Files
webeditor3d/src/geometry/terrain-mesh.ts
Victor Giers 94dec56eb4 auto-git:
[add] src/rendering/terrain-layer-material.ts
 [add] tests/domain/terrains.test.ts
 [change] src/app/App.tsx
 [change] src/core/terrain-brush.ts
 [change] src/document/migrate-scene-document.ts
 [change] src/document/scene-document-validation.ts
 [change] src/document/scene-document.ts
 [change] src/document/terrains.ts
 [change] src/geometry/terrain-brush.ts
 [change] src/geometry/terrain-mesh.ts
 [change] src/runtime-three/rapier-collision-world.ts
 [change] src/runtime-three/runtime-host.ts
 [change] src/runtime-three/runtime-scene-build.ts
 [change] src/viewport-three/ViewportCanvas.tsx
 [change] src/viewport-three/ViewportPanel.tsx
 [change] src/viewport-three/viewport-host.ts
 [change] tests/domain/build-runtime-scene.test.ts
 [change] tests/domain/rapier-collision-world.test.ts
 [change] tests/domain/terrain.command.test.ts
 [change] tests/domain/water-material.test.ts
 [change] tests/geometry/terrain-brush.test.ts
 [change] tests/geometry/terrain-mesh.test.ts
 [change] tests/serialization/scene-document-json.test.ts
 [change] tests/unit/terrain-foundation.integration.test.tsx
 [change] tests/unit/viewport-canvas.test.tsx
2026-04-20 02:37:01 +02:00

192 lines
5.3 KiB
TypeScript

import { BufferAttribute, BufferGeometry } from "three";
import type { Vec3 } from "../core/vector";
import {
getTerrainHeightAtSample,
getTerrainSampleLayerWeights,
TERRAIN_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;
indices: Uint32Array;
cellTriangulation: TerrainCellTriangulation[];
localBounds: {
min: Vec3;
max: Vec3;
};
}
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 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
): 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 localBounds = createEmptyLocalBounds();
let vertexOffset = 0;
let uvOffset = 0;
let layerWeightOffset = 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;
}
}
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.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,
indices,
cellTriangulation,
localBounds
};
}