Add terrain mesh generation logic
This commit is contained in:
166
src/geometry/terrain-mesh.ts
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166
src/geometry/terrain-mesh.ts
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import { BufferAttribute, BufferGeometry } from "three";
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import type { Vec3 } from "../core/vector";
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import {
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getTerrainHeightAtSample,
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type Terrain
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} from "../document/terrains";
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export type TerrainCellDiagonal = "forward" | "backward";
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export interface TerrainCellTriangulation {
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cellX: number;
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cellZ: number;
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diagonal: TerrainCellDiagonal;
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}
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export interface DerivedTerrainMeshData {
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geometry: BufferGeometry;
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positions: Float32Array;
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normals: Float32Array;
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uvs: Float32Array;
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indices: Uint32Array;
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cellTriangulation: TerrainCellTriangulation[];
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localBounds: {
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min: Vec3;
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max: Vec3;
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};
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}
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function createEmptyLocalBounds(): { min: Vec3; max: Vec3 } {
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return {
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min: {
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x: Number.POSITIVE_INFINITY,
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y: Number.POSITIVE_INFINITY,
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z: Number.POSITIVE_INFINITY
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},
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max: {
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x: Number.NEGATIVE_INFINITY,
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y: Number.NEGATIVE_INFINITY,
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z: Number.NEGATIVE_INFINITY
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}
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};
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}
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function chooseCellDiagonal(
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topLeft: number,
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topRight: number,
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bottomLeft: number,
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bottomRight: number
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): TerrainCellDiagonal {
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return Math.abs(topLeft - bottomRight) <= Math.abs(topRight - bottomLeft)
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? "forward"
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: "backward";
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}
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function pushCellIndices(
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indices: number[],
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cellTriangulation: TerrainCellTriangulation[],
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cellX: number,
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cellZ: number,
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diagonal: TerrainCellDiagonal,
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topLeft: number,
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topRight: number,
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bottomLeft: number,
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bottomRight: number
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) {
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cellTriangulation.push({
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cellX,
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cellZ,
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diagonal
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});
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if (diagonal === "forward") {
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indices.push(topLeft, bottomLeft, bottomRight);
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indices.push(topLeft, bottomRight, topRight);
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return;
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}
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indices.push(topLeft, bottomLeft, topRight);
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indices.push(topRight, bottomLeft, bottomRight);
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}
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export function buildTerrainDerivedMeshData(
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terrain: Terrain
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): DerivedTerrainMeshData {
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const vertexCount = terrain.sampleCountX * terrain.sampleCountZ;
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const positions = new Float32Array(vertexCount * 3);
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const uvs = new Float32Array(vertexCount * 2);
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const localBounds = createEmptyLocalBounds();
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let vertexOffset = 0;
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let uvOffset = 0;
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for (let sampleZ = 0; sampleZ < terrain.sampleCountZ; sampleZ += 1) {
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for (let sampleX = 0; sampleX < terrain.sampleCountX; sampleX += 1) {
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const localX = sampleX * terrain.cellSize;
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const localY = getTerrainHeightAtSample(terrain, sampleX, sampleZ);
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const localZ = sampleZ * terrain.cellSize;
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positions[vertexOffset] = localX;
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positions[vertexOffset + 1] = localY;
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positions[vertexOffset + 2] = localZ;
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vertexOffset += 3;
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localBounds.min.x = Math.min(localBounds.min.x, localX);
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localBounds.min.y = Math.min(localBounds.min.y, localY);
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localBounds.min.z = Math.min(localBounds.min.z, localZ);
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localBounds.max.x = Math.max(localBounds.max.x, localX);
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localBounds.max.y = Math.max(localBounds.max.y, localY);
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localBounds.max.z = Math.max(localBounds.max.z, localZ);
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uvs[uvOffset] = terrain.position.x + localX;
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uvs[uvOffset + 1] = terrain.position.z + localZ;
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uvOffset += 2;
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}
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}
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const indexValues: number[] = [];
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const cellTriangulation: TerrainCellTriangulation[] = [];
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for (let cellZ = 0; cellZ < terrain.sampleCountZ - 1; cellZ += 1) {
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for (let cellX = 0; cellX < terrain.sampleCountX - 1; cellX += 1) {
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const topLeft = cellZ * terrain.sampleCountX + cellX;
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const topRight = topLeft + 1;
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const bottomLeft = (cellZ + 1) * terrain.sampleCountX + cellX;
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const bottomRight = bottomLeft + 1;
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const diagonal = chooseCellDiagonal(
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getTerrainHeightAtSample(terrain, cellX, cellZ),
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getTerrainHeightAtSample(terrain, cellX + 1, cellZ),
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getTerrainHeightAtSample(terrain, cellX, cellZ + 1),
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getTerrainHeightAtSample(terrain, cellX + 1, cellZ + 1)
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);
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pushCellIndices(
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indexValues,
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cellTriangulation,
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cellX,
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cellZ,
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diagonal,
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topLeft,
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topRight,
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bottomLeft,
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bottomRight
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);
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}
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}
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const indices = new Uint32Array(indexValues);
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const geometry = new BufferGeometry();
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geometry.setAttribute("position", new BufferAttribute(positions, 3));
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geometry.setAttribute("uv", new BufferAttribute(uvs, 2));
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geometry.setIndex(new BufferAttribute(indices, 1));
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geometry.computeVertexNormals();
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const normalAttribute = geometry.getAttribute("normal");
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const normals = new Float32Array(normalAttribute.array.length);
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normals.set(normalAttribute.array as ArrayLike<number>);
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return {
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geometry,
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positions,
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normals,
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uvs,
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indices,
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cellTriangulation,
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localBounds
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};
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}
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