feat: culling

This commit is contained in:
Dan Finch 2026-08-04 15:05:02 +02:00
parent 680e08aadc
commit ef5029da1d
7 changed files with 309 additions and 103 deletions

View file

@ -18,22 +18,33 @@ export type Aabb = {
standable: boolean
}
/** One spatial cell of the outdoor world: its terrain patch + the trees/boulders
* standing in it, split by texture, 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. */
export type Chunk = {
minX: number
minY: number
minZ: number
maxX: number
maxY: number
maxZ: number
grass: Mesh
bark: Mesh
leaf: Mesh
needle: Mesh
rock: Mesh
}
/** The playground: a flat-floored room dropped into the center of a big open
* landscape. Geometry is split by texture, plus the collision solids, where the
* NPC stands, the heightfield the outdoor ground + player share, and the sky. */
* 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
ground: Mesh
/** All tree trunks + branches (bark texture). */
trunks: Mesh
/** Oak canopies (leaf texture) and spruce foliage (needle texture), split so
* each takes its own texture in one draw call. */
oakFoliage: Mesh
spruceFoliage: Mesh
/** Scattered boulders (rock texture). */
boulders: Mesh
chunks: Chunk[]
colliders: Aabb[]
npcPosition: { x: number; y: number; z: number }
terrain: Terrain
@ -80,10 +91,14 @@ const BOULDER_COUNT = 70
const BOULDER_SEED = 0xB0142
const BOULDER_REACH = 0.7
/** Outdoor ground mesh resolution. A fixed grid over the whole world, so cell
* size (and cost) is set here, not by the world's size: bigger `outer` gives
* chunkier terrain, not more triangles. `GROUND_UV` sets texture tiles/unit. */
const GROUND_DIVISIONS = 56
/** 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`.
@ -118,9 +133,6 @@ export function buildLevel(): Level {
const fy = FLOOR_LIFT
quad(floor, [-ARENA, fy, -ARENA], [ARENA, fy, -ARENA], [ARENA, fy, ARENA], [-ARENA, fy, ARENA], 12, 12)
// The big surrounding landscape, with a hole where the room sits.
const ground = Terrain.ground(TERRAIN, GROUND_DIVISIONS, GROUND_UV)
const walls = mesh()
const h = WALL_HEIGHT
const t = WALL_THICKNESS
@ -159,27 +171,86 @@ export function buildLevel(): Level {
const npcPosition = { x: 2, y: 0, z: -1 }
// Scatter a forest on the grass; appends into the tree meshes + trunk colliders.
const trunks = mesh()
const oakFoliage = mesh()
const spruceFoliage = mesh()
scatterTrees(trunks, oakFoliage, spruceFoliage, colliders)
// Place the props (also pushes their colliders), then bake everything into
// frustum-cullable spatial chunks.
const trees = placeTrees(colliders)
const boulders = placeBoulders(colliders)
const chunks = buildChunks(trees, boulders)
// Scatter boulders across the terrain; big ones get colliders.
const boulders = mesh()
scatterBoulders(boulders, colliders)
return { floor, walls, crate, chunks, colliders, npcPosition, terrain: TERRAIN, sky }
}
return { floor, walls, crate, ground, trunks, oakFoliage, spruceFoliage, boulders, colliders, npcPosition, 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. */
function buildChunks(trees: Tree[], boulders: Boulder[]): 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
const grass = mesh()
const bark = mesh()
const leaf = mesh()
const needle = mesh()
const rock = mesh()
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)) {
Tree.build(tree, bark, tree.kind === "oak" ? leaf : needle)
}
}
for (const boulder of boulders) {
if (inCell(boulder.position, x0, z0, x1, z1)) {
Boulder.build(boulder, rock)
}
}
const b = bounds([grass, bark, leaf, needle, rock])
if (b === null) {
continue
}
chunks.push({ ...b, grass, bark, leaf, needle, rock })
}
}
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
}
/** 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) {
for (const v of m.vertices) {
minX = Math.min(minX, v.pos.x)
minY = Math.min(minY, v.pos.y)
minZ = Math.min(minZ, v.pos.z)
maxX = Math.max(maxX, v.pos.x)
maxY = Math.max(maxY, v.pos.y)
maxZ = Math.max(maxZ, v.pos.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 scatterTrees(trunks: Mesh, oakFoliage: Mesh, spruceFoliage: Mesh, colliders: Aabb[]): void {
function placeTrees(colliders: Aabb[]): Tree[] {
const rand = mulberry(TREE_SEED)
const maxDist = TERRAIN.outer * TREE_REACH
let placed = 0
for (let guard = 0; placed < TREE_COUNT && guard < TREE_COUNT * 20; guard++) {
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
@ -191,24 +262,24 @@ function scatterTrees(trunks: Mesh, oakFoliage: Mesh, spruceFoliage: Mesh, colli
const kind = rand() < 0.5 ? "oak" : "spruce"
const growth = 0.08 + rand() * 0.92
const position = { x, y: Terrain.height(TERRAIN, x, z), z }
Tree.build({ kind, position, growth, seed: (rand() * 0xFFFFFFFF) | 0 }, trunks, kind === "oak" ? oakFoliage : spruceFoliage)
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 })
}
placed++
}
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 scatterBoulders(boulders: Mesh, colliders: Aabb[]): void {
function placeBoulders(colliders: Aabb[]): Boulder[] {
const rand = mulberry(BOULDER_SEED)
const maxDist = TERRAIN.outer * BOULDER_REACH
let placed = 0
for (let guard = 0; placed < BOULDER_COUNT && guard < BOULDER_COUNT * 20; guard++) {
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
@ -219,12 +290,12 @@ function scatterBoulders(boulders: Mesh, colliders: Aabb[]): void {
// 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 }
Boulder.build({ position, radius, seed: (rand() * 0xFFFFFFFF) | 0 }, boulders)
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 })
}
placed++
}
return boulders
}
/** Deterministic 0..1 generator (mulberry32) for tree placement. */