Refactor terrain rendering to use LOD and structured chunk groups
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@@ -179,11 +179,17 @@ import {
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transformBrushWorldVectorToLocal
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} from "../geometry/whitebox-brush";
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import { buildBoxBrushDerivedMeshData } from "../geometry/box-brush-mesh";
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import { buildTerrainDerivedMeshData } from "../geometry/terrain-mesh";
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import {
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buildTerrainDerivedMeshData,
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buildTerrainLodMeshData,
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resolveTerrainLodLevelIndex,
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TERRAIN_LOD_DEBUG_COLORS
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} from "../geometry/terrain-mesh";
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import {
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applyTerrainBrushStamp,
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createTerrainBrushPreviewPoints,
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getTerrainBrushStrokeSpacing
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getTerrainBrushStrokeSpacing,
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sampleTerrainHeightAtWorldPosition
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} from "../geometry/terrain-brush";
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import {
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getBrushEdgeIds,
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@@ -332,7 +338,19 @@ interface PathRenderObjects {
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}
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interface TerrainRenderObjects {
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mesh: Mesh<BufferGeometry, Material>;
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group: Group;
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chunks: TerrainRenderChunkObjects[];
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material: Material;
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debugMaterials: MeshBasicMaterial[];
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pickMeshes: Mesh<BufferGeometry, Material>[];
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}
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interface TerrainRenderChunkObjects {
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levels: Mesh<BufferGeometry, Material>[];
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debugLevels: Mesh<BufferGeometry, MeshBasicMaterial>[];
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activeLevelIndex: number;
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worldCenter: Vec3;
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diagonal: number;
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}
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interface TerrainBrushHit {
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@@ -6380,31 +6398,89 @@ export class ViewportHost {
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continue;
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}
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const derivedMesh = buildTerrainDerivedMeshData(displayedTerrain);
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const mesh = new Mesh(
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derivedMesh.geometry,
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this.createTerrainMaterial(displayedTerrain)
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);
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mesh.position.set(
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displayedTerrain.position.x,
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displayedTerrain.position.y,
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displayedTerrain.position.z
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);
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mesh.userData.terrainId = displayedTerrain.id;
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mesh.castShadow = false;
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mesh.receiveShadow = true;
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applyRendererRenderCategory(mesh, "ao-world");
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this.terrainGroup.add(mesh);
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this.terrainRenderObjects.set(displayedTerrain.id, {
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mesh
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});
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const renderObjects = this.createTerrainRenderObjects(displayedTerrain);
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this.terrainGroup.add(renderObjects.group);
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this.terrainRenderObjects.set(displayedTerrain.id, renderObjects);
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}
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this.applyShadowState();
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this.updateTerrainLodVisibility();
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this.syncTerrainBrushPreview();
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}
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private createTerrainRenderObjects(terrain: Terrain): TerrainRenderObjects {
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const material = this.createTerrainMaterial(terrain);
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const debugMaterials = TERRAIN_LOD_DEBUG_COLORS.map(
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(color) =>
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new MeshBasicMaterial({
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color,
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wireframe: true,
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transparent: true,
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opacity: 0.92,
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depthTest: false,
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depthWrite: false
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})
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);
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const group = new Group();
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const chunks: TerrainRenderChunkObjects[] = [];
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const pickMeshes: Mesh<BufferGeometry, Material>[] = [];
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const lodMeshData = buildTerrainLodMeshData(terrain);
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group.position.set(terrain.position.x, terrain.position.y, terrain.position.z);
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for (const chunk of lodMeshData.chunks) {
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const levels: Mesh<BufferGeometry, Material>[] = [];
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const debugLevels: Mesh<BufferGeometry, MeshBasicMaterial>[] = [];
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for (const level of chunk.levels) {
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const mesh = new Mesh(level.geometry, material);
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mesh.userData.terrainId = terrain.id;
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mesh.userData.terrainLodLevel = level.level;
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mesh.castShadow = false;
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mesh.receiveShadow = true;
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mesh.visible = level.level === 0;
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applyRendererRenderCategory(mesh, "ao-world");
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group.add(mesh);
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levels.push(mesh);
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const debugMaterial =
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debugMaterials[level.level] ??
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debugMaterials[debugMaterials.length - 1]!;
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const debugMesh = new Mesh(level.geometry, debugMaterial);
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debugMesh.visible = false;
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debugMesh.renderOrder = 20;
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debugMesh.userData.selectionIgnored = true;
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applyRendererRenderCategory(debugMesh, "overlay");
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group.add(debugMesh);
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debugLevels.push(debugMesh);
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}
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if (levels[0] !== undefined) {
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pickMeshes.push(levels[0]);
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}
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chunks.push({
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levels,
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debugLevels,
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activeLevelIndex: 0,
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worldCenter: {
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x: terrain.position.x + chunk.localCenter.x,
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y: terrain.position.y + chunk.localCenter.y,
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z: terrain.position.z + chunk.localCenter.z
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},
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diagonal: chunk.diagonal
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});
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}
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return {
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group,
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chunks,
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material,
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debugMaterials,
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pickMeshes
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};
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}
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private createPathLineGeometry(path: ScenePath): BufferGeometry {
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const points = path.points.map(
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(point) =>
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