255 lines
9.8 KiB
TypeScript
255 lines
9.8 KiB
TypeScript
import { Color } from "../engine/render/Color"
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import type { CloudLayer, SkyConfig } from "../engine/render/Sky"
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import type { Mesh } from "../engine/scene/Mesh"
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import { Terrain } from "../engine/scene/Terrain"
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import { Tree } from "../engine/scene/Tree"
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type Corner = [number, number, number]
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/** Axis-aligned solid. Blocks the player horizontally while their feet are
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* below `top`; if `standable`, its `top` also counts as ground to land on. */
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export type Aabb = {
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minX: number
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maxX: number
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minZ: number
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maxZ: number
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top: number
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standable: boolean
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}
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/** The playground: a flat-floored room dropped into the center of a big open
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* landscape. Geometry is split by texture, plus the collision solids, where the
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* NPC stands, the heightfield the outdoor ground + player share, and the sky. */
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export type Level = {
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floor: Mesh
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walls: Mesh
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crate: Mesh
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ground: Mesh
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/** All tree trunks + branches (bark texture). */
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trunks: Mesh
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/** Oak canopies (leaf texture) and spruce foliage (needle texture), split so
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* each takes its own texture in one draw call. */
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oakFoliage: Mesh
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spruceFoliage: Mesh
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colliders: Aabb[]
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npcPosition: { x: number; y: number; z: number }
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terrain: Terrain
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sky: SkyConfig
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}
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const ARENA = 12
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const WALL_HEIGHT = 4
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/** How deep the perimeter walls are. Thick enough to read as solid walls (and to
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* give the doorway real jambs); their outer faces sit flush with the room edge,
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* so they eat into the interior, not the terrain. */
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const WALL_THICKNESS = 1.5
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const CRATE = { x: -2, z: -2, half: 1, height: 1 }
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/** Z-bias lifting the stone floor above the terrain skirt that laps under the
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* room edge (see `buildLevel`). Big enough to beat depth precision, too small
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* to see. */
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const FLOOR_LIFT = 0.02
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/** The world around the room: a flat clearing the size of the room (`inner`),
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* rolling hills beyond, ramping into very high peaks at the `outer` rim ~20x
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* the room across. Tune freely -- crank `peakHeight` for taller mountains,
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* `outer` for a bigger world. */
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const TERRAIN: Terrain = {
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inner: ARENA,
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outer: ARENA * 20,
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blend: 12,
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amplitude: 5,
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frequency: 0.14,
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peakHeight: 90,
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peakFrequency: 0.05,
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peakStart: 0.45,
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}
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/** Forest: how many trees to scatter on the grass, and the seed for their
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* placement/kind/growth. Trees ring the room out to `TREE_REACH` of the world;
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* each rolls oak-or-spruce and a growth 0..1 (sapling .. full grown). */
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const TREE_COUNT = 500
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const TREE_SEED = 0x5EED
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const TREE_REACH = 0.6
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/** Outdoor ground mesh resolution. A fixed grid over the whole world, so cell
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* size (and cost) is set here, not by the world's size: bigger `outer` gives
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* chunkier terrain, not more triangles. `GROUND_UV` sets texture tiles/unit. */
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const GROUND_DIVISIONS = 56
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const GROUND_UV = 0.25
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/** The two cloud styles; swap which one the sky uses in `buildLevel`.
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* `basicCumulus` is cheap flat puffs; `fancyCumulus` is the pricier
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* heightfield-shaded, domain-warped version with faked volume. */
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export const basicCumulus: CloudLayer = {
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kind: "basic",
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color: Color.rgb(248, 250, 255),
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coverage: 0.5,
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scale: 0.9,
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speed: 0.5,
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edge: 0.005,
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}
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export const fancyCumulus: CloudLayer = {
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kind: "fancy",
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color: Color.rgb(250, 251, 255),
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coverage: 0.5,
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scale: 0.6,
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speed: 0.5,
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edge: 0.02,
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warp: 0.4,
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relief: 7,
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}
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export function buildLevel(): Level {
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// Flat room floor, lifted a hair above the terrain's clearing (y 0). The
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// outdoor grid's cells straddle the room boundary and lap under the floor's
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// edges; this small z-bias keeps the flat stone floor winning the depth test
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// there instead of z-fighting the grass. The step is invisible at the doorway.
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const floor = mesh()
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const fy = FLOOR_LIFT
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quad(floor, [-ARENA, fy, -ARENA], [ARENA, fy, -ARENA], [ARENA, fy, ARENA], [-ARENA, fy, ARENA], 12, 12)
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// The big surrounding landscape, with a hole where the room sits.
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const ground = Terrain.ground(TERRAIN, GROUND_DIVISIONS, GROUND_UV)
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const walls = mesh()
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const h = WALL_HEIGHT
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const t = WALL_THICKNESS
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// Three thick perimeter walls, outer faces flush with the room edge; the north
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// (-Z) side is left open onto the world. No ceiling, so the sky shows above.
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slab(walls, -ARENA, ARENA, ARENA - t, ARENA, 0, h, 0.5) // south (+Z)
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slab(walls, ARENA - t, ARENA, -ARENA, ARENA - t, 0, h, 0.5) // east (+X)
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slab(walls, -ARENA, -ARENA + t, -ARENA, ARENA - t, 0, h, 0.5) // west (-X)
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// Crate on the flat room floor.
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const crate = mesh()
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box(crate, CRATE.x, CRATE.z, CRATE.half, 0, CRATE.height)
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const colliders: Aabb[] = [
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wall(-ARENA, ARENA, ARENA - t, ARENA),
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wall(ARENA - t, ARENA, -ARENA, ARENA - t),
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wall(-ARENA, -ARENA + t, -ARENA, ARENA - t),
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{
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minX: CRATE.x - CRATE.half,
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maxX: CRATE.x + CRATE.half,
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minZ: CRATE.z - CRATE.half,
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maxZ: CRATE.z + CRATE.half,
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top: CRATE.height,
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standable: true,
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},
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]
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const sky: SkyConfig = {
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zenith: Color.rgb(58, 108, 196),
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horizon: Color.rgb(178, 198, 226),
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sun: Color.rgb(255, 246, 214),
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sunDir: { x: 0.3, y: 0.5, z: -0.8 },
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sunSize: 0.04,
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clouds: basicCumulus,
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}
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const npcPosition = { x: 2, y: 0, z: -1 }
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// Scatter a forest on the grass; appends into the tree meshes + trunk colliders.
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const trunks = mesh()
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const oakFoliage = mesh()
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const spruceFoliage = mesh()
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scatterTrees(trunks, oakFoliage, spruceFoliage, colliders)
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return { floor, walls, crate, ground, trunks, oakFoliage, spruceFoliage, colliders, npcPosition, terrain: TERRAIN, sky }
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}
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/** Place `TREE_COUNT` trees around the room on walkable grass: each sits on the
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* terrain, rolls oak/spruce and a growth stage, and (once past sapling size)
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* drops a trunk collider so you can't walk through it. */
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function scatterTrees(trunks: Mesh, oakFoliage: Mesh, spruceFoliage: Mesh, colliders: Aabb[]): void {
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const rand = mulberry(TREE_SEED)
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const maxDist = TERRAIN.outer * TREE_REACH
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let placed = 0
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for (let guard = 0; placed < TREE_COUNT && guard < TREE_COUNT * 20; guard++) {
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const angle = rand() * Math.PI * 2
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const dist = ARENA + 5 + rand() * (maxDist - ARENA - 5)
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const x = Math.cos(angle) * dist
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const z = Math.sin(angle) * dist
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// Stay out of the room clearing and its flat rim.
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if (Math.max(Math.abs(x), Math.abs(z)) < TERRAIN.inner + 3) {
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continue
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}
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const kind = rand() < 0.5 ? "oak" : "spruce"
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const growth = 0.08 + rand() * 0.92
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const position = { x, y: Terrain.height(TERRAIN, x, z), z }
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Tree.build({ kind, position, growth, seed: (rand() * 0xFFFFFFFF) | 0 }, trunks, kind === "oak" ? oakFoliage : spruceFoliage)
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// Saplings are passable; grown trunks block. Square footprint, non-standable.
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if (growth > 0.35) {
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const r = growth * (kind === "oak" ? 0.3 : 0.2) + 0.15
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colliders.push({ minX: x - r, maxX: x + r, minZ: z - r, maxZ: z + r, top: position.y + 3, standable: false })
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}
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placed++
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}
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}
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/** Deterministic 0..1 generator (mulberry32) for tree placement. */
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function mulberry(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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function mesh(): Mesh {
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return { vertices: [], indices: [] }
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}
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/** A perimeter wall collider: blocks from the sides, and `standable` so you can
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* jump up and land on its top (given enough JUMP_SPEED to clear WALL_HEIGHT). */
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function wall(minX: number, maxX: number, minZ: number, maxZ: number): Aabb {
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return { minX, maxX, minZ, maxZ, top: WALL_HEIGHT, standable: true }
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}
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/** One flat quad (two tris). Corners run a (uv 0,0) -> b (us,0) -> c (us,vs) ->
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* d (0,vs); `us`/`vs` set how many texture tiles span it. No subdivision is
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* needed -- texturing is perspective-correct, so a single quad looks right at
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* any size. */
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function quad(m: Mesh, a: Corner, b: Corner, c: Corner, d: Corner, us: number, vs: number): void {
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const base = m.vertices.length
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m.vertices.push(
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{ pos: { x: a[0], y: a[1], z: a[2] }, uv: { x: 0, y: 0 } },
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{ pos: { x: b[0], y: b[1], z: b[2] }, uv: { x: us, y: 0 } },
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{ pos: { x: c[0], y: c[1], z: c[2] }, uv: { x: us, y: vs } },
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{ pos: { x: d[0], y: d[1], z: d[2] }, uv: { x: 0, y: vs } },
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)
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m.indices.push(base, base + 1, base + 2, base, base + 2, base + 3)
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}
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/** An axis-aligned box from (x0,z0)-(x1,z1), y0..y1: four sides + top, no bottom
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* (never seen from below). `tpu` = texture tiles per world unit, so every face
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* tiles at the same density whatever its size. Used for the thick walls. */
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function slab(m: Mesh, x0: number, x1: number, z0: number, z1: number, y0: number, y1: number, tpu: number): void {
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const dx = (x1 - x0) * tpu
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const dz = (z1 - z0) * tpu
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const dy = (y1 - y0) * tpu
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quad(m, [x0, y1, z0], [x1, y1, z0], [x1, y1, z1], [x0, y1, z1], dx, dz)
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quad(m, [x0, y0, z0], [x1, y0, z0], [x1, y1, z0], [x0, y1, z0], dx, dy)
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quad(m, [x1, y0, z1], [x0, y0, z1], [x0, y1, z1], [x1, y1, z1], dx, dy)
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quad(m, [x0, y0, z1], [x0, y0, z0], [x0, y1, z0], [x0, y1, z1], dz, dy)
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quad(m, [x1, y0, z0], [x1, y0, z1], [x1, y1, z1], [x1, y1, z0], dz, dy)
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}
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/** A box centered at (cx, cz), rising `height` units from `base`: top face plus
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* four sides, one uv tile per face. No bottom (never seen). */
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function box(m: Mesh, cx: number, cz: number, half: number, base: number, height: number): void {
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const x0 = cx - half
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const x1 = cx + half
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const z0 = cz - half
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const z1 = cz + half
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const y0 = base
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const y1 = base + height
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quad(m, [x0, y1, z0], [x1, y1, z0], [x1, y1, z1], [x0, y1, z1], 1, 1)
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quad(m, [x0, y0, z0], [x1, y0, z0], [x1, y1, z0], [x0, y1, z0], 1, 1)
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quad(m, [x1, y0, z1], [x0, y0, z1], [x0, y1, z1], [x1, y1, z1], 1, 1)
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quad(m, [x1, y0, z0], [x1, y0, z1], [x1, y1, z1], [x1, y1, z0], 1, 1)
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quad(m, [x0, y0, z1], [x0, y0, z0], [x0, y1, z0], [x0, y1, z1], 1, 1)
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}
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