Once landed, position is locked to the body it landed on. Not enough fuel to launch again.
528 lines
16 KiB
TypeScript
528 lines
16 KiB
TypeScript
import { makeFace } from 'wmc-common/geometry';
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import * as linalg from './linalg';
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import { loadObjModel } from './obj';
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import * as se3 from 'wmc-common/se3';
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import { computeOrbit, findSoi, getCartesianState, updateBodyPhysics, isInSoi } from './orbit';
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import { getBodyGeometry, castRay, BlockType } from './chunk';
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import { draw, getOrbitDrawContext, initWorldGl } from './draw';
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import * as quat from './quat';
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const kEpoch = 0;
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function closeToPlanet(context) {
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const body = findSoi(context.universe, context.player.position);
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const relativePos = linalg.diff(context.player.position, body.position);
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return linalg.norm(relativePos) < 20;
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}
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function getSolarSystem(seed: number) {
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/// XXX: only returns 1 body for now
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return {
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name: 'Tat',
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mass: 1000.0,
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spin: [0, 0, 0.2],
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geometry: getBodyGeometry(0),
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glowColor: [0.5, 0.5, 0.46],
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children: [
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{
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name: 'Quicksilver',
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seed: 1336,
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mass: 0.1,
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spin: [0.0, 0.0, 0.05],
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geometry: makeCube([0, 4]),
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orbit: {
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excentricity: 0.0,
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semimajorAxis: 200,
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inclination: 0.8,
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ascendingNodeLongitude: 0,
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periapsisArgument: 0,
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t0: 0,
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},
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},
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{
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name: 'Satourne',
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seed: 1338,
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mass: 0.1,
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spin: [0.0, 0.5, 0.0],
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geometry: makeCube([0, 5]),
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orbit: {
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excentricity: 0.0,
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semimajorAxis: 900,
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inclination: 0.0,
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ascendingNodeLongitude: 0,
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periapsisArgument: 0,
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t0: 0,
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},
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children: [
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{
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name: 'Kyoujin',
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seed: 13381,
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mass: 0.01,
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spin: [0.0, 0.0, 0.05],
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geometry: makeCube([0, 6]),
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orbit: {
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excentricity: 0.0,
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semimajorAxis: 20,
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inclination: Math.PI / 2,
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ascendingNodeLongitude: 0,
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periapsisArgument: 0,
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t0: 0,
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},
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},
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],
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},
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{
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name: 'Tataooine',
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seed: 1337,
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mass: 50,
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spin: [0.0, 0.0, 0.05],
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geometry: getBodyGeometry(1337),
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orbit: {
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excentricity: 0.3,
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semimajorAxis: 500,
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inclination: 0.0,
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ascendingNodeLongitude: 0,
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periapsisArgument: 0,
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t0: 0,
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},
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children: [
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{
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name: 'Mun',
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seed: 13371,
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mass: 0.01,
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spin: [0.0, 0.0, 0.05],
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geometry: makeCube([0, 7]),
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orbit: {
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excentricity: 0.0,
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semimajorAxis: 50,
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inclination: Math.PI / 2,
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ascendingNodeLongitude: 0,
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periapsisArgument: 0,
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t0: 0,
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},
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},
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],
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},
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],
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};
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}
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function initUiListeners(canvas: HTMLCanvasElement, context) {
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const canvasClickHandler = () => {
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canvas.requestPointerLock();
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canvas.onclick = null;
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// const clickListener = e => {
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// switch(e.button) {
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// case 0: // left click
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// destroySelectedBlock(context);
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// break;
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// case 2: // right click
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// makeDirBlock(context);
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// break;
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// }
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// };
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const clickListener = e => {};
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const keyListener = e => {
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if (e.type === 'keydown') {
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if (e.repeat) return;
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context.keys.add(e.code);
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switch (e.code) {
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case 'KeyF':
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context.flying = !context.flying;
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context.player.velocity = [0, 0, 0];
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delete context.orbit;
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return false;
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case 'KeyL':
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context.landing = !context.landing;
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return false;
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case 'Space':
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context.pause = !context.pause;
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return false;
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}
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} else {
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context.keys.delete(e.code);
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}
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};
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const moveListener = e => {
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// context.camera.orientation[0] -= e.movementY / 500;
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// context.camera.orientation[1] -= e.movementX / 500;
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context.camera.tf =[
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context.camera.tf,
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se3.roty(-e.movementX / 500),
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se3.rotx(-e.movementY / 500),
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].reduce(se3.product);
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};
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const changeListener = () => {
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if (document.pointerLockElement === canvas) {
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return;
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}
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document.removeEventListener('pointerdown', clickListener);
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document.removeEventListener('pointerlockchange', changeListener);
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document.removeEventListener('pointermove', moveListener);
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document.removeEventListener('keydown', keyListener);
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document.removeEventListener('keyup', keyListener);
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canvas.onclick = canvasClickHandler;
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};
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document.addEventListener('pointerdown', clickListener);
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document.addEventListener('pointerlockchange', changeListener);
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document.addEventListener('pointermove', moveListener);
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document.addEventListener('keydown', keyListener);
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document.addEventListener('keyup', keyListener);
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};
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canvas.onclick = canvasClickHandler;
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document.addEventListener('keydown', e => {
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if (e.repeat) return;
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switch (e.code) {
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case 'F11':
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canvas.requestFullscreen();
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break;
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}
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});
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}
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function handleInput(context) {
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const move = (forward: number, right: number) => {
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if (context.keys.has('ShiftLeft')) {
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forward *= 10;
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right *= 10;
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}
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const tf = se3.product(
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se3.orientationOnly(context.player.tf),
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context.camera.tf,
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);
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const dir = [right, 0, -forward, 10];
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if (context.flying) {
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context.player.tf = [
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context.player.tf,
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se3.translation(...dir),
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].reduce(se3.product);
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} else {
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const vel = context.player.velocity;
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const dv = linalg.scale(se3.apply(tf, dir), 1/dir[3]);
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context.player.velocity = linalg.add(vel, dv);
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delete context.orbit;
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}
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};
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const roll = (amount: number) => {
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if (context.keys.has('ShiftLeft')) {
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amount *= 10;
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}
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context.camera.tf =[
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context.camera.tf,
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se3.rotz(amount),
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].reduce(se3.product);
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};
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context.keys.forEach(key => {
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switch (key) {
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case 'KeyW':
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move(0.5, 0.0);
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return;
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case 'KeyA':
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move(0.0, -0.5);
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return;
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case 'KeyS':
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move(-0.5, 0.0);
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return;
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case 'KeyD':
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move(0.0, 0.5);
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return;
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case 'KeyQ':
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roll(0.02);
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return;
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case 'KeyE':
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roll(-0.02);
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return;
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case 'KeyR':
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context.timeOffset += 1;
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return;
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}
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});
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}
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function slerp(current: linalg.Mat4, target: linalg.Mat4, maxVelocity: number) : linalg.Mat4 {
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const q0 = quat.mat2Quat(current);
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let q1 = quat.mat2Quat(target);
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const dq = quat.diff(q1, q0);
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const maxt = maxVelocity / quat.norm(dq);
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//const q = quat.normalize(quat.add(q0, quat.scale(dq, Math.min(1, maxt))));
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const t = maxVelocity;
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if (quat.dot(q0, q1) < 0) {
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q1 = quat.scale(q1, -1);
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}
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const q = quat.normalize(quat.add(quat.scale(q0, 1 - t), quat.scale(q1, t)));
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return quat.quat2Mat(q);
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}
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function distanceToGround(body: Body, position: number[], direction: number[]) : number {
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const inChunkOrientation = se3.inverse(body.orientation);
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const toChunk = vec => se3.apply(inChunkOrientation, vec.concat([0]));
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const directionInChunk = toChunk(direction);
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const positionInChunk = toChunk(linalg.diff(position, body.position));
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const hit = castRay(body.geometry.chunkMap, positionInChunk, directionInChunk);
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if (hit === undefined || hit.block.type === BlockType.UNDEFINED || hit.block.type === undefined) {
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const ray = linalg.diff(position, body.position);
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return {
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distance: linalg.norm(ray),
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normal: linalg.normalize(ray),
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};
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}
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const distance = linalg.norm(linalg.diff(positionInChunk, hit.block.centerPosition));
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const normal = se3.apply(body.orientation, hit.normal.concat([0]));
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return {distance, normal};
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}
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function autoLand(context) {
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const p = context.player;
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// 0. check prereqs:
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// - none
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// 1. adjust tangential speed to match body rotational
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// 2. cast ray towards center
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// 3. while high, go towards center
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// 4. when low, go towards ground
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// 5. stop when on ground
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const kShipRotateSpeed = 0.1;
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const body = findSoi(context.universe, p.position);
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const toBodyCenter = linalg.diff(body.position, p.position);
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const {distance: altitude, normal: surfaceNormal} = distanceToGround(body, p.position, linalg.normalize(toBodyCenter));
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// figure out tangential speed
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const spinSpeed = linalg.add(body.velocity, linalg.cross(body.spin, linalg.scale(toBodyCenter, -1)));
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const dv = linalg.diff(spinSpeed, p.velocity);
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// remove vertical component
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const vertical = linalg.scale(surfaceNormal, -linalg.dot(dv, surfaceNormal));
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const smallDv = linalg.scale(linalg.add(dv, vertical), 0.01);
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// const smallDv = linalg.scale(dv, 0.05);
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p.velocity = linalg.add(p.velocity, smallDv);
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// up is up
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const shipZ = se3.apply(p.tf, [0, 0, 1, 0]);
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const ny = surfaceNormal;
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const nx = linalg.normalize(linalg.cross(ny, shipZ));
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const nz = linalg.normalize(linalg.cross(nx, ny));
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const targetOrientation = se3.fromBases(nx, ny, nz);
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const currentOrientation = slerp(p.tf, targetOrientation, kShipRotateSpeed);
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p.tf = se3.setOrientation(p.tf, currentOrientation);
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if (altitude < 1.5) {
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const upward = linalg.dot(linalg.diff(p.velocity, body.velocity), surfaceNormal);
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if (upward < -2) {
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p.velocity = linalg.add(p.velocity, linalg.scale(surfaceNormal, -2*upward));
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context.landing = false;
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} else if (upward < 0) {
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context.landed = true;
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context.landedBody = body;
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p.tf = [
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se3.inverse(body.orientation),
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se3.inverse(se3.translation(...body.position)),
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p.tf,
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].reduce(se3.product);
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p.velocity = [0, 0, 0];
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p.position = se3.apply(p.tf, [0, 0, 0, 1]);
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}
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}
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// p.velocity = linalg.add(p.velocity, linalg.scale(surfaceNormal, dvup));
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}
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function effectiveGravity(position: number[], rootBody: Body) : number[] {
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let body = rootBody;
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let acceleration = [0, 0, 0];
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while (body !== undefined) {
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const toBodyCenter = linalg.diff(body.position, position);
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const d = linalg.norm(toBodyCenter);
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const gravity = body.mass / d**3;
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acceleration = linalg.add(acceleration, linalg.scale(toBodyCenter, gravity));
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const parentMass = body.mass;
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const children = body.children || [];
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body = undefined;
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for (const child of children) {
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if (!isInSoi(child, parentMass, position)) {
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continue;
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}
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body = child;
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break;
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}
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}
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return acceleration;
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}
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function updatePhysics(time: number, context) {
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const {player} = context;
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const dt = time - (context.lastTime || 0);
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context.lastTime = time;
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player.position = se3.apply(player.tf, [0, 0, 0, 1]);
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if (!context.pause) {
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updateBodyPhysics(time, context.universe);
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}
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const kShipRotateSpeed = 0.1;
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if (context.landed) {
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return; // TODO: implement
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}
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if (context.landing) {
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autoLand(context);
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} else {
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// allow acdjusting camera
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const dr = slerp(se3.identity(), context.camera.tf, kShipRotateSpeed);
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player.tf = se3.product(player.tf, dr);
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context.camera.tf = se3.product(context.camera.tf, se3.inverse(dr));
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}
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if (context.flying) {
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// no physics, just magically moving around
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return;
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}
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const gravity = effectiveGravity(player.position, context.universe);
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player.velocity = linalg.add(player.velocity, linalg.scale(gravity, dt));
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const newPos = linalg.add(player.position, linalg.scale(player.velocity, dt));
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player.tf = se3.setPosition(player.tf, newPos);
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if (context.orbit === undefined) {
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const body = findSoi(context.universe, context.player.position);
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context.orbit = computeOrbit(player, body, time);
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console.log(`orbiting ${body.name}, excentricity: ${context.orbit.excentricity}`);
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context.orbitBody = body;
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}
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}
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function updateGeometry(context, timeout_ms = 10) {
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}
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function tick(time: number, context) {
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handleInput(context);
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const simTime = time * 0.001 + context.timeOffset;
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updatePhysics(simTime, context);
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// world generation / geometry update
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{
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// frame time is typically 16.7ms, so this may lag a bit
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let timeLeft = 10;
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const start = performance.now();
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updateGeometry(context, timeLeft);
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}
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draw(context);
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const dt = (time - context.lastFrameTime) * 0.001;
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context.lastFrameTime = time;
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document.querySelector('#fps')!.textContent = `${1.0 / dt} fps`;
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requestAnimationFrame(time => tick(time, context));
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}
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function makeCube(texture) {
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return {
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faces: [
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makeFace('-x', texture, [-0.5, 0, 0]),
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makeFace('+x', texture, [+0.5, 0, 0]),
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makeFace('-y', texture, [0, -0.5, 0]),
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makeFace('+y', texture, [0, +0.5, 0]),
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makeFace('-z', texture, [0, 0, -0.5]),
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makeFace('+z', texture, [0, 0, +0.5]),
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]
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};
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}
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async function main() {
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const canvas = document.querySelector('#game')! as HTMLCanvasElement;
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// adjust canvas aspect ratio to that of the screen
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canvas.height = screen.height / screen.width * canvas.width;
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const gl = canvas.getContext('webgl');
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if (gl === null) {
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console.error('webgl not available')
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return;
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}
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// TODO
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// [ ] loading bar
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// [x] spaceship
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// [ ] landing
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// [ ] huge planets
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// [x] lighting
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// [x] better lighting
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// [ ] betterer lighting
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// [x] optimize geometry generation
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const modelPromise = loadObjModel('spaceship.obj');
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const context = {
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gl,
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projMatrix: se3.perspective(Math.PI / 3, canvas.clientWidth / canvas.clientHeight, 0.1, 10000.0),
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player: {
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tf: se3.translation(0.0, 0.0, 80.0),
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position: [0.0, 0.0, 80.0],
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velocity: [0, 0, 0],
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},
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camera: {
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orientation: [0, 0, 0],
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tf: se3.identity(),
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},
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keys: new Set(),
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lightDirection: [-0.2, -0.5, 0.4],
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skyColor: [0.10, 0.15, 0.2],
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ambiantLight: 0.4,
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blockSelectDistance: 8,
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flying: true,
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isOnGround: false,
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gravity: -17,
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jumpForce: 6.5,
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universe: getSolarSystem(0),
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timeOffset: 0,
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};
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context.glContext = await initWorldGl(gl);
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context.orbitGlContext = getOrbitDrawContext(gl);
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initUiListeners(canvas, context);
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const starshipGeom = await modelPromise;
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context.spaceship = starshipGeom;
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requestAnimationFrame(time => tick(time, context));
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}
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window.onload = main;
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