meat/game/Terrain.ts

106 lines
4.2 KiB
TypeScript

import { STRIDE, type Mesh } from "../engine/scene/Mesh"
/** A procedural heightfield surrounding the room. It is the single source of
* ground height: the outdoor mesh is built from it and the player stands on the
* same `height` samples, so what you see and what you collide with agree. The
* center (out to `inner`) is a flat clearing where the room sits; from there the
* land rolls outward and ramps up into tall peaks at the far edge. Every field
* is a live knob -- edit them in the level to reshape the world. */
export type Terrain = {
/** Half-extent of the flat central clearing (the room lives here); height 0. */
inner: number
/** World half-extent. Peaks ramp up toward this outer rim. */
outer: number
/** Ease-up distance just outside `inner`, so the clearing meets the hills with
* a slope instead of a wall. */
blend: number
/** Rolling-hill height across the open ground. */
amplitude: number
/** Rolling-hill frequency (low = broad hills over the big world). */
frequency: number
/** Extra height of the mountains near the edge -- make this big for peaks. */
peakHeight: number
/** Mountain frequency (low = few, massive ridges). */
peakFrequency: number
/** Fraction of the way out (0..1) where the peaks begin rising. */
peakStart: number
}
export namespace Terrain {
/** Ground height at world (x, z). 0 inside the clearing, rolling hills beyond,
* ramping into peaks toward the edge. Uses a square (Chebyshev) radius so the
* clearing is a square that lines up with the square room. */
export function height(t: Terrain, x: number, z: number): number {
const r = Math.max(Math.abs(x), Math.abs(z))
if (r <= t.inner) {
return 0
}
const rise = smoothstep(t.inner, t.inner + t.blend, r)
const hills = t.amplitude * bumps(x, z, t.frequency)
const k = Math.min(1, (r - t.inner) / (t.outer - t.inner))
const peaks = t.peakHeight * ridges(x, z, t.peakFrequency) * smoothstep(t.peakStart, 1, k)
return rise * (hills + peaks)
}
/** Append one ground patch: a `cols`x`rows` heightfield grid over the rectangle
* [x0,x1] x [z0,z1], each vertex lifted onto the heightfield. Quads whose
* center is inside the clearing are skipped (the room floor's hole). UVs use
* world position * `uvScale`, so neighboring patches tile seamlessly. Callers
* keep the spacing uniform and cell edges aligned, so shared edges weld with
* no cracks. Used to build the terrain per spatial chunk. */
export function patch(
t: Terrain,
mesh: Mesh,
x0: number,
z0: number,
x1: number,
z1: number,
cols: number,
rows: number,
uvScale: number,
): void {
const base = mesh.verts.length / STRIDE
const dx = (x1 - x0) / cols
const dz = (z1 - z0) / rows
const rowLen = cols + 1
for (let i = 0; i <= rows; i++) {
const z = z0 + i * dz
for (let j = 0; j <= cols; j++) {
const x = x0 + j * dx
mesh.verts.push(x, height(t, x, z), z, x * uvScale, z * uvScale)
}
}
for (let i = 0; i < rows; i++) {
for (let j = 0; j < cols; j++) {
const cx = x0 + (j + 0.5) * dx
const cz = z0 + (i + 0.5) * dz
if (Math.max(Math.abs(cx), Math.abs(cz)) < t.inner) {
continue
}
const p = base + i * rowLen + j
// Wound so the surface faces up/out, matching the backface-cull sign.
mesh.indices.push(p, p + rowLen + 1, p + 1, p, p + rowLen, p + rowLen + 1)
}
}
}
/** Rolling hills in 0..1, always non-negative so the ground never dips below
* the clearing. */
function bumps(x: number, z: number, f: number): number {
const a = Math.sin(x * f) * Math.cos(z * f)
const b = Math.sin((x + z) * f * 0.5 + 1.7) * 0.5
return (a + b + 1.5) / 3
}
/** Ridged noise in 0..1: crests where the field crosses zero give sharp
* mountain ridgelines rather than round blobs. */
function ridges(x: number, z: number, f: number): number {
const n = Math.sin(x * f + 1.3) * Math.cos(z * f - 0.7) * 0.7 + Math.sin((x + z) * f * 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)
}
}