Map block
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@ -1,5 +1,5 @@
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import { Mesh } from '../mesh'
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import { Mesh } from '../mesh'
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import { MeshInstance } from '../components'
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import { Node, MeshInstance } from '../components'
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import { addv3 } from '../utility'
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import { addv3 } from '../utility'
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const FACE_VERTEX = [
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const FACE_VERTEX = [
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@ -74,8 +74,9 @@ const AIR_VOXEL = new Voxel(0)
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const GROUND_VOXEL = new Voxel(1)
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const GROUND_VOXEL = new Voxel(1)
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class VoxelChunk extends MeshInstance {
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class VoxelChunk extends MeshInstance {
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constructor (pos, size = 16) {
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constructor (origin, pos, size = 16) {
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super(null, pos)
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super(null, [origin[0] + pos[0] * size, origin[1] + pos[1] * size, origin[2] + pos[2] * size])
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this.relativePos = pos
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this.size = size
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this.size = size
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this.mesh = null
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this.mesh = null
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@ -90,24 +91,77 @@ class VoxelChunk extends MeshInstance {
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}
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}
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getVoxel (x, y, z) {
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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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if (this.parent) {
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return this.data[x][y][z]
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let neighbor
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if (x < 0) {
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neighbor = this.parent.getChunk(this.relativePos[0] - 1, this.relativePos[1], this.relativePos[2])
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if (neighbor) {
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return neighbor.getVoxel(this.size + x, y, z)
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}
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return AIR_VOXEL
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} else if (x >= this.size) {
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neighbor = this.parent.getChunk(this.relativePos[0] + 1, this.relativePos[1], this.relativePos[2])
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if (neighbor) {
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return neighbor.getVoxel(x - this.size, y, z)
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}
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return AIR_VOXEL
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} else if (y < 0) {
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neighbor = this.parent.getChunk(this.relativePos[0], this.relativePos[1] - 1, this.relativePos[2])
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if (neighbor) {
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return neighbor.getVoxel(x, this.size + y, z)
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}
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return AIR_VOXEL
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} else if (y >= this.size) {
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neighbor = this.parent.getChunk(this.relativePos[0], this.relativePos[1] + 1, this.relativePos[2])
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if (neighbor) {
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return neighbor.getVoxel(x, y - this.size, z)
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}
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return AIR_VOXEL
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} else if (z < 0) {
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neighbor = this.parent.getChunk(this.relativePos[0], this.relativePos[1], this.relativePos[2] - 1)
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if (neighbor) {
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return neighbor.getVoxel(x, y, this.size + z)
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}
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return AIR_VOXEL
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} else if (z >= this.size) {
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neighbor = this.parent.getChunk(this.relativePos[0], this.relativePos[1], this.relativePos[2] + 1)
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if (neighbor) {
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return neighbor.getVoxel(x, y, z - this.size)
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}
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return AIR_VOXEL
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}
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}
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return this.data[x][z][y]
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}
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getVoxelv (v) {
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return this.getVoxel(v[0], v[1], v[2])
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}
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}
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generate (generator) {
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generate (generator) {
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this.data = {}
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this.data = {}
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for (let x = 0; x < this.size; x++) {
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for (let x = 0; x < this.size; x++) {
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if (!this.data[x]) this.data[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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for (let z = 0; z < this.size; z++) {
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if (!this.data[x][y]) this.data[x][y] = {}
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if (!this.data[x][z]) this.data[x][z] = {}
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for (let z = 0; z < this.size; z++) {
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let columnHeight = generator.getHeight(x + this.pos[0], z + this.pos[2])
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if (!this.data[x][y][z]) this.data[x][y][z] = {}
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for (let y = 0; y < this.size; y++) {
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let solid = y < (generator.getHeight(x + this.pos[0], z + this.pos[2]) + 10)
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let solid = this.pos[1] + y < columnHeight
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this.data[x][y][z] = solid ? GROUND_VOXEL : AIR_VOXEL
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this.data[x][z][y] = solid ? GROUND_VOXEL : AIR_VOXEL
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}
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}
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}
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}
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}
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}
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this.generated = true
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this.generated = true
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// Make sure the parent knows that we have generated everything
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if (this.parent) {
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this.parent.chunksLeft--
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if (this.parent.chunksLeft <= 0) {
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this.parent.generated = true
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}
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}
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}
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}
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// Programmatically generate a voxel face
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// Programmatically generate a voxel face
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@ -138,7 +192,7 @@ class VoxelChunk extends MeshInstance {
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this.dirty = false
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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 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 (!this.generated) return false
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// If there already exists a mesh, dispose of it
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// If there already exists a mesh, dispose of it
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if (this.mesh) {
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if (this.mesh) {
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@ -184,7 +238,7 @@ class VoxelChunk extends MeshInstance {
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// Do not create a mesh when there are no faces in this chunk
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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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if (points.length === 0) {
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return
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return false
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}
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}
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// Flatten the points array to three separate arrays
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// Flatten the points array to three separate arrays
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@ -206,13 +260,108 @@ class VoxelChunk extends MeshInstance {
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// Create a new mesh without an element array buffer (TODO maybe?)
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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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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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if (this.material) this.mesh.material = this.material
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return true
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}
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}
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update (gl, dt) {
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update (gl, dt) {
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if (this.dirty) return this.createMesh(gl)
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if (this.dirty) return this.createMesh(gl)
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return false
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}
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destroy (gl) {
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this.generated = false
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this.mesh && this.mesh.dispose(gl)
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this.data = {}
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}
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}
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}
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}
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export { Voxel, VoxelChunk }
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class VoxelMapBlock extends Node {
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constructor (pos, chunkSize = 16, size = 8) {
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super(pos)
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this.chunkSize = chunkSize
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this.size = size
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this.chunks = {}
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this.generated = false
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this.chunksLeft = size * size * size
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}
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getChunk (x, y, z) {
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if (x < 0 || x >= this.size || y < 0 || y >= this.size || z < 0 || z >= this.size) return null
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return this.chunks[x][z][y]
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}
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getChunkv (v) {
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return this.getChunk(v[0], v[1], v[2])
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}
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generate (generator) {
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this.chunks = {}
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for (let x = 0; x < this.size; x++) {
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if (!this.chunks[x]) this.chunks[x] = {}
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for (let z = 0; z < this.size; z++) {
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if (!this.chunks[x][z]) this.chunks[x][z] = {}
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for (let y = 0; y < this.size; y++) {
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if (this.chunks[x][z][y]) continue
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let chunk = new VoxelChunk(this.pos, [x, y, z], this.chunkSize)
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this.chunks[x][z][y] = chunk
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this.addChild(chunk)
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generator.pushChunk(chunk)
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}
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}
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}
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}
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destroy (gl) {
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this.generated = false
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for (let i in this.children) {
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let ch = this.children[i]
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if (!(ch instanceof VoxelChunk)) continue
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ch.destroy(gl)
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}
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this.children = []
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this.chunks = {}
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}
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update (gl, dt) {
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if (!this.generated) return
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for (let i in this.children) {
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let ch = this.children[i]
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if (!(ch instanceof VoxelChunk)) continue
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if (ch.update(gl, dt)) break
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}
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}
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}
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class VoxelGenerator {
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constructor (noise, material, groundHeight = 64) {
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this.material = material
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this.noise = noise
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this.groundHeight = groundHeight
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this.generateQueue = []
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}
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// Push a chunk into the generation queue
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pushChunk (chunk) {
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this.generateQueue.push(chunk)
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}
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// Get chunk height
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getHeight (x, z) {
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return this.noise.getHeight(x, z) + this.groundHeight
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}
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// Generate chunks in the queue
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update (dt) {
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for (let i in this.generateQueue) {
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let chunk = this.generateQueue[i]
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if (chunk.generated) continue
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chunk.material = this.material
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chunk.generate(this)
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}
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}
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}
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export { VoxelGenerator, Voxel, VoxelChunk, VoxelMapBlock }
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13
src/index.js
13
src/index.js
@ -13,7 +13,7 @@ import { SimplexHeightMap } from './engine/components/terrain/heightmap'
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import { Material, Texture } from './engine/mesh/material'
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import { Material, Texture } from './engine/mesh/material'
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import { GUIRenderer, GUIImage, Dim4 } from './engine/gui'
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import { GUIRenderer, GUIImage, Dim4 } from './engine/gui'
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import { FontRenderer, GUIText, Font } from './engine/gui/font'
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import { FontRenderer, GUIText, Font } from './engine/gui/font'
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import { VoxelChunk } from './engine/voxel'
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import { VoxelMapBlock, VoxelGenerator } from './engine/voxel'
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let game = Engine
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let game = Engine
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let env = new Environment()
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let env = new Environment()
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@ -87,9 +87,9 @@ async function pipeline () {
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await skybox.initialize(game.gl)
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await skybox.initialize(game.gl)
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// Voxel test
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// Voxel test
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let chunk = new VoxelChunk([0.0, 0.0, 0.0])
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let voxgen = new VoxelGenerator(hmap, material)
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chunk.generate(hmap)
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let block = new VoxelMapBlock([0.0, 0.0, 0.0])
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chunk.material = material
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block.generate(voxgen)
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// Update function for camera and terrain
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// Update function for camera and terrain
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let fpsTimer = 0
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let fpsTimer = 0
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@ -132,7 +132,8 @@ async function pipeline () {
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// waterRenderer.update(dt)
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// waterRenderer.update(dt)
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// Update voxel chunk
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// Update voxel chunk
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chunk.update(game.gl, dt)
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voxgen.update(dt)
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block.update(game.gl, dt)
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// Set text to FPS
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// Set text to FPS
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fpsTimer++
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fpsTimer++
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@ -160,7 +161,7 @@ async function pipeline () {
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// entity.draw(gl, terrainShader)
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// entity.draw(gl, terrainShader)
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chunk.draw(gl, terrainShader)
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block.draw(gl, terrainShader)
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}
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}
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// Render function for the triangle
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// Render function for the triangle
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