meat/engine/world/Terrain.ts

121 lines
3.5 KiB
TypeScript

import { STRIDE, type Mesh } from "../scene/Mesh"
/** A bounded ground surface. Implementations may be procedural, sampled, or
* loaded; callers only depend on world-space height sampling. */
export type Terrain = {
minX: number
minZ: number
maxX: number
maxZ: number
heightAt: (x: number, z: number) => number
}
/** Parameters for the built-in rolling terrain generator. Values describe the
* surface only; level-specific holes and materials belong to level data. */
export type RollingTerrainConfig = {
inner: number
outer: number
blend: number
amplitude: number
frequency: number
peakHeight: number
peakFrequency: number
peakStart: number
}
export namespace Terrain {
/** Built-in square world with a flat center, rolling hills, and edge ridges. */
export function rolling(config: RollingTerrainConfig): Terrain {
return {
minX: -config.outer,
minZ: -config.outer,
maxX: config.outer,
maxZ: config.outer,
heightAt(x, z) {
const r = Math.max(Math.abs(x), Math.abs(z))
if (r <= config.inner) {
return 0
}
const rise = smoothstep(config.inner, config.inner + config.blend, r)
const hills = config.amplitude * bumps(x, z, config.frequency)
const k = Math.min(
1,
(r - config.inner) / (config.outer - config.inner),
)
const peaks =
config.peakHeight *
ridges(x, z, config.peakFrequency) *
smoothstep(config.peakStart, 1, k)
return rise * (hills + peaks)
},
}
}
export function height(terrain: Terrain, x: number, z: number): number {
return terrain.heightAt(x, z)
}
/** Append one sampled heightfield patch. `include` is level policy evaluated at
* each quad center, allowing arbitrary holes without teaching terrain what
* occupies them. */
export function patch(
terrain: Terrain,
mesh: Mesh,
x0: number,
z0: number,
x1: number,
z1: number,
cols: number,
rows: number,
uvScale: number,
include?: (x: number, z: number) => boolean,
): void {
const base = mesh.verts.length / STRIDE
const dx = (x1 - x0) / cols
const dz = (z1 - z0) / rows
const rowLength = cols + 1
for (let row = 0; row <= rows; row++) {
const z = z0 + row * dz
for (let col = 0; col <= cols; col++) {
const x = x0 + col * dx
mesh.verts.push(x, terrain.heightAt(x, z), z, x * uvScale, z * uvScale)
}
}
for (let row = 0; row < rows; row++) {
for (let col = 0; col < cols; col++) {
const cx = x0 + (col + 0.5) * dx
const cz = z0 + (row + 0.5) * dz
if (include !== undefined && !include(cx, cz)) {
continue
}
const p = base + row * rowLength + col
mesh.indices.push(
p,
p + rowLength + 1,
p + 1,
p,
p + rowLength,
p + rowLength + 1,
)
}
}
}
function bumps(x: number, z: number, frequency: number): number {
const a = Math.sin(x * frequency) * Math.cos(z * frequency)
const b = Math.sin((x + z) * frequency * 0.5 + 1.7) * 0.5
return (a + b + 1.5) / 3
}
function ridges(x: number, z: number, frequency: number): number {
const n =
Math.sin(x * frequency + 1.3) * Math.cos(z * frequency - 0.7) * 0.7 +
Math.sin((x + z) * frequency * 0.6 + 2.5) * 0.3
return 1 - Math.abs(n)
}
function smoothstep(a: number, b: number, x: number): number {
const t = Math.max(0, Math.min(1, (x - a) / (b - a || 1e-4)))
return t * t * (3 - 2 * t)
}
}