Spaces:
Running
Running
File size: 24,473 Bytes
f9f2b31 d9a31a1 f9f2b31 d9a31a1 f9f2b31 d9a31a1 f9f2b31 ddcb2ee f9f2b31 12c2844 f9f2b31 ddcb2ee f9f2b31 ddcb2ee f9f2b31 ddcb2ee f9f2b31 d9a31a1 f9f2b31 d9a31a1 12c2844 d9a31a1 f9f2b31 12c2844 f9f2b31 d9a31a1 f9f2b31 d9a31a1 f9f2b31 d9a31a1 f9f2b31 d9a31a1 f9f2b31 d9a31a1 f9f2b31 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 | import * as THREE from 'three';
import { OrbitControls } from './vendor/OrbitControls.js';
import { GLTFExporter } from './vendor/GLTFExporter.js';
import { GRID, WORLD, synthesize } from './world.js';
import { SPECIES, spawn, step as stepLife, bodyParts, waterAccess, probe } from './life.js';
import { Sky, climateOf } from './sky.js';
const canvas = document.getElementById('view');
// preserveDrawingBuffer keeps the last frame readable, so the view can be captured.
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true, preserveDrawingBuffer: true });
renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
renderer.outputColorSpace = THREE.SRGBColorSpace;
const scene = new THREE.Scene();
scene.background = new THREE.Color('#9fc4dc');
scene.fog = new THREE.Fog('#9fc4dc', WORLD * 0.7, WORLD * 2.0);
const camera = new THREE.PerspectiveCamera(55, 1, 0.5, WORLD * 4);
camera.position.set(WORLD * 0.45, WORLD * 0.34, WORLD * 0.45);
const controls = new OrbitControls(camera, canvas);
controls.enableDamping = true;
controls.maxPolarAngle = Math.PI * 0.495;
controls.target.set(0, 6, 0);
const sky = new Sky(scene);
let dayTime = 0.42; // 0..1; 0.5 is noon
let dayRunning = false;
const world = new THREE.Group();
scene.add(world);
// Inhabitants live in their own group so a rebuild does not disturb the terrain.
const fauna = new THREE.Group();
scene.add(fauna);
let agents = [], waterPts = [], faunaMeshes = [];
// ------------------------------------------------------------------ prop kit --
// Deliberately low-poly: these are placement stand-ins for generated assets, and a
// thousand of them have to stay interactive in a browser tab.
const PROPS = {
tree: { trunk: [0.28, 0.35, 3.2], trunkColor: '#584028', crown: 'sphere', crownSize: 2.1, crownColor: '#3f6b34', scale: [0.7, 1.5] },
pine: { trunk: [0.22, 0.3, 3.6], trunkColor: '#4a3826', crown: 'cone', crownSize: 2.3, crownColor: '#2f5230', scale: [0.7, 1.6] },
palm: { trunk: [0.2, 0.26, 4.6], trunkColor: '#6b563a', crown: 'cone', crownSize: 2.0, crownColor: '#4a7c3a', scale: [0.8, 1.3] },
acacia: { trunk: [0.3, 0.4, 2.8], trunkColor: '#5c4a30', crown: 'disc', crownSize: 3.0, crownColor: '#6b7a3a', scale: [0.8, 1.4] },
cactus: { trunk: [0.42, 0.42, 2.6], trunkColor: '#4a7042', crown: 'none', crownSize: 0, crownColor: '#4a7042', scale: [0.6, 1.3] },
shrub: { trunk: null, trunkColor: '#000', crown: 'sphere', crownSize: 1.0, crownColor: '#55703a', scale: [0.6, 1.4] },
rock: { trunk: null, trunkColor: '#000', crown: 'rock', crownSize: 1.2, crownColor: '#7d7a72', scale: [0.5, 2.0] },
};
function crownGeometry(kind, size) {
switch (kind) {
case 'cone': return new THREE.ConeGeometry(size * 0.62, size * 1.9, 7);
case 'disc': return new THREE.SphereGeometry(size * 0.62, 8, 5).scale(1, 0.42, 1);
case 'rock': return new THREE.IcosahedronGeometry(size * 0.6, 0);
case 'sphere':
default: return new THREE.SphereGeometry(size * 0.55, 8, 6);
}
}
// --------------------------------------------------------------- world build --
let current = null;
function heightAt(field, gx, gy) {
const x = Math.min(GRID - 1, Math.max(0, gx));
const y = Math.min(GRID - 1, Math.max(0, gy));
return field[y * GRID + x];
}
function build(prompt, seed) {
const t0 = performance.now();
const data = synthesize(prompt, seed);
current = data;
while (world.children.length) {
const c = world.children.pop();
c.traverse?.(o => { o.geometry?.dispose(); o.material?.dispose?.(); });
}
const { regions, masks, height, seaLevel, owner } = data;
const step = WORLD / (GRID - 1);
// --- terrain mesh, vertex-coloured from the same masks that shaped the height
const geo = new THREE.PlaneGeometry(WORLD, WORLD, GRID - 1, GRID - 1);
geo.rotateX(-Math.PI / 2);
const pos = geo.attributes.position;
const colors = new Float32Array(pos.count * 3);
const col = new THREE.Color();
const regColors = regions.map(r => new THREE.Color(r.color));
const rockColor = new THREE.Color('#6f6b64');
const snowColor = new THREE.Color('#e8eef2');
let maxH = -Infinity;
for (let i = 0; i < height.length; i++) maxH = Math.max(maxH, height[i]);
for (let i = 0; i < pos.count; i++) {
const gx = i % GRID, gy = Math.floor(i / GRID);
const h = height[gy * GRID + gx];
pos.setY(i, h);
// Color has no addScaledVector (that is Vector3), so blend the components.
let cr = 0, cg = 0, cb = 0;
for (let r = 0; r < regions.length; r++) {
const m = masks[r][gy * GRID + gx];
if (m > 0.002) {
const rc = regColors[r];
cr += rc.r * m; cg += rc.g * m; cb += rc.b * m;
}
}
col.setRGB(cr, cg, cb);
// slope from neighbouring samples -> exposed rock on steep faces
const dx = heightAt(height, gx + 1, gy) - heightAt(height, gx - 1, gy);
const dy = heightAt(height, gx, gy + 1) - heightAt(height, gx, gy - 1);
const slope = Math.min(1, Math.sqrt(dx * dx + dy * dy) / (step * 3.4));
col.lerp(rockColor, slope * 0.75);
// snow line, only on worlds tall enough to have one
if (maxH > 26) {
const t = Math.min(1, Math.max(0, (h - maxH * 0.72) / (maxH * 0.28)));
col.lerp(snowColor, t * (1 - slope * 0.5) * 0.9);
}
colors[i * 3] = col.r; colors[i * 3 + 1] = col.g; colors[i * 3 + 2] = col.b;
}
geo.setAttribute('color', new THREE.BufferAttribute(colors, 3));
geo.computeVertexNormals();
const terrain = new THREE.Mesh(
geo,
new THREE.MeshStandardMaterial({ vertexColors: true, roughness: 0.95, metalness: 0.0, flatShading: false })
);
terrain.name = 'terrain';
world.add(terrain);
// --- water: built from the hydrology, so rivers show up as rivers rather
// than a single flat sheet at sea level.
const wdepth = data.water.depth, wsurf = data.water.surface;
const wv = [], wc = [];
const shallow = new THREE.Color('#5fa8bd'), deepC = new THREE.Color('#1d4f70');
const push = (gx, gy) => {
const i = gy * GRID + gx;
wv.push(-WORLD / 2 + gx * step, wsurf[i], -WORLD / 2 + gy * step);
const t = Math.min(1, wdepth[i] / 6);
const c = shallow.clone().lerp(deepC, t);
wc.push(c.r, c.g, c.b);
};
for (let y = 0; y < GRID - 1; y++) {
for (let x = 0; x < GRID - 1; x++) {
const quad = [[x, y], [x + 1, y], [x + 1, y + 1], [x, y + 1]];
if (!quad.every(([qx, qy]) => wdepth[qy * GRID + qx] > 0.02)) continue;
push(x, y); push(x + 1, y); push(x + 1, y + 1);
push(x, y); push(x + 1, y + 1); push(x, y + 1);
}
}
if (wv.length) {
const wg = new THREE.BufferGeometry();
wg.setAttribute('position', new THREE.Float32BufferAttribute(wv, 3));
wg.setAttribute('color', new THREE.Float32BufferAttribute(wc, 3));
wg.computeVertexNormals();
const water = new THREE.Mesh(wg, new THREE.MeshStandardMaterial({
vertexColors: true, transparent: true, opacity: 0.82,
roughness: 0.14, metalness: 0.3, side: THREE.DoubleSide,
}));
water.name = 'water';
world.add(water);
}
// --- scatter, gated on the same rules the paper uses: region semantics,
// elevation and slope, with orientation following the surface.
const buckets = {};
const rng = (() => { let s = (seed * 2654435761) >>> 0 || 7;
return () => { s ^= s << 13; s >>>= 0; s ^= s >> 17; s ^= s << 5; s >>>= 0; return s / 4294967296; }; })();
const attempts = 18000;
const capacity = 3200;
let placed = 0;
for (let a = 0; a < attempts && placed < capacity; a++) {
const gx = Math.floor(rng() * GRID), gy = Math.floor(rng() * GRID);
const reg = regions[owner[gy * GRID + gx]];
if (!reg.props.length) continue;
const cell = gy * GRID + gx;
const h = height[cell];
if (h < seaLevel + 0.35) continue;
if (data.water.depth[cell] > 0.02) continue; // nothing grows mid-river
const dx = heightAt(height, gx + 1, gy) - heightAt(height, gx - 1, gy);
const dy = heightAt(height, gx, gy + 1) - heightAt(height, gx, gy - 1);
const slope = Math.sqrt(dx * dx + dy * dy) / (step * 2);
const kind = reg.props[Math.floor(rng() * reg.props.length)];
if (kind !== 'rock' && slope > 0.85) continue; // only rock clings to cliffs
// Moisture gates the planting: greenery crowds the riverbanks and thins
// out away from water, while cactus wants the opposite. This is the whole
// point of deriving water before vegetation.
const wet = data.moisture[cell];
const thirst = { tree: 0.30, pine: 0.22, palm: 0.45, acacia: 0.12,
shrub: 0.15, cactus: -1, rock: -1 }[kind] ?? 0.2;
if (thirst >= 0) {
if (wet < thirst * 0.5) continue;
if (rng() > 0.35 + wet * 0.75) continue;
} else {
if (kind === 'cactus' && wet > 0.45) continue; // cacti avoid the banks
if (rng() > 0.55) continue;
}
(buckets[kind] ||= []).push({
x: -WORLD / 2 + gx * step,
z: -WORLD / 2 + gy * step,
y: h,
s: PROPS[kind].scale[0] + rng() * (PROPS[kind].scale[1] - PROPS[kind].scale[0]),
rot: rng() * Math.PI * 2,
tilt: kind === 'palm' ? (rng() - 0.5) * 0.35 : 0,
});
placed++;
}
const dummy = new THREE.Object3D();
for (const [kind, list] of Object.entries(buckets)) {
const spec = PROPS[kind];
const parts = [];
if (spec.trunk) {
const [rt, rb, hh] = spec.trunk;
parts.push({
geo: new THREE.CylinderGeometry(rt, rb, hh, 6).translate(0, hh / 2, 0),
color: spec.trunkColor,
lift: 0,
});
}
if (spec.crown !== 'none') {
const lift = spec.trunk ? spec.trunk[2] * 0.92 : spec.crownSize * 0.28;
parts.push({ geo: crownGeometry(spec.crown, spec.crownSize), color: spec.crownColor, lift });
}
for (const part of parts) {
const mesh = new THREE.InstancedMesh(
part.geo,
new THREE.MeshStandardMaterial({ color: part.color, roughness: 0.9, flatShading: true }),
list.length
);
mesh.name = `${kind}-${part.color}`;
list.forEach((p, i) => {
dummy.position.set(p.x, p.y + part.lift * p.s - 0.15, p.z);
dummy.rotation.set(p.tilt, p.rot, 0);
dummy.scale.setScalar(p.s);
dummy.updateMatrix();
mesh.setMatrixAt(i, dummy.matrix);
});
mesh.instanceMatrix.needsUpdate = true;
world.add(mesh);
}
}
// --- inhabitants
populateWorld(data, rng);
// --- climate is read off the finished world, not chosen
const climate = climateOf(data);
data.climate = climate;
sky.setWeather(climate.precipitation);
sky.setTime(dayTime);
controls.target.set(0, Math.max(4, maxH * 0.25), 0);
drawLayout(data);
renderLegend(regions);
const ms = Math.round(performance.now() - t0);
document.getElementById('stats').textContent =
`${regions.length} regions · ${(GRID * GRID / 1000).toFixed(0)}k vertices · ` +
`${placed} plants · ${agents.length} animals · ${ms} ms`;
renderCensus();
}
function populateWorld(data, rng) {
while (fauna.children.length) {
const c = fauna.children.pop();
c.geometry?.dispose(); c.material?.dispose?.();
}
faunaMeshes = [];
waterPts = waterAccess(data);
agents = spawn(data, rng, 300);
for (const sp of SPECIES) {
const mine = agents.filter(a => a.sp.id === sp.id);
if (!mine.length) continue;
for (const [n, part] of bodyParts(THREE, sp).entries()) {
const mesh = new THREE.InstancedMesh(
part.geo,
new THREE.MeshStandardMaterial({ color: part.color, roughness: 0.85, flatShading: true }),
mine.length
);
mesh.name = n === 0 ? `fauna-${sp.id}` : `fauna-${sp.id}-${n}`;
mesh.frustumCulled = false;
fauna.add(mesh);
faunaMeshes.push({ mesh, list: mine, sp });
}
}
syncFauna();
}
const faunaDummy = new THREE.Object3D();
function syncFauna() {
for (const { mesh, list, sp } of faunaMeshes) {
list.forEach((a, i) => {
faunaDummy.position.set(a.x, a.y, a.z);
faunaDummy.rotation.set(0, a.rot || 0, 0);
const bob = sp.flying ? 1 : 1 + Math.sin(a.phase) * 0.05;
faunaDummy.scale.set(a.scale, a.scale * bob, a.scale);
faunaDummy.updateMatrix();
mesh.setMatrixAt(i, faunaDummy.matrix);
});
mesh.instanceMatrix.needsUpdate = true;
}
}
function renderCensus() {
const counts = new Map();
for (const a of agents) counts.set(a.sp.id, (counts.get(a.sp.id) || 0) + 1);
const rows = SPECIES.filter(s => counts.get(s.id))
.map(s => `<li><i style="background:${s.color}"></i>${s.label}<b>${counts.get(s.id)}</b></li>`);
document.getElementById('census').innerHTML = rows.join('') ||
'<li style="color:var(--dim)">nothing lives here</li>';
}
// --------------------------------------------------------- semantic layout map --
function drawLayout(data) {
const cv = document.getElementById('layout');
const ctx = cv.getContext('2d');
const img = ctx.createImageData(GRID, GRID);
const cols = data.regions.map(r => {
const c = new THREE.Color(r.color);
return [c.r * 255, c.g * 255, c.b * 255];
});
for (let i = 0; i < GRID * GRID; i++) {
const [r, g, b] = cols[data.owner[i]];
img.data[i * 4] = r; img.data[i * 4 + 1] = g; img.data[i * 4 + 2] = b; img.data[i * 4 + 3] = 255;
}
cv.width = GRID; cv.height = GRID;
ctx.putImageData(img, 0, 0);
}
function renderLegend(regions) {
document.getElementById('legend').innerHTML = regions.map(r =>
`<li><i style="background:${r.color}"></i>${r.label}<b>${Math.round(r.coverage * 100)}%</b></li>`
).join('');
}
// ------------------------------------------------------------------- fly mode --
let fly = false;
const keys = new Set();
const flyState = { yaw: 0, pitch: 0 };
addEventListener('keydown', e => {
if (e.code === 'Escape') setFly(false);
keys.add(e.code);
});
addEventListener('keyup', e => keys.delete(e.code));
function setFly(on) {
fly = on;
controls.enabled = !on;
document.getElementById('fly').classList.toggle('on', on);
document.getElementById('hint').style.display = on ? 'block' : 'none';
if (on) {
const e = new THREE.Euler().setFromQuaternion(camera.quaternion, 'YXZ');
flyState.yaw = e.y; flyState.pitch = e.x;
canvas.requestPointerLock();
} else if (document.pointerLockElement) {
document.exitPointerLock();
}
}
document.addEventListener('pointerlockchange', () => {
if (!document.pointerLockElement && fly) setFly(false);
});
addEventListener('mousemove', e => {
if (!fly || !document.pointerLockElement) return;
flyState.yaw -= e.movementX * 0.0022;
flyState.pitch = Math.max(-1.5, Math.min(1.5, flyState.pitch - e.movementY * 0.0022));
});
function stepFly(dt) {
const speed = (keys.has('ShiftLeft') ? 180 : 60) * dt;
camera.quaternion.setFromEuler(new THREE.Euler(flyState.pitch, flyState.yaw, 0, 'YXZ'));
const fwd = new THREE.Vector3(0, 0, -1).applyQuaternion(camera.quaternion);
const right = new THREE.Vector3(1, 0, 0).applyQuaternion(camera.quaternion);
if (keys.has('KeyW')) camera.position.addScaledVector(fwd, speed);
if (keys.has('KeyS')) camera.position.addScaledVector(fwd, -speed);
if (keys.has('KeyD')) camera.position.addScaledVector(right, speed);
if (keys.has('KeyA')) camera.position.addScaledVector(right, -speed);
if (keys.has('KeyE') || keys.has('Space')) camera.position.y += speed;
if (keys.has('KeyQ')) camera.position.y -= speed;
// keep the camera above the ground so flying never ends up inside a hill
if (current) {
const step = WORLD / (GRID - 1);
const gx = Math.round((camera.position.x + WORLD / 2) / step);
const gy = Math.round((camera.position.z + WORLD / 2) / step);
if (gx >= 0 && gx < GRID && gy >= 0 && gy < GRID) {
const floor = current.height[gy * GRID + gx] + 1.8;
if (camera.position.y < floor) camera.position.y = floor;
}
}
}
// ----------------------------------------------------------------------- ui ----
const promptEl = document.getElementById('prompt');
const seedEl = document.getElementById('seed');
function generate() {
const seed = parseInt(seedEl.value, 10) || 1;
document.body.classList.add('busy');
// setTimeout, not rAF: rAF never fires in a hidden or non-compositing tab, which
// would leave the world unbuilt until the page happens to become visible.
setTimeout(() => {
try {
build(promptEl.value, seed);
} catch (err) {
console.error(err);
document.getElementById('stats').textContent = `generation failed: ${err.message}`;
}
document.body.classList.remove('busy');
}, 0);
}
document.getElementById('go').onclick = generate;
promptEl.addEventListener('keydown', e => { if (e.key === 'Enter') generate(); });
document.getElementById('reseed').onclick = () => {
seedEl.value = Math.floor(Math.random() * 999999);
generate();
};
document.getElementById('fly').onclick = () => setFly(!fly);
document.querySelectorAll('#presets button').forEach(b => {
b.onclick = () => { promptEl.value = b.dataset.p; generate(); };
});
document.getElementById('glb').onclick = () => {
const btn = document.getElementById('glb');
btn.disabled = true; btn.textContent = 'Exporting…';
new GLTFExporter().parse(world, result => {
const blob = new Blob([result], { type: 'model/gltf-binary' });
const a = document.createElement('a');
a.href = URL.createObjectURL(blob);
a.download = 'worldforge.glb';
a.click();
URL.revokeObjectURL(a.href);
btn.disabled = false; btn.textContent = 'Export GLB';
}, err => {
console.error(err);
btn.disabled = false; btn.textContent = 'Export GLB';
}, { binary: true });
};
// --- clock -------------------------------------------------------------------
const clockEl = document.getElementById('clock');
function showClock() {
const mins = Math.round(dayTime * 24 * 60);
const hh = String(Math.floor(mins / 60) % 24).padStart(2, '0');
const mm = String(mins % 60).padStart(2, '0');
document.getElementById('clockLabel').textContent = `${hh}:${mm}`;
}
clockEl.oninput = () => { dayTime = clockEl.value / 1000; sky.setTime(dayTime); showClock(); };
document.getElementById('play').onclick = (e) => {
dayRunning = !dayRunning;
e.target.classList.toggle('on', dayRunning);
e.target.textContent = dayRunning ? 'Pause' : 'Run day';
};
showClock();
// --- inspect probe: click the ground, read what the model says is there --------
const ray = new THREE.Raycaster();
canvas.addEventListener('click', (e) => {
if (fly || !current) return;
const r = canvas.getBoundingClientRect();
ray.setFromCamera(new THREE.Vector2(
((e.clientX - r.left) / r.width) * 2 - 1,
-((e.clientY - r.top) / r.height) * 2 + 1), camera);
const hit = ray.intersectObject(world.getObjectByName('terrain'), false)[0];
const box = document.getElementById('probe');
if (!hit) { box.innerHTML = '<span class="dimmed">click the ground to inspect</span>'; return; }
const p = probe(current, hit.point.x, hit.point.z);
const near = agents.filter(a => (a.x - hit.point.x) ** 2 + (a.z - hit.point.z) ** 2 < 400);
const kinds = [...new Set(near.map(a => a.sp.label))].slice(0, 3);
box.innerHTML =
`<b>${p.region.label}</b>` +
`<span>elevation<b>${p.height.toFixed(1)} m</b></span>` +
`<span>slope<b>${(p.slope * 100).toFixed(0)}%</b></span>` +
`<span>moisture<b>${(p.moisture * 100).toFixed(0)}%</b></span>` +
`<span>water<b>${p.waterDepth > 0.02 ? p.waterDepth.toFixed(2) + ' m' : '—'}</b></span>` +
`<span>within 20 m<b>${near.length ? `${near.length} · ${kinds.join(', ')}` : 'nothing'}</b></span>`;
});
// --- world spec: the model as data, not as a picture ---------------------------
document.getElementById('json').onclick = () => {
if (!current) return;
let lake = 0, river = 0, wettest = 0;
for (let i = 0; i < current.water.depth.length; i++) {
const d = current.water.depth[i];
if (d > 0.02) (d > 0.5 ? lake++ : river++);
wettest = Math.max(wettest, current.moisture[i]);
}
const cell = (WORLD / (GRID - 1)) ** 2;
const census = {};
for (const a of agents) census[a.sp.id] = (census[a.sp.id] || 0) + 1;
const spec = {
prompt: promptEl.value,
seed: parseInt(seedEl.value, 10) || 1,
extent_m: WORLD,
grid: GRID,
regions: current.regions.map(r => ({
key: r.key, label: r.label, coverage: +r.coverage.toFixed(3),
base_elevation_m: r.base, operator: r.op,
})),
hydrology: {
sea_level_m: current.seaLevel > -900 ? current.seaLevel : null,
lake_area_m2: Math.round(lake * cell),
river_area_m2: Math.round(river * cell),
max_moisture: +wettest.toFixed(3),
},
climate: current.climate,
ecology: Object.entries(census).map(([id, n]) => ({
species: id, count: n,
habitat: SPECIES.find(s => s.id === id)?.habitat,
})),
time_of_day: +dayTime.toFixed(3),
};
const blob = new Blob([JSON.stringify(spec, null, 2)], { type: 'application/json' });
const a = document.createElement('a');
a.href = URL.createObjectURL(blob);
a.download = 'world-spec.json';
a.click();
URL.revokeObjectURL(a.href);
};
document.getElementById('png').onclick = () => {
const a = document.createElement('a');
a.href = document.getElementById('layout').toDataURL('image/png');
a.download = 'layout-map.png';
a.click();
};
// ---------------------------------------------------------------------- loop ---
function resize() {
const w = canvas.clientWidth, h = canvas.clientHeight;
if (canvas.width !== w || canvas.height !== h) {
renderer.setSize(w, h, false);
camera.aspect = w / h;
camera.updateProjectionMatrix();
}
}
// Advancing the world is separate from drawing it, so the simulation can be
// driven a step at a time without a visible frame — a hidden tab gets no rAF, and
// a world that only moves while someone is watching cannot be tested.
function tick(dt) {
if (current && agents.length) {
stepLife(current, agents, dt, waterPts);
syncFauna();
}
if (dayRunning) {
dayTime = (dayTime + dt / 120) % 1; // a full day in two minutes
sky.setTime(dayTime);
document.getElementById('clock').value = Math.round(dayTime * 1000);
showClock();
}
sky.stepWeather(dt, camera);
}
let last = performance.now();
function loop(now) {
const dt = Math.min(0.05, (now - last) / 1000);
last = now;
resize();
if (fly) stepFly(dt); else controls.update();
tick(dt);
renderer.render(scene, camera);
requestAnimationFrame(loop);
}
// Handle for debugging and for driving the app from a console or a test harness
// (a headless tab gets no rAF, so the render has to be callable directly).
window.worldforge = {
renderer, scene, camera, controls,
build, generate, tick,
frame: () => { resize(); renderer.render(scene, camera); },
get agents() { return agents; },
get world() { return current; },
};
seedEl.value = Math.floor(Math.random() * 999999);
generate();
requestAnimationFrame(loop);
|