meat/game/actors/mobs/mobkit.ts
2026-08-24 15:54:44 +02:00

151 lines
4 KiB
TypeScript

import type { MobState } from "../Mob"
import { STRIDE, type Mesh } from "engine/scene/Mesh"
// Shared building blocks for concrete mob definitions: faceted geometry primitives
// and deterministic wander helpers.
export const TAU = Math.PI * 2
// --- Wander helpers -------------------------------------------------------
/** A new heading: free wander when inside the leash, else biased back toward home
* so the mob never drifts off into the peaks (`jitter` = the random cone half-width
* in radians layered on top of the homeward bearing). */
export function wanderHeading(
mob: MobState,
leash: number,
jitter: number,
): number {
const dx = mob.home.x - mob.position.x
const dz = mob.home.z - mob.position.z
if (dx * dx + dz * dz > leash * leash) {
return Math.atan2(dx, dz) + (nextRand(mob) - 0.5) * jitter
}
return nextRand(mob) * TAU
}
/** mulberry32 step over the mob's own `seed` (mutated), so a mob's motion is
* deterministic and needs no external RNG object to clone. */
export function nextRand(mob: MobState): number {
const a = (mob.seed + 0x6D2B79F5) | 0
mob.seed = a
let t = Math.imul(a ^ (a >>> 15), 1 | a)
t ^= t + Math.imul(t ^ (t >>> 7), 61 | t)
return ((t ^ (t >>> 14)) >>> 0) / 4294967296
}
// --- Geometry primitives --------------------------------------------------
// Mobs are drawn double-sided, so winding is not load-bearing --
// these only need to place faceted, flat-shaded surfaces.
/** A UV-rected ellipsoid (pole on Y), faceted like the boulders. */
export function ellipsoid(
mesh: Mesh,
cx: number,
cy: number,
cz: number,
rx: number,
ry: number,
rz: number,
seg: number,
rings: number,
u0: number,
u1: number,
v0: number,
v1: number,
): void {
const start = mesh.verts.length / STRIDE
for (let ir = 0; ir <= rings; ir++) {
const phi = (ir / rings) * Math.PI
const cyv = Math.cos(phi)
const crv = Math.sin(phi)
const v = v0 + (v1 - v0) * (ir / rings)
for (let is = 0; is <= seg; is++) {
const theta = (is / seg) * TAU
const u = u0 + (u1 - u0) * (is / seg)
mesh.verts.push(
cx + crv * Math.cos(theta) * rx,
cy + cyv * ry,
cz + crv * Math.sin(theta) * rz,
u,
v,
)
}
}
quadGrid(mesh, start, seg, rings)
}
/** An ovoid whose pole axis is Z (rings step along z, tapering at both ends), so
* the mapped `v` runs down the body's length -- used for the bee's stripes. */
export function ovoidZ(
mesh: Mesh,
z0: number,
z1: number,
r: number,
seg: number,
rings: number,
u0: number,
u1: number,
v0: number,
v1: number,
): void {
const start = mesh.verts.length / STRIDE
for (let ir = 0; ir <= rings; ir++) {
const t = ir / rings
const z = z0 + (z1 - z0) * t
const rr = r * (0.15 + 0.85 * Math.sin(t * Math.PI))
const v = v0 + (v1 - v0) * t
for (let is = 0; is <= seg; is++) {
const theta = (is / seg) * TAU
const u = u0 + (u1 - u0) * (is / seg)
mesh.verts.push(Math.cos(theta) * rr, Math.sin(theta) * rr, z, u, v)
}
}
quadGrid(mesh, start, seg, rings)
}
/** One flat wing quad on `side` (+1 right / -1 left), swept up and out. */
export function wing(
mesh: Mesh,
side: number,
u0: number,
u1: number,
v0: number,
v1: number,
): void {
const base = mesh.verts.length / STRIDE
mesh.verts.push(
side * 0.06,
0.12,
0.14,
u0,
v0,
side * 0.42,
0.24,
0.1,
u1,
v0,
side * 0.42,
0.24,
-0.12,
u1,
v1,
side * 0.06,
0.12,
-0.1,
u0,
v1,
)
mesh.indices.push(base, base + 1, base + 2, base, base + 2, base + 3)
}
/** Index a (seg x rings) vertex grid (row = seg+1) into two tris per cell. */
function quadGrid(mesh: Mesh, start: number, seg: number, rings: number): void {
const row = seg + 1
for (let ir = 0; ir < rings; ir++) {
for (let is = 0; is < seg; is++) {
const p = start + ir * row + is
mesh.indices.push(p, p + 1, p + row + 1, p, p + row + 1, p + row)
}
}
}