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3 Commits

Author SHA1 Message Date
ac63fd8349 server: add devcontainer 2024-08-25 09:18:22 +02:00
de55283839 server: listen on 0.0.0.0 2024-08-25 09:17:04 +02:00
9d503d53cc [WIP] skycraft server 2024-08-15 14:54:33 +02:00
28 changed files with 2881 additions and 707 deletions

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@ -1,24 +0,0 @@
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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@ -1,31 +0,0 @@
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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@ -1,8 +0,0 @@
{
"name": "wmc-common",
"version": "1.0.0",
"license": "MIT",
"dependencies": {
"esbuild": "^0.14.2"
}
}

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

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@ -1,10 +1,10 @@
import { makeFace } from 'wmc-common/geometry';
import { makeFace } from '../geometry';
import * as linalg from './linalg';
import {memoize} from 'wmc-common/memoize';
import {memoize} from '../memoize';
type direction = ('-x' | '+x' | '-y' | '+y' | '-z' | '+z');
export const BlockType = {
const BlockType = {
UNDEFINED: 0,
AIR: 1,
DIRT: 2,
@ -18,6 +18,7 @@ export const BlockType = {
const CHUNKSIZE = 32;
/** seed: some kind of number uniquely defining the body
* x, y, z: space coordinates in the body's frame
*
@ -134,9 +135,11 @@ function faceTexture(type: number, dir: direction) {
}
}
function* makeChunkFaces(chunk) {
function* makeChunkFaces(chunk, getChunk) {
const cs = CHUNKSIZE;
console.log(`make chunk faces for ${chunk.seed} at ${chunk.position}`);
function faceCenter(pos: linalg.Vec3, dir: direction) {
switch (dir) {
case '-x': return [pos[0] - 0.5, pos[1], pos[2]];
@ -303,115 +306,19 @@ function getBodyChunks(seed: number) {
return chunks;
}
/** fake chunk map re-using the memoize */
class ChunkMap {
constructor(seed) {
this.seed = seed;
export function getBodyGeometry(chunks) {
function lookup(seed: number, chunkX: number, chunkY: number, chunkZ: number) {
for (const chunk of chunks) {
const [cx, cy, cz] = chunk.layout;
if (chunkX == cx && chunkY == cy && chunkZ == cz) {
return chunk;
}
}
}
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)
const faces = chunks
.filter(chunk => !chunk.underground)
.map(chunk => [...makeChunkFaces(chunk)]);
.map(chunk => [...makeChunkFaces(chunk, memoize(lookup))]);
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,
};
}
}
return faces.reduce((a, b) => a.concat(b));
}

15
skycraft/client.ts Normal file
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@ -0,0 +1,15 @@
const backend = 'http://localhost:8080/api/';
/** Get all chunks for the given body */
export async function getBody(seed: number) {
const resp = await fetch(backend + `body/${seed}`);
return await resp.json();
}
/** Get a complete solar system */
export async function getSystem(seed: number) {
const resp = await fetch(backend + `system/${seed}`);
return await resp.json();
}

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@ -1,7 +1,7 @@
import {makeBufferFromFaces } from 'wmc-common/geometry';
import { loadTexture, makeProgram } from 'wmc-common/gl';
import {makeBufferFromFaces } from '../geometry';
import { loadTexture, makeProgram } from '../gl';
import * as linalg from './linalg';
import * as se3 from 'wmc-common/se3';
import * as se3 from '../se3';
import { makeOrbitObject } from './orbit';
const VSHADER = `
@ -15,14 +15,12 @@ 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];
@ -52,7 +50,6 @@ void main() {
vRay = -normalize((uModel * vec4(aPosition, 1.0)).xyz - camPos);
vLightDir = -uLightDirection;
vNormal = normal;
vSpecularColor = uSpecularColor;
}
`;
@ -64,7 +61,6 @@ 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);
@ -73,7 +69,7 @@ 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 = specularAmount * vSpecularColor;
lowp vec3 specular = 0.8 * specularAmount * vec3(1.0, 1.0, 0.8);
gl_FragColor = vec4(vLighting * color.rgb + specular, color.a);
}
`;
@ -90,7 +86,6 @@ 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');
@ -122,18 +117,18 @@ export async function initWorldGl(gl: WebGLRenderingContext) {
const drawObject = (objectParams) => {
const {
tf,
position,
orientation,
glBuffer,
numVertices,
lightDirection,
glowColor,
specularColor,
} = objectParams;
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(tf));
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.product(
se3.translation(...position), orientation)));
gl.uniform3fv(lightDirectionLoc, lightDirection);
gl.uniform3fv(glowColorLoc, glowColor);
gl.uniform3fv(specularColorLoc, specularColor);
gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
@ -177,9 +172,9 @@ void main() {
lowp float f = sqrt(x * x + y * y);
if (f > 1.00) {
if (f > 1.01) {
discard;
} else if (f < 0.98) {
} else if (f < 0.99) {
discard;
}
gl_FragColor = vec4(1, .5, 0, 0.5);
@ -217,12 +212,14 @@ export function getOrbitDrawContext(gl: WebGLRenderingContext) {
const drawObject = (objectParams) => {
const {
tf,
position,
orientation,
value,
glBuffer,
} = objectParams;
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(tf));
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.product(
se3.translation(...position), orientation)));
gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
@ -240,42 +237,37 @@ 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, specularColor} = body;
const {position, orientation, glowColor} = body;
if (body.glBuffer === undefined) {
body.glBuffer = makeBufferFromFaces(gl, body.geometry.faces);
body.glBuffer = makeBufferFromFaces(gl, body.geometry);
}
objects.push({
geometry: body.glBuffer,
tf: se3.product(se3.translation(...position), orientation),
orientation,
position,
glContext,
glowColor,
specularColor,
});
if (parentPosition !== undefined) {
const orbitObject = makeOrbitObject(gl, context.orbitGlContext, body.orbit, parentPosition);
//objects.push(orbitObject);
objects.push(orbitObject);
} else {
const shipTf = se3.product(getShipTf(context), se3.rotxyz(-Math.PI / 2, Math.PI / 2, Math.PI / 2));
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;
objects.push({
geometry: makeBufferFromFaces(gl, context.spaceship),
tf: shipTf,
orientation: shipOrientation,
position: shipPos,
glContext,
specularColor: [0.8, 0.8, 0.8],
});
}
@ -296,7 +288,7 @@ 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 && !context.landing) {
if (orbit !== undefined && orbit.excentricity < 1) {
objects.push(makeOrbitObject(gl, orbitGlContext, orbit, orbitBody.position));
}
@ -312,23 +304,23 @@ export function draw(context) {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
const thirdPerson = context.landed ? se3.identity() : se3.translation(0, 1, 4);
const playerView = [
player.tf, // player position & orientation
camera.tf, // camera orientation relative to player
thirdPerson,
];
if (context.landed) {
const body = context.landedBody;
const bodyTf = se3.product(se3.translation(...body.position), body.orientation);
playerView.splice(0, 0, bodyTf);
let camtf;
if (camera.overhead) {
camtf = [
se3.translation(0, 500, 0),
se3.rotx(-Math.PI / 2),
].reduce(se3.product);
} else {
camtf = [
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)
}
const viewMatrix = se3.inverse(playerView.reduce(se3.product));
const viewMatrix = se3.inverse(camtf);
let lastGlContext;
for (const {tf, geometry, glContext, glowColor, specularColor} of objects) {
for (const {position, orientation, geometry, glContext, glowColor} of objects) {
if (glContext !== lastGlContext) {
glContext.setupScene({
projectionMatrix: projMatrix,
@ -338,16 +330,15 @@ export function draw(context) {
}
lastGlContext = glContext;
const position = se3.apply(tf, [0, 0, 0, 1]);
const lightDirection = sunDirection(position);
glContext.drawObject({
tf,
position,
orientation,
glBuffer: geometry.glBuffer,
numVertices: geometry.numVertices,
lightDirection,
glowColor: glowColor || [0, 0, 0],
specularColor: specularColor || [0, 0, 0],
});
}
}
}

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@ -1,10 +1,11 @@
import { makeFace } from 'wmc-common/geometry';
import { makeFace } from '../geometry';
import * as client from './client';
import * as linalg from './linalg';
import { loadObjModel } from './obj';
import * as se3 from 'wmc-common/se3';
import { computeOrbit, findSoi, getCartesianState, updateBodyPhysics, isInSoi } from './orbit';
import { getBodyGeometry, castRay, blockLookup, BlockType } from './chunk';
import * as se3 from '../se3';
import { computeOrbit, findSoi, getCartesianState, updateBodyPhysics } from './orbit';
import { getBodyGeometry } from './chunk';
import { draw, getOrbitDrawContext, initWorldGl } from './draw';
import * as quat from './quat';
@ -17,7 +18,24 @@ function closeToPlanet(context) {
return linalg.norm(relativePos) < 20;
}
function getSolarSystem(seed: number) {
async function getSolarSystem(seed: number) {
async function getGeometry(body) {
const chunks = await client.getBody(body.seed);
console.log(chunks);
body.geometry = getBodyGeometry(chunks);
console.log(body);
for (const child of body.children) {
await getGeometry(child);
}
}
const system = await client.getSystem(seed);
await getGeometry(system);
return system;
}
function _getSolarSystem(seed: number) {
/// XXX: only returns 1 body for now
return {
@ -157,14 +175,21 @@ function initUiListeners(canvas: HTMLCanvasElement, context) {
delete context.orbit;
return false;
case 'KeyL':
context.landing = !context.landing;
if (closeToPlanet(context)) {
context.landing = True;
}
return false;
case 'KeyP':
context.pause = !context.pause;
case 'KeyO':
context.camera.overhead ^= 1;
return false;
case 'Space':
if (!context.flying) {
jump(context);
if (context.jumpAmount > 0) {
const amount = context.jumpForce;
context.player.velocity[1] = amount;
context.jumpAmount -= 1;
}
}
return false;
}
@ -173,20 +198,10 @@ function initUiListeners(canvas: HTMLCanvasElement, context) {
}
};
const moveListener = e => {
const cam = context.camera;
if (context.landed) {
cam.orientation[1] -= e.movementX / 500;
cam.orientation[0] -= e.movementY / 500;
cam.tf = [
se3.roty(cam.orientation[1]),
se3.rotx(cam.orientation[0]),
].reduce(se3.product);
return;
}
cam.tf =[
cam.tf,
// context.camera.orientation[0] -= e.movementY / 500;
// context.camera.orientation[1] -= e.movementX / 500;
context.camera.tf =[
context.camera.tf,
se3.roty(-e.movementX / 500),
se3.rotx(-e.movementY / 500),
].reduce(se3.product);
@ -219,93 +234,28 @@ function initUiListeners(canvas: HTMLCanvasElement, context) {
});
}
function jump(context) {
if (context.jumpAmount > 0) {
const amount = context.jumpForce;
context.jumpAmount -= 1;
const gravity = landedGravity(context);
const up = linalg.normalize(linalg.scale(gravity, -1));
context.player.velocity = linalg.scale(up, amount);
}
}
function moveShip(context, forward, right) {
if (context.keys.has('ShiftLeft')) {
forward *= 10;
right *= 10;
}
const tf = se3.product(
se3.orientationOnly(context.player.tf),
context.camera.tf,
);
const dir = [right, 0, -forward, 10];
if (context.flying) {
context.player.tf = [
context.player.tf,
se3.translation(...dir),
].reduce(se3.product);
} else {
const vel = context.player.velocity;
const dv = linalg.scale(se3.apply(tf, dir), 1/dir[3]);
context.player.velocity = linalg.add(vel, dv);
delete context.orbit;
}
}
function moveOnGround(context, forward, right) {
if (context.keys.has('ShiftLeft')) {
forward *= 2;
right *= 2;
}
const tf = se3.product(
se3.orientationOnly(context.player.tf),
context.camera.tf,
);
const dir = se3.apply(tf, [right, 0, -forward, 0]);
if (context.flying) {
context.player.tf = [
se3.translation(...dir),
context.player.tf,
].reduce(se3.product);
return;
}
const dv = linalg.scale(dir, 10);
const maxSpeed = 8;
const airMovement = 0.08;
if (context.isOnGround) {
const up = upDirection(context);
const vertical = linalg.dot(dv, up);
const horizontal = linalg.diff(dv, linalg.scale(up, vertical));
context.player.velocity = horizontal;
return;
}
// steering in the air
context.player.velocity = linalg.add(context.player.velocity, linalg.scale(dv, airMovement));
const curVel = linalg.norm(context.player.velocity);
if (curVel > maxSpeed) {
context.player.velocity = linalg.scale(context.player.velocity, maxSpeed / curVel);
}
}
function handleInput(context) {
const move = (f, r) => (context.landed ? moveOnGround : moveShip)(context, f, r);
const roll = (amount: number) => {
const move = (forward: number, right: number) => {
if (context.keys.has('ShiftLeft')) {
amount *= 10;
forward *= 10;
right *= 10;
}
context.camera.tf =[
const tf = se3.product(
se3.orientationOnly(context.player.tf),
context.camera.tf,
se3.rotz(amount),
].reduce(se3.product);
);
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;
}
};
context.keys.forEach(key => {
@ -322,12 +272,6 @@ 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;
@ -337,253 +281,15 @@ function handleInput(context) {
function slerp(current: linalg.Mat4, target: linalg.Mat4, maxVelocity: number) : linalg.Mat4 {
const q0 = quat.mat2Quat(current);
let q1 = quat.mat2Quat(target);
const q1 = quat.mat2Quat(target);
const dq = quat.diff(q1, q0);
const maxt = maxVelocity / quat.norm(dq);
//const q = quat.normalize(quat.add(q0, quat.scale(dq, Math.min(1, maxt))));
const t = maxVelocity;
if (quat.dot(q0, q1) < 0) {
q1 = quat.scale(q1, -1);
}
const q = quat.normalize(quat.add(quat.scale(q0, 1 - t), quat.scale(q1, t)));
const q = quat.normalize(quat.add(q0, quat.scale(dq, Math.min(1, maxt))));
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);
@ -591,41 +297,37 @@ function updatePhysics(time: number, context) {
player.position = se3.apply(player.tf, [0, 0, 0, 1]);
if (!context.pause) {
updateBodyPhysics(time, context.universe);
}
updateBodyPhysics(time, context.universe);
const kShipRotateSpeed = 0.1;
const dr = slerp(se3.identity(), context.camera.tf, 0.007);
player.tf = se3.product(player.tf, dr);
context.camera.tf = se3.product(context.camera.tf, se3.inverse(dr));
if (context.landed) {
return updateLandedPhysics(context, 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);
if (context.landing) {
autoLand(context, dt);
} else {
// allow adjusting camera
const dr = slerp(se3.identity(), context.camera.tf, kShipRotateSpeed);
player.tf = se3.product(player.tf, dr);
context.camera.tf = se3.product(context.camera.tf, se3.inverse(dr));
}
if (context.flying) {
// no physics, just magically moving around
return;
}
const gravity = effectiveGravity(player.position, context.universe);
player.velocity = linalg.add(player.velocity, linalg.scale(gravity, dt));
const newPos = linalg.add(player.position, linalg.scale(player.velocity, dt));
player.tf = se3.setPosition(player.tf, newPos);
if (context.orbit === undefined) {
const body = findSoi(context.universe, context.player.position);
context.orbit = computeOrbit(player, body, time);
console.log(`orbiting ${body.name}, excentricity: ${context.orbit.excentricity}`);
context.orbitBody = body;
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);
}
}
}
}
@ -633,6 +335,7 @@ function updateGeometry(context, timeout_ms = 10) {
}
function tick(time: number, context) {
time = new Date().getTime();
handleInput(context);
const simTime = time * 0.001 + context.timeOffset;
updatePhysics(simTime, context);
@ -656,16 +359,14 @@ function tick(time: number, context) {
}
function makeCube(texture) {
return {
faces: [
makeFace('-x', texture, [-0.5, 0, 0]),
makeFace('+x', texture, [+0.5, 0, 0]),
makeFace('-y', texture, [0, -0.5, 0]),
makeFace('+y', texture, [0, +0.5, 0]),
makeFace('-z', texture, [0, 0, -0.5]),
makeFace('+z', texture, [0, 0, +0.5]),
]
};
return [
makeFace('-x', texture, [-0.5, 0, 0]),
makeFace('+x', texture, [+0.5, 0, 0]),
makeFace('-y', texture, [0, -0.5, 0]),
makeFace('+y', texture, [0, +0.5, 0]),
makeFace('-z', texture, [0, 0, -0.5]),
makeFace('+z', texture, [0, 0, +0.5]),
];
}
async function main() {
@ -682,7 +383,7 @@ async function main() {
// TODO
// [ ] loading bar
// [x] spaceship
// [x] landing
// [ ] landing
// [ ] huge planets
// [x] lighting
// [x] better lighting
@ -712,7 +413,7 @@ async function main() {
isOnGround: false,
gravity: -17,
jumpForce: 6.5,
universe: getSolarSystem(0),
universe: await getSolarSystem(0),
timeOffset: 0,
};
@ -721,10 +422,11 @@ async function main() {
initUiListeners(canvas, context);
const starshipGeom = await modelPromise;
console.log(`loaded ${starshipGeom.length} triangles`);
context.spaceship = starshipGeom;
requestAnimationFrame(time => tick(time, context));
}
window.onload = main;
window.onload = main;

View File

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

495
skycraft/orbit.html Normal file
View File

@ -0,0 +1,495 @@
<!DOCTYPE html>
<html>
<head>
<title>Kepler orbit simulation</title>
<style>
#canvas {
border: 1px solid black;
margin-right: 10px;
width: 500px;
height: 500px;
}
#info {
width: 300px;
border: 1px solid black;
padding: 6px;
}
</style>
</head>
<body>
<table cellspacing="0" cellpadding="0">
<tbody>
<tr>
<td>
<canvas id="canvas"></canvas>
</td>
<td>
Kepler orbit simulation<br><br>
<div id="info"></div>
<br><br>
- Press the space bar to start/stop the simulation<br>
- Drag the green circle/arrowhead to change the position/velocity<br>
- Scroll to zoom in/out<br>
- Press the arrow keys to adjust the velocity
</td>
</tr>
</tbody>
</table>
<script>
function Point(x, y) {
this.x = x;
this.y = y;
}
function State(e, p, u, thp, th0, ccw, E, t) {
this.e = e; // eccentricity
this.p = p; // semi-latus rectum
this.u = u; // G(m_1 + m_2)
this.thp = thp; // initial true anomaly
this.th0 = th0; //
this.ccw = ccw; // counter-clockwise orbit
this.t = t; // time since periapsis
this.E = E; // eccentric anomaly (redundant with t)
// redundant info (for performance)
this.r = new Point(0, 0); // position
this.v = new Point(0, 0); // velocity
this.T = 0; // period
}
function norm(v) { return Math.sqrt(v.x * v.x + v.y * v.y); }
function add(v, w) { return new Point(v.x + w.x, v.y + w.y); }
function minus(v, w) { return new Point(v.x - w.x, v.y - w.y); }
function mult(v, c) { return new Point(v.x * c, v.y * c); }
function dot(v, w) { return v.x * w.x + v.y * w.y; }
function vccw(v, w) { return v.x * w.y - v.y * w.x; }
function pow2(x) { return x*x; }
function cosh(x) { return (Math.exp(x) + Math.exp(-x)) / 2; }
function sinh(x) { return (Math.exp(x) - Math.exp(-x)) / 2; }
function tanh(x) { return (Math.exp(x) - Math.exp(-x)) / (Math.exp(x) + Math.exp(-x)); }
function atanh(x) { return 0.5 * Math.log((1 + x) / (1 - x)); }
var G = 6.67384e-11; // gravitational constant
var m1 = 5.97219e24; // mass of the center object
var m2 = 7.3477e22; // mass of the orbiting object
var u = G * (m1 + m2);
var st; // the state variable
(function(){
// initial states
var a = 384748000;
var e=0.0549006, p=a*(1-e*e), thp=0, th0=0, ccw=true;
var t=0;
var E=0;
st = new State(e, p, u, thp, th0, ccw, E, t);
})();
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var dpr = window.devicePixelRatio || 1;
canvas.width = 500 * dpr;
canvas.height = 500 * dpr;
ctx.scale(dpr, dpr);
var vscale = 50000;
var drawScale = 1/2000000;
function toTheta(E, e) {
// eccentric anomaly -> true anomaly
if (e < 1)
return 2 * Math.atan( Math.sqrt((1+e) / (1-e)) * Math.tan(E/2) );
if (e > 1)
return 2 * Math.atan( Math.sqrt((1+e) / (e-1)) * tanh(E/2) );
return 2 * Math.atan(E);
}
function toE(theta, e) {
// true anomaly -> eccentric anomaly
if (e < 1)
return Math.atan2( Math.sqrt(1-e*e) * Math.sin(theta) , e + Math.cos(theta));
if (e > 1)
return atanh( Math.sqrt(e*e-1) * Math.sin(theta) / ( e +Math.cos(theta)));
return Math.tan(theta / 2);
}
function findT(E, e, u, p, ccw) {
// eccentric anomaly -> time since periapsis
if (!ccw)
E = -E;
var a = p / (1 - e*e);
if (e < 1)
return a * Math.sqrt(a / u) * (E - e * Math.sin(E));
if (e > 1)
return -a * Math.sqrt(-a / u) * (e * sinh(E) - E);
return Math.sqrt(p * p * p / (u * 8)) * (E + E*E*E/3);
}
function findE(t, e, u, p, E0, ccw) {
// time since periapsis -> eccentric anomaly
var E = E0;
var a = p / (1 - e*e);
if (e < 1)
M = Math.sqrt(u / (a*a*a)) * t;
else if (e > 1)
M = Math.sqrt(u / (-a*a*a)) * t;
else
M = Math.sqrt((u * 8) / (p * p * p)) * t;
if (!ccw)
M = -M;
// Newton's method
var E2;
for (var i = 1; i < 20; ++i) {
if (e < 1)
E2 = E - (E - e * Math.sin(E) - M) / (1 - e * Math.cos(E));
else if (e > 1)
E2 = E - (-E + e * sinh(E) - M) / (e * cosh(E) - 1);
else
E2 = E - (E + E*E*E/3 - M) / (1 + E*E);
if (Math.abs(E - E2) < 1e-10)
break;
E = E2;
}
return E;
}
function calculateState(r, v, u) {
// Find the state variables from initial position and velocity
var ccw = vccw(r, v);
// TODO: radial trajectory - this is a non-trivial special case.
if (ccw == 0) {
v.x += 0.1; // cheat
ccw = vccw(r, v);
}
var rs = norm(r);
//r1 = new Point(r.x / rs, r.y / rs);
//vr = dot(v, r1);
//vtt = new Point(v.x - r1.x * vr, v.y - r1.y * vr);
//r1 = new Point(r.x / rs, r.y / rs);
var vr = dot(v, r) / rs;
var k = dot(v, r) / dot(r, r);
var vrr = new Point(r.x * k, r.y * k);
var vtt = new Point(v.x - vrr.x, v.y - vrr.y);
var vt = norm(vtt);
var p = dot(r, r) * dot(vtt, vtt) / u;
var v0 = u / Math.sqrt(dot(r, r) * dot(vtt, vtt));
var v0inv = Math.sqrt(dot(r, r) * dot(vtt, vtt)) / u;
//v0 = u / Math.sqrt();
var e = Math.sqrt( pow2(vt*v0inv - 1) + pow2(vr*v0inv) );
//v02 = u / p;
//e = Math.sqrt( dot(vtt,vtt) - 2*vt*v0 + v02 + (dot(v, r) * dot(v, r) / dot(r, r) )) / v0;
//e2 = Math.sqrt(dot(vtt,vtt) - 2*vt*v0 + v02 + (dot(v, r) * dot(v, r) / dot(r, r) ));
//cos = (vt/v0-1) / e;
//sin = (vr / v0) / e;
//cos = (vt - v0) / e2;
//sin = vr / e2;
var thp = Math.atan2(vr, vt - v0);
if (ccw < 0)
thp = -thp;
var th0 = Math.atan2(r.y, r.x);
return new State(e, p, u, thp, th0, ccw >= 0, st.E, st.t);
}
function findRV(st) {
// Find the position and velocity of the current state
var e = st.e;
var p = st.p;
var u = st.u;
var thp = st.thp;
var th0 = st.th0;
var E = st.E;
var ccw = st.ccw;
var theta = toTheta(E, e);
var rv = p / (1+e*Math.cos(theta));
var r = new Point(rv*Math.cos((th0 - thp) + theta), rv*Math.sin((th0 - thp) + theta));
var v0 = Math.sqrt(u / p);
var vt = (e * Math.cos(theta) + 1) * v0;
var vr = e * Math.sin(theta) * v0;
var rs = norm(r);
var r1 = new Point(r.x / rs, r.y / rs);
var t1 = new Point(-r1.y, r1.x);
if (!ccw) {
vt = -vt;
vr = -vr;
}
var v = new Point(vr*r1.x + vt*t1.x, vr*r1.y + vt*t1.y);
// cache
st.r = r;
st.v = v;
return {r:r, v:v};
}
function recalculate(_st, dx, dy) {
// Adjust the velocity by (dx, dy)
var d = findRV(_st);
var r = d.r;
var v = d.v;
v = new Point(v.x + dx, v.y + dy);
st = calculateState(r, v, _st.u);
st.E = toE(st.thp, st.e);
st.t = findT(st.E, st.e, st.u, st.p, st.ccw);
}
function redraw(st) {
var e = st.e;
var p = st.p;
var u = st.u;
var thp = st.thp;
var th0 = st.th0;
ctx.clearRect(0, 0, 500, 500);
ctx.save();
ctx.translate(250, 250);
// center
ctx.fillStyle="#FF0000";
ctx.beginPath();
ctx.arc(0, 0, 6, 0, 2*Math.PI);
ctx.fill();
// trace
ctx.strokeStyle ="#FF0000";
if (e == 0) { // circle
ctx.beginPath();
ctx.arc(0, 0, p*drawScale, 0, 2*Math.PI);
ctx.stroke();
} /*else if (e < 1) { // ellipse
ctx.save();
var a = p / (1 - e*e);
ctx.rotate( th0 - thp );
ctx.translate(-e * a, 0);
ctx.scale(1, Math.sqrt(1 - e*e));
ctx.beginPath();
ctx.arc(0, 0, a, 0, 2*Math.PI);
ctx.stroke();
ctx.restore();
} */ else {
var th;
var rv;
ctx.beginPath();
for (th=-Math.PI; th < Math.PI; th+=0.01) {
rv = p / (1+e*Math.cos(th));
if (rv <= 0)
continue;
ctx.lineTo( rv*Math.cos(th + (th0 - thp))*drawScale, rv*Math.sin(th + (th0 - thp))*drawScale );
}
ctx.stroke();
}
var d = findRV(st);
var r = d.r;
var v = d.v;
// the orbiting object
ctx.fillStyle ="#008000";
ctx.beginPath();
ctx.arc(r.x * drawScale, r.y * drawScale, 5, 0, 2*Math.PI);
ctx.fill();
// the velocity line
ctx.strokeStyle ="#0000FF";
ctx.beginPath();
ctx.moveTo(r.x * drawScale, r.y * drawScale);
ctx.lineTo((r.x + v.x * vscale) * drawScale, (r.y + v.y * vscale) * drawScale);
ctx.stroke();
// arrowhead
ctx.save();
ctx.translate((r.x + v.x * vscale) * drawScale, (r.y + v.y * vscale) * drawScale);
ctx.rotate(-Math.atan2(v.x, v.y));
ctx.strokeStyle ="#0000FF";
ctx.beginPath();
ctx.moveTo(-8, -10);
ctx.lineTo(0, 0);
ctx.lineTo(8, -10);
ctx.stroke();
ctx.restore();
ctx.restore();
updateInfo();
}
var moving = false;
var timer;
redraw(st);
var state = 0;
var r0, v0;
var saveMoving;
canvas.onmousemove = function(event) {
var x = event.offsetX == undefined ? event.layerX : event.offsetX;
var y = event.offsetY == undefined ? event.layerY : event.offsetY;
var p = mult(new Point(x - 250, y - 250), 1/drawScale);
var d = findRV(st);
var r = d.r;
var v = d.v;
if (state <= 2) {
if (norm(minus(p, r)) < 14 / drawScale) {
canvas.style.cursor = 'pointer';
state = 1;
} else if (norm( minus( add(r, mult(v, vscale)) , p ) ) < 14 / drawScale) {
canvas.style.cursor = 'pointer';
state = 2;
} else {
canvas.style.cursor = 'default';
state = 0;
}
return;
}
if (state == 3) {
if (p.x == 0 && p.y == 0)
p.x = 0.1;
r = p;
v = v0;
} else if (state == 4) {
r = r0;
v = mult(minus(p, r), 1/vscale);
}
st = calculateState(r, v, st.u);
var thp = st.thp;
var th0 = st.th0;
st.E = toE(thp, st.e); // why only THP ?
st.t = findT(st.E, st.e, st.u, st.p, st.ccw);
redraw(st);
}
canvas.onmousedown = function(event) {
var d = findRV(st);
r0 = d.r;
v0 = d.v;
if (state == 1 || state == 2) {
state += 2;
saveMoving = moving;
stopMoving();
}
canvas.onmousemove(event);
event.preventDefault();
}
var mousewheel = function (e) {
var delta = e.wheelDelta ? e.wheelDelta : e.detail;
console.log(delta);
drawScale = drawScale + delta / 10000000000;
drawScale = Math.max(drawScale, 0.000000001);
redraw(st);
e.preventDefault();
};
canvas.addEventListener(canvas.hasOwnProperty("onmousewheel") ?
"mousewheel" : "DOMMouseScroll", mousewheel);
document.onmouseup = function(event) {
state = 0;
if (saveMoving)
startMoving();
canvas.style.cursor = 'default';
}
function updateInfo() {
function curveType(e) {
if (e == 0) return "circle";
if (e < 1) return "ellipse";
if (e == 1) return "parabola";
return "hyperbola";
}
var a = st.p / (1 - st.e*st.e);
var T = 2 * Math.PI * a * Math.sqrt(a / st.u);
var div = document.getElementById("info");
s = "";
s += "curve = " + curveType(st.e) + "<br>";
s += "eccentricity = " + st.e.toFixed(2) + "<br>";
s += "altitude = " + Math.round(norm(st.r)/1000) + " km<br>";
s += "periapsis = " + Math.round((1-st.e)*a/1000) + " km<br>";
// is the apoapsis for parabola/hyperbola really infinity?
s += "apoapsis = " + ((st.e < 1) ? (Math.round((1+st.e)*a/1000) + " km") : "&infin;") + "<br>";
s += "velocity = " + Math.round(norm(st.v)/1000 * 10)/10 + " km/s<br>";
s += "eccentric anomaly = " + Math.round((((st.E / Math.PI) % 2) + 2) % 2 * 10) / 10 + "&pi;<br>";
s += "period = " + ((st.e < 1) ? (Math.round(T / (24*60*60) * 10) / 10 + " days") : "&infin;") + "<br>";
div.innerHTML = s;
}
function animate() {
st.t += 24*60*60*0.1;
st.E = findE(st.t, st.e, st.u, st.p, st.E, st.ccw);
redraw(st);
}
function stopMoving() {
clearInterval(timer);
moving = false;
}
function startMoving() {
if (moving)
return;
timer = setInterval(animate, 30);
moving = true;
}
document.onkeydown = function(event) {
var dx=0, dy=0;
if (event.keyCode == 38) { // up
dy = -1;
} else if (event.keyCode == 40) { // down
dy = 1;
} else if (event.keyCode == 37) { // left
dx = -1;
} else if (event.keyCode == 39) { // right
dx = 1;
} else if (event.keyCode == 32) {
if (moving) {
stopMoving();
} else {
startMoving();
}
}
if (dx != 0 || dy != 0) {
recalculate(st, dx * 10, dy * 10);
redraw(st);
}
}
</script>
</body>
</html>

View File

@ -1,13 +1,13 @@
import * as se3 from 'wmc-common/se3';
import * as se3 from '../se3';
import * as linalg from './linalg';
import {Vec3} from './linalg';
interface Orbit {
excentricity: number,
semimajorAxis: number,
semimajor_axis: number,
inclination: number,
ascendingNodeLongitude: number,
periapsisArgument: number,
ascending_node_longitude: number,
periapsis_argument: number,
t0: number,
lastE: number | undefined,
@ -52,14 +52,6 @@ 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;
@ -71,7 +63,11 @@ export function findSoi(rootBody: Body, position: number[]) : Body {
}
for (const child of body.children) {
if (isInSoi(child, body.mass, position)) {
const soi = child.orbit.semimajor_axis * 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) {
bodies.push(child);
}
}
@ -132,10 +128,14 @@ export function computeOrbit(player: any, body: Body, time: number) {
E = 2 * Math.atanh(Math.sqrt((e-1)/(e+1)) * Math.tan(nu/2));
const n = Math.sqrt(-mu / (a**3));
t0 = time - (e*Math.sinh(E) - E) / n;
t0 %= 2 * Math.PI / n;
} else {
E = 2 * Math.atan(Math.sqrt((1-e)/(1+e)) * Math.tan(nu/2));
const n = Math.sqrt(mu / (a**3));
t0 = time - (1/n)*(E - e*Math.sin(E));
t0 %= 2 * Math.PI / n;
}
// column-major... see se3.js
@ -148,10 +148,10 @@ export function computeOrbit(player: any, body: Body, time: number) {
const orbit = {
excentricity: e,
semimajorAxis: a,
semimajor_axis: a,
inclination: i,
ascendingNodeLongitude: Om,
periapsisArgument: w,
ascending_node_longitude: Om,
periapsis_argument: w,
t0,
tf,
lastE: E,
@ -171,17 +171,17 @@ export function computeOrbit(player: any, body: Body, time: number) {
export function getCartesianState(orbit: Orbit, mu: number, time: number) {
const {
excentricity: e,
semimajorAxis: a,
semimajor_axis: a,
inclination: i,
ascendingNodeLongitude: Om,
periapsisArgument: w,
ascending_node_longitude: Om,
periapsis_argument: w,
t0,
} = orbit;
let n = Math.sqrt(mu/(a**3));
if (a < 0) {
n = Math.sqrt(mu/-(a**3)); // mean motion
}
const M = n * (time - t0); // mean anomaly
const M = (n * (time - t0)) % (2 * Math.PI); // mean anomaly
// Newton's method
var E2 = 0;
@ -257,10 +257,10 @@ export function makeOrbitObject(gl: WebGLRenderingContext, glContext: any, orbit
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
const a = orbit.semimajorAxis;
const a = orbit.semimajor_axis;
const b = a * Math.sqrt(1 - orbit.excentricity**2);
const x = - orbit.semimajorAxis * orbit.excentricity;
const x = - orbit.semimajor_axis * orbit.excentricity;
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
x-a, -b, 0, -1, -1,
@ -277,7 +277,8 @@ export function makeOrbitObject(gl: WebGLRenderingContext, glContext: any, orbit
return {
geometry,
tf: se3.product(se3.translation(...position), orientation),
orientation,
position,
glContext,
};
}
}

View File

@ -4,12 +4,11 @@
"main": "index.ts",
"license": "MIT",
"dependencies": {
"esbuild": "^0.14.2",
"wmc-common": "link:../common"
"esbuild": "^0.14.2"
},
"scripts": {
"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",
"watch": "esbuild --outfile=app.js index.ts --bundle --sourcemap=inline --watch",
"serve": "esbuild --outfile=app.js index.ts --bundle --sourcemap=inline --servedir=.",
"build": "esbuild --outfile=app.js index.ts --bundle --minify"
}
}

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@ -1,5 +1,5 @@
import {Mat4} from './linalg';
import * as se3 from 'wmc-common/se3';
import * as se3 from '../se3';
export interface Quat {
x: number,
@ -121,8 +121,4 @@ export function scale(q: Quat, a: number): Quat {
z: a * q.z,
w: a * q.w,
};
}
export function dot(q0: Quat, q1: Quat): number {
return q0.x*q1.x + q0.y*q1.y + q0.z*q1.z + q0.w*q1.w;
}
}

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@ -0,0 +1,2 @@
[build]
rustflags = ["-C", "link-arg=-fuse-ld=lld"]

1
skycraft/server/.gitignore vendored Normal file
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@ -0,0 +1 @@
/target

1864
skycraft/server/Cargo.lock generated Normal file

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@ -0,0 +1,12 @@
[package]
name = "skycraft-server"
version = "0.1.0"
edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
tide = "0.14.0"
async-std = { version = "1.6.0", features = ["attributes"] }
serde = { version = "1.0", features = ["derive"] }
serde_json = "1.0"

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@ -0,0 +1,14 @@
FROM rust:1.80.1 AS build
RUN apt-get update && apt-get install -y lld
WORKDIR /workspace
COPY src /workspace/src
COPY Cargo.toml /workspace/
COPY Cargo.lock /workspace/
RUN cargo build
FROM build AS dev

19
skycraft/server/Makefile Normal file
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@ -0,0 +1,19 @@
dev-image:
docker build -t cargo-server-dev --target dev .
.PHONY: dev
dev: dev-image ## Start a dev container
docker run -it --rm \
-v $(CURDIR)/src:/workspace/src \
-v $(CURDIR)/Cargo.toml:/workspace/Cargo.toml \
-v $(CURDIR)/Cargo.lock:/workspace/Cargo.lock \
-p 127.0.0.1:8080:8080 \
cargo-server-dev \
bash
.PHONY: help
help: ## Show this help
@echo Noteworthy targets:
@egrep '^[a-zA-Z_-]+:.*?## .*$$' $(MAKEFILE_LIST) | sort | awk 'BEGIN {FS = ":.*?## "}; {printf "\033[36m%-20s\033[0m %s\n", $$1, $$2}'
.DEFAULT_GOAL := help

262
skycraft/server/src/main.rs Normal file
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@ -0,0 +1,262 @@
use tide::Request;
use tide::Response;
use tide::prelude::*;
//use serde_json::json;
use std::f64::consts::PI;
#[derive(Default, Serialize)]
struct SystemBody {
name: String,
mass: f32,
seed: u32,
spin: [f32; 3],
// geometry: ,
glow_color: [f32; 3],
orbit: KeplerOrbit,
children: Vec<SystemBody>,
}
#[derive(Default, Serialize)]
struct KeplerOrbit {
excentricity: f32,
semimajor_axis: f32,
inclination: f32,
ascending_node_longitude: f32,
periapsis_argument: f32,
t0: f32,
}
const CHUNKSIZE: usize = 32;
#[derive(Serialize)]
struct Chunk {
position: [f32; 3],
layout: [i32; 3],
#[serde(serialize_with = "<[_]>::serialize")]
blocks: [u32; CHUNKSIZE.pow(3)],
seed: u32,
underground: bool,
}
impl PartialEq for Chunk {
fn eq(&self, other: &Chunk) -> bool {
self.seed == other.seed && self.position == other.position
}
}
#[async_std::main]
async fn main() -> tide::Result<()> {
let mut app = tide::new();
app.at("/api/system/:seed").get(get_system);
app.at("/api/body/:seed").get(get_body);
app.listen("0.0.0.0:8080").await?;
Ok(())
}
fn get_sun_chunk(seed: u32, pos: [i32; 3]) -> Chunk {
let cs = CHUNKSIZE as i32;
Chunk {
position: pos.map(|x| ((x * cs - cs / 2) as f32)),
layout: pos,
blocks: [8; CHUNKSIZE.pow(3)],
seed: seed,
underground: false,
}
}
fn get_dirt_chunk(seed: u32, pos: [i32; 3]) -> Chunk {
let cs = CHUNKSIZE as i32;
Chunk {
position: pos.map(|x| ((x * cs - cs / 2) as f32)),
layout: pos,
blocks: [2; CHUNKSIZE.pow(3)],
seed: seed,
underground: false,
}
}
fn get_chunk(seed: u32, pos: [i32; 3]) -> Option<Chunk>{
match seed {
0 => match pos {
[0, 0, 0] => Some(get_sun_chunk(seed, pos)),
_ => None,
},
_ => match pos {
[0, 0, 0] => Some(get_dirt_chunk(seed, pos)),
_ => None,
},
}
}
fn get_body_chunks(seed: u32) -> Vec<Chunk> {
let mut chunks = vec![];
let mut tocheck = vec![[0, 0, 0]];
while tocheck.len() > 0 {
let pos = tocheck.pop().unwrap();
let thischunk = get_chunk(seed, pos);
if thischunk.is_none() || chunks.contains(thischunk.as_ref().unwrap()) {
continue;
}
chunks.push(thischunk.unwrap());
println!("Adding chunk for seed {seed} at position {:?}", pos);
let [ci, cj, ck] = pos;
tocheck.push([ci - 1, cj, ck]);
tocheck.push([ci + 1, cj, ck]);
tocheck.push([ci, cj - 1, ck]);
tocheck.push([ci, cj + 1, ck]);
tocheck.push([ci, cj, ck - 1]);
tocheck.push([ci, cj, ck + 1]);
}
chunks
}
async fn get_body(req: Request<()>) -> tide::Result {
let seed: u32 = req.param("seed")?.parse()?;
let chunks = get_body_chunks(seed);
let response = Response::builder(200)
.body(serde_json::to_string(&chunks)?)
.content_type("application/json")
.header("access-control-allow-origin", "*")
.build();
Ok(response)
}
// TODO
// ----
// [ ] serve chunks
// [ ] universe simulation?
// [ ] websocket with client updates
async fn get_system(_req: Request<()>) -> tide::Result {
// let seed: i32 = req.param("seed")?.parse()?;
let response = Response::builder(200)
.content_type("application/json")
.header("access-control-allow-origin", "*")
.body(serde_json::to_string(&SystemBody
{
name: "Tat".to_string(),
seed: 0,
mass: 1000.0,
spin: [0.0, 0.0, 0.2],
// geometry: getBodyGeometry(0),
glow_color: [0.5, 0.5, 0.46],
children: Vec::from([
SystemBody {
name: "Quicksilver".to_string(),
seed: 1336,
mass: 0.1,
spin: [0.0, 0.0, 0.05],
// geometry: makeCube([0, 4]),
orbit: KeplerOrbit {
excentricity: 0.0,
semimajor_axis: 200.0,
inclination: 0.8,
ascending_node_longitude: 0.0,
periapsis_argument: 0.0,
t0: 0.0,
},
..Default::default()
},
SystemBody {
name: "Satourne".to_string(),
seed: 1338,
mass: 0.1,
spin: [0.0, 0.5, 0.0],
// geometry: makeCube([0, 5]),
orbit: KeplerOrbit {
excentricity: 0.0,
semimajor_axis: 900.0,
inclination: 0.0,
ascending_node_longitude: 0.0,
periapsis_argument: 0.0,
t0: 0.0,
},
children: Vec::from([
SystemBody {
name: "Kyoujin".to_string(),
seed: 13381,
mass: 0.01,
spin: [0.0, 0.0, 0.05],
// geometry: makeCube([0, 6]),
orbit: KeplerOrbit {
excentricity: 0.0,
semimajor_axis: 20.0,
inclination: (PI / 2.0) as f32,
ascending_node_longitude: 0.0,
periapsis_argument: 0.0,
t0: 0.0,
},
..Default::default()
},
]),
..Default::default()
},
SystemBody {
name: "Tataooine".to_string(),
seed: 1337,
mass: 50.0,
spin: [0.0, 0.0, 0.05],
// geometry: getBodyGeometry(1337),
orbit: KeplerOrbit {
excentricity: 0.3,
semimajor_axis: 500.0,
inclination: 0.0,
ascending_node_longitude: 0.0,
periapsis_argument: 0.0,
t0: 0.0,
},
children: Vec::from([
SystemBody {
name: "Mun".to_string(),
seed: 13371,
mass: 0.01,
spin: [0.0, 0.0, 0.05],
// geometry: makeCube([0, 7]),
orbit: KeplerOrbit {
excentricity: 0.0,
semimajor_axis: 50.0,
inclination: (PI / 2.0) as f32,
ascending_node_longitude: 0.0,
periapsis_argument: 0.0,
t0: 0.0,
},
..Default::default()
},
]),
..Default::default()
},
]),
..Default::default()
})?)
.build();
Ok(response)
}

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

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@ -44,7 +44,7 @@ esbuild-linux-32@0.14.54:
esbuild-linux-64@0.14.54:
version "0.14.54"
resolved "https://registry.npmjs.org/esbuild-linux-64/-/esbuild-linux-64-0.14.54.tgz"
resolved "https://registry.yarnpkg.com/esbuild-linux-64/-/esbuild-linux-64-0.14.54.tgz#de5fdba1c95666cf72369f52b40b03be71226652"
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.npmjs.org/esbuild/-/esbuild-0.14.54.tgz"
resolved "https://registry.yarnpkg.com/esbuild/-/esbuild-0.14.54.tgz#8b44dcf2b0f1a66fc22459943dccf477535e9aa2"
integrity sha512-Cy9llcy8DvET5uznocPyqL3BFRrFXSVqbgpMJ9Wz8oVjZlh/zUSNbPRbov0VX7VxN2JH1Oa0uNxZ7eLRb62pJA==
optionalDependencies:
"@esbuild/linux-loong64" "0.14.54"
@ -133,7 +133,3 @@ 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 ""