feat: 1995

This commit is contained in:
Dan Finch 2026-08-04 02:09:54 +02:00
commit fb89263930
69 changed files with 3359 additions and 0 deletions

35
engine/scene/Camera.ts Normal file
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import { Mat4 } from "../math/Mat4"
import { Vec3 } from "../math/Vec3"
/** First-person camera. Orientation is Euler yaw/pitch (no roll), which is all
* an FPS needs and avoids gimbal bookkeeping. */
export type Camera = {
position: Vec3
/** Rotation around +Y, radians. 0 looks toward -Z; increasing turns right. */
yaw: number
/** Look up/down, radians. Positive looks up. Clamp near +-pi/2 to avoid flip. */
pitch: number
/** Vertical field of view, radians. */
fov: number
}
export namespace Camera {
/** Unit forward direction implied by yaw/pitch. */
export function forward(cam: Camera): Vec3 {
const cp = Math.cos(cam.pitch)
return {
x: cp * Math.sin(cam.yaw),
y: Math.sin(cam.pitch),
z: -cp * Math.cos(cam.yaw),
}
}
/** Combined projection * view matrix for the given viewport aspect ratio.
* Near/far are fixed for now; far only needs to exceed the fog distance. */
export function viewProjection(cam: Camera, aspect: number): Mat4 {
const eye = cam.position
const view = Mat4.lookAt(eye, Vec3.add(eye, forward(cam)), { x: 0, y: 1, z: 0 })
const proj = Mat4.perspective(cam.fov, aspect, 0.05, 100)
return Mat4.multiply(proj, view)
}
}

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engine/scene/Mesh.ts Normal file
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import type { Vec2 } from "../math/Vec2"
import type { Vec3 } from "../math/Vec3"
/** One mesh vertex: a world-space position and its texture coordinate. uv is in
* tile units, not 0..1, so values >1 repeat the texture (see Texture.sample). */
export type Vertex = { pos: Vec3; uv: Vec2 }
/** Indexed triangle mesh in world space. `indices` holds three entries per
* triangle, each indexing into `vertices`; sharing vertices between triangles
* keeps seams welded and shrinks the data. */
export type Mesh = { vertices: Vertex[]; indices: number[] }

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engine/scene/Sprite.ts Normal file
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import type { Vec2 } from "../math/Vec2"
import type { Vec3 } from "../math/Vec3"
import type { Texture } from "../render/Texture"
import { Camera } from "./Camera"
import type { Mesh } from "./Mesh"
/** A flat image standing in the world, always turned to face the camera --
* how the PS1 drew most enemies and props instead of 3D models. */
export type Sprite = {
/** World anchor at the base (feet) center. */
position: Vec3
/** World-space width and height. */
size: Vec2
texture: Texture
}
export namespace Sprite {
/**
* Build the sprite's quad as a Y-axis billboard: it spins around vertical to
* face the camera but stays upright, so characters never tilt. Draw the
* result with Rasterizer.draw (its alpha cutout hides transparent texels).
*/
export function billboard(sprite: Sprite, camera: Camera): Mesh {
const forward = Camera.forward(camera)
// Camera right projected onto the ground plane (== normalize(-fz, 0, fx)).
const len = Math.hypot(forward.x, forward.z) || 1
const rx = -forward.z / len
const rz = forward.x / len
const hw = sprite.size.x / 2
const p = sprite.position
const y0 = p.y
const y1 = p.y + sprite.size.y
const lx = p.x - rx * hw
const lz = p.z - rz * hw
const gx = p.x + rx * hw
const gz = p.z + rz * hw
const vertices = [
{ pos: { x: lx, y: y0, z: lz }, uv: { x: 0, y: 1 } },
{ pos: { x: gx, y: y0, z: gz }, uv: { x: 1, y: 1 } },
{ pos: { x: gx, y: y1, z: gz }, uv: { x: 1, y: 0 } },
{ pos: { x: lx, y: y1, z: lz }, uv: { x: 0, y: 0 } },
]
return { vertices, indices: [0, 1, 2, 0, 2, 3] }
}
}