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) } }