feat: game/engine split refactor + skybox
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34 changed files with 610 additions and 218 deletions
106
game/Terrain.ts
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106
game/Terrain.ts
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import { STRIDE, type Mesh } from "../engine/scene/Mesh"
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/** A procedural heightfield surrounding the room. It is the single source of
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* ground height: the outdoor mesh is built from it and the player stands on the
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* same `height` samples, so what you see and what you collide with agree. The
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* center (out to `inner`) is a flat clearing where the room sits; from there the
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* land rolls outward and ramps up into tall peaks at the far edge. Every field
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* is a live knob -- edit them in the level to reshape the world. */
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export type Terrain = {
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/** Half-extent of the flat central clearing (the room lives here); height 0. */
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inner: number
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/** World half-extent. Peaks ramp up toward this outer rim. */
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outer: number
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/** Ease-up distance just outside `inner`, so the clearing meets the hills with
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* a slope instead of a wall. */
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blend: number
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/** Rolling-hill height across the open ground. */
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amplitude: number
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/** Rolling-hill frequency (low = broad hills over the big world). */
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frequency: number
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/** Extra height of the mountains near the edge -- make this big for peaks. */
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peakHeight: number
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/** Mountain frequency (low = few, massive ridges). */
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peakFrequency: number
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/** Fraction of the way out (0..1) where the peaks begin rising. */
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peakStart: number
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}
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export namespace Terrain {
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/** Ground height at world (x, z). 0 inside the clearing, rolling hills beyond,
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* ramping into peaks toward the edge. Uses a square (Chebyshev) radius so the
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* clearing is a square that lines up with the square room. */
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export function height(t: Terrain, x: number, z: number): number {
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const r = Math.max(Math.abs(x), Math.abs(z))
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if (r <= t.inner) {
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return 0
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}
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const rise = smoothstep(t.inner, t.inner + t.blend, r)
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const hills = t.amplitude * bumps(x, z, t.frequency)
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const k = Math.min(1, (r - t.inner) / (t.outer - t.inner))
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const peaks = t.peakHeight * ridges(x, z, t.peakFrequency) * smoothstep(t.peakStart, 1, k)
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return rise * (hills + peaks)
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}
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/** Append one ground patch: a `cols`x`rows` heightfield grid over the rectangle
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* [x0,x1] x [z0,z1], each vertex lifted onto the heightfield. Quads whose
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* center is inside the clearing are skipped (the room floor's hole). UVs use
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* world position * `uvScale`, so neighboring patches tile seamlessly. Callers
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* keep the spacing uniform and cell edges aligned, so shared edges weld with
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* no cracks. Used to build the terrain per spatial chunk. */
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export function patch(
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t: 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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): 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 rowLen = cols + 1
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for (let i = 0; i <= rows; i++) {
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const z = z0 + i * dz
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for (let j = 0; j <= cols; j++) {
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const x = x0 + j * dx
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mesh.verts.push(x, height(t, x, z), z, x * uvScale, z * uvScale)
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}
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}
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for (let i = 0; i < rows; i++) {
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for (let j = 0; j < cols; j++) {
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const cx = x0 + (j + 0.5) * dx
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const cz = z0 + (i + 0.5) * dz
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if (Math.max(Math.abs(cx), Math.abs(cz)) < t.inner) {
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continue
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}
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const p = base + i * rowLen + j
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// Wound so the surface faces up/out, matching the backface-cull sign.
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mesh.indices.push(p, p + rowLen + 1, p + 1, p, p + rowLen, p + rowLen + 1)
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}
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}
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}
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/** Rolling hills in 0..1, always non-negative so the ground never dips below
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* the clearing. */
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function bumps(x: number, z: number, f: number): number {
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const a = Math.sin(x * f) * Math.cos(z * f)
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const b = Math.sin((x + z) * f * 0.5 + 1.7) * 0.5
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return (a + b + 1.5) / 3
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}
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/** Ridged noise in 0..1: crests where the field crosses zero give sharp
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* mountain ridgelines rather than round blobs. */
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function ridges(x: number, z: number, f: number): number {
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const n = Math.sin(x * f + 1.3) * Math.cos(z * f - 0.7) * 0.7 + Math.sin((x + z) * f * 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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96
game/actors/Boulder.ts
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96
game/actors/Boulder.ts
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import type { Vec3 } from "../../engine/math/Vec3"
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import { STRIDE, type Mesh } from "../../engine/scene/Mesh"
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const TAU = Math.PI * 2
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/** One procedural boulder. `radius` is the overall size; `seed` drives the
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* per-rock lumpiness and squash so no two look alike. It sits partly sunk into
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* the ground at `position`, like a real rock. */
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export type Boulder = {
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/** Resting point on the ground (the rock is centered a bit above and buried). */
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position: Vec3
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radius: number
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seed: number
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}
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/**
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* Low-poly boulder geometry in the same faceted flat-shaded style as the rest of
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* the world. A squashed, per-vertex-jittered sphere reads as an angular chunk of
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* rock once flat shading gives each face its own tone. Radial jitter is kept
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* seam- and pole-safe (the longitude wrap and both poles reuse one value) so the
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* rock never cracks open. `build` appends into a caller-owned mesh, so a whole
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* field of boulders batches into a single draw call.
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*/
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export namespace Boulder {
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/** `lod` "impostor" bakes a coarser rock (fewer facets) for far chunks. */
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export function build(boulder: Boulder, mesh: Mesh, lod: "full" | "impostor" = "full"): void {
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const rand = rng(boulder.seed)
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const seg = lod === "impostor" ? 4 : 5
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const rings = lod === "impostor" ? 2 : 4
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const r = boulder.radius
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// Squat and slightly oval, so it reads as a rock, not a ball.
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const sx = r * (0.8 + rand() * 0.5)
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const sy = r * (0.55 + rand() * 0.3)
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const sz = r * (0.8 + rand() * 0.5)
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const cx = boulder.position.x
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const cz = boulder.position.z
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// Center lifted less than the half-height, so the base sinks into the ground.
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const cy = boulder.position.y + sy * 0.55
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const jitter = jitterGrid(seg, rings, rand)
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const start = mesh.verts.length / STRIDE
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for (let ir = 0; ir <= rings; ir++) {
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const phi = (ir / rings) * Math.PI
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const cyv = Math.cos(phi)
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const crv = Math.sin(phi)
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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 j = jitter[ir][is]
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mesh.verts.push(
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cx + crv * Math.cos(theta) * sx * j,
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cy + cyv * sy * j,
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cz + crv * Math.sin(theta) * sz * j,
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(is / seg) * 1.5,
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(ir / rings) * 1.5,
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)
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}
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}
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const row = seg + 1
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for (let ir = 0; ir < rings; ir++) {
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for (let is = 0; is < seg; is++) {
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const p = start + ir * row + is
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mesh.indices.push(p, p + 1, p + row + 1, p, p + row + 1, p + row)
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}
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}
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}
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/** Per-vertex radial scale in ~0.72..1.14 for a chunky, angular surface. The
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* longitude seam (last column == first) and each pole row (one shared value)
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* match so the mesh stays closed. */
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function jitterGrid(seg: number, rings: number, rand: () => number): number[][] {
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const grid: number[][] = []
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for (let ir = 0; ir <= rings; ir++) {
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const pole = ir === 0 || ir === rings
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grid[ir] = []
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for (let is = 0; is <= seg; is++) {
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if (is === seg || (pole && is > 0)) {
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grid[ir][is] = grid[ir][0]
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} else {
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grid[ir][is] = 0.72 + rand() * 0.42
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}
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}
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}
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return grid
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}
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/** Deterministic 0..1 generator (mulberry32) seeded per boulder. */
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function rng(seed: number): () => number {
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let a = seed >>> 0
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return () => {
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a = (a + 0x6D2B79F5) | 0
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let t = Math.imul(a ^ (a >>> 15), 1 | a)
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t ^= t + Math.imul(t ^ (t >>> 7), 61 | t)
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return ((t ^ (t >>> 14)) >>> 0) / 4294967296
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}
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}
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}
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76
game/actors/Bush.ts
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76
game/actors/Bush.ts
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import type { Vec3 } from "../../engine/math/Vec3"
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import { STRIDE, type Mesh } from "../../engine/scene/Mesh"
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const TAU = Math.PI * 2
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/** A low shrub: a tight cluster of small leafy blobs sitting on the ground.
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* Textured with the same leaf sheet as oak canopies, so it batches into the
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* chunk's foliage mesh. `size` is the overall spread; `seed` the per-bush wobble. */
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export type Bush = {
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position: Vec3
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size: number
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seed: number
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}
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/** Low-poly bush geometry, same faceted flat-shaded style as the trees. A few
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* overlapping jittered spheres read as a rounded shrub; blobs are closed and
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* wound outward, so backface culling is safe. `build` appends into a shared
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* (leaf-textured) mesh. */
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export namespace Bush {
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export function build(bush: Bush, mesh: Mesh): void {
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const rand = rng(bush.seed)
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// A handful of smaller overlapping lumps reads as a soft shrub; one big
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// sphere reads as a boulder.
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const blobs = 3 + Math.floor(rand() * 3)
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const r = bush.size * 0.42
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for (let i = 0; i < blobs; i++) {
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const angle = rand() * TAU
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const dist = i === 0 ? 0 : bush.size * 0.5 * rand()
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const cx = bush.position.x + Math.cos(angle) * dist
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const cz = bush.position.z + Math.sin(angle) * dist
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const cy = bush.position.y + r * (0.5 + rand() * 0.4)
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blob(mesh, cx, cy, cz, r * (0.55 + rand() * 0.3), rand)
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}
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}
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/** A small lumpy low-poly sphere, wound outward (matches the oak canopy blob). */
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function blob(mesh: Mesh, cx: number, cy: number, cz: number, radius: number, rand: () => number): void {
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const seg = 6
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const rings = 4
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const start = mesh.verts.length / STRIDE
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for (let r = 0; r <= rings; r++) {
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const phi = (r / rings) * Math.PI
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const cyv = Math.cos(phi)
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const crv = Math.sin(phi)
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const scale = radius * (0.9 + rand() * 0.18)
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for (let s = 0; s <= seg; s++) {
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const theta = (s / seg) * TAU
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mesh.verts.push(
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cx + crv * Math.cos(theta) * scale,
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cy + cyv * scale,
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cz + crv * Math.sin(theta) * scale,
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(s / seg) * 2,
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(r / rings) * 2,
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)
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}
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}
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const row = seg + 1
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for (let r = 0; r < rings; r++) {
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for (let s = 0; s < seg; s++) {
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const p = start + r * row + s
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mesh.indices.push(p, p + 1, p + row + 1, p, p + row + 1, p + row)
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}
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}
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}
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/** Deterministic 0..1 generator (mulberry32) seeded per bush. */
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function rng(seed: number): () => number {
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let a = seed >>> 0
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return () => {
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a = (a + 0x6D2B79F5) | 0
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let t = Math.imul(a ^ (a >>> 15), 1 | a)
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t ^= t + Math.imul(t ^ (t >>> 7), 61 | t)
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return ((t ^ (t >>> 14)) >>> 0) / 4294967296
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}
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}
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}
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79
game/actors/Flower.ts
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79
game/actors/Flower.ts
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import type { Vec3 } from "../../engine/math/Vec3"
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import { Mesh } from "../../engine/scene/Mesh"
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const TAU = Math.PI * 2
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/** Flower bloom color, indexing a region of the `flower` texture atlas. */
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export type FlowerColor = "white" | "red" | "yellow"
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/** A single small flower: a thin crossed-quad stem plus a shallow fan of petals.
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* Tiny, so it is drawn double-sided (no backface cull) and carries no collider.
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* `size` is roughly its height; `seed` jitters the petals. */
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export type Flower = {
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position: Vec3
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color: FlowerColor
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size: number
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seed: number
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}
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/**
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* Low-poly flower geometry. The `flower` texture is a 2x2 color atlas -- green
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* (stem) plus white / red / yellow blooms -- and every vertex samples the flat
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* center of one region, so a flower is solid-colored with no per-flower texture
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* or draw call. `build` appends into one shared flower mesh.
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*/
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export namespace Flower {
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/** uv center of each bloom color's atlas region (tile units). */
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const BLOOM_UV: Record<FlowerColor, [number, number]> = {
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white: [0.75, 0.25],
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red: [0.25, 0.75],
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yellow: [0.75, 0.75],
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}
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/** uv center of the green stem region. */
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const STEM_U = 0.25
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const STEM_V = 0.25
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export function build(flower: Flower, mesh: Mesh): void {
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const rand = rng(flower.seed)
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const p = flower.position
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const height = flower.size * (0.8 + rand() * 0.4)
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const bloomY = p.y + height
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const w = flower.size * 0.04
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// Stem: two thin crossed quads so it reads from any angle.
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stem(mesh, p.x, p.y, p.z, bloomY, w, 0)
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stem(mesh, p.x, p.y, p.z, bloomY, 0, w)
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// Bloom: a shallow fan of petals, center raised a touch so it domes.
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const [bu, bv] = BLOOM_UV[flower.color]
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const rad = flower.size * 0.38
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const center = Mesh.push(mesh, p.x, bloomY + rad * 0.3, p.z, bu, bv)
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const ring = center + 1
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const petals = 5
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for (let i = 0; i <= petals; i++) {
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const angle = (i / petals) * TAU + rand() * 0.4
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Mesh.push(mesh, p.x + Math.cos(angle) * rad, bloomY, p.z + Math.sin(angle) * rad, bu, bv)
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}
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for (let i = 0; i < petals; i++) {
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mesh.indices.push(center, ring + i, ring + i + 1)
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}
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}
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/** A thin vertical quad from the ground to `y1`, width along (dx, dz). */
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function stem(mesh: Mesh, x: number, y0: number, z: number, y1: number, dx: number, dz: number): void {
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const a = Mesh.push(mesh, x - dx, y0, z - dz, STEM_U, STEM_V)
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const b = Mesh.push(mesh, x + dx, y0, z + dz, STEM_U, STEM_V)
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const c = Mesh.push(mesh, x + dx, y1, z + dz, STEM_U, STEM_V)
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const d = Mesh.push(mesh, x - dx, y1, z - dz, STEM_U, STEM_V)
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mesh.indices.push(a, b, c, a, c, d)
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}
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/** Deterministic 0..1 generator (mulberry32) seeded per flower. */
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function rng(seed: number): () => number {
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let a = seed >>> 0
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return () => {
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a = (a + 0x6D2B79F5) | 0
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let t = Math.imul(a ^ (a >>> 15), 1 | a)
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t ^= t + Math.imul(t ^ (t >>> 7), 61 | t)
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return ((t ^ (t >>> 14)) >>> 0) / 4294967296
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}
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}
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}
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84
game/actors/Mob.ts
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84
game/actors/Mob.ts
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import type { Terrain } from "../Terrain"
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import type { Vec3 } from "../../engine/math/Vec3"
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import type { Mesh } from "../../engine/scene/Mesh"
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import type { Entity } from "../../engine/scene/Actor"
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import { frog } from "./mobs/Frog"
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import { bee } from "./mobs/Bee"
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import { robin } from "./mobs/Robin"
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/** A roaming creature drawn as a moving low-poly mesh (unlike the static baked
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* world). Each kind is an `Entity` definition (geometry + behavior + bounds) living
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* in its own module under `mobs/`; this file just assembles them into a registry
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* and exposes a thin per-kind dispatch. Adding a kind = add a `mobs/<Kind>.ts` +
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* one entry in `MOB_KINDS`/`DEFS`.
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*
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* A mob's geometry is a **canonical local-space mesh** built once per kind (front =
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* +Z, frog/robin feet / bee body at the origin); the live `position`/`heading`/
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* `scale` are turned into a per-frame model matrix by the renderer. All wander
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* state lives on the instance so `update` is a pure stepping function of the mob +
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* dt (deterministic via the evolving `seed`), which keeps the sim on the main
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* thread and cloneable-free. */
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export type MobKind = "frog" | "bee" | "robin"
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export type Mob = {
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kind: MobKind
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/** Leash anchor (where it was scattered); wandering is pulled back toward it. */
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home: Vec3
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/** Live feet-center (frog/robin) / body-center (bee), advanced each frame. */
|
||||
position: Vec3
|
||||
/** Facing yaw; the mesh's front is local +Z, so world dir = (sin h, 0, cos h). */
|
||||
heading: number
|
||||
/** Per-instance size multiplier. */
|
||||
scale: number
|
||||
/** Evolving RNG state (mutated by `update`) -- keeps the sim deterministic. */
|
||||
seed: number
|
||||
/** Horizontal velocity (frog/robin: mid-hop or -flight; bee: cruise). */
|
||||
vx: number
|
||||
vz: number
|
||||
/** Vertical velocity (frog/robin ballistic hop/flight; bee stays 0, uses a bob). */
|
||||
vy: number
|
||||
/** Countdown to the next decision (frog/robin: next hop; bee: next heading change). */
|
||||
timer: number
|
||||
/** Per-kind scratch clock: the bee's hover-bob phase; the robin's remaining
|
||||
* powered-flight cruise time (>0 while gliding between perches). */
|
||||
phase: number
|
||||
/** Frog/robin: resting on the ground vs airborne (a hop or a flight). */
|
||||
grounded: boolean
|
||||
}
|
||||
|
||||
/** Canonical kind order. **The index is the id packed into the mob SAB** (see
|
||||
* renderer/worker), so this order must be identical in every context and must not
|
||||
* change under existing kinds -- `mobs.test.ts` guards it. Append new kinds. */
|
||||
export const MOB_KINDS: MobKind[] = ["frog", "bee", "robin"]
|
||||
|
||||
/** The per-kind `Entity` definitions, one module each. Imported (not cloned) into
|
||||
* whatever context uses it, so it works the same on the main thread and in workers. */
|
||||
const DEFS: Record<MobKind, Entity<Mob, Terrain>> = { frog, bee, robin }
|
||||
|
||||
export namespace Mob {
|
||||
/** The definition for a kind (geometry, behavior, bounds). */
|
||||
export function def(kind: MobKind): Entity<Mob, Terrain> {
|
||||
return DEFS[kind]
|
||||
}
|
||||
|
||||
/** Advance one mob by `dt` seconds, sampling `terrain` for ground height. */
|
||||
export function update(mob: Mob, dt: number, terrain: Terrain): void {
|
||||
DEFS[mob.kind].update(mob, dt, terrain)
|
||||
}
|
||||
|
||||
/** Append the canonical local-space mesh for `kind` into `mesh` (once per kind at
|
||||
* load; every instance shares it, differing only by transform). */
|
||||
export function build(kind: MobKind, mesh: Mesh): void {
|
||||
DEFS[kind].build(mesh)
|
||||
}
|
||||
|
||||
/** Local bounding radius (pre-scale), for building the per-frame cull AABB. */
|
||||
export function boundingRadius(kind: MobKind): number {
|
||||
return DEFS[kind].boundingRadius
|
||||
}
|
||||
|
||||
/** Local body height (pre-scale), for the top of the stand-on collider. */
|
||||
export function bodyHeight(kind: MobKind): number {
|
||||
return DEFS[kind].bodyHeight
|
||||
}
|
||||
}
|
||||
54
game/actors/Tree.ts
Normal file
54
game/actors/Tree.ts
Normal file
|
|
@ -0,0 +1,54 @@
|
|||
import type { Vec3 } from "../../engine/math/Vec3"
|
||||
import type { Mesh } from "../../engine/scene/Mesh"
|
||||
import { oak } from "./trees/Oak"
|
||||
import { spruce } from "./trees/Spruce"
|
||||
import { birch } from "./trees/Birch"
|
||||
|
||||
export type TreeKind = "oak" | "spruce" | "birch"
|
||||
|
||||
/** One procedural tree instance. `growth` 0..1 runs sapling -> full grown: it scales
|
||||
* height and girth and adds canopy blobs / tiers. `seed` drives the per-tree random
|
||||
* wobble so a forest doesn't look cloned. */
|
||||
export type Tree = {
|
||||
kind: TreeKind
|
||||
/** Trunk base, sitting on the ground. */
|
||||
position: Vec3
|
||||
growth: number
|
||||
seed: number
|
||||
}
|
||||
|
||||
/** Definition of a tree species: which chunk materials its trunk + foliage bake
|
||||
* into, plus how to append its geometry. Each lives in its own `trees/<Kind>.ts`
|
||||
* module (silhouette carries the species read); this file just assembles them.
|
||||
* `trunk`/`foliage` are chunk-material keys (see `level.ts` `ChunkMaterials`):
|
||||
* oak/spruce use the brown `bark`, birch the white `birch`; foliage is the oak
|
||||
* `leaf` or spruce `needle`. */
|
||||
export type TreeSpecies = {
|
||||
kind: TreeKind
|
||||
trunk: string
|
||||
foliage: string
|
||||
build: (tree: Tree, trunk: Mesh, foliage: Mesh, lod: "full" | "impostor") => void
|
||||
}
|
||||
|
||||
/** All tree species (also the placement roll's palette). Trees are baked at load,
|
||||
* not shipped per frame, so this order isn't an id contract like `MOB_KINDS` -- but
|
||||
* keeping it lets placement + tests stay registry-driven. */
|
||||
export const TREE_KINDS: TreeKind[] = ["oak", "spruce", "birch"]
|
||||
|
||||
/** The per-species definitions, one module each. Imported (not cloned) wherever
|
||||
* used, so it works the same on the main thread and in workers. */
|
||||
const SPECIES: Record<TreeKind, TreeSpecies> = { oak, spruce, birch }
|
||||
|
||||
export namespace Tree {
|
||||
/** The species definition for a kind (its trunk/foliage materials + geometry). */
|
||||
export function species(kind: TreeKind): TreeSpecies {
|
||||
return SPECIES[kind]
|
||||
}
|
||||
|
||||
/** Append one tree into the caller-provided `trunk` + `foliage` meshes (which the
|
||||
* caller selects from the species' `trunk`/`foliage` material keys). `lod`
|
||||
* "impostor" bakes a much cheaper stand-in for far chunks; "full" is up close. */
|
||||
export function build(tree: Tree, trunk: Mesh, foliage: Mesh, lod: "full" | "impostor" = "full"): void {
|
||||
SPECIES[tree.kind].build(tree, trunk, foliage, lod)
|
||||
}
|
||||
}
|
||||
44
game/actors/mobs/Bee.ts
Normal file
44
game/actors/mobs/Bee.ts
Normal file
|
|
@ -0,0 +1,44 @@
|
|||
import { Terrain } from "../../Terrain"
|
||||
import type { Mesh } from "../../../engine/scene/Mesh"
|
||||
import type { Mob } from "../Mob"
|
||||
import type { Entity } from "../../../engine/scene/Actor"
|
||||
import { ellipsoid, nextRand, ovoidZ, wanderHeading, wing } from "./mobkit"
|
||||
|
||||
export const bee: Entity<Mob, Terrain> = {
|
||||
name: "bee",
|
||||
build,
|
||||
update,
|
||||
boundingRadius: 0.5,
|
||||
bodyHeight: 0.5,
|
||||
}
|
||||
|
||||
const LEASH = 6
|
||||
const SPEED = 1.7
|
||||
const TURN_MIN = 0.4
|
||||
const TURN_SPAN = 1
|
||||
const HOVER = 1.1
|
||||
const BOB_AMP = 0.18
|
||||
const BOB_FREQ = 3
|
||||
|
||||
function build(mesh: Mesh): void {
|
||||
// Fore-aft ovoid body striped along its length, a dark head at the front, two
|
||||
// pale wings. UVs: bee texture is stripe bands (left), head-dark (mid), wing-pale
|
||||
// (right); the body maps v along z so the stripes band across it.
|
||||
ovoidZ(mesh, -0.4, 0.4, 0.24, 7, 5, 0, 0.54, 0, 1)
|
||||
ellipsoid(mesh, 0, 0.02, 0.44, 0.16, 0.16, 0.16, 5, 4, 0.6, 0.79, 0, 1)
|
||||
wing(mesh, 1, 0.83, 0.99, 0, 1)
|
||||
wing(mesh, -1, 0.83, 0.99, 0, 1)
|
||||
}
|
||||
|
||||
function update(mob: Mob, dt: number, terrain: Terrain): void {
|
||||
mob.phase += dt
|
||||
mob.timer -= dt
|
||||
if (mob.timer <= 0) {
|
||||
mob.heading = wanderHeading(mob, LEASH, 1.4)
|
||||
mob.timer = TURN_MIN + nextRand(mob) * TURN_SPAN
|
||||
}
|
||||
mob.position.x += Math.sin(mob.heading) * SPEED * dt
|
||||
mob.position.z += Math.cos(mob.heading) * SPEED * dt
|
||||
const ground = Terrain.height(terrain, mob.position.x, mob.position.z)
|
||||
mob.position.y = ground + HOVER + Math.sin(mob.phase * BOB_FREQ) * BOB_AMP
|
||||
}
|
||||
63
game/actors/mobs/Frog.ts
Normal file
63
game/actors/mobs/Frog.ts
Normal file
|
|
@ -0,0 +1,63 @@
|
|||
import { Terrain } from "../../Terrain"
|
||||
import type { Mesh } from "../../../engine/scene/Mesh"
|
||||
import type { Mob } from "../Mob"
|
||||
import type { Entity } from "../../../engine/scene/Actor"
|
||||
import { ellipsoid, nextRand, wanderHeading } from "./mobkit"
|
||||
|
||||
// Everything about the frog: squat, ground-bound, sits then springs a ballistic hop.
|
||||
|
||||
export const frog: Entity<Mob, Terrain> = {
|
||||
name: "frog",
|
||||
build,
|
||||
update,
|
||||
boundingRadius: 0.7,
|
||||
bodyHeight: 0.6,
|
||||
}
|
||||
|
||||
const LEASH = 5
|
||||
const REST_MIN = 0.7
|
||||
const REST_SPAN = 1.8
|
||||
const HOP_SPEED = 1.6
|
||||
const HOP_IMPULSE = 3.2
|
||||
const GRAVITY = 14
|
||||
|
||||
function build(mesh: Mesh): void {
|
||||
// Wide squat body, two eye bumps on the top-front, two hind haunches. UVs:
|
||||
// the frog texture is green skin on the left, a dark eye tone on the right.
|
||||
ellipsoid(mesh, 0, 0.26, 0, 0.5, 0.28, 0.52, 6, 4, 0, 0.68, 0, 1)
|
||||
ellipsoid(mesh, 0.24, 0.5, 0.26, 0.13, 0.13, 0.13, 4, 3, 0.75, 0.98, 0, 1)
|
||||
ellipsoid(mesh, -0.24, 0.5, 0.26, 0.13, 0.13, 0.13, 4, 3, 0.75, 0.98, 0, 1)
|
||||
ellipsoid(mesh, 0.3, 0.2, -0.26, 0.2, 0.2, 0.26, 4, 3, 0, 0.68, 0, 1)
|
||||
ellipsoid(mesh, -0.3, 0.2, -0.26, 0.2, 0.2, 0.26, 4, 3, 0, 0.68, 0, 1)
|
||||
}
|
||||
|
||||
function update(mob: Mob, dt: number, terrain: Terrain): void {
|
||||
if (mob.grounded) {
|
||||
mob.timer -= dt
|
||||
mob.position.y = Terrain.height(terrain, mob.position.x, mob.position.z)
|
||||
if (mob.timer > 0) {
|
||||
return
|
||||
}
|
||||
// Launch a hop: pick a heading (pulled homeward past the leash), then convert
|
||||
// it into a forward+upward ballistic velocity.
|
||||
mob.heading = wanderHeading(mob, LEASH, 0.9)
|
||||
mob.vx = Math.sin(mob.heading) * HOP_SPEED
|
||||
mob.vz = Math.cos(mob.heading) * HOP_SPEED
|
||||
mob.vy = HOP_IMPULSE
|
||||
mob.grounded = false
|
||||
return
|
||||
}
|
||||
mob.vy -= GRAVITY * dt
|
||||
mob.position.x += mob.vx * dt
|
||||
mob.position.y += mob.vy * dt
|
||||
mob.position.z += mob.vz * dt
|
||||
const ground = Terrain.height(terrain, mob.position.x, mob.position.z)
|
||||
if (mob.position.y <= ground && mob.vy < 0) {
|
||||
mob.position.y = ground
|
||||
mob.vx = 0
|
||||
mob.vy = 0
|
||||
mob.vz = 0
|
||||
mob.grounded = true
|
||||
mob.timer = REST_MIN + nextRand(mob) * REST_SPAN
|
||||
}
|
||||
}
|
||||
84
game/actors/mobs/Robin.ts
Normal file
84
game/actors/mobs/Robin.ts
Normal file
|
|
@ -0,0 +1,84 @@
|
|||
import { Terrain } from "../../Terrain"
|
||||
import type { Mesh } from "../../../engine/scene/Mesh"
|
||||
import type { Mob } from "../Mob"
|
||||
import type { Entity } from "../../../engine/scene/Actor"
|
||||
import { ellipsoid, nextRand, wanderHeading } from "./mobkit"
|
||||
|
||||
// Everything about the robin: round red-breasted bird that mostly hops like a frog
|
||||
// but now and then takes a short powered flight to a new perch.
|
||||
|
||||
export const robin: Entity<Mob, Terrain> = {
|
||||
name: "robin",
|
||||
build,
|
||||
update,
|
||||
boundingRadius: 0.45,
|
||||
bodyHeight: 0.55,
|
||||
}
|
||||
|
||||
const LEASH = 6
|
||||
const REST_MIN = 0.5
|
||||
const REST_SPAN = 1.3
|
||||
const HOP_SPEED = 1.4
|
||||
const HOP_IMPULSE = 2.6
|
||||
/** Fraction of a robin's moves that are a flight rather than a ground hop. */
|
||||
const FLY_CHANCE = 0.35
|
||||
const FLY_SPEED = 4.5
|
||||
const FLY_IMPULSE = 3.5
|
||||
const CRUISE = 0.8
|
||||
const GRAVITY = 14
|
||||
|
||||
function build(mesh: Mesh): void {
|
||||
// Round European robin: plump brown body, an orange-red breast bulging on the
|
||||
// front, a round brown head with two dark eyes + a small dark beak, short tail.
|
||||
// UVs: robin texture is brown (left), orange breast (mid), dark eye/beak (right).
|
||||
ellipsoid(mesh, 0, 0.26, 0, 0.26, 0.26, 0.3, 6, 4, 0, 0.38, 0, 1) // body (brown)
|
||||
ellipsoid(mesh, 0, 0.18, 0.17, 0.22, 0.22, 0.16, 5, 4, 0.42, 0.68, 0, 1) // breast (orange)
|
||||
ellipsoid(mesh, 0, 0.48, 0.14, 0.18, 0.18, 0.18, 5, 4, 0, 0.38, 0, 1) // head (brown)
|
||||
ellipsoid(mesh, 0.09, 0.52, 0.26, 0.03, 0.03, 0.03, 3, 2, 0.85, 0.99, 0, 1) // eye
|
||||
ellipsoid(mesh, -0.09, 0.52, 0.26, 0.03, 0.03, 0.03, 3, 2, 0.85, 0.99, 0, 1) // eye
|
||||
ellipsoid(mesh, 0, 0.47, 0.35, 0.03, 0.025, 0.09, 3, 2, 0.85, 0.99, 0, 1) // beak (dark)
|
||||
ellipsoid(mesh, 0, 0.26, -0.32, 0.09, 0.05, 0.16, 4, 2, 0, 0.38, 0, 1) // tail (brown)
|
||||
}
|
||||
|
||||
function update(mob: Mob, dt: number, terrain: Terrain): void {
|
||||
if (mob.grounded) {
|
||||
mob.timer -= dt
|
||||
mob.position.y = Terrain.height(terrain, mob.position.x, mob.position.z)
|
||||
if (mob.timer > 0) {
|
||||
return
|
||||
}
|
||||
// Decide the next move: usually a short ground hop, sometimes a longer powered
|
||||
// flight -- higher + faster off the mark, then a flat glide (see the cruise
|
||||
// branch below) before settling onto a new perch.
|
||||
mob.heading = wanderHeading(mob, LEASH, 1)
|
||||
const fly = nextRand(mob) < FLY_CHANCE
|
||||
const speed = fly ? FLY_SPEED : HOP_SPEED
|
||||
mob.vx = Math.sin(mob.heading) * speed
|
||||
mob.vz = Math.cos(mob.heading) * speed
|
||||
mob.vy = fly ? FLY_IMPULSE : HOP_IMPULSE
|
||||
mob.phase = fly ? CRUISE : 0
|
||||
mob.grounded = false
|
||||
return
|
||||
}
|
||||
if (mob.phase > 0) {
|
||||
// In flight: bleed vertical speed toward level so it glides roughly flat (a bird
|
||||
// crossing the clearing), not a lob; gravity resumes once the cruise ends.
|
||||
mob.phase -= dt
|
||||
mob.vy += (0 - mob.vy) * Math.min(1, dt * 6)
|
||||
} else {
|
||||
mob.vy -= GRAVITY * dt
|
||||
}
|
||||
mob.position.x += mob.vx * dt
|
||||
mob.position.y += mob.vy * dt
|
||||
mob.position.z += mob.vz * dt
|
||||
const ground = Terrain.height(terrain, mob.position.x, mob.position.z)
|
||||
if (mob.position.y <= ground && mob.vy < 0) {
|
||||
mob.position.y = ground
|
||||
mob.vx = 0
|
||||
mob.vy = 0
|
||||
mob.vz = 0
|
||||
mob.phase = 0
|
||||
mob.grounded = true
|
||||
mob.timer = REST_MIN + nextRand(mob) * REST_SPAN
|
||||
}
|
||||
}
|
||||
120
game/actors/mobs/mobkit.ts
Normal file
120
game/actors/mobs/mobkit.ts
Normal file
|
|
@ -0,0 +1,120 @@
|
|||
import type { Mob } from "../Mob"
|
||||
import { STRIDE, type Mesh } from "../../../engine/scene/Mesh"
|
||||
|
||||
// Shared building blocks for the per-kind mob definitions (Frog/Bee/Robin): the
|
||||
// faceted geometry primitives and the deterministic wander helpers. Kept in its own
|
||||
// module (no runtime import of `Mob`, only its type) so the per-kind files and the
|
||||
// `Mob` registry don't form an import cycle.
|
||||
|
||||
export const TAU = Math.PI * 2
|
||||
|
||||
// --- Wander helpers -------------------------------------------------------
|
||||
|
||||
/** A new heading: free wander when inside the leash, else biased back toward home
|
||||
* so the mob never drifts off into the peaks (`jitter` = the random cone half-width
|
||||
* in radians layered on top of the homeward bearing). */
|
||||
export function wanderHeading(mob: Mob, leash: number, jitter: number): number {
|
||||
const dx = mob.home.x - mob.position.x
|
||||
const dz = mob.home.z - mob.position.z
|
||||
if (dx * dx + dz * dz > leash * leash) {
|
||||
return Math.atan2(dx, dz) + (nextRand(mob) - 0.5) * jitter
|
||||
}
|
||||
return nextRand(mob) * TAU
|
||||
}
|
||||
|
||||
/** mulberry32 step over the mob's own `seed` (mutated), so a mob's motion is
|
||||
* deterministic and needs no external RNG object to clone. */
|
||||
export function nextRand(mob: Mob): number {
|
||||
const a = (mob.seed + 0x6D2B79F5) | 0
|
||||
mob.seed = a
|
||||
let t = Math.imul(a ^ (a >>> 15), 1 | a)
|
||||
t ^= t + Math.imul(t ^ (t >>> 7), 61 | t)
|
||||
return ((t ^ (t >>> 14)) >>> 0) / 4294967296
|
||||
}
|
||||
|
||||
// --- Geometry primitives --------------------------------------------------
|
||||
// Mobs are drawn double-sided (see renderScene), so winding is not load-bearing --
|
||||
// these only need to place faceted, flat-shaded surfaces.
|
||||
|
||||
/** A UV-rected ellipsoid (pole on Y), faceted like the boulders. */
|
||||
export function ellipsoid(
|
||||
mesh: Mesh,
|
||||
cx: number,
|
||||
cy: number,
|
||||
cz: number,
|
||||
rx: number,
|
||||
ry: number,
|
||||
rz: number,
|
||||
seg: number,
|
||||
rings: number,
|
||||
u0: number,
|
||||
u1: number,
|
||||
v0: number,
|
||||
v1: number,
|
||||
): void {
|
||||
const start = mesh.verts.length / STRIDE
|
||||
for (let ir = 0; ir <= rings; ir++) {
|
||||
const phi = (ir / rings) * Math.PI
|
||||
const cyv = Math.cos(phi)
|
||||
const crv = Math.sin(phi)
|
||||
const v = v0 + (v1 - v0) * (ir / rings)
|
||||
for (let is = 0; is <= seg; is++) {
|
||||
const theta = (is / seg) * TAU
|
||||
const u = u0 + (u1 - u0) * (is / seg)
|
||||
mesh.verts.push(cx + crv * Math.cos(theta) * rx, cy + cyv * ry, cz + crv * Math.sin(theta) * rz, u, v)
|
||||
}
|
||||
}
|
||||
quadGrid(mesh, start, seg, rings)
|
||||
}
|
||||
|
||||
/** An ovoid whose pole axis is Z (rings step along z, tapering at both ends), so
|
||||
* the mapped `v` runs down the body's length -- used for the bee's stripes. */
|
||||
export function ovoidZ(
|
||||
mesh: Mesh,
|
||||
z0: number,
|
||||
z1: number,
|
||||
r: number,
|
||||
seg: number,
|
||||
rings: number,
|
||||
u0: number,
|
||||
u1: number,
|
||||
v0: number,
|
||||
v1: number,
|
||||
): void {
|
||||
const start = mesh.verts.length / STRIDE
|
||||
for (let ir = 0; ir <= rings; ir++) {
|
||||
const t = ir / rings
|
||||
const z = z0 + (z1 - z0) * t
|
||||
const rr = r * (0.15 + 0.85 * Math.sin(t * Math.PI))
|
||||
const v = v0 + (v1 - v0) * t
|
||||
for (let is = 0; is <= seg; is++) {
|
||||
const theta = (is / seg) * TAU
|
||||
const u = u0 + (u1 - u0) * (is / seg)
|
||||
mesh.verts.push(Math.cos(theta) * rr, Math.sin(theta) * rr, z, u, v)
|
||||
}
|
||||
}
|
||||
quadGrid(mesh, start, seg, rings)
|
||||
}
|
||||
|
||||
/** One flat wing quad on `side` (+1 right / -1 left), swept up and out. */
|
||||
export function wing(mesh: Mesh, side: number, u0: number, u1: number, v0: number, v1: number): void {
|
||||
const base = mesh.verts.length / STRIDE
|
||||
mesh.verts.push(
|
||||
side * 0.06, 0.12, 0.14, u0, v0,
|
||||
side * 0.42, 0.24, 0.1, u1, v0,
|
||||
side * 0.42, 0.24, -0.12, u1, v1,
|
||||
side * 0.06, 0.12, -0.1, u0, v1,
|
||||
)
|
||||
mesh.indices.push(base, base + 1, base + 2, base, base + 2, base + 3)
|
||||
}
|
||||
|
||||
/** Index a (seg x rings) vertex grid (row = seg+1) into two tris per cell. */
|
||||
function quadGrid(mesh: Mesh, start: number, seg: number, rings: number): void {
|
||||
const row = seg + 1
|
||||
for (let ir = 0; ir < rings; ir++) {
|
||||
for (let is = 0; is < seg; is++) {
|
||||
const p = start + ir * row + is
|
||||
mesh.indices.push(p, p + 1, p + row + 1, p, p + row + 1, p + row)
|
||||
}
|
||||
}
|
||||
}
|
||||
52
game/actors/trees/Birch.ts
Normal file
52
game/actors/trees/Birch.ts
Normal file
|
|
@ -0,0 +1,52 @@
|
|||
import { Vec3 } from "../../../engine/math/Vec3"
|
||||
import type { Mesh } from "../../../engine/scene/Mesh"
|
||||
import type { Tree, TreeSpecies } from "../Tree"
|
||||
import { blob, lerp, limb, TAU, rng } from "./treekit"
|
||||
|
||||
// Silver birch: tall, slender, near-straight trunk under an airy, high, slightly
|
||||
// drooping canopy -- a lean silhouette between the broad oak and conical spruce.
|
||||
// Trunk = white birch bark, foliage = oak leaf (the white trunk carries the read).
|
||||
|
||||
export const birch: TreeSpecies = { kind: "birch", trunk: "birch", foliage: "leaf", build }
|
||||
|
||||
function build(tree: Tree, trunk: Mesh, leaves: Mesh, lod: "full" | "impostor"): void {
|
||||
const base = tree.position
|
||||
const g = tree.growth
|
||||
const rand = rng(tree.seed)
|
||||
const h = lerp(1, 8.5, g)
|
||||
const rTrunk = lerp(0.03, 0.16, g)
|
||||
const canopyY = base.y + h * 0.75
|
||||
const blobR = h * 0.22
|
||||
if (lod === "impostor") {
|
||||
limb(trunk, base, { x: base.x, y: base.y + h * 0.9, z: base.z }, rTrunk, rTrunk * 0.5, 3)
|
||||
blob(leaves, { x: base.x, y: canopyY, z: base.z }, blobR * 1.1, rand, 4, 2)
|
||||
return
|
||||
}
|
||||
limb(trunk, base, { x: base.x, y: base.y + h * 0.88, z: base.z }, rTrunk, rTrunk * 0.35, 5)
|
||||
|
||||
const spread = h * 0.22
|
||||
// Sparse small blobs clustered high, biased downward so the crown droops.
|
||||
const blobs = 2 + Math.round(g * 2)
|
||||
for (let i = 0; i < blobs; i++) {
|
||||
const angle = rand() * TAU
|
||||
const rad = i === 0 ? 0 : spread * (0.5 + rand() * 0.5)
|
||||
const center = {
|
||||
x: base.x + Math.cos(angle) * rad,
|
||||
y: canopyY + (rand() - 0.6) * spread,
|
||||
z: base.z + Math.sin(angle) * rad,
|
||||
}
|
||||
blob(leaves, center, blobR * (0.7 + rand() * 0.4), rand)
|
||||
}
|
||||
// Grown birches trail a few thin, near-horizontal drooping twigs.
|
||||
if (g > 0.5) {
|
||||
const branches = 2 + Math.round(rand())
|
||||
for (let i = 0; i < branches; i++) {
|
||||
const angle = rand() * TAU
|
||||
const dir = Vec3.normalize({ x: Math.cos(angle), y: 0.6, z: Math.sin(angle) })
|
||||
const start = { x: base.x, y: base.y + h * 0.7, z: base.z }
|
||||
const end = Vec3.add(start, Vec3.scale(dir, h * 0.22))
|
||||
limb(trunk, start, end, rTrunk * 0.4, rTrunk * 0.15, 4)
|
||||
blob(leaves, end, blobR * 0.55, rand)
|
||||
}
|
||||
}
|
||||
}
|
||||
53
game/actors/trees/Oak.ts
Normal file
53
game/actors/trees/Oak.ts
Normal file
|
|
@ -0,0 +1,53 @@
|
|||
import { Vec3 } from "../../../engine/math/Vec3"
|
||||
import type { Mesh } from "../../../engine/scene/Mesh"
|
||||
import type { Tree, TreeSpecies } from "../Tree"
|
||||
import { blob, lerp, limb, TAU, rng } from "./treekit"
|
||||
|
||||
// Oak: short tapered trunk, a couple of branches, a broad cluster of rounded canopy
|
||||
// blobs (bushy, wider than tall). Trunk = brown bark, foliage = oak leaf.
|
||||
|
||||
export const oak: TreeSpecies = { kind: "oak", trunk: "bark", foliage: "leaf", build }
|
||||
|
||||
function build(tree: Tree, trunk: Mesh, leaves: Mesh, lod: "full" | "impostor"): void {
|
||||
const base = tree.position
|
||||
const g = tree.growth
|
||||
const rand = rng(tree.seed)
|
||||
const h = lerp(0.8, 7, g)
|
||||
const rTrunk = lerp(0.04, 0.32, g)
|
||||
const forkY = base.y + h * 0.5
|
||||
const canopyY = base.y + h * 0.72
|
||||
const blobR = h * 0.3
|
||||
if (lod === "impostor") {
|
||||
// One low-poly blob on a stubby trunk -- reads as an oak at distance.
|
||||
limb(trunk, base, { x: base.x, y: forkY, z: base.z }, rTrunk, rTrunk * 0.6, 3)
|
||||
blob(leaves, { x: base.x, y: canopyY, z: base.z }, blobR * 1.15, rand, 4, 2)
|
||||
return
|
||||
}
|
||||
limb(trunk, base, { x: base.x, y: forkY, z: base.z }, rTrunk, rTrunk * 0.6, 5)
|
||||
|
||||
const spread = h * 0.32
|
||||
// Central blob plus, as it grows, a couple offset ones -> broad bushy crown.
|
||||
const blobs = 1 + Math.round(g * 2)
|
||||
for (let i = 0; i < blobs; i++) {
|
||||
const angle = rand() * TAU
|
||||
const rad = i === 0 ? 0 : spread * (0.5 + rand() * 0.5)
|
||||
const center = {
|
||||
x: base.x + Math.cos(angle) * rad,
|
||||
y: canopyY + (rand() - 0.4) * spread,
|
||||
z: base.z + Math.sin(angle) * rad,
|
||||
}
|
||||
blob(leaves, center, blobR * (0.7 + rand() * 0.4), rand)
|
||||
}
|
||||
// Grown oaks throw out a few branches, each tipped with a leaf tuft.
|
||||
if (g > 0.55) {
|
||||
const branches = 2 + Math.round(rand())
|
||||
for (let i = 0; i < branches; i++) {
|
||||
const angle = rand() * TAU
|
||||
const dir = Vec3.normalize({ x: Math.cos(angle), y: 1.2, z: Math.sin(angle) })
|
||||
const start = { x: base.x, y: base.y + h * 0.42, z: base.z }
|
||||
const end = Vec3.add(start, Vec3.scale(dir, h * 0.3))
|
||||
limb(trunk, start, end, rTrunk * 0.4, rTrunk * 0.2, 4)
|
||||
blob(leaves, end, blobR * 0.6, rand)
|
||||
}
|
||||
}
|
||||
}
|
||||
32
game/actors/trees/Spruce.ts
Normal file
32
game/actors/trees/Spruce.ts
Normal file
|
|
@ -0,0 +1,32 @@
|
|||
import type { Mesh } from "../../../engine/scene/Mesh"
|
||||
import type { Tree, TreeSpecies } from "../Tree"
|
||||
import { cone, lerp, limb, rng } from "./treekit"
|
||||
|
||||
// Spruce: tall thin trunk under stacked cones that narrow to a point (tiered, taller
|
||||
// than wide). Trunk = brown bark, foliage = spruce needle.
|
||||
|
||||
export const spruce: TreeSpecies = { kind: "spruce", trunk: "bark", foliage: "needle", build }
|
||||
|
||||
function build(tree: Tree, trunk: Mesh, needles: Mesh, lod: "full" | "impostor"): void {
|
||||
const base = tree.position
|
||||
const g = tree.growth
|
||||
const rand = rng(tree.seed)
|
||||
const h = lerp(0.6, 9, g)
|
||||
const rTrunk = lerp(0.03, 0.2, g)
|
||||
const impostor = lod === "impostor"
|
||||
limb(trunk, base, { x: base.x, y: base.y + h, z: base.z }, rTrunk, rTrunk * 0.25, impostor ? 3 : 5)
|
||||
|
||||
// Stacked cones: widest low, shrinking to a point up top -> conical tiers. The
|
||||
// impostor keeps the first two tiers at low sides (same seed => aligned).
|
||||
const tiers = impostor ? 2 : 2 + Math.round(g * 3)
|
||||
const sides = impostor ? 4 : 6
|
||||
const bottom = base.y + h * 0.1
|
||||
const span = h * 0.9
|
||||
for (let i = 0; i < tiers; i++) {
|
||||
const t = i / tiers
|
||||
const y = bottom + t * span * 0.82
|
||||
const radius = lerp(h * 0.3, h * 0.05, t) * (0.9 + rand() * 0.2)
|
||||
const coneH = (span / tiers) * 1.9
|
||||
cone(needles, { x: base.x, y, z: base.z }, coneH, radius, sides)
|
||||
}
|
||||
}
|
||||
95
game/actors/trees/treekit.ts
Normal file
95
game/actors/trees/treekit.ts
Normal file
|
|
@ -0,0 +1,95 @@
|
|||
import { Vec3 } from "../../../engine/math/Vec3"
|
||||
import { STRIDE, type Mesh } from "../../../engine/scene/Mesh"
|
||||
|
||||
// Shared faceted-geometry primitives + the per-tree RNG, used by the species
|
||||
// modules (Oak/Spruce/Birch). Kept separate so a species and the `Tree` registry
|
||||
// don't form an import cycle.
|
||||
|
||||
export const TAU = Math.PI * 2
|
||||
|
||||
/** A tapered tube between two points (trunk or branch), `sides`-gonal. */
|
||||
export function limb(mesh: Mesh, a: Vec3, b: Vec3, ra: number, rb: number, sides: number): void {
|
||||
const axis = Vec3.normalize(Vec3.sub(b, a))
|
||||
const [u, v] = basis(axis)
|
||||
const len = Vec3.length(Vec3.sub(b, a))
|
||||
const start = mesh.verts.length / STRIDE
|
||||
for (let i = 0; i <= sides; i++) {
|
||||
const angle = (i / sides) * TAU
|
||||
const dx = u.x * Math.cos(angle) + v.x * Math.sin(angle)
|
||||
const dy = u.y * Math.cos(angle) + v.y * Math.sin(angle)
|
||||
const dz = u.z * Math.cos(angle) + v.z * Math.sin(angle)
|
||||
const s = i / sides
|
||||
mesh.verts.push(a.x + dx * ra, a.y + dy * ra, a.z + dz * ra, s * 1.5, 0)
|
||||
mesh.verts.push(b.x + dx * rb, b.y + dy * rb, b.z + dz * rb, s * 1.5, len * 0.5)
|
||||
}
|
||||
for (let i = 0; i < sides; i++) {
|
||||
const p = start + i * 2
|
||||
mesh.indices.push(p, p + 2, p + 3, p, p + 3, p + 1)
|
||||
}
|
||||
}
|
||||
|
||||
/** A cone standing on a base ring, apex `height` above it (one spruce tier). */
|
||||
export function cone(mesh: Mesh, base: Vec3, height: number, radius: number, sides: number): void {
|
||||
const start = mesh.verts.length / STRIDE
|
||||
mesh.verts.push(base.x, base.y + height, base.z, 0.5, 0)
|
||||
for (let i = 0; i <= sides; i++) {
|
||||
const angle = (i / sides) * TAU
|
||||
mesh.verts.push(base.x + Math.cos(angle) * radius, base.y, base.z + Math.sin(angle) * radius, (i / sides) * 2, 1)
|
||||
}
|
||||
for (let i = 0; i < sides; i++) {
|
||||
// Wound so the outer surface faces out, matching the backface-cull sign.
|
||||
mesh.indices.push(start, start + 2 + i, start + 1 + i)
|
||||
}
|
||||
}
|
||||
|
||||
/** A lumpy low-poly sphere (one canopy blob). Per-ring radius wobble keeps it
|
||||
* organic without cracking the longitude seam. */
|
||||
export function blob(mesh: Mesh, center: Vec3, radius: number, rand: () => number, seg = 5, rings = 3): void {
|
||||
const start = mesh.verts.length / STRIDE
|
||||
for (let r = 0; r <= rings; r++) {
|
||||
const phi = (r / rings) * Math.PI
|
||||
const cy = Math.cos(phi)
|
||||
const cr = Math.sin(phi)
|
||||
const scale = radius * (0.85 + rand() * 0.3)
|
||||
for (let s = 0; s <= seg; s++) {
|
||||
const theta = (s / seg) * TAU
|
||||
mesh.verts.push(
|
||||
center.x + cr * Math.cos(theta) * scale,
|
||||
center.y + cy * scale,
|
||||
center.z + cr * Math.sin(theta) * scale,
|
||||
(s / seg) * 2,
|
||||
(r / rings) * 2,
|
||||
)
|
||||
}
|
||||
}
|
||||
const row = seg + 1
|
||||
for (let r = 0; r < rings; r++) {
|
||||
for (let s = 0; s < seg; s++) {
|
||||
const p = start + r * row + s
|
||||
mesh.indices.push(p, p + 1, p + row + 1, p, p + row + 1, p + row)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** Linear interpolation, for the sapling -> full-grown ramps. */
|
||||
export function lerp(a: number, b: number, t: number): number {
|
||||
return a + (b - a) * t
|
||||
}
|
||||
|
||||
/** Deterministic 0..1 generator (mulberry32) seeded per tree. */
|
||||
export function rng(seed: number): () => number {
|
||||
let a = seed >>> 0
|
||||
return () => {
|
||||
a = (a + 0x6D2B79F5) | 0
|
||||
let t = Math.imul(a ^ (a >>> 15), 1 | a)
|
||||
t ^= t + Math.imul(t ^ (t >>> 7), 61 | t)
|
||||
return ((t ^ (t >>> 14)) >>> 0) / 4294967296
|
||||
}
|
||||
}
|
||||
|
||||
/** Two unit vectors spanning the plane perpendicular to `axis`. */
|
||||
function basis(axis: Vec3): [Vec3, Vec3] {
|
||||
const ref = Math.abs(axis.y) < 0.99 ? { x: 0, y: 1, z: 0 } : { x: 1, y: 0, z: 0 }
|
||||
const u = Vec3.normalize(Vec3.cross(ref, axis))
|
||||
return [u, Vec3.cross(axis, u)]
|
||||
}
|
||||
549
game/level.ts
Normal file
549
game/level.ts
Normal file
|
|
@ -0,0 +1,549 @@
|
|||
import { Color } from "../engine/render/Color"
|
||||
import type { DrawGroup, Material } from "../engine/render/Material"
|
||||
import type { CloudLayer, SkyConfig } from "../engine/render/Sky"
|
||||
import { STRIDE, type Mesh } from "../engine/scene/Mesh"
|
||||
import { Boulder } from "./actors/Boulder"
|
||||
import { Bush } from "./actors/Bush"
|
||||
import { Flower, type FlowerColor } from "./actors/Flower"
|
||||
import type { Mob, MobKind } from "./actors/Mob"
|
||||
import { Terrain } from "./Terrain"
|
||||
import { Tree } from "./actors/Tree"
|
||||
import type { Textures } from "./textures"
|
||||
|
||||
type Corner = [number, number, number]
|
||||
|
||||
/** Axis-aligned solid. Blocks the player horizontally while their feet are
|
||||
* below `top`; if `standable`, its `top` also counts as ground to land on. */
|
||||
export type Aabb = {
|
||||
minX: number
|
||||
maxX: number
|
||||
minZ: number
|
||||
maxZ: number
|
||||
top: number
|
||||
standable: boolean
|
||||
}
|
||||
|
||||
/** One spatial cell of the outdoor world: its terrain patch + the trees/boulders
|
||||
* standing in it, baked into `DrawGroup`s (mesh + material), plus an axis-aligned
|
||||
* bounding box (tight to the actual geometry, so overhanging canopies aren't
|
||||
* clipped). The renderer frustum-tests the box and skips the whole cell when it
|
||||
* is off-screen -- this is what keeps a big, dense world affordable. Empty cells
|
||||
* are never created; empty groups are pruned at bake time. */
|
||||
export type Chunk = {
|
||||
minX: number
|
||||
minY: number
|
||||
minZ: number
|
||||
maxX: number
|
||||
maxY: number
|
||||
maxZ: number
|
||||
/** Full-detail draw groups (grass + full trees/boulders), used up close. */
|
||||
near: DrawGroup[]
|
||||
/** LOD draw groups (grass + cheap tree/boulder impostors, no bushes/flowers),
|
||||
* used once the chunk is past `config.lodDistance` (see `chunkFar`). */
|
||||
far: DrawGroup[]
|
||||
}
|
||||
|
||||
/** The materials the chunk baker binds its meshes to -- one per ground/prop
|
||||
* texture. Built once from the loaded `Textures`, shared across every chunk. */
|
||||
type ChunkMaterials = {
|
||||
grass: Material
|
||||
bark: Material
|
||||
birch: Material
|
||||
leaf: Material
|
||||
needle: Material
|
||||
rock: Material
|
||||
flower: Material
|
||||
}
|
||||
|
||||
/** A chunk-material key (also the tag props reference, e.g. a tree's `trunk`). */
|
||||
type MatKey = keyof ChunkMaterials
|
||||
|
||||
/** The fixed order draw groups are emitted in (grass first, flowers -- double-sided
|
||||
* -- last), so the per-chunk draw sequence is deterministic and matches the pre-
|
||||
* registry order. Every material key must appear here. */
|
||||
const MAT_ORDER: MatKey[] = ["grass", "rock", "bark", "birch", "leaf", "needle", "flower"]
|
||||
|
||||
/** The playground: a flat-floored room dropped into the center of a big open
|
||||
* landscape. The room (floor/walls/crate) is small and always drawn; the
|
||||
* outdoor world is split into `chunks` that are frustum-culled per frame. */
|
||||
export type Level = {
|
||||
floor: Mesh
|
||||
walls: Mesh
|
||||
crate: Mesh
|
||||
chunks: Chunk[]
|
||||
colliders: Aabb[]
|
||||
npcPosition: { x: number; y: number; z: number }
|
||||
/** Roaming mobs -- simulated on the main thread each frame (see main.ts), not
|
||||
* baked into the static culled chunks. */
|
||||
mobs: Mob[]
|
||||
terrain: Terrain
|
||||
sky: SkyConfig
|
||||
}
|
||||
|
||||
const ARENA = 12
|
||||
const WALL_HEIGHT = 4
|
||||
/** How deep the perimeter walls are. Thick enough to read as solid walls (and to
|
||||
* give the doorway real jambs); their outer faces sit flush with the room edge,
|
||||
* so they eat into the interior, not the terrain. */
|
||||
const WALL_THICKNESS = 1.5
|
||||
const CRATE = { x: -2, z: -2, half: 1, height: 1 }
|
||||
/** Z-bias lifting the stone floor above the terrain skirt that laps under the
|
||||
* room edge (see `buildLevel`). Big enough to beat depth precision, too small
|
||||
* to see. */
|
||||
const FLOOR_LIFT = 0.02
|
||||
|
||||
/** The world around the room: a flat clearing the size of the room (`inner`),
|
||||
* rolling hills beyond, ramping into very high peaks at the `outer` rim ~20x
|
||||
* the room across. Tune freely -- crank `peakHeight` for taller mountains,
|
||||
* `outer` for a bigger world. */
|
||||
const TERRAIN: Terrain = {
|
||||
inner: ARENA,
|
||||
outer: ARENA * 10,
|
||||
blend: 12,
|
||||
amplitude: 5,
|
||||
frequency: 0.14,
|
||||
peakHeight: 0,
|
||||
peakFrequency: 0.05,
|
||||
peakStart: 0.45,
|
||||
}
|
||||
|
||||
/** Forest: how many trees to scatter on the grass, and the seed for their
|
||||
* placement/kind/growth. Trees ring the room out to `TREE_REACH` of the world;
|
||||
* each rolls oak-or-spruce and a growth 0..1 (sapling .. full grown). */
|
||||
const TREE_COUNT = 50
|
||||
const TREE_SEED = 0x5EED
|
||||
const TREE_REACH = 1
|
||||
|
||||
/** Boulders: how many to scatter, their seed, and how far out they reach
|
||||
* (fraction of the world). Sizes range small pebble .. big boulder. */
|
||||
const BOULDER_COUNT = 50
|
||||
const BOULDER_SEED = 0xB0142
|
||||
const BOULDER_REACH = 1
|
||||
|
||||
/** Bushes + flowers: ground detail, kept to the nearer band since they're small
|
||||
* and fog/size hides them far out. Flowers roll white/red/yellow. */
|
||||
const BUSH_COUNT = 50
|
||||
const BUSH_SEED = 0xB554
|
||||
const BUSH_REACH = 1
|
||||
const FLOWER_COUNT = 50
|
||||
const FLOWER_SEED = 0xF10E
|
||||
const FLOWER_REACH = 0.3
|
||||
const FLOWER_COLORS: FlowerColor[] = ["white", "red", "yellow"]
|
||||
|
||||
/** Roaming mobs: how many frogs/bees to scatter, their seed, and how far out they
|
||||
* reach (fraction of the world). Kept modest -- roaming meshes are drawn every
|
||||
* frame (frustum-culled), not baked into the static chunks. */
|
||||
const FROG_COUNT = 20
|
||||
const BEE_COUNT = 20
|
||||
const ROBIN_COUNT = 20
|
||||
const MOB_SEED = 0x30B
|
||||
const MOB_REACH = 1
|
||||
|
||||
/** Spatial partition of the world for frustum culling: `CHUNK_GRID` x
|
||||
* `CHUNK_GRID` square cells over [-outer, outer]. Smaller cells cull tighter
|
||||
* (less drawn off-screen) but cost more per-cell tests + bounds; this is the
|
||||
* granularity knob. `TERRAIN_SUBDIV` is the terrain quads per cell edge, so the
|
||||
* world's terrain resolution is `CHUNK_GRID * TERRAIN_SUBDIV`. `GROUND_UV` sets
|
||||
* texture tiles/unit. */
|
||||
const CHUNK_GRID = 12
|
||||
const TERRAIN_SUBDIV = 5
|
||||
const GROUND_UV = 0.25
|
||||
|
||||
/** The two cloud styles; swap which one the sky uses in `buildLevel`.
|
||||
* `basicCumulus` is cheap flat puffs; `fancyCumulus` is the pricier
|
||||
* heightfield-shaded, domain-warped version with faked volume. */
|
||||
export const basicCumulus: CloudLayer = {
|
||||
kind: "basic",
|
||||
color: Color.rgb(248, 250, 255),
|
||||
coverage: 0.5,
|
||||
scale: 0.9,
|
||||
speed: 0.5,
|
||||
edge: 0.005,
|
||||
}
|
||||
|
||||
export const fancyCumulus: CloudLayer = {
|
||||
kind: "fancy",
|
||||
color: Color.rgb(250, 251, 255),
|
||||
coverage: 0.5,
|
||||
scale: 0.6,
|
||||
speed: 0.5,
|
||||
edge: 0.02,
|
||||
warp: 0.4,
|
||||
relief: 7,
|
||||
}
|
||||
|
||||
export function buildLevel(textures: Textures): Level {
|
||||
// Flat room floor, lifted a hair above the terrain's clearing (y 0). The
|
||||
// outdoor grid's cells straddle the room boundary and lap under the floor's
|
||||
// edges; this small z-bias keeps the flat stone floor winning the depth test
|
||||
// there instead of z-fighting the grass. The step is invisible at the doorway.
|
||||
const floor = mesh()
|
||||
const fy = FLOOR_LIFT
|
||||
quad(floor, [-ARENA, fy, -ARENA], [ARENA, fy, -ARENA], [ARENA, fy, ARENA], [-ARENA, fy, ARENA], 12, 12)
|
||||
|
||||
const walls = mesh()
|
||||
const h = WALL_HEIGHT
|
||||
const t = WALL_THICKNESS
|
||||
// Three thick perimeter walls, outer faces flush with the room edge; the north
|
||||
// (-Z) side is left open onto the world. No ceiling, so the sky shows above.
|
||||
slab(walls, -ARENA, ARENA, ARENA - t, ARENA, 0, h, 0.5) // south (+Z)
|
||||
slab(walls, ARENA - t, ARENA, -ARENA, ARENA - t, 0, h, 0.5) // east (+X)
|
||||
slab(walls, -ARENA, -ARENA + t, -ARENA, ARENA - t, 0, h, 0.5) // west (-X)
|
||||
|
||||
// Crate on the flat room floor.
|
||||
const crate = mesh()
|
||||
box(crate, CRATE.x, CRATE.z, CRATE.half, 0, CRATE.height)
|
||||
|
||||
const colliders: Aabb[] = [
|
||||
wall(-ARENA, ARENA, ARENA - t, ARENA),
|
||||
wall(ARENA - t, ARENA, -ARENA, ARENA - t),
|
||||
wall(-ARENA, -ARENA + t, -ARENA, ARENA - t),
|
||||
{
|
||||
minX: CRATE.x - CRATE.half,
|
||||
maxX: CRATE.x + CRATE.half,
|
||||
minZ: CRATE.z - CRATE.half,
|
||||
maxZ: CRATE.z + CRATE.half,
|
||||
top: CRATE.height,
|
||||
standable: true,
|
||||
},
|
||||
]
|
||||
|
||||
const sky: SkyConfig = {
|
||||
zenith: Color.rgb(58, 108, 196),
|
||||
horizon: Color.rgb(178, 198, 226),
|
||||
sun: Color.rgb(255, 246, 214),
|
||||
sunDir: { x: 0.3, y: 0.5, z: -0.8 },
|
||||
sunSize: 0.04,
|
||||
clouds: fancyCumulus,
|
||||
skybox: { texture: textures.skybox },
|
||||
}
|
||||
|
||||
const npcPosition = { x: 2, y: 0, z: -1 }
|
||||
|
||||
// The ground/prop materials the chunk baker draws with (grass + trees + rocks +
|
||||
// flowers). Solid surfaces backface-cull; flowers are double-sided. Shared by
|
||||
// every chunk, so cloning to a worker dedups them.
|
||||
const materials: ChunkMaterials = {
|
||||
grass: { texture: textures.grass, cull: true },
|
||||
bark: { texture: textures.bark, cull: true },
|
||||
birch: { texture: textures.birch, cull: true },
|
||||
leaf: { texture: textures.leaf, cull: true },
|
||||
needle: { texture: textures.needle, cull: true },
|
||||
rock: { texture: textures.rock, cull: true },
|
||||
flower: { texture: textures.flower, cull: false },
|
||||
}
|
||||
|
||||
// Place the props (also pushes their colliders), then bake everything into
|
||||
// frustum-cullable spatial chunks.
|
||||
const trees = placeTrees(colliders)
|
||||
const boulders = placeBoulders(colliders)
|
||||
const bushes = placeBushes()
|
||||
const flowers = placeFlowers()
|
||||
const chunks = buildChunks(materials, trees, boulders, bushes, flowers)
|
||||
const mobs = placeMobs()
|
||||
|
||||
return { floor, walls, crate, chunks, colliders, npcPosition, mobs, terrain: TERRAIN, sky }
|
||||
}
|
||||
|
||||
/** Bake the terrain + props into a `CHUNK_GRID` x `CHUNK_GRID` set of spatial
|
||||
* chunks. Each prop lands in the cell holding its base; the cell's bounds are
|
||||
* grown to the real geometry so overhanging canopies never get culled early.
|
||||
* Bushes share the oak leaf mesh; flowers get their own (double-sided) mesh. */
|
||||
function buildChunks(m: ChunkMaterials, trees: Tree[], boulders: Boulder[], bushes: Bush[], flowers: Flower[]): Chunk[] {
|
||||
const cell = (TERRAIN.outer * 2) / CHUNK_GRID
|
||||
const chunks: Chunk[] = []
|
||||
for (let ci = 0; ci < CHUNK_GRID; ci++) {
|
||||
const x0 = -TERRAIN.outer + ci * cell
|
||||
const x1 = x0 + cell
|
||||
for (let cj = 0; cj < CHUNK_GRID; cj++) {
|
||||
const z0 = -TERRAIN.outer + cj * cell
|
||||
const z1 = z0 + cell
|
||||
// Accumulate geometry into one mesh per material key, for the near (full) and
|
||||
// far (impostor) LOD sets. Props declare which material(s) they write, so the
|
||||
// baker never names a texture -- adding a species/material touches no code here.
|
||||
const near = new Map<string, Mesh>()
|
||||
const far = new Map<string, Mesh>()
|
||||
const grass = matMesh(near, "grass")
|
||||
far.set("grass", grass) // the ground is drawn in both LOD sets
|
||||
Terrain.patch(TERRAIN, grass, x0, z0, x1, z1, TERRAIN_SUBDIV, TERRAIN_SUBDIV, GROUND_UV)
|
||||
for (const tree of trees) {
|
||||
if (inCell(tree.position, x0, z0, x1, z1)) {
|
||||
const s = Tree.species(tree.kind)
|
||||
Tree.build(tree, matMesh(near, s.trunk), matMesh(near, s.foliage))
|
||||
Tree.build(tree, matMesh(far, s.trunk), matMesh(far, s.foliage), "impostor")
|
||||
}
|
||||
}
|
||||
for (const boulder of boulders) {
|
||||
if (inCell(boulder.position, x0, z0, x1, z1)) {
|
||||
Boulder.build(boulder, matMesh(near, "rock"))
|
||||
Boulder.build(boulder, matMesh(far, "rock"), "impostor")
|
||||
}
|
||||
}
|
||||
// Bushes fold into the near leaf mesh; they just drop out past lodDistance.
|
||||
for (const bush of bushes) {
|
||||
if (inCell(bush.position, x0, z0, x1, z1)) {
|
||||
Bush.build(bush, matMesh(near, "leaf"))
|
||||
}
|
||||
}
|
||||
for (const flower of flowers) {
|
||||
if (inCell(flower.position, x0, z0, x1, z1)) {
|
||||
Flower.build(flower, matMesh(near, "flower"))
|
||||
}
|
||||
}
|
||||
const b = bounds([...near.values()])
|
||||
if (b === null) {
|
||||
continue
|
||||
}
|
||||
chunks.push({ ...b, near: toGroups(near, m), far: toGroups(far, m) })
|
||||
}
|
||||
}
|
||||
return chunks
|
||||
}
|
||||
|
||||
function inCell(p: { x: number; z: number }, x0: number, z0: number, x1: number, z1: number): boolean {
|
||||
return p.x >= x0 && p.x < x1 && p.z >= z0 && p.z < z1
|
||||
}
|
||||
|
||||
/** Lazily get (creating on first use) the accumulation mesh for a material key in a
|
||||
* chunk's near/far map. Props write into these by key, so the baker stays generic. */
|
||||
function matMesh(map: Map<string, Mesh>, key: string): Mesh {
|
||||
let m = map.get(key)
|
||||
if (m === undefined) {
|
||||
m = mesh()
|
||||
map.set(key, m)
|
||||
}
|
||||
return m
|
||||
}
|
||||
|
||||
/** Turn a chunk's per-material meshes into a draw-group list, in a fixed material
|
||||
* order (so the draw sequence is deterministic across bakes) and dropping any that
|
||||
* ended up empty (a cell rarely holds every prop kind). */
|
||||
function toGroups(map: Map<string, Mesh>, materials: ChunkMaterials): DrawGroup[] {
|
||||
const out: DrawGroup[] = []
|
||||
for (const key of MAT_ORDER) {
|
||||
const m = map.get(key)
|
||||
if (m !== undefined && m.indices.length > 0) {
|
||||
out.push({ mesh: m, material: materials[key] })
|
||||
}
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
/** Tight AABB over several meshes' vertices, or null if they are all empty. */
|
||||
function bounds(meshes: Mesh[]): Pick<Chunk, "minX" | "minY" | "minZ" | "maxX" | "maxY" | "maxZ"> | null {
|
||||
let minX = Infinity
|
||||
let minY = Infinity
|
||||
let minZ = Infinity
|
||||
let maxX = -Infinity
|
||||
let maxY = -Infinity
|
||||
let maxZ = -Infinity
|
||||
for (const m of meshes) {
|
||||
const verts = m.verts
|
||||
for (let i = 0; i < verts.length; i += STRIDE) {
|
||||
const x = verts[i]
|
||||
const y = verts[i + 1]
|
||||
const z = verts[i + 2]
|
||||
minX = Math.min(minX, x)
|
||||
minY = Math.min(minY, y)
|
||||
minZ = Math.min(minZ, z)
|
||||
maxX = Math.max(maxX, x)
|
||||
maxY = Math.max(maxY, y)
|
||||
maxZ = Math.max(maxZ, z)
|
||||
}
|
||||
}
|
||||
return maxX < minX ? null : { minX, minY, minZ, maxX, maxY, maxZ }
|
||||
}
|
||||
|
||||
/** Place `TREE_COUNT` trees around the room on walkable grass: each sits on the
|
||||
* terrain, rolls oak/spruce and a growth stage, and (once past sapling size)
|
||||
* drops a trunk collider so you can't walk through it. */
|
||||
function placeTrees(colliders: Aabb[]): Tree[] {
|
||||
const rand = mulberry(TREE_SEED)
|
||||
const maxDist = TERRAIN.outer * TREE_REACH
|
||||
const trees: Tree[] = []
|
||||
for (let guard = 0; trees.length < TREE_COUNT && guard < TREE_COUNT * 20; guard++) {
|
||||
const angle = rand() * Math.PI * 2
|
||||
const dist = ARENA + 5 + rand() * (maxDist - ARENA - 5)
|
||||
const x = Math.cos(angle) * dist
|
||||
const z = Math.sin(angle) * dist
|
||||
// Stay out of the room clearing and its flat rim.
|
||||
if (Math.max(Math.abs(x), Math.abs(z)) < TERRAIN.inner + 3) {
|
||||
continue
|
||||
}
|
||||
const roll = rand()
|
||||
const kind = roll < 0.4 ? "oak" : roll < 0.72 ? "spruce" : "birch"
|
||||
const growth = 0.08 + rand() * 0.92
|
||||
const position = { x, y: Terrain.height(TERRAIN, x, z), z }
|
||||
trees.push({ kind, position, growth, seed: (rand() * 0xFFFFFFFF) | 0 })
|
||||
// Saplings are passable; grown trunks block. Square footprint, non-standable.
|
||||
if (growth > 0.35) {
|
||||
const r = growth * (kind === "oak" ? 0.3 : 0.2) + 0.15
|
||||
colliders.push({ minX: x - r, maxX: x + r, minZ: z - r, maxZ: z + r, top: position.y + 3, standable: false })
|
||||
}
|
||||
}
|
||||
return trees
|
||||
}
|
||||
|
||||
/** Scatter `BOULDER_COUNT` boulders across the terrain, sizes biased toward
|
||||
* small. Each sits on the ground; big ones drop a blocking collider so you
|
||||
* can't walk through them (little rocks stay passable). */
|
||||
function placeBoulders(colliders: Aabb[]): Boulder[] {
|
||||
const rand = mulberry(BOULDER_SEED)
|
||||
const maxDist = TERRAIN.outer * BOULDER_REACH
|
||||
const boulders: Boulder[] = []
|
||||
for (let guard = 0; boulders.length < BOULDER_COUNT && guard < BOULDER_COUNT * 20; guard++) {
|
||||
const angle = rand() * Math.PI * 2
|
||||
const dist = ARENA + 4 + rand() * (maxDist - ARENA - 4)
|
||||
const x = Math.cos(angle) * dist
|
||||
const z = Math.sin(angle) * dist
|
||||
if (Math.max(Math.abs(x), Math.abs(z)) < TERRAIN.inner + 2) {
|
||||
continue
|
||||
}
|
||||
// Square the roll so most rocks are small, a few are big.
|
||||
const radius = 0.35 + rand() * rand() * 2.2
|
||||
const position = { x, y: Terrain.height(TERRAIN, x, z), z }
|
||||
boulders.push({ position, radius, seed: (rand() * 0xFFFFFFFF) | 0 })
|
||||
if (radius > 0.7) {
|
||||
colliders.push({ minX: x - radius, maxX: x + radius, minZ: z - radius, maxZ: z + radius, top: position.y + radius * 0.7, standable: false })
|
||||
}
|
||||
}
|
||||
return boulders
|
||||
}
|
||||
|
||||
/** Scatter bushes on the grass near the play area (no colliders -- walk through). */
|
||||
function placeBushes(): Bush[] {
|
||||
const rand = mulberry(BUSH_SEED)
|
||||
const maxDist = TERRAIN.outer * BUSH_REACH
|
||||
const bushes: Bush[] = []
|
||||
for (let guard = 0; bushes.length < BUSH_COUNT && guard < BUSH_COUNT * 20; guard++) {
|
||||
const angle = rand() * Math.PI * 2
|
||||
const dist = ARENA + 3 + rand() * (maxDist - ARENA - 3)
|
||||
const x = Math.cos(angle) * dist
|
||||
const z = Math.sin(angle) * dist
|
||||
if (Math.max(Math.abs(x), Math.abs(z)) < TERRAIN.inner + 2) {
|
||||
continue
|
||||
}
|
||||
bushes.push({ position: { x, y: Terrain.height(TERRAIN, x, z), z }, size: 0.8 + rand() * 1, seed: (rand() * 0xFFFFFFFF) | 0 })
|
||||
}
|
||||
return bushes
|
||||
}
|
||||
|
||||
/** Scatter small flowers on the grass near the play area, colors rolled. */
|
||||
function placeFlowers(): Flower[] {
|
||||
const rand = mulberry(FLOWER_SEED)
|
||||
const maxDist = TERRAIN.outer * FLOWER_REACH
|
||||
const flowers: Flower[] = []
|
||||
for (let guard = 0; flowers.length < FLOWER_COUNT && guard < FLOWER_COUNT * 20; guard++) {
|
||||
const angle = rand() * Math.PI * 2
|
||||
const dist = ARENA + 2 + rand() * (maxDist - ARENA - 2)
|
||||
const x = Math.cos(angle) * dist
|
||||
const z = Math.sin(angle) * dist
|
||||
if (Math.max(Math.abs(x), Math.abs(z)) < TERRAIN.inner + 1) {
|
||||
continue
|
||||
}
|
||||
const color = FLOWER_COLORS[(rand() * FLOWER_COLORS.length) | 0]
|
||||
flowers.push({ position: { x, y: Terrain.height(TERRAIN, x, z), z }, color, size: 0.28 + rand() * 0.22, seed: (rand() * 0xFFFFFFFF) | 0 })
|
||||
}
|
||||
return flowers
|
||||
}
|
||||
|
||||
/** Scatter frogs, bees + robins across the grass (like the boulders), each at its
|
||||
* home anchor with a random heading and size. No colliders here -- mobs move, so
|
||||
* their block/stand-on AABBs are rebuilt per frame in `main`. */
|
||||
function placeMobs(): Mob[] {
|
||||
const rand = mulberry(MOB_SEED)
|
||||
const maxDist = TERRAIN.outer * MOB_REACH
|
||||
const mobs: Mob[] = []
|
||||
const total = FROG_COUNT + BEE_COUNT + ROBIN_COUNT
|
||||
for (let guard = 0; mobs.length < total && guard < total * 20; guard++) {
|
||||
const angle = rand() * Math.PI * 2
|
||||
const dist = ARENA + 3 + rand() * (maxDist - ARENA - 3)
|
||||
const x = Math.cos(angle) * dist
|
||||
const z = Math.sin(angle) * dist
|
||||
if (Math.max(Math.abs(x), Math.abs(z)) < TERRAIN.inner + 2) {
|
||||
continue
|
||||
}
|
||||
const n = mobs.length
|
||||
const kind: MobKind = n < FROG_COUNT ? "frog" : n < FROG_COUNT + BEE_COUNT ? "bee" : "robin"
|
||||
const y = Terrain.height(TERRAIN, x, z)
|
||||
const scale = kind === "frog" ? 0.5 + rand() * 0.35 : kind === "robin" ? 0.4 + rand() * 0.25 : 0.5 + rand() * 0.3
|
||||
mobs.push({
|
||||
kind,
|
||||
home: { x, y, z },
|
||||
position: { x, y, z },
|
||||
heading: rand() * Math.PI * 2,
|
||||
scale,
|
||||
seed: (rand() * 0xFFFFFFFF) | 0,
|
||||
vx: 0,
|
||||
vz: 0,
|
||||
vy: 0,
|
||||
timer: rand() * 1.5,
|
||||
// Bees hover (never grounded) and use phase for the bob; frogs/robins start
|
||||
// resting on the ground.
|
||||
phase: kind === "bee" ? rand() * 10 : 0,
|
||||
grounded: kind !== "bee",
|
||||
})
|
||||
}
|
||||
return mobs
|
||||
}
|
||||
|
||||
/** Deterministic 0..1 generator (mulberry32) for tree placement. */
|
||||
function mulberry(seed: number): () => number {
|
||||
let a = seed >>> 0
|
||||
return () => {
|
||||
a = (a + 0x6D2B79F5) | 0
|
||||
let t = Math.imul(a ^ (a >>> 15), 1 | a)
|
||||
t ^= t + Math.imul(t ^ (t >>> 7), 61 | t)
|
||||
return ((t ^ (t >>> 14)) >>> 0) / 4294967296
|
||||
}
|
||||
}
|
||||
|
||||
function mesh(): Mesh {
|
||||
return { verts: [], indices: [] }
|
||||
}
|
||||
|
||||
/** A perimeter wall collider: blocks from the sides, and `standable` so you can
|
||||
* jump up and land on its top (given enough JUMP_SPEED to clear WALL_HEIGHT). */
|
||||
function wall(minX: number, maxX: number, minZ: number, maxZ: number): Aabb {
|
||||
return { minX, maxX, minZ, maxZ, top: WALL_HEIGHT, standable: true }
|
||||
}
|
||||
|
||||
/** One flat quad (two tris). Corners run a (uv 0,0) -> b (us,0) -> c (us,vs) ->
|
||||
* d (0,vs); `us`/`vs` set how many texture tiles span it. No subdivision is
|
||||
* needed -- texturing is perspective-correct, so a single quad looks right at
|
||||
* any size. */
|
||||
function quad(m: Mesh, a: Corner, b: Corner, c: Corner, d: Corner, us: number, vs: number): void {
|
||||
const base = m.verts.length / STRIDE
|
||||
m.verts.push(a[0], a[1], a[2], 0, 0, b[0], b[1], b[2], us, 0, c[0], c[1], c[2], us, vs, d[0], d[1], d[2], 0, vs)
|
||||
m.indices.push(base, base + 1, base + 2, base, base + 2, base + 3)
|
||||
}
|
||||
|
||||
/** An axis-aligned box from (x0,z0)-(x1,z1), y0..y1: four sides + top, no bottom
|
||||
* (never seen from below). `tpu` = texture tiles per world unit, so every face
|
||||
* tiles at the same density whatever its size. Used for the thick walls. */
|
||||
function slab(m: Mesh, x0: number, x1: number, z0: number, z1: number, y0: number, y1: number, tpu: number): void {
|
||||
const dx = (x1 - x0) * tpu
|
||||
const dz = (z1 - z0) * tpu
|
||||
const dy = (y1 - y0) * tpu
|
||||
quad(m, [x0, y1, z0], [x1, y1, z0], [x1, y1, z1], [x0, y1, z1], dx, dz)
|
||||
quad(m, [x0, y0, z0], [x1, y0, z0], [x1, y1, z0], [x0, y1, z0], dx, dy)
|
||||
quad(m, [x1, y0, z1], [x0, y0, z1], [x0, y1, z1], [x1, y1, z1], dx, dy)
|
||||
quad(m, [x0, y0, z1], [x0, y0, z0], [x0, y1, z0], [x0, y1, z1], dz, dy)
|
||||
quad(m, [x1, y0, z0], [x1, y0, z1], [x1, y1, z1], [x1, y1, z0], dz, dy)
|
||||
}
|
||||
|
||||
/** A box centered at (cx, cz), rising `height` units from `base`: top face plus
|
||||
* four sides, one uv tile per face. No bottom (never seen). */
|
||||
function box(m: Mesh, cx: number, cz: number, half: number, base: number, height: number): void {
|
||||
const x0 = cx - half
|
||||
const x1 = cx + half
|
||||
const z0 = cz - half
|
||||
const z1 = cz + half
|
||||
const y0 = base
|
||||
const y1 = base + height
|
||||
quad(m, [x0, y1, z0], [x1, y1, z0], [x1, y1, z1], [x0, y1, z1], 1, 1)
|
||||
quad(m, [x0, y0, z0], [x1, y0, z0], [x1, y1, z0], [x0, y1, z0], 1, 1)
|
||||
quad(m, [x1, y0, z1], [x0, y0, z1], [x0, y1, z1], [x1, y1, z1], 1, 1)
|
||||
quad(m, [x1, y0, z0], [x1, y0, z1], [x1, y1, z1], [x1, y1, z0], 1, 1)
|
||||
quad(m, [x0, y0, z1], [x0, y0, z0], [x0, y1, z0], [x0, y1, z1], 1, 1)
|
||||
}
|
||||
169
game/player.ts
Normal file
169
game/player.ts
Normal file
|
|
@ -0,0 +1,169 @@
|
|||
import { Terrain } from "./Terrain"
|
||||
import type { Vec3 } from "../engine/math/Vec3"
|
||||
import type { Aabb, Level } from "./level"
|
||||
|
||||
/** The player as a vertical cylinder. `position` is at the feet; the camera
|
||||
* eye sits EYE_HEIGHT above it. */
|
||||
export type Player = {
|
||||
position: Vec3
|
||||
yaw: number
|
||||
pitch: number
|
||||
velocityY: number
|
||||
onGround: boolean
|
||||
}
|
||||
|
||||
export const EYE_HEIGHT = 1.6
|
||||
const RADIUS = 0.35
|
||||
const SPEED = 6
|
||||
/** Speed multiplier while a Run key (Shift) is held. Tweak to taste; set high to
|
||||
* blast across the big terrain -- move+collision is substepped, so walls stay
|
||||
* solid even at big multipliers. */
|
||||
const RUN_MULTIPLIER = 2
|
||||
const GRAVITY = 22
|
||||
const JUMP_SPEED = 14
|
||||
const NPC_RADIUS = 0.5
|
||||
|
||||
export namespace Player {
|
||||
/** Advance the player one frame: jump, horizontal move + collision, gravity. */
|
||||
export function update(player: Player, keys: Set<string>, dt: number, level: Level): void {
|
||||
if (keys.has("Space") && player.onGround) {
|
||||
player.velocityY = JUMP_SPEED
|
||||
player.onGround = false
|
||||
}
|
||||
// Move + collide in small substeps: collision is discrete (move, then push
|
||||
// out), so a single big running step could otherwise skip clean through a
|
||||
// wall. Substepping keeps each advance short enough to always hit it.
|
||||
const steps = moveSubsteps(keys, dt)
|
||||
for (let i = 0; i < steps; i++) {
|
||||
moveHorizontal(player, keys, dt / steps)
|
||||
collide(player, level)
|
||||
}
|
||||
fall(player, dt, level)
|
||||
}
|
||||
|
||||
/** Run-speed factor for the frame: RUN_MULTIPLIER while Shift is held, else 1. */
|
||||
function runFactor(keys: Set<string>): number {
|
||||
return keys.has("ShiftLeft") || keys.has("ShiftRight") ? RUN_MULTIPLIER : 1
|
||||
}
|
||||
|
||||
/** Number of move+collide substeps so each advances at most ~RADIUS, keeping
|
||||
* the player from tunneling walls however fast they run. */
|
||||
function moveSubsteps(keys: Set<string>, dt: number): number {
|
||||
const perFrame = SPEED * runFactor(keys) * dt * Math.SQRT2
|
||||
return Math.max(1, Math.ceil(perFrame / RADIUS))
|
||||
}
|
||||
|
||||
function moveHorizontal(player: Player, keys: Set<string>, dt: number): void {
|
||||
const speed = SPEED * runFactor(keys) * dt
|
||||
const fx = Math.sin(player.yaw)
|
||||
const fz = -Math.cos(player.yaw)
|
||||
const rx = Math.cos(player.yaw)
|
||||
const rz = Math.sin(player.yaw)
|
||||
const p = player.position
|
||||
if (keys.has("KeyW")) {
|
||||
p.x += fx * speed
|
||||
p.z += fz * speed
|
||||
}
|
||||
if (keys.has("KeyS")) {
|
||||
p.x -= fx * speed
|
||||
p.z -= fz * speed
|
||||
}
|
||||
if (keys.has("KeyD")) {
|
||||
p.x += rx * speed
|
||||
p.z += rz * speed
|
||||
}
|
||||
if (keys.has("KeyA")) {
|
||||
p.x -= rx * speed
|
||||
p.z -= rz * speed
|
||||
}
|
||||
}
|
||||
|
||||
/** Push the player's circle out of any solid it overlaps: level colliders it
|
||||
* is not standing above, and the NPC. This is what makes walls and the NPC
|
||||
* impassable while still letting you stand on the crate. */
|
||||
function collide(player: Player, level: Level): void {
|
||||
for (const aabb of level.colliders) {
|
||||
if (player.position.y < aabb.top - 0.01) {
|
||||
pushFromAabb(player.position, aabb)
|
||||
}
|
||||
}
|
||||
pushFromCircle(player.position, level.npcPosition.x, level.npcPosition.z, NPC_RADIUS)
|
||||
}
|
||||
|
||||
/** Apply gravity and land on the highest ground under the player. */
|
||||
function fall(player: Player, dt: number, level: Level): void {
|
||||
player.velocityY -= GRAVITY * dt
|
||||
player.position.y += player.velocityY * dt
|
||||
const ground = groundHeight(player.position, level)
|
||||
if (player.position.y <= ground) {
|
||||
player.position.y = ground
|
||||
player.velocityY = 0
|
||||
player.onGround = true
|
||||
} else {
|
||||
player.onGround = false
|
||||
}
|
||||
}
|
||||
|
||||
function groundHeight(position: Vec3, level: Level): number {
|
||||
let ground = Terrain.height(level.terrain, position.x, position.z)
|
||||
for (const aabb of level.colliders) {
|
||||
if (
|
||||
aabb.standable &&
|
||||
position.x >= aabb.minX &&
|
||||
position.x <= aabb.maxX &&
|
||||
position.z >= aabb.minZ &&
|
||||
position.z <= aabb.maxZ
|
||||
) {
|
||||
ground = Math.max(ground, aabb.top)
|
||||
}
|
||||
}
|
||||
return ground
|
||||
}
|
||||
|
||||
function pushFromAabb(position: Vec3, aabb: Aabb): void {
|
||||
const cx = Math.max(aabb.minX, Math.min(aabb.maxX, position.x))
|
||||
const cz = Math.max(aabb.minZ, Math.min(aabb.maxZ, position.z))
|
||||
const dx = position.x - cx
|
||||
const dz = position.z - cz
|
||||
const d2 = dx * dx + dz * dz
|
||||
if (d2 >= RADIUS * RADIUS) {
|
||||
return
|
||||
}
|
||||
if (d2 > 1e-6) {
|
||||
const d = Math.sqrt(d2)
|
||||
const push = (RADIUS - d) / d
|
||||
position.x += dx * push
|
||||
position.z += dz * push
|
||||
return
|
||||
}
|
||||
// Center is inside the box: eject through the nearest face.
|
||||
const left = position.x - aabb.minX
|
||||
const rightSide = aabb.maxX - position.x
|
||||
const near = position.z - aabb.minZ
|
||||
const far = aabb.maxZ - position.z
|
||||
const m = Math.min(left, rightSide, near, far)
|
||||
if (m === left) {
|
||||
position.x = aabb.minX - RADIUS
|
||||
} else if (m === rightSide) {
|
||||
position.x = aabb.maxX + RADIUS
|
||||
} else if (m === near) {
|
||||
position.z = aabb.minZ - RADIUS
|
||||
} else {
|
||||
position.z = aabb.maxZ + RADIUS
|
||||
}
|
||||
}
|
||||
|
||||
function pushFromCircle(position: Vec3, cx: number, cz: number, otherRadius: number): void {
|
||||
const dx = position.x - cx
|
||||
const dz = position.z - cz
|
||||
const reach = RADIUS + otherRadius
|
||||
const d2 = dx * dx + dz * dz
|
||||
if (d2 >= reach * reach || d2 < 1e-6) {
|
||||
return
|
||||
}
|
||||
const d = Math.sqrt(d2)
|
||||
const push = (reach - d) / d
|
||||
position.x += dx * push
|
||||
position.z += dz * push
|
||||
}
|
||||
}
|
||||
133
game/renderScene.ts
Normal file
133
game/renderScene.ts
Normal file
|
|
@ -0,0 +1,133 @@
|
|||
import { Framebuffer } from "../engine/render/Framebuffer"
|
||||
import { Frustum } from "../engine/render/Frustum"
|
||||
import { Rasterizer } from "../engine/render/Rasterizer"
|
||||
import type { RenderConfig } from "../engine/render/RenderConfig"
|
||||
import { Sky, type SkyConfig } from "../engine/render/Sky"
|
||||
import type { Camera } from "../engine/scene/Camera"
|
||||
import { Mat4 } from "../engine/math/Mat4"
|
||||
import type { Mesh } from "../engine/scene/Mesh"
|
||||
import { Mob, type MobKind } from "./actors/Mob"
|
||||
import { Sprite } from "../engine/scene/Sprite"
|
||||
import type { Vec2 } from "../engine/math/Vec2"
|
||||
import type { Vec3 } from "../engine/math/Vec3"
|
||||
import type { Textures } from "./textures"
|
||||
import type { Chunk } from "./level"
|
||||
|
||||
/** Everything needed to render the world: the room, the cullable chunks, the NPC
|
||||
* billboard source, sky, and textures. Bundled so it can be handed to a worker
|
||||
* whole (it is plain data + typed arrays, structured-clone friendly). */
|
||||
export type Scene = {
|
||||
chunks: Chunk[]
|
||||
floor: Mesh
|
||||
walls: Mesh
|
||||
crate: Mesh
|
||||
npc: { position: Vec3; size: Vec2 }
|
||||
/** Canonical local-space mob meshes, one per kind, built once + shared by every
|
||||
* instance (each instance differs only by its per-frame model matrix). */
|
||||
mobMesh: Record<MobKind, Mesh>
|
||||
/** How many mobs the sim has -- sizes the worker's shared transform buffer. */
|
||||
mobCount: number
|
||||
sky: SkyConfig
|
||||
textures: Textures
|
||||
}
|
||||
|
||||
/** One mob's live transform for a frame: which mesh + where/how to place it.
|
||||
* Produced by `visibleMobs` on the main thread, then either passed straight to
|
||||
* `renderBand` (single-thread) or packed into the shared `mobState` buffer and
|
||||
* rebuilt in each worker. `MOB_FLOATS` is that packed layout's stride. */
|
||||
export type MobDraw = { kind: MobKind; x: number; y: number; z: number; heading: number; scale: number }
|
||||
export const MOB_FLOATS = 6 // kind index (into MOB_KINDS), x, y, z, heading, scale
|
||||
|
||||
/** Chunk indices whose bounding box is inside the view frustum. Computed once on
|
||||
* the main thread and shared with every worker (so they don't each re-cull). */
|
||||
export function visibleChunks(chunks: Chunk[], viewProj: Mat4): number[] {
|
||||
const frustum = Frustum.fromViewProj(viewProj)
|
||||
const out: number[] = []
|
||||
for (let i = 0; i < chunks.length; i++) {
|
||||
const c = chunks[i]
|
||||
if (Frustum.intersectsAabb(frustum, c.minX, c.minY, c.minZ, c.maxX, c.maxY, c.maxZ)) {
|
||||
out.push(i)
|
||||
}
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
/** The `MobDraw`s for mobs whose world AABB is inside the view frustum. Mobs move,
|
||||
* so (unlike chunks) they can't be baked into the culled world -- they're culled
|
||||
* here per frame instead. Computed once on the main thread; the visible set is
|
||||
* what gets shipped to the workers. */
|
||||
export function visibleMobs(mobs: Mob[], viewProj: Mat4): MobDraw[] {
|
||||
const frustum = Frustum.fromViewProj(viewProj)
|
||||
const out: MobDraw[] = []
|
||||
for (const m of mobs) {
|
||||
const r = Mob.boundingRadius(m.kind) * m.scale
|
||||
const h = Mob.bodyHeight(m.kind) * m.scale
|
||||
const p = m.position
|
||||
if (Frustum.intersectsAabb(frustum, p.x - r, p.y - r, p.z - r, p.x + r, p.y + h + r, p.z + r)) {
|
||||
out.push({ kind: m.kind, x: p.x, y: p.y, z: p.z, heading: m.heading, scale: m.scale })
|
||||
}
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
/**
|
||||
* Render rows [y0, y1) of one frame into `fb`. This is the single source of
|
||||
* render truth: the single-thread path calls it with the full height, and each
|
||||
* worker calls it with its own disjoint band -- same output either way, and no
|
||||
* two bands touch the same pixel (so the shared framebuffer needs no locking).
|
||||
*/
|
||||
export function renderBand(
|
||||
fb: Framebuffer,
|
||||
scene: Scene,
|
||||
camera: Camera,
|
||||
viewProj: Mat4,
|
||||
visible: number[],
|
||||
mobDraws: MobDraw[],
|
||||
config: RenderConfig,
|
||||
skyStep: number,
|
||||
time: number,
|
||||
y0: number,
|
||||
y1: number,
|
||||
): void {
|
||||
const tx = scene.textures
|
||||
Sky.render(fb, camera, scene.sky, time, skyStep, y0, y1)
|
||||
// Room: small and always near, drawn unconditionally (double-sided).
|
||||
Rasterizer.draw(fb, scene.floor, tx.floor, viewProj, config, false, y0, y1)
|
||||
Rasterizer.draw(fb, scene.walls, tx.wall, viewProj, config, false, y0, y1)
|
||||
Rasterizer.draw(fb, scene.crate, tx.crate, viewProj, config, false, y0, y1)
|
||||
for (const i of visible) {
|
||||
const c = scene.chunks[i]
|
||||
// Past lodDistance, draw the cheap impostor group set instead of full detail.
|
||||
// `chunkFar` is pure (camera + chunk bounds + config), so every worker band
|
||||
// makes the identical choice -- no full/impostor seam across bands. The loop
|
||||
// is content-agnostic: each group carries its own mesh + material.
|
||||
const groups = chunkFar(c, camera.position, config.lodDistance) ? c.far : c.near
|
||||
for (const g of groups) {
|
||||
Rasterizer.draw(fb, g.mesh, g.material.texture, viewProj, config, g.material.cull, y0, y1)
|
||||
}
|
||||
}
|
||||
const sprite: Sprite = { position: scene.npc.position, size: scene.npc.size, texture: tx.npc }
|
||||
Rasterizer.draw(fb, Sprite.billboard(sprite, camera), tx.npc, viewProj, config, false, y0, y1)
|
||||
// Roaming mobs: each is the shared local-space mesh for its kind, placed by its
|
||||
// own model matrix (viewProj x model). Drawn double-sided (cull off) -- they're
|
||||
// small and few, so the winding-correct backface cull isn't worth the fuss.
|
||||
for (const m of mobDraws) {
|
||||
const mvp = Mat4.multiply(viewProj, Mat4.compose(m.x, m.y, m.z, m.heading, m.scale))
|
||||
Rasterizer.draw(fb, scene.mobMesh[m.kind], tx[m.kind], mvp, config, false, y0, y1)
|
||||
}
|
||||
Framebuffer.quantize(fb, config, y0, y1)
|
||||
}
|
||||
|
||||
/** Whether a chunk is far enough to draw its impostor meshes: squared distance
|
||||
* from the camera to the chunk's AABB vs `lodDistance²`. Pure -- depends only on
|
||||
* camera, the chunk's baked bounds, and the config constant, all of which every
|
||||
* worker already holds, so the choice is identical across bands. */
|
||||
export function chunkFar(chunk: Chunk, eye: Vec3, lodDistance: number): boolean {
|
||||
if (!(lodDistance < Infinity)) {
|
||||
return false
|
||||
}
|
||||
const dx = eye.x - Math.max(chunk.minX, Math.min(chunk.maxX, eye.x))
|
||||
const dy = eye.y - Math.max(chunk.minY, Math.min(chunk.maxY, eye.y))
|
||||
const dz = eye.z - Math.max(chunk.minZ, Math.min(chunk.maxZ, eye.z))
|
||||
return dx * dx + dy * dy + dz * dz > lodDistance * lodDistance
|
||||
}
|
||||
23
game/textures.ts
Normal file
23
game/textures.ts
Normal file
|
|
@ -0,0 +1,23 @@
|
|||
import type { Texture } from "../engine/render/Texture"
|
||||
|
||||
/** The game's texture palette -- the named surfaces content refers to (materials,
|
||||
* mobs, room). `app/assets.ts` loads the actual pixels via the DOM; this is the
|
||||
* shape both sides agree on, kept in `game/` so content never imports the browser
|
||||
* loader. Filenames in `/assets` are the contract. */
|
||||
export type Textures = {
|
||||
floor: Texture
|
||||
grass: Texture
|
||||
bark: Texture
|
||||
birch: Texture
|
||||
leaf: Texture
|
||||
needle: Texture
|
||||
rock: Texture
|
||||
flower: Texture
|
||||
wall: Texture
|
||||
crate: Texture
|
||||
npc: Texture
|
||||
frog: Texture
|
||||
bee: Texture
|
||||
robin: Texture
|
||||
skybox: Texture
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue