Files
ThatsMyWorld/src/main.ts
T

151 lines
3.9 KiB
TypeScript

import "./style.css"
import * as THREE from "three"
import { OrbitControls } from "three/addons/controls/OrbitControls.js"
import Face from "./face"
import Block from "./block"
import TextureLoader from "./textureLoader"
// import TextureLoader from "./textureLoader"
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
)
const renderer = new THREE.WebGLRenderer()
renderer.setSize(window.innerWidth, window.innerHeight)
renderer.setAnimationLoop(animate)
const controls = new OrbitControls(camera, renderer.domElement)
controls.update()
document.body.appendChild(renderer.domElement)
let grassTextures = [] as THREE.Texture[]
let dirtTextures = [] as THREE.Texture[]
async function loadTextures() {
const textureLoader = new TextureLoader(16, 16)
grassTextures = await textureLoader.load("/grass.png")
dirtTextures = await textureLoader.load("/dirt.png")
// const debugTextures = await textureLoader.load("/debug.png")
onTextureLoaded()
}
// const gridHelper = new THREE.GridHelper(1000, 1000)
// scene.add(gridHelper)
// const axesHelper = new THREE.AxesHelper(500)
// scene.add(axesHelper)
const FACES_OFFSETS: { [key: string]: THREE.Vector3 } = {
Up: new THREE.Vector3(0, 1, 0),
North: new THREE.Vector3(0, 0, 1),
South: new THREE.Vector3(0, 0, -1),
East: new THREE.Vector3(-1, 0, 0),
West: new THREE.Vector3(1, 0, 0),
Down: new THREE.Vector3(0, -1, 0)
}
function filterFaces(
faces: Face[],
block: THREE.Vector3,
chunkSet: Set<string>
): Face[] {
return faces.filter((face) => {
const offset = FACES_OFFSETS[face.orientation]
const adjacentBlock = new THREE.Vector3(
block.x + offset.x,
block.y + offset.y,
block.z + offset.z
)
return !chunkSet.has(adjacentBlock.toArray().toString())
})
}
function countVisibleFaces(
chunkSet: Set<string>,
chunk: THREE.Vector3[]
): { [key: string]: number } {
const faceCounts: { [key: string]: number } = {
Up: 0,
North: 0,
South: 0,
East: 0,
West: 0,
Down: 0
}
chunk.forEach((block) => {
Object.keys(FACES_OFFSETS).forEach((orientation) => {
const offset = FACES_OFFSETS[orientation]
const adjacentBlock = new THREE.Vector3(
block.x + offset.x,
block.y + offset.y,
block.z + offset.z
)
if (!chunkSet.has(adjacentBlock.toArray().toString())) {
faceCounts[orientation]++
}
})
})
return faceCounts
}
function onTextureLoaded() {
const chunk = [] as THREE.Vector3[]
const chunkSet = new Set<string>()
const radius = 32
for (let i = 0; i < radius; i++) {
for (let j = 0; j < radius; j++) {
const max = Math.ceil(Math.sin(i / 30) * 10 + Math.cos(j / 30) * 10)
for (let k = -64; k < max; k++) {
const vec3 = new THREE.Vector3(i, k, j)
chunk.push(vec3)
chunkSet.add(vec3.toArray().toString())
}
}
}
const faceCounts = countVisibleFaces(chunkSet, chunk)
const grassFaces = [
new Face("Up", faceCounts.Up, grassTextures[0]),
new Face("North", faceCounts.North, grassTextures[1]),
new Face("South", faceCounts.South, grassTextures[2]),
new Face("East", faceCounts.East, grassTextures[3]),
new Face("West", faceCounts.West, grassTextures[4]),
new Face("Down", faceCounts.Down, grassTextures[5])
]
const dirtFaces = [
new Face("Up", faceCounts.Up, dirtTextures[0]),
new Face("North", faceCounts.North, dirtTextures[1]),
new Face("South", faceCounts.South, dirtTextures[2]),
new Face("East", faceCounts.East, dirtTextures[3]),
new Face("West", faceCounts.West, dirtTextures[4]),
new Face("Down", faceCounts.Down, dirtTextures[5])
]
const cubes = [] as Block[]
chunk.forEach((block) => {
cubes.push(new Block(filterFaces(grassFaces, block, chunkSet), block))
})
grassFaces.forEach((face) => {
if (face.instancedMesh) scene.add(face.instancedMesh)
})
}
camera.position.x = 15
camera.position.y = 15
camera.position.z = 15
function animate(elapsedTimeMs: number) {
renderer.render(scene, camera)
controls.update()
}
loadTextures()