cracks 99% gone
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@ -1,4 +1,5 @@
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import { Mesh } from '../../mesh'
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import { BoundingBox } from '../../mesh/aabb'
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import { mat4, vec3 } from 'gl-matrix'
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import { subv3, mulv3, addv3, divv3, normalv3, crossv3 } from '../../utility'
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import Screen from '../../screen'
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@ -11,16 +12,16 @@ class PlanetGenerator {
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this.radius = radius
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this.noise = noise
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if (resolution <= 1 || resolution % 2 === 0) {
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throw new Error('Resolution must be higher than 1 and an odd number.')
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}
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PlanetIndexBuffers.generate(resolution)
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}
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}
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const PlanetIndexBuffers = {
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generate (sideResolution) {
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if (sideResolution <= 1 || sideResolution % 2 === 0) {
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throw new Error('Resolution must be higher than 1 and an odd number.')
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}
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PlanetIndexBuffers.base = PlanetIndexBuffers.generateBuffer(sideResolution)
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PlanetIndexBuffers.fixT = PlanetIndexBuffers.generateBuffer(sideResolution, true, false, false, false)
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PlanetIndexBuffers.fixTR = PlanetIndexBuffers.generateBuffer(sideResolution, true, true, false, false)
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@ -93,7 +94,7 @@ const PlanetIndexBuffers = {
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}
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class CubeFace {
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constructor (index, parent, level, pos, normal, generator) {
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constructor (index, parent, level, pos, normal, planet) {
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this.index = index
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this.parent = parent
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this.children = []
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@ -103,7 +104,8 @@ class CubeFace {
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this.level = level
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this.generated = false
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this.generator = generator
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this.planet = planet
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this.generator = planet.generator
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// Calculate left (x) and forward (z) vectors from the normal (y)
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this.left = [normal[1], normal[2], normal[0]]
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@ -113,8 +115,8 @@ class CubeFace {
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// Center the face
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if (level === 0) {
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this.position = subv3(this.position, mulv3(this.left, generator.radius / 2))
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this.position = subv3(this.position, mulv3(this.forward, generator.radius / 2))
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this.position = subv3(this.position, mulv3(this.left, this.generator.radius / 2))
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this.position = subv3(this.position, mulv3(this.forward, this.generator.radius / 2))
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}
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this.generate()
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@ -155,8 +157,8 @@ class CubeFace {
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normals[vertexPointer * 3] = normal[0]
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normals[vertexPointer * 3 + 1] = normal[1]
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normals[vertexPointer * 3 + 2] = normal[2]
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textureCoords[vertexPointer * 2] = j * (1 / sideResolution)
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textureCoords[vertexPointer * 2 + 1] = i * (1 / sideResolution)
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textureCoords[vertexPointer * 2] = i * (1 / sideResolution)
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textureCoords[vertexPointer * 2 + 1] = j * (1 / sideResolution)
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if (i === Math.floor(sideResolution / 2) && j === Math.floor(sideResolution / 2)) {
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this.center = pos
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@ -164,17 +166,11 @@ class CubeFace {
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}
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}
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// TODO: neighbor detection
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const indexBuffer = PlanetIndexBuffers.base
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// Generate normals for this mesh
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Mesh.generateNormals(normals, PlanetIndexBuffers.base.indices, vertices)
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this.mesh = Mesh.construct(Screen.gl, vertices, null, textureCoords, normals)
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// Set the index buffer for this mesh to use
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PlanetIndexBuffers.setBuffer(this.mesh, indexBuffer)
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this.bounds = BoundingBox.fromMesh(this.mesh)
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this.generated = true
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}
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@ -202,6 +198,7 @@ class CubeFace {
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this.children = []
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this.generate()
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this.updateNeighbors()
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}
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subdivide () {
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@ -213,15 +210,16 @@ class CubeFace {
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this.children = [
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// Top left corner
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new CubeFace(0, this, lv, addv3(this.position, addv3(stepLeft, stepForward)), this.normal, this.generator),
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new CubeFace(0, this, lv, this.position, this.normal, this.planet),
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// Top right corner
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new CubeFace(1, this, lv, addv3(this.position, stepForward), this.normal, this.generator),
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new CubeFace(1, this, lv, addv3(this.position, stepForward), this.normal, this.planet),
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// Bottom right corner
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new CubeFace(2, this, lv, this.position, this.normal, this.generator),
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new CubeFace(2, this, lv, addv3(this.position, addv3(stepLeft, stepForward)), this.normal, this.planet),
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// Bottom left corner
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new CubeFace(3, this, lv, addv3(this.position, stepLeft), this.normal, this.generator)
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new CubeFace(3, this, lv, addv3(this.position, stepLeft), this.normal, this.planet)
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]
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this.updateNeighbors()
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this.dispose()
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}
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@ -253,18 +251,72 @@ class CubeFace {
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return
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}
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this.updateNeighbors()
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if (this.children.length > 0) {
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for (const i in this.children) {
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this.children[i].update(camera, dt)
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}
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}
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}
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this.updateNeighbors()
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get root () {
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if (this.level === 0) return this
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if (this.parent.level === 0) return this.parent
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return this.parent.root
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}
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updateNeighbors () {
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// TODO: planet face traversal
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if (this.level === 0) return
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if (this.level === 0) {
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// The neighbors of root nodes never change
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if (this.neighborTop) return
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switch (this.index) {
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// Front face
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case 0:
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this.neighborTop = this.parent.faces[4]
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this.neighborLeft = this.parent.faces[2]
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this.neighborRight = this.parent.faces[3]
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this.neighborBottom = this.parent.faces[5]
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break
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// Back face
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case 1:
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this.neighborTop = this.parent.faces[4]
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this.neighborLeft = this.parent.faces[3]
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this.neighborRight = this.parent.faces[2]
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this.neighborBottom = this.parent.faces[5]
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break
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// Left face
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case 2:
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this.neighborTop = this.parent.faces[4]
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this.neighborLeft = this.parent.faces[1]
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this.neighborRight = this.parent.faces[0]
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this.neighborBottom = this.parent.faces[5]
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break
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// Right face
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case 3:
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this.neighborTop = this.parent.faces[4]
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this.neighborLeft = this.parent.faces[0]
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this.neighborRight = this.parent.faces[1]
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this.neighborBottom = this.parent.faces[5]
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break
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// Top face
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case 4:
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this.neighborTop = this.parent.faces[1]
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this.neighborLeft = this.parent.faces[2]
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this.neighborRight = this.parent.faces[3]
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this.neighborBottom = this.parent.faces[0]
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break
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// Bottom face
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case 5:
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this.neighborTop = this.parent.faces[0]
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this.neighborLeft = this.parent.faces[2]
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this.neighborRight = this.parent.faces[3]
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this.neighborBottom = this.parent.faces[1]
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break
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}
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return
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}
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switch (this.index) {
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// Top left corner
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case 0:
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@ -315,7 +367,7 @@ class CubeFace {
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static determineIndexBuffer (face) {
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let buffer = PlanetIndexBuffers.base
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if (face.level === 0) return PlanetIndexBuffers.setBuffer(face.mesh, buffer)
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if (face.level <= 1) return PlanetIndexBuffers.setBuffer(face.mesh, buffer)
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switch (face.index) {
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// Top left corner
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case 0:
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@ -373,14 +425,14 @@ class CubePlanet {
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const hs = generator.radius / 2
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this.faces = [
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new CubeFace(0, this, 0, [0, 0, -hs], [0, 0, -1], generator), // front
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new CubeFace(0, this, 0, [0, 0, hs], [0, 0, 1], generator), // back
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new CubeFace(0, this, 0, [0, 0, -hs], [0, 0, -1], this), // front
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new CubeFace(1, this, 0, [0, 0, hs], [0, 0, 1], this), // back
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new CubeFace(0, this, 0, [-hs, 0, 0], [-1, 0, 0], generator), // left
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new CubeFace(0, this, 0, [hs, 0, 0], [1, 0, 0], generator), // right
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new CubeFace(2, this, 0, [-hs, 0, 0], [-1, 0, 0], this), // left
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new CubeFace(3, this, 0, [hs, 0, 0], [1, 0, 0], this), // right
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new CubeFace(0, this, 0, [0, hs, 0], [0, 1, 0], generator), // top
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new CubeFace(0, this, 0, [0, -hs, 0], [0, -1, 0], generator) // bottom
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new CubeFace(4, this, 0, [0, hs, 0], [0, 1, 0], this), // top
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new CubeFace(5, this, 0, [0, -hs, 0], [0, -1, 0], this) // bottom
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]
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}
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