Files
webeditor3d/src/geometry/terrain-mesh.ts

926 lines
24 KiB
TypeScript

import { BufferAttribute, BufferGeometry } from "three";
import type { Vec3 } from "../core/vector";
import {
getTerrainFoliageMask,
getTerrainFoliageBlockerMaskValueAtSample,
getTerrainFoliageMaskValueAtSample,
getTerrainHeightAtSample,
getTerrainSampleLayerWeights,
TERRAIN_SHADER_LAYER_COUNT,
type Terrain
} from "../document/terrains";
export type TerrainCellDiagonal = "forward" | "backward";
export interface TerrainCellTriangulation {
cellX: number;
cellZ: number;
diagonal: TerrainCellDiagonal;
}
export interface DerivedTerrainMeshData {
geometry: BufferGeometry;
positions: Float32Array;
normals: Float32Array;
uvs: Float32Array;
layerWeights: Float32Array;
foliageMaskWeights: Float32Array;
indices: Uint32Array;
cellTriangulation: TerrainCellTriangulation[];
localBounds: {
min: Vec3;
max: Vec3;
};
}
export const TERRAIN_LOD_CHUNK_SIZE_CELLS = 64;
export const TERRAIN_LOD_STRIDES = [1, 2, 4, 8, 16] as const;
export const TERRAIN_LOD_DEBUG_COLORS = [
0xff4d4d,
0xffa53d,
0xffe66d,
0x4ee06f,
0x4ba3ff
] as const;
const TERRAIN_LOD_DISTANCE_MULTIPLIERS = [0.75, 1.5, 3, 6] as const;
const TERRAIN_LOD_HYSTERESIS_RATIO = 0.16;
interface TerrainMeshBuildOptions {
foliageMaskLayerId?: string | null;
foliageBlockerMask?: boolean;
}
export interface TerrainLodLevelMeshData {
level: number;
stride: number;
geometry: BufferGeometry;
positions: Float32Array;
normals: Float32Array;
uvs: Float32Array;
layerWeights: Float32Array;
foliageMaskWeights: Float32Array;
indices: Uint32Array;
skirtVertexCount: number;
}
export interface TerrainLodChunkMeshData {
chunkX: number;
chunkZ: number;
startSampleX: number;
startSampleZ: number;
endSampleX: number;
endSampleZ: number;
cellCountX: number;
cellCountZ: number;
levels: TerrainLodLevelMeshData[];
localBounds: {
min: Vec3;
max: Vec3;
};
localCenter: Vec3;
diagonal: number;
}
export interface DerivedTerrainLodMeshData {
chunkSizeCells: number;
chunks: TerrainLodChunkMeshData[];
localBounds: {
min: Vec3;
max: Vec3;
};
}
function setTerrainLayerWeightAttributes(
geometry: BufferGeometry,
layerWeights: Float32Array
) {
const vertexCount = layerWeights.length / TERRAIN_SHADER_LAYER_COUNT;
const firstWeights = new Float32Array(vertexCount * 4);
const secondWeights = new Float32Array(vertexCount * 4);
for (let vertexIndex = 0; vertexIndex < vertexCount; vertexIndex += 1) {
const sourceOffset = vertexIndex * TERRAIN_SHADER_LAYER_COUNT;
const targetOffset = vertexIndex * 4;
firstWeights[targetOffset] = layerWeights[sourceOffset] ?? 0;
firstWeights[targetOffset + 1] = layerWeights[sourceOffset + 1] ?? 0;
firstWeights[targetOffset + 2] = layerWeights[sourceOffset + 2] ?? 0;
firstWeights[targetOffset + 3] = layerWeights[sourceOffset + 3] ?? 0;
secondWeights[targetOffset] = layerWeights[sourceOffset + 4] ?? 0;
secondWeights[targetOffset + 1] = layerWeights[sourceOffset + 5] ?? 0;
secondWeights[targetOffset + 2] = layerWeights[sourceOffset + 6] ?? 0;
secondWeights[targetOffset + 3] = layerWeights[sourceOffset + 7] ?? 0;
}
geometry.setAttribute(
"terrainLayerWeights0",
new BufferAttribute(firstWeights, 4)
);
geometry.setAttribute(
"terrainLayerWeights1",
new BufferAttribute(secondWeights, 4)
);
geometry.setAttribute(
"terrainLayerWeights",
new BufferAttribute(firstWeights, 4)
);
}
function pushPaddedTerrainLayerWeights(
target: number[],
sampleLayerWeights: readonly number[]
) {
for (
let layerIndex = 0;
layerIndex < TERRAIN_SHADER_LAYER_COUNT;
layerIndex += 1
) {
target.push(sampleLayerWeights[layerIndex] ?? 0);
}
}
function createEmptyLocalBounds(): { min: Vec3; max: Vec3 } {
return {
min: {
x: Number.POSITIVE_INFINITY,
y: Number.POSITIVE_INFINITY,
z: Number.POSITIVE_INFINITY
},
max: {
x: Number.NEGATIVE_INFINITY,
y: Number.NEGATIVE_INFINITY,
z: Number.NEGATIVE_INFINITY
}
};
}
function includePointInBounds(bounds: { min: Vec3; max: Vec3 }, point: Vec3) {
bounds.min.x = Math.min(bounds.min.x, point.x);
bounds.min.y = Math.min(bounds.min.y, point.y);
bounds.min.z = Math.min(bounds.min.z, point.z);
bounds.max.x = Math.max(bounds.max.x, point.x);
bounds.max.y = Math.max(bounds.max.y, point.y);
bounds.max.z = Math.max(bounds.max.z, point.z);
}
function cloneBounds(bounds: { min: Vec3; max: Vec3 }): {
min: Vec3;
max: Vec3;
} {
return {
min: {
x: bounds.min.x,
y: bounds.min.y,
z: bounds.min.z
},
max: {
x: bounds.max.x,
y: bounds.max.y,
z: bounds.max.z
}
};
}
function chooseCellDiagonal(
topLeft: number,
topRight: number,
bottomLeft: number,
bottomRight: number
): TerrainCellDiagonal {
return Math.abs(topLeft - bottomRight) <= Math.abs(topRight - bottomLeft)
? "forward"
: "backward";
}
function pushCellIndices(
indices: number[],
cellTriangulation: TerrainCellTriangulation[],
cellX: number,
cellZ: number,
diagonal: TerrainCellDiagonal,
topLeft: number,
topRight: number,
bottomLeft: number,
bottomRight: number
) {
cellTriangulation.push({
cellX,
cellZ,
diagonal
});
if (diagonal === "forward") {
indices.push(topLeft, bottomLeft, bottomRight);
indices.push(topLeft, bottomRight, topRight);
return;
}
indices.push(topLeft, bottomLeft, topRight);
indices.push(topRight, bottomLeft, bottomRight);
}
export function buildTerrainDerivedMeshData(
terrain: Terrain,
options: TerrainMeshBuildOptions = {}
): DerivedTerrainMeshData {
const vertexCount = terrain.sampleCountX * terrain.sampleCountZ;
const positions = new Float32Array(vertexCount * 3);
const uvs = new Float32Array(vertexCount * 2);
const layerWeights = new Float32Array(vertexCount * TERRAIN_LAYER_COUNT);
const foliageMaskWeights = new Float32Array(vertexCount);
const foliageMask =
options.foliageMaskLayerId === undefined ||
options.foliageMaskLayerId === null
? null
: getTerrainFoliageMask(terrain, options.foliageMaskLayerId);
const localBounds = createEmptyLocalBounds();
let vertexOffset = 0;
let uvOffset = 0;
let layerWeightOffset = 0;
let foliageMaskWeightOffset = 0;
for (let sampleZ = 0; sampleZ < terrain.sampleCountZ; sampleZ += 1) {
for (let sampleX = 0; sampleX < terrain.sampleCountX; sampleX += 1) {
const localX = sampleX * terrain.cellSize;
const localY = getTerrainHeightAtSample(terrain, sampleX, sampleZ);
const sampleLayerWeights = getTerrainSampleLayerWeights(
terrain,
sampleX,
sampleZ
);
const localZ = sampleZ * terrain.cellSize;
positions[vertexOffset] = localX;
positions[vertexOffset + 1] = localY;
positions[vertexOffset + 2] = localZ;
vertexOffset += 3;
localBounds.min.x = Math.min(localBounds.min.x, localX);
localBounds.min.y = Math.min(localBounds.min.y, localY);
localBounds.min.z = Math.min(localBounds.min.z, localZ);
localBounds.max.x = Math.max(localBounds.max.x, localX);
localBounds.max.y = Math.max(localBounds.max.y, localY);
localBounds.max.z = Math.max(localBounds.max.z, localZ);
uvs[uvOffset] = terrain.position.x + localX;
uvs[uvOffset + 1] = terrain.position.z + localZ;
uvOffset += 2;
for (
let layerIndex = 0;
layerIndex < TERRAIN_LAYER_COUNT;
layerIndex += 1
) {
layerWeights[layerWeightOffset + layerIndex] =
sampleLayerWeights[layerIndex];
}
layerWeightOffset += TERRAIN_LAYER_COUNT;
foliageMaskWeights[foliageMaskWeightOffset] =
options.foliageBlockerMask === true
? getTerrainFoliageBlockerMaskValueAtSample(
terrain.foliageBlockerMask,
sampleX,
sampleZ
)
: foliageMask === null
? 0
: getTerrainFoliageMaskValueAtSample(
foliageMask,
sampleX,
sampleZ
);
foliageMaskWeightOffset += 1;
}
}
const indexValues: number[] = [];
const cellTriangulation: TerrainCellTriangulation[] = [];
for (let cellZ = 0; cellZ < terrain.sampleCountZ - 1; cellZ += 1) {
for (let cellX = 0; cellX < terrain.sampleCountX - 1; cellX += 1) {
const topLeft = cellZ * terrain.sampleCountX + cellX;
const topRight = topLeft + 1;
const bottomLeft = (cellZ + 1) * terrain.sampleCountX + cellX;
const bottomRight = bottomLeft + 1;
const diagonal = chooseCellDiagonal(
getTerrainHeightAtSample(terrain, cellX, cellZ),
getTerrainHeightAtSample(terrain, cellX + 1, cellZ),
getTerrainHeightAtSample(terrain, cellX, cellZ + 1),
getTerrainHeightAtSample(terrain, cellX + 1, cellZ + 1)
);
pushCellIndices(
indexValues,
cellTriangulation,
cellX,
cellZ,
diagonal,
topLeft,
topRight,
bottomLeft,
bottomRight
);
}
}
const indices = new Uint32Array(indexValues);
const geometry = new BufferGeometry();
geometry.setAttribute("position", new BufferAttribute(positions, 3));
geometry.setAttribute("uv", new BufferAttribute(uvs, 2));
geometry.setAttribute(
"terrainLayerWeights",
new BufferAttribute(layerWeights, TERRAIN_LAYER_COUNT)
);
geometry.setAttribute(
"terrainFoliageMask",
new BufferAttribute(foliageMaskWeights, 1)
);
geometry.setIndex(new BufferAttribute(indices, 1));
geometry.computeVertexNormals();
const normalAttribute = geometry.getAttribute("normal");
const normals = new Float32Array(normalAttribute.array.length);
normals.set(normalAttribute.array as ArrayLike<number>);
return {
geometry,
positions,
normals,
uvs,
layerWeights,
foliageMaskWeights,
indices,
cellTriangulation,
localBounds
};
}
function createLodSampleCoordinates(
startSample: number,
endSample: number,
stride: number
): number[] {
if (startSample === endSample) {
return [startSample];
}
const coordinates: number[] = [];
for (
let sample = startSample;
sample <= endSample;
sample += Math.max(1, stride)
) {
coordinates.push(sample);
}
if (coordinates[coordinates.length - 1] !== endSample) {
coordinates.push(endSample);
}
return coordinates;
}
function getUsefulTerrainLodStrides(cellCountX: number, cellCountZ: number) {
const strides: number[] = [];
let previousSignature = "";
for (const stride of TERRAIN_LOD_STRIDES) {
const xCount = createLodSampleCoordinates(0, cellCountX, stride).length;
const zCount = createLodSampleCoordinates(0, cellCountZ, stride).length;
const signature = `${xCount}:${zCount}`;
if (signature === previousSignature) {
continue;
}
strides.push(stride);
previousSignature = signature;
}
return strides;
}
function buildTerrainChunkSourceBounds(
terrain: Terrain,
startSampleX: number,
startSampleZ: number,
endSampleX: number,
endSampleZ: number
) {
const localBounds = createEmptyLocalBounds();
for (let sampleZ = startSampleZ; sampleZ <= endSampleZ; sampleZ += 1) {
for (let sampleX = startSampleX; sampleX <= endSampleX; sampleX += 1) {
includePointInBounds(localBounds, {
x: sampleX * terrain.cellSize,
y: getTerrainHeightAtSample(terrain, sampleX, sampleZ),
z: sampleZ * terrain.cellSize
});
}
}
return localBounds;
}
function pushTerrainLodVertex(
terrain: Terrain,
sampleX: number,
sampleZ: number,
yOffset: number,
positions: number[],
uvs: number[],
layerWeights: number[],
foliageMaskWeights: number[],
options: TerrainMeshBuildOptions
) {
const localX = sampleX * terrain.cellSize;
const localY = getTerrainHeightAtSample(terrain, sampleX, sampleZ) + yOffset;
const localZ = sampleZ * terrain.cellSize;
const sampleLayerWeights = getTerrainSampleLayerWeights(
terrain,
sampleX,
sampleZ
);
positions.push(localX, localY, localZ);
uvs.push(terrain.position.x + localX, terrain.position.z + localZ);
for (const weight of sampleLayerWeights) {
layerWeights.push(weight);
}
const foliageMask =
options.foliageMaskLayerId === undefined ||
options.foliageMaskLayerId === null
? null
: getTerrainFoliageMask(terrain, options.foliageMaskLayerId);
foliageMaskWeights.push(
options.foliageBlockerMask === true
? getTerrainFoliageBlockerMaskValueAtSample(
terrain.foliageBlockerMask,
sampleX,
sampleZ
)
: foliageMask === null
? 0
: getTerrainFoliageMaskValueAtSample(foliageMask, sampleX, sampleZ)
);
}
function pushTerrainLodSkirtSegment(
terrain: Terrain,
startSampleX: number,
startSampleZ: number,
endSampleX: number,
endSampleZ: number,
skirtDepth: number,
positions: number[],
uvs: number[],
layerWeights: number[],
foliageMaskWeights: number[],
indices: number[],
options: TerrainMeshBuildOptions
) {
const topStart = positions.length / 3;
pushTerrainLodVertex(
terrain,
startSampleX,
startSampleZ,
0,
positions,
uvs,
layerWeights,
foliageMaskWeights,
options
);
const topEnd = positions.length / 3;
pushTerrainLodVertex(
terrain,
endSampleX,
endSampleZ,
0,
positions,
uvs,
layerWeights,
foliageMaskWeights,
options
);
const bottomStart = positions.length / 3;
pushTerrainLodVertex(
terrain,
startSampleX,
startSampleZ,
-skirtDepth,
positions,
uvs,
layerWeights,
foliageMaskWeights,
options
);
const bottomEnd = positions.length / 3;
pushTerrainLodVertex(
terrain,
endSampleX,
endSampleZ,
-skirtDepth,
positions,
uvs,
layerWeights,
foliageMaskWeights,
options
);
indices.push(topStart, bottomStart, bottomEnd);
indices.push(topStart, bottomEnd, topEnd);
}
function buildTerrainLodLevelMeshData(
terrain: Terrain,
startSampleX: number,
startSampleZ: number,
endSampleX: number,
endSampleZ: number,
level: number,
stride: number,
options: TerrainMeshBuildOptions
): TerrainLodLevelMeshData {
const sampleXs = createLodSampleCoordinates(
startSampleX,
endSampleX,
stride
);
const sampleZs = createLodSampleCoordinates(
startSampleZ,
endSampleZ,
stride
);
const positions: number[] = [];
const uvs: number[] = [];
const layerWeights: number[] = [];
const foliageMaskWeights: number[] = [];
const indices: number[] = [];
for (const sampleZ of sampleZs) {
for (const sampleX of sampleXs) {
pushTerrainLodVertex(
terrain,
sampleX,
sampleZ,
0,
positions,
uvs,
layerWeights,
foliageMaskWeights,
options
);
}
}
const sampleCountX = sampleXs.length;
for (let zIndex = 0; zIndex < sampleZs.length - 1; zIndex += 1) {
for (let xIndex = 0; xIndex < sampleXs.length - 1; xIndex += 1) {
const topLeft = zIndex * sampleCountX + xIndex;
const topRight = topLeft + 1;
const bottomLeft = (zIndex + 1) * sampleCountX + xIndex;
const bottomRight = bottomLeft + 1;
const sampleX = sampleXs[xIndex]!;
const nextSampleX = sampleXs[xIndex + 1]!;
const sampleZ = sampleZs[zIndex]!;
const nextSampleZ = sampleZs[zIndex + 1]!;
const diagonal = chooseCellDiagonal(
getTerrainHeightAtSample(terrain, sampleX, sampleZ),
getTerrainHeightAtSample(terrain, nextSampleX, sampleZ),
getTerrainHeightAtSample(terrain, sampleX, nextSampleZ),
getTerrainHeightAtSample(terrain, nextSampleX, nextSampleZ)
);
if (diagonal === "forward") {
indices.push(topLeft, bottomLeft, bottomRight);
indices.push(topLeft, bottomRight, topRight);
} else {
indices.push(topLeft, bottomLeft, topRight);
indices.push(topRight, bottomLeft, bottomRight);
}
}
}
const skirtStartVertexCount = positions.length / 3;
const skirtDepth = Math.max(terrain.cellSize * stride * 1.5, 0.5);
for (let xIndex = 0; xIndex < sampleXs.length - 1; xIndex += 1) {
pushTerrainLodSkirtSegment(
terrain,
sampleXs[xIndex]!,
startSampleZ,
sampleXs[xIndex + 1]!,
startSampleZ,
skirtDepth,
positions,
uvs,
layerWeights,
foliageMaskWeights,
indices,
options
);
pushTerrainLodSkirtSegment(
terrain,
sampleXs[xIndex + 1]!,
endSampleZ,
sampleXs[xIndex]!,
endSampleZ,
skirtDepth,
positions,
uvs,
layerWeights,
foliageMaskWeights,
indices,
options
);
}
for (let zIndex = 0; zIndex < sampleZs.length - 1; zIndex += 1) {
pushTerrainLodSkirtSegment(
terrain,
startSampleX,
sampleZs[zIndex + 1]!,
startSampleX,
sampleZs[zIndex]!,
skirtDepth,
positions,
uvs,
layerWeights,
foliageMaskWeights,
indices,
options
);
pushTerrainLodSkirtSegment(
terrain,
endSampleX,
sampleZs[zIndex]!,
endSampleX,
sampleZs[zIndex + 1]!,
skirtDepth,
positions,
uvs,
layerWeights,
foliageMaskWeights,
indices,
options
);
}
const typedPositions = new Float32Array(positions);
const typedUvs = new Float32Array(uvs);
const typedLayerWeights = new Float32Array(layerWeights);
const typedFoliageMaskWeights = new Float32Array(foliageMaskWeights);
const typedIndices = new Uint32Array(indices);
const geometry = new BufferGeometry();
geometry.setAttribute("position", new BufferAttribute(typedPositions, 3));
geometry.setAttribute("uv", new BufferAttribute(typedUvs, 2));
geometry.setAttribute(
"terrainLayerWeights",
new BufferAttribute(typedLayerWeights, TERRAIN_LAYER_COUNT)
);
geometry.setAttribute(
"terrainFoliageMask",
new BufferAttribute(typedFoliageMaskWeights, 1)
);
geometry.setIndex(new BufferAttribute(typedIndices, 1));
geometry.computeVertexNormals();
geometry.computeBoundingBox();
geometry.computeBoundingSphere();
const normalAttribute = geometry.getAttribute("normal");
const normals = new Float32Array(normalAttribute.array.length);
normals.set(normalAttribute.array as ArrayLike<number>);
return {
level,
stride,
geometry,
positions: typedPositions,
normals,
uvs: typedUvs,
layerWeights: typedLayerWeights,
foliageMaskWeights: typedFoliageMaskWeights,
indices: typedIndices,
skirtVertexCount: typedPositions.length / 3 - skirtStartVertexCount
};
}
export function buildTerrainLodMeshData(
terrain: Terrain,
options: TerrainMeshBuildOptions = {},
chunkSizeCells = TERRAIN_LOD_CHUNK_SIZE_CELLS
): DerivedTerrainLodMeshData {
const chunks: TerrainLodChunkMeshData[] = [];
const localBounds = createEmptyLocalBounds();
const maxCellX = terrain.sampleCountX - 1;
const maxCellZ = terrain.sampleCountZ - 1;
for (
let startSampleZ = 0, chunkZ = 0;
startSampleZ < maxCellZ;
startSampleZ += chunkSizeCells, chunkZ += 1
) {
for (
let startSampleX = 0, chunkX = 0;
startSampleX < maxCellX;
startSampleX += chunkSizeCells, chunkX += 1
) {
const chunk = buildTerrainLodChunkMeshData(
terrain,
startSampleX,
startSampleZ,
chunkSizeCells,
options
);
if (chunk === null) {
continue;
}
includePointInBounds(localBounds, chunk.localBounds.min);
includePointInBounds(localBounds, chunk.localBounds.max);
chunks.push({
...chunk,
chunkX,
chunkZ
});
}
}
return {
chunkSizeCells,
chunks,
localBounds: cloneBounds(localBounds)
};
}
export function buildTerrainLodChunkMeshData(
terrain: Terrain,
startSampleX: number,
startSampleZ: number,
chunkSizeCells = TERRAIN_LOD_CHUNK_SIZE_CELLS,
options: TerrainMeshBuildOptions = {}
): TerrainLodChunkMeshData | null {
const maxCellX = terrain.sampleCountX - 1;
const maxCellZ = terrain.sampleCountZ - 1;
if (
startSampleX < 0 ||
startSampleZ < 0 ||
startSampleX >= maxCellX ||
startSampleZ >= maxCellZ
) {
return null;
}
const endSampleX = Math.min(startSampleX + chunkSizeCells, maxCellX);
const endSampleZ = Math.min(startSampleZ + chunkSizeCells, maxCellZ);
const cellCountX = endSampleX - startSampleX;
const cellCountZ = endSampleZ - startSampleZ;
const chunkBounds = buildTerrainChunkSourceBounds(
terrain,
startSampleX,
startSampleZ,
endSampleX,
endSampleZ
);
const strides = getUsefulTerrainLodStrides(cellCountX, cellCountZ);
const levels = strides.map((stride, level) =>
buildTerrainLodLevelMeshData(
terrain,
startSampleX,
startSampleZ,
endSampleX,
endSampleZ,
level,
stride,
options
)
);
const localCenter = {
x: (chunkBounds.min.x + chunkBounds.max.x) * 0.5,
y: (chunkBounds.min.y + chunkBounds.max.y) * 0.5,
z: (chunkBounds.min.z + chunkBounds.max.z) * 0.5
};
const diagonal = Math.hypot(
chunkBounds.max.x - chunkBounds.min.x,
chunkBounds.max.y - chunkBounds.min.y,
chunkBounds.max.z - chunkBounds.min.z
);
return {
chunkX: Math.floor(startSampleX / chunkSizeCells),
chunkZ: Math.floor(startSampleZ / chunkSizeCells),
startSampleX,
startSampleZ,
endSampleX,
endSampleZ,
cellCountX,
cellCountZ,
levels,
localBounds: cloneBounds(chunkBounds),
localCenter,
diagonal
};
}
export function resolveTerrainLodLevelIndex(options: {
levelCount: number;
chunkDiagonal: number;
cameraPosition: Vec3;
chunkWorldCenter: Vec3;
perspective: boolean;
}): number {
if (options.levelCount <= 1) {
return 0;
}
if (!options.perspective) {
return Math.min(2, options.levelCount - 1);
}
const distance = Math.hypot(
options.cameraPosition.x - options.chunkWorldCenter.x,
options.cameraPosition.y - options.chunkWorldCenter.y,
options.cameraPosition.z - options.chunkWorldCenter.z
);
const baseDistance = Math.max(options.chunkDiagonal, 1);
for (
let thresholdIndex = 0;
thresholdIndex < TERRAIN_LOD_DISTANCE_MULTIPLIERS.length;
thresholdIndex += 1
) {
if (
distance <
baseDistance * TERRAIN_LOD_DISTANCE_MULTIPLIERS[thresholdIndex]!
) {
return Math.min(thresholdIndex, options.levelCount - 1);
}
}
return options.levelCount - 1;
}
export function resolveTerrainLodLevelIndexWithHysteresis(options: {
levelCount: number;
activeLevelIndex: number;
chunkDiagonal: number;
cameraPosition: Vec3;
chunkWorldCenter: Vec3;
perspective: boolean;
}): number {
if (options.levelCount <= 1 || !options.perspective) {
return resolveTerrainLodLevelIndex(options);
}
const activeLevelIndex = Math.min(
Math.max(0, Math.trunc(options.activeLevelIndex)),
options.levelCount - 1
);
const distance = Math.hypot(
options.cameraPosition.x - options.chunkWorldCenter.x,
options.cameraPosition.y - options.chunkWorldCenter.y,
options.cameraPosition.z - options.chunkWorldCenter.z
);
const baseDistance = Math.max(options.chunkDiagonal, 1);
const normalizedDistance = distance / baseDistance;
const lowerBoundary =
activeLevelIndex <= 0
? Number.NEGATIVE_INFINITY
: TERRAIN_LOD_DISTANCE_MULTIPLIERS[activeLevelIndex - 1] ??
TERRAIN_LOD_DISTANCE_MULTIPLIERS[
TERRAIN_LOD_DISTANCE_MULTIPLIERS.length - 1
]!;
const upperBoundary =
activeLevelIndex >= options.levelCount - 1
? Number.POSITIVE_INFINITY
: TERRAIN_LOD_DISTANCE_MULTIPLIERS[activeLevelIndex] ??
TERRAIN_LOD_DISTANCE_MULTIPLIERS[
TERRAIN_LOD_DISTANCE_MULTIPLIERS.length - 1
]!;
if (
normalizedDistance >
upperBoundary * (1 + TERRAIN_LOD_HYSTERESIS_RATIO)
) {
return Math.min(activeLevelIndex + 1, options.levelCount - 1);
}
if (
normalizedDistance <
lowerBoundary * (1 - TERRAIN_LOD_HYSTERESIS_RATIO)
) {
return Math.max(activeLevelIndex - 1, 0);
}
return activeLevelIndex;
}