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@@ -87,6 +87,70 @@ struct Ship {
orientation: CGA, orientation: CGA,
} }
impl Ship {
fn update(&mut self, dt_s: f64, keys: &HashSet<String>) {
let vel = self.vel.clone(); //Velocity at beginning of frame
let mut vel_2 = self.vel.clone();
let mut a_vec = - DRAG * &vel_2;
if keys.contains("w") {
let orient = &self.orientation; //Transforms body frame to local frame
let pos = &self.com_rotor; //Transforms local frame to world frame
let accel_body = ACCEL_STR * CGA::e15(); //The acceleration in the body frame.
let accel_local = orient * accel_body * orient.Reverse(); //The acceleration in the local frame.
let accel_world = pos * accel_local * pos.Reverse(); //The acceleration in the world frame.
a_vec = a_vec - accel_world; //Sum of drag and thrust.
}
if keys.contains("q") {
self.orientation = bivector_exponential(&(dt_s * CGA::e12())) * &self.orientation;
}
if keys.contains("e") {
self.orientation = bivector_exponential(&(-dt_s * CGA::e12())) * &self.orientation;
}
vel_2 = vel_2 + a_vec*dt_s; //Velocity at end of frame
let vel_3 = 0.5*(vel+&vel_2);
let delta = vel_3 * dt_s;
let pos = bivector_exponential(&delta)*&self.com_rotor; //Update position.
self.vel = vel_2;
self.com_rotor = pos;
}
fn draw(&self, context: &CanvasRenderingContext2d) {
let origin = gen_hyperbolic_point(&CGA::zero()); //Origin in the body frame.
let orient_rotor = &self.orientation; //Transforms body frame to local frame.
let com = &self.com_rotor; //Transforms local frame to world frame.
let v0_rotor = com*orient_rotor*bivector_exponential(&self.verts.0); //Combined transformation to locate a vertex of the ship in the world frame.
let v1_rotor = com*orient_rotor*bivector_exponential(&self.verts.1); //Combined transformation ...
let v2_rotor = com*orient_rotor*bivector_exponential(&self.verts.2); //Combined transformation ...
let p0 = &v0_rotor*&origin*&v0_rotor.Reverse(); //Produce a vertex of the ship in the world frame.
let p1 = &v1_rotor*&origin*&v1_rotor.Reverse(); //...
let p2 = &v2_rotor*&origin*&v2_rotor.Reverse(); //...
draw_point(context, &(com*&origin*com.Reverse()));
draw_point(context, &p0);
draw_point(context, &p1);
draw_point(context, &p2);
draw_line_between(context, &p0, &p1);
draw_line_between(context, &p1, &p2);
draw_line_between(context, &p2, &p0);
//Construct and draw line pointing straight ahead, to help orient the player.
let com_p = com * gen_hyperbolic_point(&CGA::zero()) * com.Reverse();
let delta_gen = com * orient_rotor * CGA::e14() * &orient_rotor.Reverse() * com.Reverse();
let dot = delta_gen | &com_p;
let line = CGA::e4() ^ com_p ^ dot ^ CGA::e3();
draw_line(context, &line);
}
}
enum Geometry { enum Geometry {
Circle(f64, f64, f64), //x,y,r Circle(f64, f64, f64), //x,y,r
Line(f64, f64, f64), //x,r,theta Line(f64, f64, f64), //x,r,theta
@@ -94,7 +158,7 @@ enum Geometry {
} }
/* Translation of a Euclidean Point. Need to use hyperbolic*/ /* Translation of a Euclidean Point. Need to use hyperbolic*/
fn _point_to_cga(x: f64, y: f64) -> CGA { fn point_to_cga(x: f64, y: f64) -> CGA {
let x_vec = CGA::e1(); let x_vec = CGA::e1();
let y_vec = CGA::e2(); let y_vec = CGA::e2();
let _z_vec =CGA::e3(); //This game assumes everything takes place in the plane. let _z_vec =CGA::e3(); //This game assumes everything takes place in the plane.
@@ -293,8 +357,8 @@ fn gen_hyperbolic_point(vec: &CGA) -> CGA {
if vec_sqr >= 1. { if vec_sqr >= 1. {
panic!("Vector out of bounds"); panic!("Vector out of bounds");
} }
let n = CGA::e4() + CGA::e5();
let p = 1. / (1. - vec_sqr)*(CGA::new(vec_sqr, SCALAR) + 2.*vec - (CGA::e4() - CGA::e5())); let p = 1. / (1. - vec_sqr)*(vec_sqr*n/*CGA::new(vec_sqr, SCALAR)*/ + 2.*vec - (CGA::e4() - CGA::e5()));
p p
} }
@@ -327,14 +391,48 @@ fn bivector_exponential(bivector: &CGA) -> CGA {
} }
} }
struct _Asteroid { struct Asteroid {
circle: CGA,
vel: CGA,
}
impl Asteroid {
fn new() -> Asteroid {
let v = 0.1;
let (v_x, v_y) = (v * 1.0_f64.cos(), v*1.0_f64.sin());
let vel = v_x*CGA::e15() + v_y*CGA::e25();
Self::new_from_coords(0.0_f64, 0.0_f64, 0.1_f64, vel)
}
fn new_from_coords(x: f64, y: f64, r: f64, vel: CGA) -> Asteroid {
let (a_x, a_y) = (x + r * 0.0_f64.cos(), y + r * 0.0_f64.sin());
let (b_x, b_y) = (x + r * 1.0_f64.cos(), y + r * 1.0_f64.sin());
let (c_x, c_y) = (x + r * 2.0_f64.cos(), y + r * 2.0_f64.sin());
let a = point_to_cga(a_x, a_y);
let b = point_to_cga(b_x, b_y);
let c = point_to_cga(c_x, c_y);
let circle = a^b^c^CGA::e3();
Asteroid { circle, vel }
}
fn update(&mut self, dt_s: f64) {
let vel = &self.vel;
let delta = vel * dt_s;
let vel_rotor = bivector_exponential(&delta);
let circle = &vel_rotor*&self.circle*&vel_rotor.Reverse();
self.circle = circle;
}
fn draw(&self, context: &CanvasRenderingContext2d) {
draw_line(context, &self.circle);
}
} }
#[wasm_bindgen] #[wasm_bindgen]
pub struct Game { pub struct Game {
context: CanvasRenderingContext2d, context: CanvasRenderingContext2d,
ship: Ship, ship: Ship,
//asteroids: Vec::<Asteroid>, asteroids: Vec::<Asteroid>,
keys: HashSet<String>, keys: HashSet<String>,
} }
@@ -367,7 +465,8 @@ impl Game {
Game { Game {
context: context, context: context,
ship, ship,
asteroids: vec![Asteroid::new()],
keys: HashSet::new(), keys: HashSet::new(),
} }
} }
@@ -380,31 +479,10 @@ impl Game {
self.context.set_stroke_style_str(BLACK); self.context.set_stroke_style_str(BLACK);
self.context.arc(CENTER_X, CENTER_Y, RADIUS, 0., TWO_PI).unwrap(); self.context.arc(CENTER_X, CENTER_Y, RADIUS, 0., TWO_PI).unwrap();
self.context.stroke(); self.context.stroke();
self.ship.draw(&self.context);
let origin = gen_hyperbolic_point(&CGA::zero()); //Origin in the body frame. for asteroid in &self.asteroids {
let orient_rotor = &self.ship.orientation; //Transforms body frame to local frame. asteroid.draw(&self.context);
let com = &self.ship.com_rotor; //Transforms local frame to world frame. }
let v0_rotor = com*orient_rotor*bivector_exponential(&self.ship.verts.0); //Combined transformation to locate a vertex of the ship in the world frame.
let v1_rotor = com*orient_rotor*bivector_exponential(&self.ship.verts.1); //Combined transformation ...
let v2_rotor = com*orient_rotor*bivector_exponential(&self.ship.verts.2); //Combined transformation ...
let p0 = &v0_rotor*&origin*&v0_rotor.Reverse(); //Produce a vertex of the ship in the world frame.
let p1 = &v1_rotor*&origin*&v1_rotor.Reverse(); //...
let p2 = &v2_rotor*&origin*&v2_rotor.Reverse(); //...
draw_point(&self.context, &(com*&origin*com.Reverse()));
draw_point(&self.context, &p0);
draw_point(&self.context, &p1);
draw_point(&self.context, &p2);
draw_line_between(&self.context, &p0, &p1);
draw_line_between(&self.context, &p1, &p2);
draw_line_between(&self.context, &p2, &p0);
//Construct and draw line pointing straight ahead, to help orient the player.
let com_p = com * gen_hyperbolic_point(&CGA::zero()) * com.Reverse();
let delta_gen = com * orient_rotor * CGA::e14() * &orient_rotor.Reverse() * com.Reverse();
let dot = delta_gen | &com_p;
let line = CGA::e4() ^ com_p ^ dot ^ CGA::e3();
draw_line(&self.context, &line);
} }
pub fn update(&mut self, dt_m: f64) { pub fn update(&mut self, dt_m: f64) {
@@ -413,35 +491,12 @@ impl Game {
} else { } else {
dt_m / 1000. dt_m / 1000.
}; };
let vel = self.ship.vel.clone(); //Velocity at beginning of frame
let mut vel_2 = self.ship.vel.clone();
let mut a_vec = - DRAG * &vel_2; for asteroid in &mut self.asteroids {
asteroid.update(dt_s);
if self.keys.contains("w") {
let orient = &self.ship.orientation; //Transforms body frame to local frame
let pos = &self.ship.com_rotor; //Transforms local frame to world frame
let accel_body = ACCEL_STR * CGA::e15(); //The acceleration in the body frame.
let accel_local = orient * accel_body * orient.Reverse(); //The acceleration in the local frame.
let accel_world = pos * accel_local * pos.Reverse(); //The acceleration in the world frame.
a_vec = a_vec - accel_world; //Sum of drag and thrust.
} }
if self.keys.contains("q") { self.ship.update(dt_s, &self.keys);
self.ship.orientation = bivector_exponential(&(dt_s * CGA::e12())) * &self.ship.orientation;
}
if self.keys.contains("e") {
self.ship.orientation = bivector_exponential(&(-dt_s * CGA::e12())) * &self.ship.orientation;
}
vel_2 = vel_2 + a_vec*dt_s; //Velocity at end of frame
let vel_3 = 0.5*(vel+&vel_2);
let delta = vel_3 * dt_s;
let pos = bivector_exponential(&delta)*&self.ship.com_rotor; //Update position.
self.ship.vel = vel_2;
self.ship.com_rotor = pos;
} }
pub fn key_down(&mut self, key: String) { pub fn key_down(&mut self, key: String) {