101 lines
3.3 KiB
TypeScript
101 lines
3.3 KiB
TypeScript
import type { Vec3 } from "engine/math/Vec3"
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import { Mesh } from "engine/scene/Mesh"
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import type { Material } from "engine/render/Material"
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import type { Prefab } from "engine/scene/Prefab"
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const TAU = Math.PI * 2
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/** Concrete atlas style referenced directly by flower instances. */
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export type FlowerStyle = { bloomUv: [number, number] }
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/** A single small flower: a thin crossed-quad stem plus a shallow fan of petals.
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* Tiny, so it is drawn double-sided (no backface cull) and carries no collider.
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* `size` is roughly its height; `seed` jitters the petals. */
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export type Flower = {
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position: Vec3
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style: FlowerStyle
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size: number
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seed: number
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}
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/**
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* Low-poly flower geometry. The `flower` texture is a 2x2 color atlas -- green
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* (stem) plus white / red / yellow blooms -- and every vertex samples the flat
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* center of one region, so a flower is solid-colored with no per-flower texture
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* or draw call. `build` appends into one shared flower mesh.
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*/
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export namespace Flower {
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export const white: FlowerStyle = { bloomUv: [0.75, 0.25] }
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export const red: FlowerStyle = { bloomUv: [0.25, 0.75] }
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export const yellow: FlowerStyle = { bloomUv: [0.75, 0.75] }
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/** uv center of the green stem region. */
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const STEM_U = 0.25
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const STEM_V = 0.25
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export function create(material: Material): Prefab<Flower> {
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return {
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position: (flower) => flower.position,
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bakeNear: (flower, batch) => build(flower, batch.mesh(material)),
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}
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}
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export function build(flower: Flower, mesh: Mesh): void {
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const rand = rng(flower.seed)
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const p = flower.position
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const height = flower.size * (0.8 + rand() * 0.4)
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const bloomY = p.y + height
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const w = flower.size * 0.04
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// Stem: two thin crossed quads so it reads from any angle.
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stem(mesh, p.x, p.y, p.z, bloomY, w, 0)
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stem(mesh, p.x, p.y, p.z, bloomY, 0, w)
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// Bloom: a shallow fan of petals, center raised a touch so it domes.
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const [bu, bv] = flower.style.bloomUv
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const rad = flower.size * 0.38
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const center = Mesh.push(mesh, p.x, bloomY + rad * 0.3, p.z, bu, bv)
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const ring = center + 1
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const petals = 5
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for (let i = 0; i <= petals; i++) {
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const angle = (i / petals) * TAU + rand() * 0.4
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Mesh.push(
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mesh,
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p.x + Math.cos(angle) * rad,
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bloomY,
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p.z + Math.sin(angle) * rad,
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bu,
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bv,
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)
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}
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for (let i = 0; i < petals; i++) {
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mesh.indices.push(center, ring + i, ring + i + 1)
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}
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}
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/** A thin vertical quad from the ground to `y1`, width along (dx, dz). */
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function stem(
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mesh: Mesh,
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x: number,
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y0: number,
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z: number,
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y1: number,
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dx: number,
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dz: number,
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): void {
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const a = Mesh.push(mesh, x - dx, y0, z - dz, STEM_U, STEM_V)
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const b = Mesh.push(mesh, x + dx, y0, z + dz, STEM_U, STEM_V)
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const c = Mesh.push(mesh, x + dx, y1, z + dz, STEM_U, STEM_V)
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const d = Mesh.push(mesh, x - dx, y1, z - dz, STEM_U, STEM_V)
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mesh.indices.push(a, b, c, a, c, d)
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}
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/** Deterministic 0..1 generator (mulberry32) seeded per flower. */
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function rng(seed: number): () => number {
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let a = seed >>> 0
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return () => {
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a = (a + 0x6D2B79F5) | 0
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let t = Math.imul(a ^ (a >>> 15), 1 | a)
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t ^= t + Math.imul(t ^ (t >>> 7), 61 | t)
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return ((t ^ (t >>> 14)) >>> 0) / 4294967296
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}
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}
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}
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