cracks 99% gone

This commit is contained in:
Evert Prants 2020-04-02 19:18:25 +03:00
parent 217b35ecc8
commit 26c822366d
Signed by: evert
GPG Key ID: 1688DA83D222D0B5

View File

@ -1,4 +1,5 @@
import { Mesh } from '../../mesh'
import { BoundingBox } from '../../mesh/aabb'
import { mat4, vec3 } from 'gl-matrix'
import { subv3, mulv3, addv3, divv3, normalv3, crossv3 } from '../../utility'
import Screen from '../../screen'
@ -11,16 +12,16 @@ class PlanetGenerator {
this.radius = radius
this.noise = noise
if (resolution <= 1 || resolution % 2 === 0) {
throw new Error('Resolution must be higher than 1 and an odd number.')
}
PlanetIndexBuffers.generate(resolution)
}
}
const PlanetIndexBuffers = {
generate (sideResolution) {
if (sideResolution <= 1 || sideResolution % 2 === 0) {
throw new Error('Resolution must be higher than 1 and an odd number.')
}
PlanetIndexBuffers.base = PlanetIndexBuffers.generateBuffer(sideResolution)
PlanetIndexBuffers.fixT = PlanetIndexBuffers.generateBuffer(sideResolution, true, false, false, false)
PlanetIndexBuffers.fixTR = PlanetIndexBuffers.generateBuffer(sideResolution, true, true, false, false)
@ -93,7 +94,7 @@ const PlanetIndexBuffers = {
}
class CubeFace {
constructor (index, parent, level, pos, normal, generator) {
constructor (index, parent, level, pos, normal, planet) {
this.index = index
this.parent = parent
this.children = []
@ -103,7 +104,8 @@ class CubeFace {
this.level = level
this.generated = false
this.generator = generator
this.planet = planet
this.generator = planet.generator
// Calculate left (x) and forward (z) vectors from the normal (y)
this.left = [normal[1], normal[2], normal[0]]
@ -113,8 +115,8 @@ class CubeFace {
// Center the face
if (level === 0) {
this.position = subv3(this.position, mulv3(this.left, generator.radius / 2))
this.position = subv3(this.position, mulv3(this.forward, generator.radius / 2))
this.position = subv3(this.position, mulv3(this.left, this.generator.radius / 2))
this.position = subv3(this.position, mulv3(this.forward, this.generator.radius / 2))
}
this.generate()
@ -155,8 +157,8 @@ class CubeFace {
normals[vertexPointer * 3] = normal[0]
normals[vertexPointer * 3 + 1] = normal[1]
normals[vertexPointer * 3 + 2] = normal[2]
textureCoords[vertexPointer * 2] = j * (1 / sideResolution)
textureCoords[vertexPointer * 2 + 1] = i * (1 / sideResolution)
textureCoords[vertexPointer * 2] = i * (1 / sideResolution)
textureCoords[vertexPointer * 2 + 1] = j * (1 / sideResolution)
if (i === Math.floor(sideResolution / 2) && j === Math.floor(sideResolution / 2)) {
this.center = pos
@ -164,17 +166,11 @@ class CubeFace {
}
}
// TODO: neighbor detection
const indexBuffer = PlanetIndexBuffers.base
// Generate normals for this mesh
Mesh.generateNormals(normals, PlanetIndexBuffers.base.indices, vertices)
this.mesh = Mesh.construct(Screen.gl, vertices, null, textureCoords, normals)
// Set the index buffer for this mesh to use
PlanetIndexBuffers.setBuffer(this.mesh, indexBuffer)
this.bounds = BoundingBox.fromMesh(this.mesh)
this.generated = true
}
@ -202,6 +198,7 @@ class CubeFace {
this.children = []
this.generate()
this.updateNeighbors()
}
subdivide () {
@ -213,15 +210,16 @@ class CubeFace {
this.children = [
// Top left corner
new CubeFace(0, this, lv, addv3(this.position, addv3(stepLeft, stepForward)), this.normal, this.generator),
new CubeFace(0, this, lv, this.position, this.normal, this.planet),
// Top right corner
new CubeFace(1, this, lv, addv3(this.position, stepForward), this.normal, this.generator),
new CubeFace(1, this, lv, addv3(this.position, stepForward), this.normal, this.planet),
// Bottom right corner
new CubeFace(2, this, lv, this.position, this.normal, this.generator),
new CubeFace(2, this, lv, addv3(this.position, addv3(stepLeft, stepForward)), this.normal, this.planet),
// Bottom left corner
new CubeFace(3, this, lv, addv3(this.position, stepLeft), this.normal, this.generator)
new CubeFace(3, this, lv, addv3(this.position, stepLeft), this.normal, this.planet)
]
this.updateNeighbors()
this.dispose()
}
@ -253,18 +251,72 @@ class CubeFace {
return
}
this.updateNeighbors()
if (this.children.length > 0) {
for (const i in this.children) {
this.children[i].update(camera, dt)
}
}
}
this.updateNeighbors()
get root () {
if (this.level === 0) return this
if (this.parent.level === 0) return this.parent
return this.parent.root
}
updateNeighbors () {
// TODO: planet face traversal
if (this.level === 0) return
if (this.level === 0) {
// The neighbors of root nodes never change
if (this.neighborTop) return
switch (this.index) {
// Front face
case 0:
this.neighborTop = this.parent.faces[4]
this.neighborLeft = this.parent.faces[2]
this.neighborRight = this.parent.faces[3]
this.neighborBottom = this.parent.faces[5]
break
// Back face
case 1:
this.neighborTop = this.parent.faces[4]
this.neighborLeft = this.parent.faces[3]
this.neighborRight = this.parent.faces[2]
this.neighborBottom = this.parent.faces[5]
break
// Left face
case 2:
this.neighborTop = this.parent.faces[4]
this.neighborLeft = this.parent.faces[1]
this.neighborRight = this.parent.faces[0]
this.neighborBottom = this.parent.faces[5]
break
// Right face
case 3:
this.neighborTop = this.parent.faces[4]
this.neighborLeft = this.parent.faces[0]
this.neighborRight = this.parent.faces[1]
this.neighborBottom = this.parent.faces[5]
break
// Top face
case 4:
this.neighborTop = this.parent.faces[1]
this.neighborLeft = this.parent.faces[2]
this.neighborRight = this.parent.faces[3]
this.neighborBottom = this.parent.faces[0]
break
// Bottom face
case 5:
this.neighborTop = this.parent.faces[0]
this.neighborLeft = this.parent.faces[2]
this.neighborRight = this.parent.faces[3]
this.neighborBottom = this.parent.faces[1]
break
}
return
}
switch (this.index) {
// Top left corner
case 0:
@ -315,7 +367,7 @@ class CubeFace {
static determineIndexBuffer (face) {
let buffer = PlanetIndexBuffers.base
if (face.level === 0) return PlanetIndexBuffers.setBuffer(face.mesh, buffer)
if (face.level <= 1) return PlanetIndexBuffers.setBuffer(face.mesh, buffer)
switch (face.index) {
// Top left corner
case 0:
@ -373,14 +425,14 @@ class CubePlanet {
const hs = generator.radius / 2
this.faces = [
new CubeFace(0, this, 0, [0, 0, -hs], [0, 0, -1], generator), // front
new CubeFace(0, this, 0, [0, 0, hs], [0, 0, 1], generator), // back
new CubeFace(0, this, 0, [0, 0, -hs], [0, 0, -1], this), // front
new CubeFace(1, this, 0, [0, 0, hs], [0, 0, 1], this), // back
new CubeFace(0, this, 0, [-hs, 0, 0], [-1, 0, 0], generator), // left
new CubeFace(0, this, 0, [hs, 0, 0], [1, 0, 0], generator), // right
new CubeFace(2, this, 0, [-hs, 0, 0], [-1, 0, 0], this), // left
new CubeFace(3, this, 0, [hs, 0, 0], [1, 0, 0], this), // right
new CubeFace(0, this, 0, [0, hs, 0], [0, 1, 0], generator), // top
new CubeFace(0, this, 0, [0, -hs, 0], [0, -1, 0], generator) // bottom
new CubeFace(4, this, 0, [0, hs, 0], [0, 1, 0], this), // top
new CubeFace(5, this, 0, [0, -hs, 0], [0, -1, 0], this) // bottom
]
}