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Upload src/engine/voxel/meshBuilder.ts with huggingface_hub
Browse files- src/engine/voxel/meshBuilder.ts +198 -0
src/engine/voxel/meshBuilder.ts
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| 1 |
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/**
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| 2 |
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* Chunk Mesh Builder with Texture Atlas support
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| 3 |
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* Converts chunk block data into Three.js renderable geometry with real MC textures
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| 4 |
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*/
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| 5 |
+
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| 6 |
+
import {
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| 7 |
+
CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, MIN_BUILD_HEIGHT,
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| 8 |
+
BLOCK_AIR, BLOCK_DEFS, BLOCK_FACES, ATLAS_SIZE, TILES_PER_ROW, TEXTURE_SIZE,
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| 9 |
+
} from '../constants'
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| 10 |
+
import type { ChunkData, ChunkMeshData } from '@/types'
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| 11 |
+
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| 12 |
+
const FACE_INDICES = [0, 1, 2, 0, 2, 3]
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| 13 |
+
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| 14 |
+
// UV coordinates for a single tile in the atlas
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| 15 |
+
const TILE_UV = 1 / TILES_PER_ROW
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| 16 |
+
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| 17 |
+
// Cache for atlas mapping
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| 18 |
+
let atlasMap: Record<string, { u: number; v: number }> | null = null
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| 19 |
+
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| 20 |
+
function getAtlasMap(): Record<string, { u: number; v: number }> {
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| 21 |
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if (atlasMap) return atlasMap
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| 22 |
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// Will be loaded asynchronously; for now use fallback
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| 23 |
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return {}
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| 24 |
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}
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| 25 |
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| 26 |
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export function setAtlasMap(map: Record<string, { u: number; v: number }>) {
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| 27 |
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atlasMap = map
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| 28 |
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}
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| 29 |
+
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| 30 |
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/**
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| 31 |
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* Get UV coordinates for a texture name in the atlas
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| 32 |
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*/
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| 33 |
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function getTextureUV(texName: string): [number, number] | null {
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| 34 |
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if (!texName) return null
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| 35 |
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const map = getAtlasMap()
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| 36 |
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const entry = map[texName]
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| 37 |
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if (!entry) return null
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| 38 |
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// Convert pixel coords to UV coords
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| 39 |
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const u = entry.u / ATLAS_SIZE
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| 40 |
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const v = 1 - (entry.v + TEXTURE_SIZE) / ATLAS_SIZE // Flip V for WebGL
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| 41 |
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return [u, v]
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| 42 |
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}
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| 43 |
+
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| 44 |
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/**
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| 45 |
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* Build mesh geometry for a chunk with texture atlas UVs
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| 46 |
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*/
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| 47 |
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export function buildChunkMesh(chunk: ChunkData, adjacentChunks?: Map<string, ChunkData>): ChunkMeshData | null {
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| 48 |
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const positions: number[] = []
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| 49 |
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const normals: number[] = []
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| 50 |
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const uvs: number[] = []
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| 51 |
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const colors: number[] = []
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| 52 |
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const indices: number[] = []
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| 53 |
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let vertexCount = 0
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| 54 |
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| 55 |
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for (let ly = 0; ly < CHUNK_HEIGHT; ly++) {
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| 56 |
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for (let lz = 0; lz < CHUNK_DEPTH; lz++) {
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| 57 |
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for (let lx = 0; lx < CHUNK_WIDTH; lx++) {
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| 58 |
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const blockIdx = lx + lz * CHUNK_WIDTH + ly * CHUNK_WIDTH * CHUNK_DEPTH
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| 59 |
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const blockId = chunk.blocks[blockIdx]
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| 60 |
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| 61 |
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if (blockId === BLOCK_AIR) continue
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| 62 |
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| 63 |
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const def = BLOCK_DEFS[blockId]
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| 64 |
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if (!def) continue
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| 65 |
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| 66 |
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const wx = chunk.position.x * CHUNK_WIDTH + lx
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| 67 |
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const wy = ly + MIN_BUILD_HEIGHT
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| 68 |
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const wz = chunk.position.z * CHUNK_DEPTH + lz
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| 69 |
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| 70 |
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const color = hexToRgb(def.color)
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| 71 |
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| 72 |
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for (const [faceName, face] of Object.entries(BLOCK_FACES)) {
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| 73 |
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const nx = wx + face.dir[0]
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| 74 |
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const ny = wy + face.dir[1]
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| 75 |
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const nz = wz + face.dir[2]
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| 76 |
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| 77 |
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const neighborId = getNeighborBlock(chunk, nx, ny, nz, adjacentChunks)
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| 78 |
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const neighborDef = BLOCK_DEFS[neighborId]
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| 79 |
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| 80 |
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// Skip face if neighbor is solid and opaque
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| 81 |
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if (neighborDef && neighborDef.solid && !neighborDef.transparent) continue
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| 82 |
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// Skip if same transparent block (e.g., water next to water)
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| 83 |
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if (neighborId === blockId && def.transparent) continue
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| 84 |
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| 85 |
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// Determine which texture to use for this face
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| 86 |
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let texName = def.texSide
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| 87 |
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if (faceName === 'top') texName = def.texTop
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| 88 |
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else if (faceName === 'bottom') texName = def.texBottom
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| 89 |
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| 90 |
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const uvOffset = getTextureUV(texName)
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| 91 |
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| 92 |
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// Add 4 vertices
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| 93 |
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for (let ci = 0; ci < 4; ci++) {
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| 94 |
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const corner = face.corners[ci]
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| 95 |
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positions.push(
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| 96 |
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lx + corner[0],
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| 97 |
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ly + (corner[1] === 1 ? 1 : 0),
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| 98 |
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lz + corner[2]
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| 99 |
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)
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| 100 |
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normals.push(face.dir[0], face.dir[1], face.dir[2])
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| 101 |
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| 102 |
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// UV coordinates
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| 103 |
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if (uvOffset) {
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| 104 |
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const cu = ci === 0 || ci === 3 ? 0 : 1
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| 105 |
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const cv = ci < 2 ? 1 : 0
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| 106 |
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uvs.push(uvOffset[0] + cu * TILE_UV, uvOffset[1] + cv * TILE_UV)
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| 107 |
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} else {
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| 108 |
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// Fallback: simple UV
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| 109 |
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const cu = ci === 0 || ci === 3 ? 0 : 1
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| 110 |
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const cv = ci < 2 ? 1 : 0
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| 111 |
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uvs.push(cu, cv)
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| 112 |
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}
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| 113 |
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| 114 |
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// Color with face shading
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| 115 |
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const shade = getFaceShade(faceName)
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| 116 |
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if (def.transparent && blockId !== BLOCK_LEAVES) {
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| 117 |
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colors.push(
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| 118 |
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(color.r / 255) * shade * 0.7,
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| 119 |
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(color.g / 255) * shade * 0.7,
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| 120 |
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(color.b / 255) * shade * 0.7
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| 121 |
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)
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| 122 |
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} else {
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| 123 |
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colors.push(
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| 124 |
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(color.r / 255) * shade,
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| 125 |
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(color.g / 255) * shade,
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| 126 |
+
(color.b / 255) * shade
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| 127 |
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)
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| 128 |
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}
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| 129 |
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}
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| 130 |
+
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| 131 |
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for (const i of FACE_INDICES) {
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| 132 |
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indices.push(vertexCount + i)
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| 133 |
+
}
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| 134 |
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vertexCount += 4
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| 135 |
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}
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| 136 |
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}
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| 137 |
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}
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| 138 |
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}
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| 139 |
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| 140 |
+
if (positions.length === 0) return null
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| 141 |
+
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| 142 |
+
return {
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| 143 |
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vertices: new Float32Array(positions),
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| 144 |
+
indices: new Uint32Array(indices),
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| 145 |
+
normals: new Float32Array(normals),
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| 146 |
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uvs: new Float32Array(uvs),
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| 147 |
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colors: new Float32Array(colors),
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| 148 |
+
ao: new Float32Array(0),
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| 149 |
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}
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| 150 |
+
}
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| 151 |
+
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| 152 |
+
function getNeighborBlock(chunk: ChunkData, wx: number, wy: number, wz: number, adjacentChunks?: Map<string, ChunkData>): number {
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| 153 |
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if (wy < MIN_BUILD_HEIGHT || wy > 319) return BLOCK_AIR
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| 154 |
+
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| 155 |
+
const lx = wx - chunk.position.x * CHUNK_WIDTH
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| 156 |
+
const lz = wz - chunk.position.z * CHUNK_DEPTH
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| 157 |
+
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| 158 |
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if (lx >= 0 && lx < CHUNK_WIDTH && lz >= 0 && lz < CHUNK_DEPTH) {
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| 159 |
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const ly = wy - MIN_BUILD_HEIGHT
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| 160 |
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if (ly < 0 || ly >= CHUNK_HEIGHT) return BLOCK_AIR
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| 161 |
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return chunk.blocks[lx + lz * CHUNK_WIDTH + ly * CHUNK_WIDTH * CHUNK_DEPTH] || BLOCK_AIR
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| 162 |
+
}
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| 163 |
+
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| 164 |
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// Cross-chunk lookup
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| 165 |
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if (adjacentChunks) {
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| 166 |
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const ncx = Math.floor(wx / CHUNK_WIDTH)
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| 167 |
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const ncz = Math.floor(wz / CHUNK_DEPTH)
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| 168 |
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const nChunk = adjacentChunks.get(`${ncx},${ncz}`)
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| 169 |
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if (nChunk) {
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| 170 |
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const nlx = ((wx % CHUNK_WIDTH) + CHUNK_WIDTH) % CHUNK_WIDTH
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| 171 |
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const nlz = ((wz % CHUNK_DEPTH) + CHUNK_DEPTH) % CHUNK_DEPTH
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| 172 |
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const nly = wy - MIN_BUILD_HEIGHT
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| 173 |
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if (nly < 0 || nly >= CHUNK_HEIGHT) return BLOCK_AIR
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| 174 |
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return nChunk.blocks[nlx + nlz * CHUNK_WIDTH + nly * CHUNK_WIDTH * CHUNK_DEPTH] || BLOCK_AIR
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| 175 |
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}
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| 176 |
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}
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| 177 |
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| 178 |
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return BLOCK_AIR
|
| 179 |
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}
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| 180 |
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| 181 |
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function getFaceShade(faceName: string): number {
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| 182 |
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switch (faceName) {
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| 183 |
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case 'top': return 1.0
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| 184 |
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case 'bottom': return 0.5
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| 185 |
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case 'north': return 0.8
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| 186 |
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case 'south': return 0.8
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| 187 |
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case 'east': return 0.6
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| 188 |
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case 'west': return 0.6
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| 189 |
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default: return 0.8
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| 190 |
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}
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| 191 |
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}
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| 192 |
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| 193 |
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function hexToRgb(hex: string): { r: number; g: number; b: number } {
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| 194 |
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const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex)
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| 195 |
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return result
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| 196 |
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? { r: parseInt(result[1], 16), g: parseInt(result[2], 16), b: parseInt(result[3], 16) }
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| 197 |
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: { r: 128, g: 128, b: 128 }
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| 198 |
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}
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