feat: basic chunk system

This commit is contained in:
Florian Sylvain
2024-06-10 13:35:21 +02:00
parent 02e60a4e03
commit 89f656f2f3
3 changed files with 136 additions and 106 deletions
+119
View File
@@ -0,0 +1,119 @@
import { InstancedMesh, Texture, Vector3 } from "three"
import Face, { Orientation } from "./face"
const FACES_OFFSETS: { [key: string]: Vector3 } = {
Up: new Vector3(0, 1, 0),
North: new Vector3(0, 0, 1),
South: new Vector3(0, 0, -1),
East: new Vector3(-1, 0, 0),
West: new Vector3(1, 0, 0),
Down: new Vector3(0, -1, 0)
}
interface BlockData {
position: Vector3
textureName: string
}
export default class Chunk {
chunk: BlockData[]
chunkSet: Set<string>
radius: number
textures: { [name: string]: Texture[] }
faces: { [key: string]: Face[] }
constructor(radius: number, textures: { [name: string]: Texture[] }) {
this.chunk = []
this.chunkSet = new Set<string>()
this.radius = radius
this.textures = textures
this.faces = {}
this.generateChunk()
this.initializeFaces()
}
generateChunk() {
for (let i = 0; i < this.radius; i++) {
for (let j = 0; j < this.radius; j++) {
const max = Math.ceil(Math.sin(i / 30) * 10 + Math.cos(j / 30) * 10)
for (let k = -16; k <= max; k++) {
const position = new Vector3(i, k, j)
let textureName = "stone"
if (k === max) textureName = "grass"
else if (k > max - 6) textureName = "dirt"
this.chunk.push({ position, textureName })
this.chunkSet.add(position.toArray().toString())
}
}
}
}
initializeFaces() {
for (const textureName in this.textures) {
const textureFaces = this.textures[textureName].map((texture, index) => {
const orientation = ["Up", "North", "South", "East", "West", "Down"][
index
] as Orientation
return new Face(orientation, 0, texture)
})
this.faces[textureName] = textureFaces
}
}
filterFaces(block: Vector3, textureName: string): Face[] {
return this.faces[textureName].filter((face) => {
const offset = FACES_OFFSETS[face.orientation]
const adjacentBlock = new Vector3(
block.x + offset.x,
block.y + offset.y,
block.z + offset.z
)
return !this.chunkSet.has(adjacentBlock.toArray().toString())
})
}
countVisibleFaces() {
const faceCounts: { [key: string]: { [key: string]: number } } = {}
this.chunk.forEach(({ position, textureName }) => {
if (!faceCounts[textureName]) {
faceCounts[textureName] = {
Up: 0,
North: 0,
South: 0,
East: 0,
West: 0,
Down: 0
}
}
Object.keys(FACES_OFFSETS).forEach((orientation) => {
const offset = FACES_OFFSETS[orientation]
const adjacentBlock = new Vector3(
position.x + offset.x,
position.y + offset.y,
position.z + offset.z
)
if (!this.chunkSet.has(adjacentBlock.toArray().toString())) {
faceCounts[textureName][orientation]++
}
})
})
for (const textureName in faceCounts) {
for (const orientation in faceCounts[textureName]) {
const face = this.faces[textureName].find(
(f) => f.orientation === orientation
)
if (!face?.instancedMesh) return
face.instancedMesh.count = faceCounts[textureName][orientation]
face.instancedMesh = new InstancedMesh(
face?.geometry,
face?.material,
faceCounts[textureName][orientation]
) // TODO dégueulasse
}
}
return faceCounts
}
}