refactor: move world concepts into engine
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52 changed files with 3298 additions and 1558 deletions
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@ -1,10 +1,8 @@
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import type { Mob } from "../Mob"
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import type { MobState } from "../Mob"
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import { STRIDE, type Mesh } from "../../../engine/scene/Mesh"
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// Shared building blocks for the per-kind mob definitions (Frog/Bee/Robin): the
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// faceted geometry primitives and the deterministic wander helpers. Kept in its own
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// module (no runtime import of `Mob`, only its type) so the per-kind files and the
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// `Mob` registry don't form an import cycle.
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// Shared building blocks for concrete mob definitions: faceted geometry primitives
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// and deterministic wander helpers.
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export const TAU = Math.PI * 2
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@ -13,7 +11,11 @@ export const TAU = Math.PI * 2
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/** A new heading: free wander when inside the leash, else biased back toward home
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* so the mob never drifts off into the peaks (`jitter` = the random cone half-width
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* in radians layered on top of the homeward bearing). */
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export function wanderHeading(mob: Mob, leash: number, jitter: number): number {
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export function wanderHeading(
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mob: MobState,
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leash: number,
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jitter: number,
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): number {
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const dx = mob.home.x - mob.position.x
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const dz = mob.home.z - mob.position.z
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if (dx * dx + dz * dz > leash * leash) {
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@ -24,7 +26,7 @@ export function wanderHeading(mob: Mob, leash: number, jitter: number): number {
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/** mulberry32 step over the mob's own `seed` (mutated), so a mob's motion is
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* deterministic and needs no external RNG object to clone. */
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export function nextRand(mob: Mob): number {
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export function nextRand(mob: MobState): number {
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const a = (mob.seed + 0x6D2B79F5) | 0
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mob.seed = a
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let t = Math.imul(a ^ (a >>> 15), 1 | a)
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@ -33,7 +35,7 @@ export function nextRand(mob: Mob): number {
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}
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// --- Geometry primitives --------------------------------------------------
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// Mobs are drawn double-sided (see renderScene), so winding is not load-bearing --
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// Mobs are drawn double-sided, so winding is not load-bearing --
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// these only need to place faceted, flat-shaded surfaces.
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/** A UV-rected ellipsoid (pole on Y), faceted like the boulders. */
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@ -61,7 +63,13 @@ export function ellipsoid(
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for (let is = 0; is <= seg; is++) {
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const theta = (is / seg) * TAU
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const u = u0 + (u1 - u0) * (is / seg)
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mesh.verts.push(cx + crv * Math.cos(theta) * rx, cy + cyv * ry, cz + crv * Math.sin(theta) * rz, u, v)
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mesh.verts.push(
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cx + crv * Math.cos(theta) * rx,
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cy + cyv * ry,
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cz + crv * Math.sin(theta) * rz,
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u,
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v,
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)
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}
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}
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quadGrid(mesh, start, seg, rings)
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@ -97,13 +105,36 @@ export function ovoidZ(
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}
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/** One flat wing quad on `side` (+1 right / -1 left), swept up and out. */
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export function wing(mesh: Mesh, side: number, u0: number, u1: number, v0: number, v1: number): void {
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export function wing(
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mesh: Mesh,
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side: number,
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u0: number,
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u1: number,
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v0: number,
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v1: number,
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): void {
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const base = mesh.verts.length / STRIDE
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mesh.verts.push(
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side * 0.06, 0.12, 0.14, u0, v0,
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side * 0.42, 0.24, 0.1, u1, v0,
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side * 0.42, 0.24, -0.12, u1, v1,
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side * 0.06, 0.12, -0.1, u0, v1,
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side * 0.06,
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0.12,
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0.14,
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u0,
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v0,
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side * 0.42,
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0.24,
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0.1,
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u1,
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v0,
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side * 0.42,
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0.24,
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-0.12,
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u1,
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v1,
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side * 0.06,
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0.12,
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-0.1,
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u0,
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v1,
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)
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mesh.indices.push(base, base + 1, base + 2, base, base + 2, base + 3)
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}
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