refactor: move world concepts into engine
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52 changed files with 3298 additions and 1558 deletions
121
engine/world/Terrain.ts
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121
engine/world/Terrain.ts
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import { STRIDE, type Mesh } from "../scene/Mesh"
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/** A bounded ground surface. Implementations may be procedural, sampled, or
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* loaded; callers only depend on world-space height sampling. */
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export type Terrain = {
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minX: number
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minZ: number
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maxX: number
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maxZ: number
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heightAt: (x: number, z: number) => number
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}
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/** Parameters for the built-in rolling terrain generator. Values describe the
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* surface only; level-specific holes and materials belong to level data. */
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export type RollingTerrainConfig = {
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inner: number
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outer: number
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blend: number
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amplitude: number
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frequency: number
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peakHeight: number
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peakFrequency: number
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peakStart: number
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}
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export namespace Terrain {
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/** Built-in square world with a flat center, rolling hills, and edge ridges. */
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export function rolling(config: RollingTerrainConfig): Terrain {
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return {
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minX: -config.outer,
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minZ: -config.outer,
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maxX: config.outer,
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maxZ: config.outer,
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heightAt(x, z) {
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const r = Math.max(Math.abs(x), Math.abs(z))
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if (r <= config.inner) {
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return 0
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}
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const rise = smoothstep(config.inner, config.inner + config.blend, r)
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const hills = config.amplitude * bumps(x, z, config.frequency)
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const k = Math.min(
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1,
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(r - config.inner) / (config.outer - config.inner),
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)
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const peaks =
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config.peakHeight *
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ridges(x, z, config.peakFrequency) *
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smoothstep(config.peakStart, 1, k)
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return rise * (hills + peaks)
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},
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}
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}
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export function height(terrain: Terrain, x: number, z: number): number {
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return terrain.heightAt(x, z)
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}
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/** Append one sampled heightfield patch. `include` is level policy evaluated at
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* each quad center, allowing arbitrary holes without teaching terrain what
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* occupies them. */
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export function patch(
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terrain: Terrain,
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mesh: Mesh,
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x0: number,
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z0: number,
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x1: number,
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z1: number,
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cols: number,
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rows: number,
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uvScale: number,
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include?: (x: number, z: number) => boolean,
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): void {
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const base = mesh.verts.length / STRIDE
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const dx = (x1 - x0) / cols
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const dz = (z1 - z0) / rows
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const rowLength = cols + 1
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for (let row = 0; row <= rows; row++) {
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const z = z0 + row * dz
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for (let col = 0; col <= cols; col++) {
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const x = x0 + col * dx
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mesh.verts.push(x, terrain.heightAt(x, z), z, x * uvScale, z * uvScale)
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}
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}
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for (let row = 0; row < rows; row++) {
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for (let col = 0; col < cols; col++) {
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const cx = x0 + (col + 0.5) * dx
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const cz = z0 + (row + 0.5) * dz
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if (include !== undefined && !include(cx, cz)) {
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continue
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}
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const p = base + row * rowLength + col
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mesh.indices.push(
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p,
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p + rowLength + 1,
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p + 1,
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p,
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p + rowLength,
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p + rowLength + 1,
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)
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}
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}
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}
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function bumps(x: number, z: number, frequency: number): number {
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const a = Math.sin(x * frequency) * Math.cos(z * frequency)
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const b = Math.sin((x + z) * frequency * 0.5 + 1.7) * 0.5
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return (a + b + 1.5) / 3
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}
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function ridges(x: number, z: number, frequency: number): number {
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const n =
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Math.sin(x * frequency + 1.3) * Math.cos(z * frequency - 0.7) * 0.7 +
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Math.sin((x + z) * frequency * 0.6 + 2.5) * 0.3
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return 1 - Math.abs(n)
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}
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function smoothstep(a: number, b: number, x: number): number {
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const t = Math.max(0, Math.min(1, (x - a) / (b - a || 1e-4)))
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return t * t * (3 - 2 * t)
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}
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}
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