cleanup, comments
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1bad7e46ab
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@ -1,6 +1,6 @@
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import { Mesh } from '../mesh'
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import { MeshInstance } from '../components'
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import { addv3, crossv3, subv3 } from '../utility'
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import { addv3 } from '../utility'
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const FACE_VERTEX = [
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// Bottom
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@ -8,34 +8,39 @@ const FACE_VERTEX = [
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[1.0, 0.0, 0.0],
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[1.0, 0.0, 1.0],
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[0.0, 0.0, 1.0],
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[0.0, 0.0, 0.0]
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[0.0, 0.0, 0.0],
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[0.0, -1.0, 0.0]
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],
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// Top
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[
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[0.0, 1.0, 0.0],
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[0.0, 1.0, 1.0],
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[1.0, 1.0, 1.0],
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[1.0, 1.0, 0.0]
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[1.0, 1.0, 0.0],
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[0.0, 1.0, 0.0]
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],
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// Left
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[
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[0.0, 0.0, 1.0],
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[0.0, 1.0, 1.0],
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[0.0, 1.0, 0.0],
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[0.0, 0.0, 0.0]
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[0.0, 0.0, 0.0],
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[-1.0, 0.0, 0.0]
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],
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// Right
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[
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[1.0, 0.0, 0.0],
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[1.0, 1.0, 0.0],
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[1.0, 1.0, 1.0],
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[1.0, 0.0, 1.0]
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[1.0, 0.0, 1.0],
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[1.0, 0.0, 0.0]
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],
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// Front
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[
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[1.0, 0.0, 1.0],
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[1.0, 1.0, 1.0],
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[0.0, 1.0, 1.0],
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[0.0, 0.0, 1.0],
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[0.0, 0.0, 1.0]
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],
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// Back
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@ -43,7 +48,8 @@ const FACE_VERTEX = [
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[0.0, 0.0, 0.0],
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[0.0, 1.0, 0.0],
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[1.0, 1.0, 0.0],
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[1.0, 0.0, 0.0]
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[1.0, 0.0, 0.0],
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[0.0, 0.0, -1.0]
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]
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]
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@ -65,130 +71,123 @@ class Voxel {
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}
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const AIR_VOXEL = new Voxel(0)
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const GROUND_VOXEL = new Voxel(1)
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class VoxelChunk extends MeshInstance {
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constructor (pos, size = 16) {
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super(null, pos)
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this.size = size
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this.array = {}
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this.mesh = null
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// Voxel data
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this.data = {}
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// Set to true when this chunk mesh requires to be recreated
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this.dirty = true
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// Set to true when the generation has been finished
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this.generated = false
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}
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getVoxel (x, y, z) {
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if (x < 0 || x >= this.size || y < 0 || y >= this.size || z < 0 || z >= this.size) return AIR_VOXEL
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return this.array[x][y][z]
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return this.data[x][y][z]
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}
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generate (noise) {
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this.array = {}
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generate (generator) {
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this.data = {}
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for (let x = 0; x < this.size; x++) {
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if (!this.array[x]) this.array[x] = {}
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if (!this.data[x]) this.data[x] = {}
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for (let y = 0; y < this.size; y++) {
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if (!this.array[x][y]) this.array[x][y] = {}
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if (!this.data[x][y]) this.data[x][y] = {}
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for (let z = 0; z < this.size; z++) {
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if (!this.array[x][y][z]) this.array[x][y][z] = {}
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let solid = y < (noise.getHeight(x + this.pos[0], z + this.pos[2]) + 10)
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this.array[x][y][z] = new Voxel(solid ? 1 : 0)
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if (!this.data[x][y][z]) this.data[x][y][z] = {}
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let solid = y < (generator.getHeight(x + this.pos[0], z + this.pos[2]) + 10)
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this.data[x][y][z] = solid ? GROUND_VOXEL : AIR_VOXEL
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}
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}
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}
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this.generated = true
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}
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// Programmatically generate a voxel face
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// Returns the position, normal and texture coordinates for each vertex in this face
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createFace (verts, pos, face) {
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let posi = [
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createFace (points, pos, face) {
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// Add the corresponding offsets for this face to the position
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let corners = [
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addv3(pos, FACE_VERTEX[face][0]), addv3(pos, FACE_VERTEX[face][1]),
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addv3(pos, FACE_VERTEX[face][2]), addv3(pos, FACE_VERTEX[face][3])
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]
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let normal = crossv3(subv3(posi[2], posi[0]), subv3(posi[3], posi[1]))
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verts.push([posi[0], normal, [0.0, 1.0]])
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verts.push([posi[1], normal, [0.0, 0.0]])
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verts.push([posi[2], normal, [1.0, 0.0]])
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verts.push([posi[0], normal, [0.0, 1.0]])
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verts.push([posi[2], normal, [1.0, 0.0]])
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verts.push([posi[3], normal, [1.0, 1.0]])
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// Select the normal for this face
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let normal = FACE_VERTEX[face][4]
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// Return the 6 vertices that make up this face (two triangles)
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// They're named points because this function returns not only vertices,
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// but corresponding texture coordinates and normals at the same time for convenience
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points.push([corners[0], normal, [0.0, 1.0]])
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points.push([corners[1], normal, [0.0, 0.0]])
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points.push([corners[2], normal, [1.0, 0.0]])
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points.push([corners[0], normal, [0.0, 1.0]])
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points.push([corners[2], normal, [1.0, 0.0]])
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points.push([corners[3], normal, [1.0, 1.0]])
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}
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createMesh (gl) {
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// Makes sure the createMesh function is not called again while it is generating
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this.dirty = false
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// If there is no generated chunk, we have nothing to base a mesh off of
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if (!this.generated) return
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// If there already exists a mesh, dispose of it
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if (this.mesh) {
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this.mesh.dispose(gl)
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}
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// Array of vertices with texture positions and normals
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let points = []
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// Generate face quads for each voxel in the chunk
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for (let x = 0; x < this.size; x++) {
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for (let y = 0; y < this.size; y++) {
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for (let z = 0; z < this.size; z++) {
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let cellPos = [x, y, z]
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if (!this.getVoxel(x, y, z).solid) continue
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let faceLeft = true
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if (x > 0) {
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faceLeft = !this.getVoxel(x - 1, y, z).solid
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}
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let faceRight = true
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if (x < this.size - 1) {
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faceRight = !this.getVoxel(x + 1, y, z).solid
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}
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let faceBottom = true
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if (y > 0) {
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faceBottom = !this.getVoxel(x, y - 1, z).solid
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}
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let faceTop = true
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if (y < this.size - 1) {
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faceTop = !this.getVoxel(x, y + 1, z).solid
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}
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let faceBack = true
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if (z > 0) {
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faceBack = !this.getVoxel(x, y, z - 1).solid
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}
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let faceFront = true
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if (z < this.size - 1) {
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faceFront = !this.getVoxel(x, y, z + 1).solid
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}
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let cellPos = [x, y, z]
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if (faceBottom) {
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if (!this.getVoxel(x, y - 1, z).solid) {
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this.createFace(points, cellPos, FACE_BOTTOM)
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}
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if (faceTop) {
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if (!this.getVoxel(x, y + 1, z).solid) {
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this.createFace(points, cellPos, FACE_TOP)
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}
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if (faceLeft) {
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if (!this.getVoxel(x - 1, y, z).solid) {
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this.createFace(points, cellPos, FACE_LEFT)
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}
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if (faceRight) {
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if (!this.getVoxel(x + 1, y, z).solid) {
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this.createFace(points, cellPos, FACE_RIGHT)
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}
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if (faceFront) {
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if (!this.getVoxel(x, y, z + 1).solid) {
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this.createFace(points, cellPos, FACE_FRONT)
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}
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if (faceBack) {
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if (!this.getVoxel(x, y, z - 1).solid) {
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this.createFace(points, cellPos, FACE_BACK)
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}
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}
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}
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}
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// Do not create a mesh when there are no faces in this chunk
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if (points.length === 0) {
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return
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}
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// Flatten the points array to three separate arrays
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let vertices = []
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let normals = []
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let uvs = []
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@ -204,11 +203,15 @@ class VoxelChunk extends MeshInstance {
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uvs.push(vert[2][1])
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}
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// Create a new mesh without an element array buffer (TODO maybe?)
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this.mesh = Mesh.construct(gl, vertices, null, uvs, normals)
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// TODO: Temporary..
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if (this.material) this.mesh.material = this.material
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}
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update (dt) {
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update (gl, dt) {
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if (this.dirty) return this.createMesh(gl)
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}
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}
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@ -89,8 +89,7 @@ async function pipeline () {
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// Voxel test
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let chunk = new VoxelChunk([0.0, 0.0, 0.0])
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chunk.generate(hmap)
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chunk.createMesh(game.gl)
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chunk.mesh.material = material
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chunk.material = material
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// Update function for camera and terrain
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let fpsTimer = 0
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@ -132,6 +131,9 @@ async function pipeline () {
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// Ripple water
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// waterRenderer.update(dt)
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// Update voxel chunk
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chunk.update(game.gl, dt)
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// Set text to FPS
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fpsTimer++
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if (fpsTimer === 10) {
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