: number) {
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const faces = getBodyChunks(seed)
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const faces = getBodyChunks(seed)
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.filter(chunk => !chunk.underground)
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.filter(chunk => !chunk.underground)
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.map(chunk => [...makeChunkFaces(chunk)]);
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.map(chunk => [...makeChunkFaces(chunk)]);
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return faces.reduce((a, b) => a.concat(b));
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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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}
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@@ -122,8 +122,7 @@ export async function initWorldGl(gl: WebGLRenderingContext) {
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const drawObject = (objectParams) => {
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const drawObject = (objectParams) => {
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const {
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const {
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position,
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tf,
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orientation,
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glBuffer,
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glBuffer,
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numVertices,
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numVertices,
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lightDirection,
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lightDirection,
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@@ -131,8 +130,7 @@ export async function initWorldGl(gl: WebGLRenderingContext) {
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specularColor,
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specularColor,
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} = objectParams;
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} = objectParams;
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gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.product(
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gl.uniformMatrix4fv(modelLoc, false, new Float32Array(tf));
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se3.translation(...position), orientation)));
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gl.uniform3fv(lightDirectionLoc, lightDirection);
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gl.uniform3fv(lightDirectionLoc, lightDirection);
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gl.uniform3fv(glowColorLoc, glowColor);
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gl.uniform3fv(glowColorLoc, glowColor);
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gl.uniform3fv(specularColorLoc, specularColor);
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gl.uniform3fv(specularColorLoc, specularColor);
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@@ -219,14 +217,12 @@ export function getOrbitDrawContext(gl: WebGLRenderingContext) {
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const drawObject = (objectParams) => {
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const drawObject = (objectParams) => {
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const {
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const {
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position,
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tf,
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orientation,
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value,
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value,
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glBuffer,
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glBuffer,
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} = objectParams;
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} = objectParams;
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gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.product(
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gl.uniformMatrix4fv(modelLoc, false, new Float32Array(tf));
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se3.translation(...position), orientation)));
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gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
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gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
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@@ -244,37 +240,40 @@ export function getOrbitDrawContext(gl: WebGLRenderingContext) {
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};
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};
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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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function getObjects(context, body, parentPosition = undefined) {
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const objects = [];
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const objects = [];
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const {gl, glContext, player} = context;
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const {gl, glContext, player} = context;
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const {position, orientation, glowColor, specularColor} = body;
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const {position, orientation, glowColor, specularColor} = body;
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if (body.glBuffer === undefined) {
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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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objects.push({
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geometry: body.glBuffer,
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geometry: body.glBuffer,
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orientation,
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tf: se3.product(se3.translation(...position), orientation),
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position,
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glContext,
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glContext,
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glowColor,
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glowColor,
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specularColor,
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specularColor,
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});
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});
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if (parentPosition !== undefined) {
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if (parentPosition !== undefined) {
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const orbitObject = makeOrbitObject(gl, context.orbitGlContext, body.orbit, parentPosition);
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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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} else {
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const shipOrientation = [
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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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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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objects.push({
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objects.push({
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geometry: makeBufferFromFaces(gl, context.spaceship),
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geometry: makeBufferFromFaces(gl, context.spaceship),
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orientation: shipOrientation,
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tf: shipTf,
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position: shipPos,
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glContext,
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glContext,
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specularColor: [0.8, 0.8, 0.8],
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specularColor: [0.8, 0.8, 0.8],
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});
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});
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@@ -297,7 +296,7 @@ export function draw(context) {
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const {gl, camera, player, universe, orbit, orbitGlContext, orbitBody} = context;
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const {gl, camera, player, universe, orbit, orbitGlContext, orbitBody} = context;
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const {skyColor, ambiantLight, projMatrix} = context;
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const {skyColor, ambiantLight, projMatrix} = context;
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const objects = getObjects(context, universe);
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const objects = getObjects(context, universe);
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if (orbit !== undefined && orbit.excentricity < 1) {
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if (orbit !== undefined && orbit.excentricity < 1 && !context.landing) {
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objects.push(makeOrbitObject(gl, orbitGlContext, orbit, orbitBody.position));
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objects.push(makeOrbitObject(gl, orbitGlContext, orbit, orbitBody.position));
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}
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}
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@@ -313,14 +312,23 @@ export function draw(context) {
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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const viewMatrix = se3.inverse([
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const thirdPerson = context.landed ? se3.identity() : se3.translation(0, 1, 4);
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const playerView = [
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player.tf, // player position & orientation
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player.tf, // player position & orientation
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camera.tf, // camera orientation relative to player
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camera.tf, // camera orientation relative to player
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se3.translation(0, 1, 4), // step back from the player
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thirdPerson,
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].reduce(se3.product));
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];
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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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playerView.splice(0, 0, bodyTf);
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}
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const viewMatrix = se3.inverse(playerView.reduce(se3.product));
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let lastGlContext;
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let lastGlContext;
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for (const {position, orientation, geometry, glContext, glowColor, specularColor} of objects) {
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for (const {tf, geometry, glContext, glowColor, specularColor} of objects) {
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if (glContext !== lastGlContext) {
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if (glContext !== lastGlContext) {
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glContext.setupScene({
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glContext.setupScene({
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projectionMatrix: projMatrix,
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projectionMatrix: projMatrix,
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@@ -330,11 +338,11 @@ export function draw(context) {
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}
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}
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lastGlContext = glContext;
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lastGlContext = glContext;
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const position = se3.apply(tf, [0, 0, 0, 1]);
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const lightDirection = sunDirection(position);
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const lightDirection = sunDirection(position);
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glContext.drawObject({
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glContext.drawObject({
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position,
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tf,
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orientation,
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glBuffer: geometry.glBuffer,
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glBuffer: geometry.glBuffer,
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numVertices: geometry.numVertices,
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numVertices: geometry.numVertices,
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lightDirection,
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lightDirection,
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@@ -3,8 +3,8 @@ import { makeFace } from 'wmc-common/geometry';
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import * as linalg from './linalg';
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import * as linalg from './linalg';
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import { loadObjModel } from './obj';
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import { loadObjModel } from './obj';
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import * as se3 from 'wmc-common/se3';
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import * as se3 from 'wmc-common/se3';
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import { computeOrbit, findSoi, getCartesianState, updateBodyPhysics } from './orbit';
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import { computeOrbit, findSoi, getCartesianState, updateBodyPhysics, isInSoi } from './orbit';
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import { getBodyGeometry } from './chunk';
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import { getBodyGeometry, castRay, blockLookup, BlockType } from './chunk';
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import { draw, getOrbitDrawContext, initWorldGl } from './draw';
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import { draw, getOrbitDrawContext, initWorldGl } from './draw';
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import * as quat from './quat';
|
import * as quat from './quat';
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@@ -157,17 +157,14 @@ function initUiListeners(canvas: HTMLCanvasElement, context) {
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delete context.orbit;
|
delete context.orbit;
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return false;
|
return false;
|
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case 'KeyL':
|
case 'KeyL':
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if (closeToPlanet(context)) {
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context.landing = !context.landing;
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context.landing = True;
|
return false;
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||||||
}
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case 'KeyP':
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context.pause = !context.pause;
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return false;
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return false;
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case 'Space':
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case 'Space':
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||||||
if (!context.flying) {
|
if (!context.flying) {
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||||||
if (context.jumpAmount > 0) {
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jump(context);
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||||||
const amount = context.jumpForce;
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|
||||||
context.player.velocity[1] = amount;
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|
||||||
context.jumpAmount -= 1;
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|
||||||
}
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|
||||||
}
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}
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||||||
return false;
|
return false;
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||||||
}
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}
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||||||
@@ -176,10 +173,20 @@ function initUiListeners(canvas: HTMLCanvasElement, context) {
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|||||||
}
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}
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||||||
};
|
};
|
||||||
const moveListener = e => {
|
const moveListener = e => {
|
||||||
// context.camera.orientation[0] -= e.movementY / 500;
|
const cam = context.camera;
|
||||||
// context.camera.orientation[1] -= e.movementX / 500;
|
if (context.landed) {
|
||||||
context.camera.tf =[
|
cam.orientation[1] -= e.movementX / 500;
|
||||||
context.camera.tf,
|
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.roty(-e.movementX / 500),
|
||||||
se3.rotx(-e.movementY / 500),
|
se3.rotx(-e.movementY / 500),
|
||||||
].reduce(se3.product);
|
].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) {
|
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')) {
|
if (context.keys.has('ShiftLeft')) {
|
||||||
forward *= 10;
|
amount *= 10;
|
||||||
right *= 10;
|
|
||||||
}
|
}
|
||||||
const tf = se3.product(
|
context.camera.tf =[
|
||||||
se3.orientationOnly(context.player.tf),
|
|
||||||
context.camera.tf,
|
context.camera.tf,
|
||||||
);
|
se3.rotz(amount),
|
||||||
const dir = [right, 0, -forward, 10];
|
].reduce(se3.product);
|
||||||
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;
|
|
||||||
}
|
|
||||||
};
|
};
|
||||||
|
|
||||||
context.keys.forEach(key => {
|
context.keys.forEach(key => {
|
||||||
@@ -250,6 +322,12 @@ function handleInput(context) {
|
|||||||
case 'KeyD':
|
case 'KeyD':
|
||||||
move(0.0, 0.5);
|
move(0.0, 0.5);
|
||||||
return;
|
return;
|
||||||
|
case 'KeyQ':
|
||||||
|
roll(0.02);
|
||||||
|
return;
|
||||||
|
case 'KeyE':
|
||||||
|
roll(-0.02);
|
||||||
|
return;
|
||||||
case 'KeyR':
|
case 'KeyR':
|
||||||
context.timeOffset += 1;
|
context.timeOffset += 1;
|
||||||
return;
|
return;
|
||||||
@@ -259,15 +337,253 @@ function handleInput(context) {
|
|||||||
|
|
||||||
function slerp(current: linalg.Mat4, target: linalg.Mat4, maxVelocity: number) : linalg.Mat4 {
|
function slerp(current: linalg.Mat4, target: linalg.Mat4, maxVelocity: number) : linalg.Mat4 {
|
||||||
const q0 = quat.mat2Quat(current);
|
const q0 = quat.mat2Quat(current);
|
||||||
const q1 = quat.mat2Quat(target);
|
let q1 = quat.mat2Quat(target);
|
||||||
|
|
||||||
const dq = quat.diff(q1, q0);
|
const dq = quat.diff(q1, q0);
|
||||||
const maxt = maxVelocity / quat.norm(dq);
|
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);
|
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) {
|
function updatePhysics(time: number, context) {
|
||||||
const {player} = context;
|
const {player} = context;
|
||||||
const dt = time - (context.lastTime || 0);
|
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]);
|
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);
|
const kShipRotateSpeed = 0.1;
|
||||||
player.tf = se3.product(player.tf, dr);
|
|
||||||
context.camera.tf = se3.product(context.camera.tf, se3.inverse(dr));
|
|
||||||
|
|
||||||
if (!context.flying) {
|
if (context.landed) {
|
||||||
if (context.orbit === undefined) {
|
return updateLandedPhysics(context, dt);
|
||||||
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);
|
|
||||||
|
|
||||||
const body = findSoi(context.universe, context.player.position);
|
if (context.landing) {
|
||||||
context.orbit = computeOrbit(player, body, time);
|
autoLand(context, dt);
|
||||||
console.log(`orbiting ${body.name}, excentricity: ${context.orbit.excentricity}`);
|
} else {
|
||||||
context.orbitBody = body;
|
// allow adjusting camera
|
||||||
} else {
|
const dr = slerp(se3.identity(), context.camera.tf, kShipRotateSpeed);
|
||||||
const {position: orbitPos, velocity: orbitVel} = getCartesianState(
|
player.tf = se3.product(player.tf, dr);
|
||||||
context.orbit, context.orbitBody.mass, time);
|
context.camera.tf = se3.product(context.camera.tf, se3.inverse(dr));
|
||||||
if (orbitPos === undefined) {
|
}
|
||||||
const newPos = linalg.add(player.position, linalg.scale(player.velocity, dt));
|
|
||||||
const dx = linalg.diff(newPos, player.position);
|
if (context.flying) {
|
||||||
player.tf = se3.product(se3.translation(...dx), player.tf);
|
// no physics, just magically moving around
|
||||||
} else {
|
return;
|
||||||
const position = linalg.add(orbitPos, context.orbitBody.position);
|
}
|
||||||
const velocity = linalg.add(orbitVel, context.orbitBody.velocity);
|
|
||||||
player.velocity = velocity;
|
const gravity = effectiveGravity(player.position, context.universe);
|
||||||
const dx = linalg.diff(position, player.position);
|
player.velocity = linalg.add(player.velocity, linalg.scale(gravity, dt));
|
||||||
player.tf = se3.product(se3.translation(...dx), player.tf);
|
|
||||||
}
|
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) {
|
function makeCube(texture) {
|
||||||
return [
|
return {
|
||||||
makeFace('-x', texture, [-0.5, 0, 0]),
|
faces: [
|
||||||
makeFace('+x', texture, [+0.5, 0, 0]),
|
makeFace('-x', texture, [-0.5, 0, 0]),
|
||||||
makeFace('-y', texture, [0, -0.5, 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('+y', texture, [0, +0.5, 0]),
|
||||||
makeFace('+z', texture, [0, 0, +0.5]),
|
makeFace('-z', texture, [0, 0, -0.5]),
|
||||||
];
|
makeFace('+z', texture, [0, 0, +0.5]),
|
||||||
|
]
|
||||||
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
async function main() {
|
async function main() {
|
||||||
@@ -360,7 +682,7 @@ async function main() {
|
|||||||
// TODO
|
// TODO
|
||||||
// [ ] loading bar
|
// [ ] loading bar
|
||||||
// [x] spaceship
|
// [x] spaceship
|
||||||
// [ ] landing
|
// [x] landing
|
||||||
// [ ] huge planets
|
// [ ] huge planets
|
||||||
// [x] lighting
|
// [x] lighting
|
||||||
// [x] better lighting
|
// [x] better lighting
|
||||||
@@ -399,7 +721,6 @@ async function main() {
|
|||||||
initUiListeners(canvas, context);
|
initUiListeners(canvas, context);
|
||||||
|
|
||||||
const starshipGeom = await modelPromise;
|
const starshipGeom = await modelPromise;
|
||||||
console.log(`loaded ${starshipGeom.length} triangles`);
|
|
||||||
|
|
||||||
context.spaceship = starshipGeom;
|
context.spaceship = starshipGeom;
|
||||||
|
|
||||||
|
@@ -39,3 +39,7 @@ export function scale(a: Vec3, s: number) : Vec3 {
|
|||||||
a[2] * s,
|
a[2] * s,
|
||||||
];
|
];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
export function normalize(a: Vec3) : Vec3 {
|
||||||
|
return scale(a, 1/norm(a));
|
||||||
|
}
|
||||||
|
@@ -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 {
|
export function findSoi(rootBody: Body, position: number[]) : Body {
|
||||||
const bodies = [rootBody];
|
const bodies = [rootBody];
|
||||||
let body : Body;
|
let body : Body;
|
||||||
@@ -63,11 +71,7 @@ export function findSoi(rootBody: Body, position: number[]) : Body {
|
|||||||
}
|
}
|
||||||
|
|
||||||
for (const child of body.children) {
|
for (const child of body.children) {
|
||||||
const soi = child.orbit.semimajorAxis * Math.pow(child.mass / body.mass, 2/5);
|
if (isInSoi(child, body.mass, position)) {
|
||||||
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) {
|
|
||||||
bodies.push(child);
|
bodies.push(child);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -273,8 +277,7 @@ export function makeOrbitObject(gl: WebGLRenderingContext, glContext: any, orbit
|
|||||||
|
|
||||||
return {
|
return {
|
||||||
geometry,
|
geometry,
|
||||||
orientation,
|
tf: se3.product(se3.translation(...position), orientation),
|
||||||
position,
|
|
||||||
glContext,
|
glContext,
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
@@ -122,3 +122,7 @@ export function scale(q: Quat, a: number): Quat {
|
|||||||
w: a * q.w,
|
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;
|
||||||
|
}
|
||||||
|
Reference in New Issue
Block a user