import { Color } from "../engine/render/Color" import type { SkyConfig } from "../engine/render/Sky" import type { Mesh, Vertex } from "../engine/scene/Mesh" 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 } /** The playground: geometry split by texture, its collision solids, where the * NPC stands, and the sky to draw behind it. */ export type Level = { floor: Mesh walls: Mesh crate: Mesh colliders: Aabb[] npcPosition: { x: number; y: number; z: number } sky: SkyConfig } const ARENA = 12 const WALL_HEIGHT = 5 const CRATE = { x: -2, z: -2, half: 1, top: 1 } export function buildLevel(): Level { const floor = mesh() quadGrid(floor, [-ARENA, 0, -ARENA], [ARENA, 0, -ARENA], [ARENA, 0, ARENA], [-ARENA, 0, ARENA], 12, 12, 16) const walls = mesh() const h = WALL_HEIGHT // Inward-facing perimeter, no ceiling so the sky shows above. quadGrid(walls, [-ARENA, 0, -ARENA], [ARENA, 0, -ARENA], [ARENA, h, -ARENA], [-ARENA, h, -ARENA], 12, 2.5, 12) quadGrid(walls, [ARENA, 0, ARENA], [-ARENA, 0, ARENA], [-ARENA, h, ARENA], [ARENA, h, ARENA], 12, 2.5, 12) quadGrid(walls, [ARENA, 0, -ARENA], [ARENA, 0, ARENA], [ARENA, h, ARENA], [ARENA, h, -ARENA], 12, 2.5, 12) quadGrid(walls, [-ARENA, 0, ARENA], [-ARENA, 0, -ARENA], [-ARENA, h, -ARENA], [-ARENA, h, ARENA], 12, 2.5, 12) const crate = mesh() box(crate, CRATE.x, CRATE.z, CRATE.half, CRATE.top) const colliders: Aabb[] = [ wall(-ARENA, ARENA, -ARENA, -ARENA + 1), wall(-ARENA, ARENA, ARENA - 1, ARENA), wall(ARENA - 1, ARENA, -ARENA, ARENA), wall(-ARENA, -ARENA + 1, -ARENA, ARENA), { minX: CRATE.x - CRATE.half, maxX: CRATE.x + CRATE.half, minZ: CRATE.z - CRATE.half, maxZ: CRATE.z + CRATE.half, top: CRATE.top, 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, } return { floor, walls, crate, colliders, npcPosition: { x: 2, y: 0, z: -1 }, sky } } function mesh(): Mesh { return { vertices: [], indices: [] } } function wall(minX: number, maxX: number, minZ: number, maxZ: number): Aabb { return { minX, maxX, minZ, maxZ, top: WALL_HEIGHT, standable: false } } /** A quad tessellated into an n*n grid so affine texture warp stays per-tile. * Corners run a (uv 0,0) -> b (us,0) -> c (us,vs) -> d (0,vs). */ function quadGrid(m: Mesh, a: Corner, b: Corner, c: Corner, d: Corner, us: number, vs: number, n: number): void { const base = m.vertices.length const row = n + 1 for (let i = 0; i <= n; i++) { const t = i / n for (let j = 0; j <= n; j++) { const s = j / n const wa = (1 - s) * (1 - t) const wb = s * (1 - t) const wc = s * t const wd = (1 - s) * t m.vertices.push({ pos: { x: a[0] * wa + b[0] * wb + c[0] * wc + d[0] * wd, y: a[1] * wa + b[1] * wb + c[1] * wc + d[1] * wd, z: a[2] * wa + b[2] * wb + c[2] * wc + d[2] * wd, }, uv: { x: us * s, y: vs * t }, }) } } for (let i = 0; i < n; i++) { for (let j = 0; j < n; j++) { const p = base + i * row + j m.indices.push(p, p + 1, p + row + 1, p, p + row + 1, p + row) } } } /** A box centered at (cx, cz) on the floor: top face plus four sides, one uv * tile per face. No bottom (never seen). */ function box(m: Mesh, cx: number, cz: number, half: number, top: number): void { const x0 = cx - half const x1 = cx + half const z0 = cz - half const z1 = cz + half quad(m, [x0, top, z0], [x1, top, z0], [x1, top, z1], [x0, top, z1]) quad(m, [x0, 0, z0], [x1, 0, z0], [x1, top, z0], [x0, top, z0]) quad(m, [x1, 0, z1], [x0, 0, z1], [x0, top, z1], [x1, top, z1]) quad(m, [x1, 0, z0], [x1, 0, z1], [x1, top, z1], [x1, top, z0]) quad(m, [x0, 0, z1], [x0, 0, z0], [x0, top, z0], [x0, top, z1]) } function quad(m: Mesh, a: Corner, b: Corner, c: Corner, d: Corner): void { const base = m.vertices.length const corners: [Corner, [number, number]][] = [ [a, [0, 0]], [b, [1, 0]], [c, [1, 1]], [d, [0, 1]], ] for (const [pos, uv] of corners) { const vertex: Vertex = { pos: { x: pos[0], y: pos[1], z: pos[2] }, uv: { x: uv[0], y: uv[1] } } m.vertices.push(vertex) } m.indices.push(base, base + 1, base + 2, base, base + 2, base + 3) }