mirror of
https://github.com/Floriansylvain/ThatsMyWorld.git
synced 2026-08-19 11:43:16 +02:00
feat: chunks WIP
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+22
-15
@@ -16,36 +16,43 @@ interface BlockData {
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}
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export default class Chunk {
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position: Vector3
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chunk: BlockData[]
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chunkSet: Set<string>
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radius: number
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textures: { [name: string]: Texture[] }
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faces: { [key: string]: Face[] }
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constructor(radius: number, textures: { [name: string]: Texture[] }) {
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constructor(
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radius: number,
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textures: { [name: string]: Texture[] },
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position: Vector3
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) {
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this.position = position
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this.chunk = []
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this.chunkSet = new Set<string>()
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this.radius = radius
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this.textures = textures
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this.faces = {}
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this.generateChunk()
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this.initializeFaces()
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}
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generateChunk() {
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for (let i = 0; i < this.radius; i++) {
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for (let j = 0; j < this.radius; j++) {
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const max = Math.ceil(Math.sin(i / 30) * 10 + Math.cos(j / 30) * 10)
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for (let k = -16; k <= max; k++) {
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const position = new Vector3(i, k, j)
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let textureName = "stone"
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if (k === max) textureName = "grass"
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else if (k > max - 6) textureName = "dirt"
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this.chunk.push({ position, textureName })
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this.chunkSet.add(position.toArray().toString())
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async generateChunk() {
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return new Promise((resolve) => {
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for (let i = this.position.x; i < this.radius + this.position.x; i++) {
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for (let j = this.position.z; j < this.radius + this.position.z; j++) {
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const max = Math.ceil(Math.sin(i / 30) * 10 + Math.cos(j / 30) * 10)
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for (let k = -16; k <= max; k++) {
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const position = new Vector3(i, k, j)
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let textureName = "stone"
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if (k === max) textureName = "grass"
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else if (k > max - 6) textureName = "dirt"
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this.chunk.push({ position, textureName })
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this.chunkSet.add(position.toArray().toString())
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}
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}
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}
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}
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resolve("")
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})
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}
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initializeFaces() {
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+27
-12
@@ -31,22 +31,36 @@ async function loadTextures() {
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}
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function onTexturesLoaded() {
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const radius = 128
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const chunk = new Chunk(radius, textures)
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const radius = 16
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chunk.countVisibleFaces()
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const positions = [] as THREE.Vector3[]
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for (let i = -8; i < 8; i++) {
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for (let j = -8; j < 8; j++) {
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positions.push(new THREE.Vector3(i * radius, 0, j * radius))
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}
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}
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const cubes = [] as Block[]
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chunk.chunk.forEach(({ position, textureName }) => {
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const faces = chunk.filterFaces(position, textureName)
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cubes.push(new Block(faces, position))
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})
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const chunks = positions.map(
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(position) => new Chunk(radius, textures, position)
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)
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chunks.map((chunk) =>
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chunk.generateChunk().then(() => {
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chunk.initializeFaces()
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chunk.countVisibleFaces()
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Object.values(chunk.faces).forEach((faceArray) => {
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faceArray.forEach((face) => {
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if (face.instancedMesh) scene.add(face.instancedMesh)
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const cubes = [] as Block[]
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chunk.chunk.forEach(({ position, textureName }) => {
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const faces = chunk.filterFaces(position, textureName)
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cubes.push(new Block(faces, position))
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})
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Object.values(chunk.faces).forEach((faceArray) => {
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faceArray.forEach((face) => {
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if (face.instancedMesh) scene.add(face.instancedMesh)
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})
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})
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})
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})
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)
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}
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camera.position.x = 15
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@@ -55,6 +69,7 @@ camera.position.z = 15
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function animate(elapsedTimeMs: number) {
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renderer.render(scene, camera)
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console.log(renderer.info.render.calls)
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controls.update()
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}
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