3dexperiments/src/engine/voxel/index.js

439 lines
12 KiB
JavaScript

import { Mesh } from '../mesh'
import { Node, MeshInstance } from '../components'
import { addv3, mulv3 } from '../utility'
const FACE_VERTEX = [
// Bottom
[
[1.0, 0.0, 0.0],
[1.0, 0.0, 1.0],
[0.0, 0.0, 1.0],
[0.0, 0.0, 0.0],
[0.0, -1.0, 0.0]
],
// Top
[
[0.0, 1.0, 0.0],
[0.0, 1.0, 1.0],
[1.0, 1.0, 1.0],
[1.0, 1.0, 0.0],
[0.0, 1.0, 0.0]
],
// Left
[
[0.0, 0.0, 1.0],
[0.0, 1.0, 1.0],
[0.0, 1.0, 0.0],
[0.0, 0.0, 0.0],
[-1.0, 0.0, 0.0]
],
// Right
[
[1.0, 0.0, 0.0],
[1.0, 1.0, 0.0],
[1.0, 1.0, 1.0],
[1.0, 0.0, 1.0],
[1.0, 0.0, 0.0]
],
// Front
[
[1.0, 0.0, 1.0],
[1.0, 1.0, 1.0],
[0.0, 1.0, 1.0],
[0.0, 0.0, 1.0],
[0.0, 0.0, 1.0]
],
// Back
[
[0.0, 0.0, 0.0],
[0.0, 1.0, 0.0],
[1.0, 1.0, 0.0],
[1.0, 0.0, 0.0],
[0.0, 0.0, -1.0]
]
]
const FACE_BOTTOM = 0
const FACE_TOP = 1
const FACE_LEFT = 2
const FACE_RIGHT = 3
const FACE_FRONT = 4
const FACE_BACK = 5
class Voxel {
constructor (id) {
this.id = id
}
get solid () {
return this.id !== 0
}
}
const AIR_VOXEL = new Voxel(0)
const GROUND_VOXEL = new Voxel(1)
class VoxelChunk extends MeshInstance {
constructor (origin, pos, size = 16) {
super(null, [origin[0] + pos[0] * size, origin[1] + pos[1] * size, origin[2] + pos[2] * size])
this.relativePos = pos
this.size = size
this.mesh = null
// Voxel data
this.data = {}
// Set to true when this chunk mesh requires to be recreated
this.dirty = true
// Set to true when the generation has been finished
this.generated = false
}
getVoxel (x, y, z) {
if (this.parent) {
let neighbor
if (x < 0) {
neighbor = this.parent.getChunk(this.relativePos[0] - 1, this.relativePos[1], this.relativePos[2])
if (neighbor) {
return neighbor.getVoxel(this.size + x, y, z)
}
return AIR_VOXEL
} else if (x >= this.size) {
neighbor = this.parent.getChunk(this.relativePos[0] + 1, this.relativePos[1], this.relativePos[2])
if (neighbor) {
return neighbor.getVoxel(x - this.size, y, z)
}
return AIR_VOXEL
} else if (y < 0) {
neighbor = this.parent.getChunk(this.relativePos[0], this.relativePos[1] - 1, this.relativePos[2])
if (neighbor) {
return neighbor.getVoxel(x, this.size + y, z)
}
return AIR_VOXEL
} else if (y >= this.size) {
neighbor = this.parent.getChunk(this.relativePos[0], this.relativePos[1] + 1, this.relativePos[2])
if (neighbor) {
return neighbor.getVoxel(x, y - this.size, z)
}
return AIR_VOXEL
} else if (z < 0) {
neighbor = this.parent.getChunk(this.relativePos[0], this.relativePos[1], this.relativePos[2] - 1)
if (neighbor) {
return neighbor.getVoxel(x, y, this.size + z)
}
return AIR_VOXEL
} else if (z >= this.size) {
neighbor = this.parent.getChunk(this.relativePos[0], this.relativePos[1], this.relativePos[2] + 1)
if (neighbor) {
return neighbor.getVoxel(x, y, z - this.size)
}
return AIR_VOXEL
}
}
return this.data[x][z][y]
}
getVoxelv (v) {
return this.getVoxel(v[0], v[1], v[2])
}
generate (generator) {
this.data = {}
for (let x = 0; x < this.size; x++) {
if (!this.data[x]) this.data[x] = {}
for (let z = 0; z < this.size; z++) {
if (!this.data[x][z]) this.data[x][z] = {}
let columnHeight = generator.getHeight(x + this.pos[0], z + this.pos[2])
for (let y = 0; y < this.size; y++) {
let solid = this.pos[1] + y < columnHeight
this.data[x][z][y] = solid ? GROUND_VOXEL : AIR_VOXEL
}
}
}
this.generated = true
// Make sure the parent knows that we have generated everything
if (this.parent) {
this.parent.chunksLeft--
if (this.parent.chunksLeft <= 0) {
this.parent.generated = true
}
}
}
// Programmatically generate a voxel face
// Returns the position, normal and texture coordinates for each vertex in this face
createFace (points, pos, face) {
// Add the corresponding offsets for this face to the position
let corners = [
addv3(pos, FACE_VERTEX[face][0]), addv3(pos, FACE_VERTEX[face][1]),
addv3(pos, FACE_VERTEX[face][2]), addv3(pos, FACE_VERTEX[face][3])
]
// Select the normal for this face
let normal = FACE_VERTEX[face][4]
// Return the 6 vertices that make up this face (two triangles)
// They're named points because this function returns not only vertices,
// but corresponding texture coordinates and normals at the same time for convenience
points.push([corners[0], normal, [0.0, 1.0]])
points.push([corners[1], normal, [0.0, 0.0]])
points.push([corners[2], normal, [1.0, 0.0]])
points.push([corners[0], normal, [0.0, 1.0]])
points.push([corners[2], normal, [1.0, 0.0]])
points.push([corners[3], normal, [1.0, 1.0]])
}
createMesh (gl) {
// Makes sure the createMesh function is not called again while it is generating
this.dirty = false
// If there is no generated chunk, we have nothing to base a mesh off of
if (!this.generated) return false
// If there already exists a mesh, dispose of it
if (this.mesh) {
this.mesh.dispose(gl)
}
// Array of vertices with texture positions and normals
let points = []
// Generate face quads for each voxel in the chunk
for (let x = 0; x < this.size; x++) {
for (let y = 0; y < this.size; y++) {
for (let z = 0; z < this.size; z++) {
let cellPos = [x, y, z]
if (!this.getVoxel(x, y, z).solid) continue
if (!this.getVoxel(x, y - 1, z).solid) {
this.createFace(points, cellPos, FACE_BOTTOM)
}
if (!this.getVoxel(x, y + 1, z).solid) {
this.createFace(points, cellPos, FACE_TOP)
}
if (!this.getVoxel(x - 1, y, z).solid) {
this.createFace(points, cellPos, FACE_LEFT)
}
if (!this.getVoxel(x + 1, y, z).solid) {
this.createFace(points, cellPos, FACE_RIGHT)
}
if (!this.getVoxel(x, y, z + 1).solid) {
this.createFace(points, cellPos, FACE_FRONT)
}
if (!this.getVoxel(x, y, z - 1).solid) {
this.createFace(points, cellPos, FACE_BACK)
}
}
}
}
// Do not create a mesh when there are no faces in this chunk
if (points.length === 0) {
return false
}
// Flatten the points array to three separate arrays
let vertices = []
let normals = []
let uvs = []
for (let i in points) {
let vert = points[i]
vertices.push(vert[0][0])
vertices.push(vert[0][1])
vertices.push(vert[0][2])
normals.push(vert[1][0])
normals.push(vert[1][1])
normals.push(vert[1][2])
uvs.push(vert[2][0])
uvs.push(vert[2][1])
}
// Create a new mesh without an element array buffer (TODO maybe?)
this.mesh = Mesh.construct(gl, vertices, null, uvs, normals)
if (this.material) this.mesh.material = this.material
return true
}
update (gl, dt) {
if (this.dirty) return this.createMesh(gl)
return false
}
destroy (gl) {
this.generated = false
this.mesh && this.mesh.dispose(gl)
this.data = {}
}
}
class VoxelMapBlock extends Node {
constructor (pos, chunkSize = 16, size = 8) {
super(pos)
this.chunkSize = chunkSize
this.size = size
this.chunks = {}
this.generated = false
this.chunksLeft = size * size * size
}
getChunk (x, y, z) {
if (x < 0 || x >= this.size || y < 0 || y >= this.size || z < 0 || z >= this.size) return null
return this.chunks[x][z][y]
}
getChunkv (v) {
return this.getChunk(v[0], v[1], v[2])
}
generate (generator) {
this.chunks = {}
for (let x = 0; x < this.size; x++) {
if (!this.chunks[x]) this.chunks[x] = {}
for (let z = 0; z < this.size; z++) {
if (!this.chunks[x][z]) this.chunks[x][z] = {}
for (let y = 0; y < this.size; y++) {
if (this.chunks[x][z][y]) continue
let chunk = new VoxelChunk(this.pos, [x, y, z], this.chunkSize)
this.chunks[x][z][y] = chunk
this.addChild(chunk)
generator.pushChunk(chunk)
}
}
}
}
destroy (gl) {
this.generated = false
for (let i in this.children) {
let ch = this.children[i]
if (!(ch instanceof VoxelChunk)) continue
ch.destroy(gl)
}
this.children = []
this.chunks = {}
}
update (gl, dt) {
if (!this.generated) return
for (let i in this.children) {
let ch = this.children[i]
if (!(ch instanceof VoxelChunk)) continue
if (ch.update(gl, dt)) break
}
}
}
class VoxelWorld extends Node {
constructor (generator, renderDistance = 2, worldSize = 64, blockSize = 8, chunkSize = 16) {
super([0.0, 0.0, 0.0])
this.generator = generator
this.renderDistance = renderDistance
this.generator = generator
this.worldSize = worldSize
this.blockSize = blockSize
this.chunkSize = chunkSize
this.blocks = {}
this.mapblockqueue = []
}
queueMapblock (pos) {
this.mapblockqueue.push(pos)
}
getBlock (x, y, z) {
if (!this.blocks[x] || !this.blocks[x][z] || !this.blocks[x][z][y]) return null
return this.blocks[x][z][y]
}
update (gl, cam, dt) {
// Generate queued mapblocks before adding new ones to queue
if (this.mapblockqueue.length) {
let leftover = []
let generated = false
for (let i in this.mapblockqueue) {
let pos = this.mapblockqueue[i]
let check = this.getBlock(pos[0], pos[1], pos[2])
if (generated || check) {
leftover.push(pos)
continue
}
let absPos = mulv3(pos, this.blockSize * (this.chunkSize / 2))
let block = new VoxelMapBlock(absPos, this.chunkSize, this.blockSize)
block.generate(this.generator)
if (!this.blocks[pos[0]]) this.blocks[pos[0]] = {}
if (!this.blocks[pos[0]][pos[2]]) this.blocks[pos[0]][pos[2]] = {}
if (!this.blocks[pos[0]][pos[2]][pos[1]]) this.blocks[pos[0]][pos[2]][pos[1]] = {}
this.blocks[pos[0]][pos[2]][pos[1]] = block
this.addChild(block)
generated = true
}
this.mapblockqueue = leftover
return
}
// Calculate a fixed grid
let total = this.blockSize * this.chunkSize
let slgrid = [Math.floor(cam.pos[0] / total), Math.floor(cam.pos[1] / total), Math.floor(cam.pos[2] / total)]
for (let x = slgrid[0] - this.renderDistance / 2; x < slgrid[0] + this.renderDistance / 2; x++) {
for (let z = slgrid[1] - this.renderDistance / 2; z < slgrid[1] + this.renderDistance / 2; z++) {
for (let y = slgrid[2] - this.renderDistance / 2; y < slgrid[2] + this.renderDistance / 2; y++) {
if (this.getBlock(x, y, z)) continue
this.queueMapblock([x, y, z])
}
}
}
for (let i in this.children) {
this.children[i].update(gl, dt)
}
}
}
class VoxelGenerator {
constructor (noise, material, groundHeight = 64) {
this.material = material
this.noise = noise
this.groundHeight = groundHeight
this.generateQueue = []
}
// Push a chunk into the generation queue
pushChunk (chunk) {
this.generateQueue.push(chunk)
}
// Get chunk height
getHeight (x, z) {
return this.noise.getHeight(x, z) + this.groundHeight
}
// Generate chunks in the queue
update (dt) {
for (let i in this.generateQueue) {
let chunk = this.generateQueue[i]
if (chunk.generated) continue
chunk.material = this.material
chunk.generate(this)
}
}
}
export { VoxelGenerator, Voxel, VoxelChunk, VoxelMapBlock, VoxelWorld }