meat/game/actors/Bush.ts

76 lines
2.7 KiB
TypeScript

import type { Vec3 } from "../../engine/math/Vec3"
import { STRIDE, type Mesh } from "../../engine/scene/Mesh"
const TAU = Math.PI * 2
/** A low shrub: a tight cluster of small leafy blobs sitting on the ground.
* Textured with the same leaf sheet as oak canopies, so it batches into the
* chunk's foliage mesh. `size` is the overall spread; `seed` the per-bush wobble. */
export type Bush = {
position: Vec3
size: number
seed: number
}
/** Low-poly bush geometry, same faceted flat-shaded style as the trees. A few
* overlapping jittered spheres read as a rounded shrub; blobs are closed and
* wound outward, so backface culling is safe. `build` appends into a shared
* (leaf-textured) mesh. */
export namespace Bush {
export function build(bush: Bush, mesh: Mesh): void {
const rand = rng(bush.seed)
// A handful of smaller overlapping lumps reads as a soft shrub; one big
// sphere reads as a boulder.
const blobs = 3 + Math.floor(rand() * 3)
const r = bush.size * 0.42
for (let i = 0; i < blobs; i++) {
const angle = rand() * TAU
const dist = i === 0 ? 0 : bush.size * 0.5 * rand()
const cx = bush.position.x + Math.cos(angle) * dist
const cz = bush.position.z + Math.sin(angle) * dist
const cy = bush.position.y + r * (0.5 + rand() * 0.4)
blob(mesh, cx, cy, cz, r * (0.55 + rand() * 0.3), rand)
}
}
/** A small lumpy low-poly sphere, wound outward (matches the oak canopy blob). */
function blob(mesh: Mesh, cx: number, cy: number, cz: number, radius: number, rand: () => number): void {
const seg = 6
const rings = 4
const start = mesh.verts.length / STRIDE
for (let r = 0; r <= rings; r++) {
const phi = (r / rings) * Math.PI
const cyv = Math.cos(phi)
const crv = Math.sin(phi)
const scale = radius * (0.9 + rand() * 0.18)
for (let s = 0; s <= seg; s++) {
const theta = (s / seg) * TAU
mesh.verts.push(
cx + crv * Math.cos(theta) * scale,
cy + cyv * scale,
cz + crv * Math.sin(theta) * scale,
(s / seg) * 2,
(r / rings) * 2,
)
}
}
const row = seg + 1
for (let r = 0; r < rings; r++) {
for (let s = 0; s < seg; s++) {
const p = start + r * row + s
mesh.indices.push(p, p + 1, p + row + 1, p, p + row + 1, p + row)
}
}
}
/** Deterministic 0..1 generator (mulberry32) seeded per bush. */
function rng(seed: number): () => number {
let a = seed >>> 0
return () => {
a = (a + 0x6D2B79F5) | 0
let t = Math.imul(a ^ (a >>> 15), 1 | a)
t ^= t + Math.imul(t ^ (t >>> 7), 61 | t)
return ((t ^ (t >>> 14)) >>> 0) / 4294967296
}
}
}