wmc/skycraft/index.js

1296 lines
38 KiB
JavaScript

//import { initUiListeners, setupParamPanel, tick } from './game';
//import { initWorldGl, makeWorld } from './world';
import * as se3 from '../se3';
import {loadTexture, makeProgram} from '../gl';
import {makeFace, makeBufferFromFaces} from '../geometry';
import { loadStlModel } from './stl';
import * as linalg from './linalg';
import { memoize } from '../memoize';
const VSHADER = `
attribute vec3 aPosition;
attribute vec3 aNormal;
attribute vec2 aTextureCoord;
uniform mat4 uProjection;
uniform mat4 uModel;
uniform mat4 uView;
uniform vec3 uLightDirection;
uniform float uAmbiantLight;
uniform vec3 uGlowColor;
varying highp vec2 vTextureCoord;
varying lowp vec3 vLighting;
varying lowp float vDistance;
void main() {
highp mat4 modelview = uView * uModel;
gl_Position = uProjection * modelview * vec4(aPosition, 1.0);
lowp vec3 normal = mat3(uModel) * aNormal;
lowp float diffuseAmount = max(dot(-uLightDirection, normal), 0.0);
lowp vec3 ambiant = uAmbiantLight * vec3(1.0, 1.0, 0.9);
vLighting = ambiant + vec3(1.0, 1.0, 1.0) * diffuseAmount + uGlowColor;
vTextureCoord = aTextureCoord;
vDistance = length(modelview * vec4(aPosition, 1.0));
}
`;
const FSHADER = `
uniform sampler2D uSampler;
uniform lowp vec3 uFogColor;
varying highp vec2 vTextureCoord;
varying lowp vec3 vLighting;
varying lowp float vDistance;
void main() {
highp vec4 color = texture2D(uSampler, vTextureCoord);
if (color.a < 0.1) {
discard;
}
lowp float fogamount = 0.0; //smoothstep(80.0, 100.0, vDistance);
gl_FragColor = mix(vec4(vLighting * color.rgb, color.a), vec4(uFogColor, 1.0), fogamount);
}
`;
const kEpoch = 0;
async function initWorldGl(gl) {
const program = makeProgram(gl, VSHADER, FSHADER);
const texture = await loadTexture(gl, 'texture.png');
// load those ahead of time
const viewLoc = gl.getUniformLocation(program, 'uView');
const modelLoc = gl.getUniformLocation(program, 'uModel');
const projLoc = gl.getUniformLocation(program, 'uProjection');
const samplerLoc = gl.getUniformLocation(program, 'uSampler');
const fogColorLoc = gl.getUniformLocation(program, 'uFogColor');
const lightDirectionLoc = gl.getUniformLocation(program, 'uLightDirection');
const ambiantLoc = gl.getUniformLocation(program, 'uAmbiantLight');
const glowColorLoc = gl.getUniformLocation(program, 'uGlowColor');
const positionLoc = gl.getAttribLocation(program, 'aPosition');
const normalLoc = gl.getAttribLocation(program, 'aNormal');
const textureLoc = gl.getAttribLocation(program, 'aTextureCoord');
const setupScene = (sceneParams) => {
const {
projectionMatrix,
viewMatrix,
fogColor,
ambiantLightAmount,
} = sceneParams;
gl.useProgram(program);
gl.uniformMatrix4fv(projLoc, false, new Float32Array(projectionMatrix));
gl.uniformMatrix4fv(viewLoc, false, new Float32Array(viewMatrix));
gl.uniform3fv(fogColorLoc, fogColor);
gl.uniform1f(ambiantLoc, ambiantLightAmount);
// doing this here because it's the same for all world stuff
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.identity()));
gl.uniform1i(samplerLoc, 0);
gl.enableVertexAttribArray(positionLoc);
gl.enableVertexAttribArray(normalLoc);
gl.enableVertexAttribArray(textureLoc);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
};
const drawObject = (objectParams) => {
const {
position,
orientation,
glBuffer,
numVertices,
lightDirection,
glowColor,
} = objectParams;
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.product(
se3.translation(...position), orientation)));
gl.uniform3fv(lightDirectionLoc, lightDirection);
gl.uniform3fv(glowColorLoc, glowColor);
gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 20, 0);
gl.vertexAttribPointer(normalLoc, 3, gl.BYTE, true, 20, 12);
gl.vertexAttribPointer(textureLoc, 2, gl.UNSIGNED_SHORT, true, 20, 16);
gl.drawArrays(gl.TRIANGLES, 0, numVertices);
};
return {
setupScene,
drawObject,
};
}
const ORBIT_VSHADER = `
attribute vec3 aPosition;
attribute vec2 aValue;
uniform mat4 uProjection;
uniform mat4 uModel;
uniform mat4 uView;
varying lowp vec2 vCoords;
void main() {
highp mat4 modelview = uView * uModel;
gl_Position = uProjection * modelview * vec4(aPosition, 1.0);
vCoords = aValue;
}
`;
const ORBIT_FSHADER = `
varying lowp vec2 vCoords;
void main() {
lowp float x = vCoords.x;
lowp float y = vCoords.y;
lowp float f = sqrt(x * x + y * y);
if (f > 1.00) {
discard;
} else if (f < 0.98) {
discard;
}
gl_FragColor = vec4(1, .5, 0, 0.5);
}
`;
function getOrbitDrawContext(gl) {
const program = makeProgram(gl, ORBIT_VSHADER, ORBIT_FSHADER);
// load those ahead of time
const viewLoc = gl.getUniformLocation(program, 'uView');
const modelLoc = gl.getUniformLocation(program, 'uModel');
const projLoc = gl.getUniformLocation(program, 'uProjection');
const positionLoc = gl.getAttribLocation(program, 'aPosition');
const valueLoc = gl.getAttribLocation(program, 'aValue');
const setupScene = (sceneParams) => {
const {
projectionMatrix,
viewMatrix,
} = sceneParams;
gl.useProgram(program);
gl.uniformMatrix4fv(projLoc, false, new Float32Array(projectionMatrix));
gl.uniformMatrix4fv(viewLoc, false, new Float32Array(viewMatrix));
// doing this here because it's the same for all world stuff
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.identity()));
gl.enableVertexAttribArray(positionLoc);
gl.enableVertexAttribArray(valueLoc);
};
const drawObject = (objectParams) => {
const {
position,
orientation,
value,
glBuffer,
} = objectParams;
gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.product(
se3.translation(...position), orientation)));
gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer);
gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 20, 0);
gl.vertexAttribPointer(valueLoc, 2, gl.FLOAT, false, 20, 12);
gl.disable(gl.CULL_FACE);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
gl.enable(gl.CULL_FACE);
};
return {
setupScene,
drawObject,
};
}
const BlockType = {
UNDEFINED: 0,
AIR: 1,
DIRT: 2,
GRASS: 3,
STONE: 4,
WATER: 5,
TREE: 6,
LEAVES: 7,
SUN: 8,
};
const CHUNKSIZE = 32;
/** seed: some kind of number uniquely defining the body
* x, y, z: space coordinates in the body's frame
*
* returns: a chunk
*/
function makeDirtBlock(seed, x, y, z) {
// XXX: for now, return a premade chunk: a 24x24x24 cube of dirt
// surrounded by 4 blocks of air all around
const cs = CHUNKSIZE;
if (seed !== 1337) {
return {};
}
// if (Math.abs
const blocks = new Array(cs * cs * cs);
blocks.fill(BlockType.AIR);
const dirt = new Array(24).fill(BlockType.DIRT);
for (let i = 0; i < 24; i++) {
for (let j = 4; j < 28; j++) {
const offset = cs * cs * (i + 4) + cs * j;
blocks.splice(offset + 4, 24, ...dirt);
}
}
const half = cs / 2;
return {
position: [-half, -half, -half],
blocks,
underground: false,
seed,
};
}
function makeSunChunk(seed, i, j, k) {
const cs = CHUNKSIZE;
const radius = 42;
if (Math.abs(cs * i) > radius
|| Math.abs(cs * j) > radius
|| Math.abs(cs * k) > radius) {
return undefined;
}
const half = cs / 2;
const blocks = new Array(cs**3);
blocks.fill(BlockType.SUN);
let underground = true;
for (let x = 0; x < cs; x++) {
for (let y = 0; y < cs; y++) {
for (let z = 0; z < cs; z++) {
const pos = [
x + i * cs - half,
y + j * cs - half,
z + k * cs - half,
];
const idx = (
z * cs * cs +
y * cs +
x
);
if (pos[0]**2 + pos[1]**2 + pos[2]**2 > radius**2) {
blocks[idx] = BlockType.AIR;
underground = false;
}
}
}
}
return {
position: [i * cs - half, j * cs - half, k * cs - half],
layout: [i, j, k],
blocks,
seed,
underground,
};
}
function _getChunk(seed, chunkX, chunkY, chunkZ) {
if (seed === 0) {
return makeSunChunk(seed, chunkX, chunkY, chunkZ);
}
if (chunkX === 0 && chunkY === 0 && chunkZ === 0) {
return makeDirtBlock(seed); // x, y, z unused right now
}
return undefined;
}
const getChunk = memoize(_getChunk);
function getBodyChunks(seed) {
const chunks = [];
const toCheck = [[0, 0, 0]];
while (toCheck.length > 0) {
const [chunkX, chunkY, chunkZ] = toCheck.pop();
const thisChunk = getChunk(seed, chunkX, chunkY, chunkZ);
if (thisChunk === undefined || chunks.includes(thisChunk)) {
continue;
}
chunks.push(thisChunk);
toCheck.push([chunkX - 1, chunkY, chunkZ]);
toCheck.push([chunkX + 1, chunkY, chunkZ]);
toCheck.push([chunkX, chunkY - 1, chunkZ]);
toCheck.push([chunkX, chunkY + 1, chunkZ]);
toCheck.push([chunkX, chunkY, chunkZ - 1]);
toCheck.push([chunkX, chunkY, chunkZ + 1]);
}
return chunks;
}
function faceTexture(type, dir) {
switch (type) {
case BlockType.GRASS:
switch (dir) {
case '+y': return [0, 15];
case '-y': return [2, 15];
default: return [1, 15];
}
case BlockType.DIRT: return [2, 15];
case BlockType.STONE: return [3, 15];
case BlockType.WATER: return [4, 15];
case BlockType.TREE:
switch (dir) {
case '+y':
case '-y':
return [5, 15];
default: return [6, 15];
}
case BlockType.LEAVES: return [7, 15];
case BlockType.SUN: return [0, 4];
default: return [0, 0];
}
}
function* makeChunkFaces(chunk) {
const cs = CHUNKSIZE;
function faceCenter(pos, dir) {
switch (dir) {
case '-x': return [pos[0] - 0.5, pos[1], pos[2]];
case '+x': return [pos[0] + 0.5, pos[1], pos[2]];
case '-y': return [pos[0], pos[1] - 0.5, pos[2]];
case '+y': return [pos[0], pos[1] + 0.5, pos[2]];
case '-z': return [pos[0], pos[1], pos[2] - 0.5];
case '+z': return [pos[0], pos[1], pos[2] + 0.5];
}
}
function neighborChunk(dir) {
const [chunkX, chunkY, chunkZ] = chunk.layout;
if (chunk.neighbors === undefined) {
chunk.neighbors = {};
}
if (!(dir in chunk.neighbors)) {
if (dir === '-x') {
chunk.neighbors[dir] = getChunk(chunk.seed, chunkX - 1, chunkY, chunkZ);
} else if (dir === '+x') {
chunk.neighbors[dir] = getChunk(chunk.seed, chunkX + 1, chunkY, chunkZ);
} else if (dir === '-y') {
chunk.neighbors[dir] = getChunk(chunk.seed, chunkX, chunkY - 1, chunkZ);
} else if (dir === '+y') {
chunk.neighbors[dir] = getChunk(chunk.seed, chunkX, chunkY + 1, chunkZ);
} else if (dir === '-z') {
chunk.neighbors[dir] = getChunk(chunk.seed, chunkX, chunkY, chunkZ - 1);
} else if (dir === '+z') {
chunk.neighbors[dir] = getChunk(chunk.seed, chunkX, chunkY, chunkZ + 1);
}
}
return chunk.neighbors[dir];
}
const neighborIndices = {
'-x': (x, y, z) => z * cs * cs + y * cs + (cs - 1),
'+x': (x, y, z) => z * cs * cs + y * cs + 0,
'-y': (x, y, z) => z * cs * cs + (cs - 1) * cs + x,
'+y': (x, y, z) => z * cs * cs + 0 * cs + x,
'-z': (x, y, z) => (cs - 1) * cs * cs + y * cs + x,
'+z': (x, y, z) => 0 * cs * cs + y * cs + x,
};
function neighborBlock(dir, x, y, z) {
const neighbor = neighborChunk(dir);
let block;
if (neighbor === undefined) {
block = BlockType.AIR;
} else {
block = neighbor.blocks[neighborIndices[dir](x, y, z)];
}
return { dir, block };
}
function* neighbors(x, y, z) {
const idx = (
z * cs * cs +
y * cs +
x
);
if (x > 0) {
yield {
block: chunk.blocks[idx - 1],
dir: '-x',
};
} else {
yield neighborBlock('-x', x, y, z);
}
if (x < cs - 1) {
yield {
block: chunk.blocks[idx + 1],
dir: '+x',
};
} else {
yield neighborBlock('+x', x, y, z);
}
if (y > 0) {
yield {
block: chunk.blocks[idx - cs],
dir: '-y',
};
} else {
yield neighborBlock('-y', x, y, z);
}
if (y < cs - 1) {
yield {
block: chunk.blocks[idx + cs],
dir: '+y',
};
} else {
yield neighborBlock('+y', x, y, z);
}
if (z > 0) {
yield {
block: chunk.blocks[idx - cs * cs],
dir: '-z',
};
} else {
yield neighborBlock('-z', x, y, z);
}
if (z < cs - 1) {
yield {
block: chunk.blocks[idx + cs * cs],
dir: '+z',
};
} else {
yield neighborBlock('+z', x, y, z);
}
}
for (let x = 0; x < cs; x++) {
for (let y = 0; y < cs; y++) {
for (let z = 0; z < cs; z++) {
const idx = (
z * cs * cs +
y * cs +
x
);
const chpos = chunk.position;
const bkpos = [
chpos[0] + x,
chpos[1] + y,
chpos[2] + z,
];
const bt = chunk.blocks[idx];
if (bt === BlockType.AIR) {
continue;
}
for (const {block, dir} of neighbors(x, y, z)) {
if (block !== BlockType.AIR) {
continue;
}
yield makeFace(dir, faceTexture(bt), faceCenter(bkpos, dir));
}
}
}
}
}
function closeToPlanet(context) {
const body = findSoi(context);
const relativePos = linalg.diff(context.player.position, body.position);
return linalg.norm(relativePos) < 20;
}
function getBodyGeometry(seed) {
const faces = getBodyChunks(seed)
.filter(chunk => !chunk.underground)
.map(chunk => [...makeChunkFaces(chunk)]);
return faces.reduce((a, b) => a.concat(b));
}
function getSolarSystem(seed) {
/// XXX: only returns 1 body for now
return {
name: 'Tat',
mass: 1000.0,
spin: [0, 0, 0.2],
geometry: getBodyGeometry(0),
glowColor: [0.5, 0.5, 0.46],
children: [
{
name: 'Quicksilver',
seed: 1336,
mass: 0.1,
spin: [0.0, 0.0, 0.05],
geometry: makeCube([0, 4]),
orbit: {
excentricity: 0.0,
semimajorAxis: 200,
inclination: 0.8,
ascendingNodeLongitude: 0,
periapsisArgument: 0,
t0: 0,
},
},
{
name: 'Satourne',
seed: 1338,
mass: 0.1,
spin: [0.0, 0.5, 0.0],
geometry: makeCube([0, 5]),
orbit: {
excentricity: 0.0,
semimajorAxis: 900,
inclination: 0.0,
ascendingNodeLongitude: 0,
periapsisArgument: 0,
t0: 0,
},
children: [
{
name: 'Kyoujin',
seed: 13381,
mass: 0.01,
spin: [0.0, 0.0, 0.05],
geometry: makeCube([0, 6]),
orbit: {
excentricity: 0.0,
semimajorAxis: 20,
inclination: Math.PI / 2,
ascendingNodeLongitude: 0,
periapsisArgument: 0,
t0: 0,
},
},
],
},
{
name: 'Tataooine',
seed: 1337,
mass: 50,
spin: [0.0, 0.0, 0.05],
geometry: getBodyGeometry(1337),
orbit: {
excentricity: 0.3,
semimajorAxis: 500,
inclination: 0.0,
ascendingNodeLongitude: 0,
periapsisArgument: 0,
t0: 0,
},
children: [
{
name: 'Mun',
seed: 13371,
mass: 0.01,
spin: [0.0, 0.0, 0.05],
geometry: makeCube([0, 7]),
orbit: {
excentricity: 0.0,
semimajorAxis: 50,
inclination: Math.PI / 2,
ascendingNodeLongitude: 0,
periapsisArgument: 0,
t0: 0,
},
},
],
},
],
};
}
function initUiListeners(canvas, context) {
const canvasClickHandler = () => {
canvas.requestPointerLock();
canvas.onclick = null;
// const clickListener = e => {
// switch(e.button) {
// case 0: // left click
// destroySelectedBlock(context);
// break;
// case 2: // right click
// makeDirBlock(context);
// break;
// }
// };
const clickListener = e => {};
const keyListener = e => {
if (e.type === 'keydown') {
if (e.repeat) return;
context.keys.add(e.code);
switch (e.code) {
case 'KeyF':
context.flying = !context.flying;
context.player.velocity = [0, 0, 0];
delete context.orbit;
return false;
case 'KeyL':
if (closeToPlanet(context)) {
context.landing = True;
}
return false;
case 'Space':
if (!context.flying) {
if (context.jumpAmount > 0) {
const amount = context.jumpForce;
context.player.velocity[1] = amount;
context.jumpAmount -= 1;
}
}
return false;
}
} else {
context.keys.delete(e.code);
}
};
const moveListener = e => {
context.camera.orientation[0] -= e.movementY / 500;
context.camera.orientation[1] -= e.movementX / 500;
context.camera.tf = se3.product(
se3.roty(context.camera.orientation[1]),
se3.rotx(context.camera.orientation[0]),
);
};
const changeListener = () => {
if (document.pointerLockElement === canvas) {
return;
}
document.removeEventListener('pointerdown', clickListener);
document.removeEventListener('pointerlockchange', changeListener);
document.removeEventListener('pointermove', moveListener);
document.removeEventListener('keydown', keyListener);
document.removeEventListener('keyup', keyListener);
canvas.onclick = canvasClickHandler;
};
document.addEventListener('pointerdown', clickListener);
document.addEventListener('pointerlockchange', changeListener);
document.addEventListener('pointermove', moveListener);
document.addEventListener('keydown', keyListener);
document.addEventListener('keyup', keyListener);
};
canvas.onclick = canvasClickHandler;
document.addEventListener('keydown', e => {
if (e.repeat) return;
switch (e.code) {
case 'F11':
canvas.requestFullscreen();
break;
}
});
}
function handleInput(context) {
const move = (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,
context.camera.tf,
se3.translation(...dir),
].reduce(se3.product);
context.camera.tf = se3.identity();
context.camera.orientation = [0, 0, 0];
} 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 => {
switch (key) {
case 'KeyW':
move(0.5, 0.0);
return;
case 'KeyA':
move(0.0, -0.5);
return;
case 'KeyS':
move(-0.5, 0.0);
return;
case 'KeyD':
move(0.0, 0.5);
return;
case 'KeyR':
context.timeOffset += 1;
return;
}
});
}
function updateBodyPhysics(time, body, parentBody) {
if (parentBody !== undefined) {
const mu = parentBody.mass;
const {position, velocity} = getCartesianState(body.orbit, mu, time);
body.position = [
parentBody.position[0] + position[0],
parentBody.position[1] + position[1],
parentBody.position[2] + position[2],
];
body.velocity = [
parentBody.velocity[0] + velocity[0],
parentBody.velocity[1] + velocity[1],
parentBody.velocity[2] + velocity[2],
];
} else {
body.position = [0, 0, 0];
body.velocity = [0, 0, 0];
}
body.orientation = getOrientation(body, time);
if (body.children !== undefined) {
for (const child of body.children) {
updateBodyPhysics(time, child, body);
}
}
}
function findSoi(context) {
const bodies = [context.universe];
let body;
while (bodies.length > 0) {
body = bodies.shift();
if (body.children === undefined) {
return body;
}
for (const child of body.children) {
const soi = child.orbit.semimajorAxis * Math.pow(child.mass / body.mass, 2/5);
const pos = context.player.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);
}
}
}
return body;
}
function computeOrbit(player, body, time) {
const {cross, diff, norm, dot, scale} = linalg;
const rvec = diff(player.position, body.position);
const r = norm(rvec);
if (norm(player.velocity) < 1e-6) {
// cheating
console.log('cheating');
player.velocity = scale(cross([1, 1, 1], rvec), 0.01/(r**2));
}
const vvec = diff(player.velocity, body.velocity);
const v = norm(vvec);
const Hvec = cross(rvec, vvec);
const H = norm(Hvec);
const mu = body.mass;
const p = H**2 / mu;
const resinnu = Math.sqrt(p/mu) * dot(vvec, rvec)
const recosnu = p - r;
const e = Math.sqrt(resinnu**2 + recosnu**2) / r;
// should also work for hyperbolic orbits
const a = p/(1-e**2);
const x = scale(rvec, 1/r);
const yy = cross(Hvec, rvec);
const y = scale(yy, 1/norm(yy));
const z = scale(Hvec, 1/H);
// Om i and w can be skipped when we just give tf...
let Om = Math.atan2(Hvec[0], -Hvec[1]);
if (Hvec[0] === 0 && Hvec[1] === 0) {
Om = 0;
}
let i = Math.atan2(Math.sqrt(Hvec[0]**2 + Hvec[1]**2), Hvec[2]);
if (i * Math.sign((Hvec[0] || 1) * Math.sin(Om)) < 0) {
i *= -1;
}
const nu = Math.atan2(resinnu, recosnu);
let w = Math.atan2(rvec[2] / r / Math.sin(i), y[2] / Math.sin(i)) || 0 - nu;
let t0;
let E;
if (a < 0) {
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;
} 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));
}
// column-major... see se3.js
const tf = se3.product([
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,
], se3.rotz(-nu));
const orbit = {
excentricity: e,
semimajorAxis: a,
inclination: i,
ascendingNodeLongitude: Om,
periapsisArgument: w,
t0,
tf,
lastE: E,
};
return orbit;
}
function updatePhysics(time, context) {
const {player} = context;
const dt = time - (context.lastTime || 0);
context.lastTime = time;
player.position = se3.apply(player.tf, [0, 0, 0, 1]);
updateBodyPhysics(time, context.universe);
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);
const body = findSoi(context);
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);
}
}
}
}
function updateGeometry(context, timeout_ms = 10) {
}
function normalizeAngle(theta) {
const twopi = 2 * Math.PI;
return theta - twopi * Math.floor((theta + Math.PI) / twopi);
}
/** Let's be honest I should clean this up.
*
* This is the part that solves Kepler's equation using Newton's method.
* For circular-ish orbits, one or two iterations are usually enough.
* More excentric orbits can take more (6 or 7?).
*
* For near-parabolic orbits (and some others?) it often fails to converge...
*/
function getCartesianState(orbit, mu, time) {
const {
excentricity: e,
semimajorAxis: a,
inclination: i,
ascendingNodeLongitude: Om,
periapsisArgument: 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
// Newton's method
var E2 = 0;
var E = orbit.lastE || M;
let iterations = 0;
// a clever guess? https://link.springer.com/article/10.1023/A:1008200607490
// doesn't work at all.
while (Math.abs(E - E2) > 1e-10) {
if (e < 0.001) {
break;
}
E = E2;
if (e < 1) {
E2 = E - (E - e * Math.sin(E) - M) / (1 - e * Math.cos(E));
} else if (e > 1) {
E2 = E - (-E + e * Math.sinh(E) - M) / (e * Math.cosh(E) - 1);
} else {
E2 = E - (E + E*E*E/3 - M) / (1 + E*E);
}
iterations++;
if (iterations > 100) {
console.log('numerical instability');
return {};
}
}
orbit.lastE = E;
let nu;
if (e > 1) {
nu = 2 * Math.atan(Math.sqrt((e+1) / (e-1)) * Math.tanh(E/2));
} else {
nu = 2 * Math.atan(Math.sqrt((1+e) / (1-e)) * Math.tan(E/2));
}
const p = a * (1 - e**2);
const r = p / (1 + e * Math.cos(nu));// * ((a < 0) ? -1 : 1);
const rd = e * Math.sqrt(mu / p) * Math.sin(nu);
if (orbit.tf === undefined) {
// FIXME: this is actually borken. :/
orbit.tf = [se3.rotz(Om), se3.rotx(i), se3.rotz(w)].reduce(se3.product);
}
const tf = se3.product(orbit.tf, se3.rotz(nu));
const pos = se3.apply(tf, [r, 0, 0, 1]);
const vel = se3.apply(tf, [rd, Math.sqrt(p * mu) / r, 0, 1]);
return {
position: pos.slice(0, 3),
velocity: vel.slice(0, 3),
};
}
function getOrientation(body, time) {
return se3.rotxyz(
body.spin[0] * time,
body.spin[1] * time,
body.spin[2] * time,
);
}
function makeOrbitObject(context, orbit, parentPosition) {
const {gl} = context;
const position = parentPosition;
const glContext = context.orbitGlContext;
const orientation = orbit.tf;
// FIXME: currently borken.
// const orientation = [
// se3.rotz(orbit.ascendingNodeLongitude),
// se3.rotx(orbit.inclination),
// se3.rotz(orbit.periapsisArgument),
// ].reduce(se3.product);
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
const a = orbit.semimajorAxis;
const b = a * Math.sqrt(1 - orbit.excentricity**2);
const x = - orbit.semimajorAxis * orbit.excentricity;
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
x-a, -b, 0, -1, -1,
x-a, +b, 0, -1, +1,
x+a, -b, 0, +1, -1,
x+a, +b, 0, +1, +1,
]), gl.STATIC_DRAW);
const geometry = {
glBuffer: buffer,
numVertices: 4,
delete: () => gl.deleteBuffer(buffer),
};
return {
geometry,
orientation,
position,
glContext,
};
}
const kGravitationalConstant = 6.674e-11;
function getObjects(context, body, parentPosition) {
const objects = [];
const {gl, glContext, player} = context;
const {position, orientation, glowColor} = body;
if (body.glBuffer === undefined) {
body.glBuffer = makeBufferFromFaces(gl, body.geometry);
}
objects.push({
geometry: body.glBuffer,
orientation,
position,
glContext,
glowColor,
});
if (parentPosition !== undefined) {
const orbitObject = makeOrbitObject(context, body.orbit, parentPosition);
objects.push(orbitObject);
} else {
const shipOrientation = [
se3.rotationOnly(player.tf),
se3.rotationOnly(context.camera.tf),
se3.rotxyz(-Math.PI / 2, 0, Math.PI / 2),
].reduce(se3.product);
const shipPos = player.position;
objects.push({
geometry: makeBufferFromFaces(gl, context.spaceship),
orientation: shipOrientation,
position: shipPos,
glContext,
});
}
if (body.children !== undefined) {
for (const child of body.children) {
objects.push(...getObjects(context, child, position));
}
}
return objects;
}
function sunDirection(context, position) {
return linalg.scale(position, 1/linalg.norm(position));
}
function draw(context) {
const {gl, camera, player, universe} = context;
const objects = getObjects(context, universe);
if (context.orbit !== undefined && context.orbit.excentricity < 1) {
objects.push(makeOrbitObject(context, context.orbit, context.orbitBody.position));
}
gl.clearColor(...context.skyColor, 1.0);
gl.clearDepth(1.0);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
gl.enable(gl.CULL_FACE);
gl.cullFace(gl.BACK);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
const viewMatrix = se3.inverse([
context.player.tf, // player position & orientation
context.camera.tf, // camera orientation relative to player
se3.translation(0, 1, 4), // step back from the player
].reduce(se3.product));
let lastGlContext;
for (const {position, orientation, geometry, glContext, glowColor} of objects) {
if (glContext !== lastGlContext) {
glContext.setupScene({
projectionMatrix: context.projMatrix,
viewMatrix,
fogColor: context.skyColor,
ambiantLightAmount: context.ambiantLight,
});
}
lastGlContext = glContext;
const lightDirection = sunDirection(context, position);
glContext.drawObject({
position,
orientation,
glBuffer: geometry.glBuffer,
numVertices: geometry.numVertices,
lightDirection,
glowColor: glowColor || [0, 0, 0],
});
}
}
function tick(time, context) {
handleInput(context);
const simTime = time * 0.001 + context.timeOffset;
updatePhysics(simTime, context);
const campos = context.player.position;
// world generation / geometry update
{
// frame time is typically 16.7ms, so this may lag a bit
let timeLeft = 10;
const start = performance.now();
updateGeometry(context, timeLeft);
}
draw(context);
const dt = (time - context.lastFrameTime) * 0.001;
context.lastFrameTime = time;
document.querySelector('#fps').textContent = `${1.0 / dt} fps`;
requestAnimationFrame(time => tick(time, context));
}
function makeCube(texture) {
return [
makeFace('-x', texture, [-0.5, 0, 0]),
makeFace('+x', texture, [+0.5, 0, 0]),
makeFace('-y', texture, [0, -0.5, 0]),
makeFace('+y', texture, [0, +0.5, 0]),
makeFace('-z', texture, [0, 0, -0.5]),
makeFace('+z', texture, [0, 0, +0.5]),
];
}
function makeObjects(gl) {
const texture = [0, 4];
const 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 [
{
geometry: makeBufferFromFaces(gl, faces),
orientation: [0, 0, 0],
position: [0, 0, 0],
},
];
}
async function main() {
const canvas = document.querySelector('#game');
// adjust canvas aspect ratio to that of the screen
canvas.height = screen.height / screen.width * canvas.width;
const gl = canvas.getContext('webgl');
if (gl === null) {
console.error('webgl not available')
return;
}
// TODO
// [ ] loading bar
// [x] spaceship
// [ ] landing
// [ ] huge planets
// [x] lighting
// [ ] better lighting
// [x] optimize geometry generation
const modelPromise = loadStlModel('spaceship.stl');
const context = {
gl,
projMatrix: se3.perspective(Math.PI / 3, canvas.clientWidth / canvas.clientHeight, 0.1, 10000.0),
player: {
tf: se3.translation(0.0, 0.0, 2.0),
position: [0.0, 0.0, 2.0],
velocity: [0, 0, 0],
},
camera: {
orientation: [0, 0, 0],
tf: se3.identity(),
},
keys: new Set(),
lightDirection: [-0.2, -0.5, 0.4],
skyColor: [0.10, 0.15, 0.2],
ambiantLight: 0.4,
blockSelectDistance: 8,
flying: true,
isOnGround: false,
gravity: -17,
jumpForce: 6.5,
// objects: makeObjects(gl),
universe: getSolarSystem(0),
timeOffset: 0,
};
context.glContext = await initWorldGl(gl);
context.orbitGlContext = getOrbitDrawContext(gl);
initUiListeners(canvas, context);
// setupParamPanel(context);
const starshipGeom = await modelPromise;
console.log(`loaded ${starshipGeom.length} triangles`);
context.spaceship = starshipGeom;
requestAnimationFrame(time => tick(time, context));
}
window.onload = main;