sindicate 0.13.0 → 0.15.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +69 -0
- package/docs/plans/kiwi-road-recon.md +97 -0
- package/docs/plans/road-system.md +142 -0
- package/docs/plans/three-cities.md +43 -0
- package/package.json +3 -2
- package/src/world/design.js +72 -0
- package/src/world/heightfield.js +146 -0
- package/src/world/kit.js +924 -0
- package/src/world/permanentWay.js +161 -0
- package/src/world/placement.js +309 -0
- package/src/world/roadKit.js +110 -0
- package/src/world/roadLink.js +270 -0
- package/src/world/roadNetwork.js +118 -0
- package/src/world/roadTerrain.js +263 -0
- package/src/world/waterLevels.js +95 -0
- package/src/world/waterMeshes.js +168 -0
- package/src/world/worldBase.js +493 -0
- package/tools/ExportKiwiRoadMaterials.cs +145 -0
- package/tools/ExportKiwiRoadRefs.cs +94 -0
- package/tools/buildKiwiRoadsPack.mjs +36 -0
- package/tools/designer-mcp.mjs +103 -0
- package/tools/designer.js +316 -0
- package/tools/devPlugin.js +57 -0
- package/tools/fbxToGlb.mjs +115 -0
- package/tools/glbWrite.mjs +62 -0
- package/tools/rebuildSimpleRoundabouts.mjs +211 -0
- package/tools/roadKitAnalyze.mjs +366 -0
- package/tools/truthToAssemblies.mjs +160 -0
- package/tools/unityMeshToGlb.mjs +95 -0
- package/tools/unityPrefabToAssembly.mjs +276 -0
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// THE WORLD FACADE's ENGINE HALF (world splits, step 7) — the capsule character
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// controller, the 2D collider walk, the BVH oracles (floors, sight, shots), the dev
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// probes and the region streamer, moved verbatim from western's world.js (whose body was
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// duplicated near line-for-line in fable). A game subclasses this with its build()
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// recipe, its update() loop, its zoneName() and its overrides of the HOOKS below:
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//
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// groundAt(x, z) terrain + any analytic lifts (western adds walk-humps,
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// fable branches into its dungeon)
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// _colliderList(x, z) the 2D collider array collide() walks (fable swaps to its
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// dungeon set inside the barrow); default: the kit registry
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// _sweepBVHs(x, z, sweep) every BVH the capsule depenetrates against
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// _moveBVHs(pos) the BVHs the ground snap + floor oracles raycast
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// _shotBVHs() every BVH that stops sight/shots (movement's set + pieces)
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// _losBVHs(from) per-query override of the shot set (fable's dungeon)
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// _terrainCatchable(x, z) veto the heightfield ground catch (fable's Ironkeep mask
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// hides the snow skin inside the halls — fall to the MESH)
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// _vlogExtra(pos) extra columns for the __vdebug flight recorder
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import * as THREE from 'three/webgpu';
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import { colliders, doorsAt, buildingObjects } from './kit.js';
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import { buildBVHAsync, colliderWireframe } from './collision.js';
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import { getLODColliderGroups } from './scatter.js';
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import { dist2D } from '../core/utils.js';
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export class WorldBase {
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constructor(scene, { heightAt = () => 0, waterSurfaceAt = null } = {}) {
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this.scene = scene;
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this._heightAt = heightAt;
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this._waterSurfaceAt = waterSurfaceAt;
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this.sky = null;
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this.weather = null;
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this.lamps = [];
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this.water = null;
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this.grass = null;
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this.footprints = null;
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this.tiles = null;
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this.bridges = [];
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this.time = 0;
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this.buildingBVH = null;
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this.sideBVHs = [];
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this.deferredRegions = [];
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this._capSeg = new THREE.Line3();
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this._capBox = new THREE.Box3();
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this._triPt = new THREE.Vector3();
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this._capPt = new THREE.Vector3();
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this._pushDir = new THREE.Vector3();
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this._snapRay = new THREE.Ray();
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this._losRay = new THREE.Ray();
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this._losDir = new THREE.Vector3();
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this._bodySeg = new THREE.Line3();
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this._bodyBox = new THREE.Box3();
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this._bodyTri = new THREE.Vector3();
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this._bodyPt = new THREE.Vector3();
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this._bodyDir = new THREE.Vector3();
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}
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// ── the hooks (see the header) ──
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groundAt(x, z) { return this._heightAt(x, z); }
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_colliderList(x, z) { return colliders; }
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_sweepBVHs(x, z, sweep) {
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sweep(this.buildingBVH);
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for (const b of this.sideBVHs ?? []) sweep(b);
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this.tiles?.forEachBVHNear(x, z, sweep);
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}
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_moveBVHs(pos) { return [this.buildingBVH, ...(this.sideBVHs ?? [])]; }
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_shotBVHs() { return [this.buildingBVH, ...(this.sideBVHs ?? [])]; }
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_losBVHs(from) { return this._shotBVHs(); }
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_terrainCatchable(x, z) { return true; }
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_vlogExtra(pos) { return []; }
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_regionObjects() { return buildingObjects; } // the array deferred-region builds push into
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// The rendered water surface Y at (x,z), or null on dry land. Single source of truth
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// shared with the water meshes — so depth/wade and the visible surface can never
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// disagree (the recurring bug).
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waterSurfaceAt(x, z) {
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return this._waterSurfaceAt ? this._waterSurfaceAt(x, z) : null;
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}
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// How deep standing water is at (x,z): 0 on dry land, else surface − ground. Derived
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// from the ONE surface fn, so its footprint == the rendered water footprint (no
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// phantom wading / walk-underwater).
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waterDepthAt(x, z) {
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const s = this.waterSurfaceAt(x, z);
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return s === null ? 0 : Math.max(0, s - this._heightAt(x, z));
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}
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// THE SURFACE AN NPC STANDS ON at (x,z): the terrain (groundAt), raised to a building floor or a
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// boardwalk deck when one is REALLY over this exact column. It is a straight-down BVH ray — the same
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// real plank/plinth geometry the player's capsule reads — with NO capsule radius, so a plinth LIP
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// beside the feet can never catch and lift him (that was the hovering-people bug). Off the deck the
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// ray finds nothing and he sits on the dirt; a pace onto it, he stands on the boards.
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//
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// A footprint BOX cannot do this job: a building's box is the whole rectangle (walls, roof-eaves,
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// an unmodelled interior), so it claims "floor" over open ground a man is only standing BESIDE —
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// hovering him — and, inset to stop that, buries the man standing in the inset ring on a deck that
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// really is under him. The geometry itself is the only honest oracle, so we ask it.
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//
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// STRICTLY NPC SEATING (post/spawn/settle, traveller & encounter seating) — all at boot /
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// spawn, never per frame. The PLAYER must not read this: he already rides real plinths through the
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// per-frame capsule sweep, and groundAt and every player-capsule path are left exactly as they were.
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// Cast starts a storey above the ground and ignores anything higher (a roof) or wall-steep (a wall).
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walkSurfaceAt(x, z) {
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const g = this.groundAt(x, z);
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const CEIL = 1.4; // a floor a man could step onto; above it is roof
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let best = g;
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const ray = this._snapRay;
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ray.origin.set(x, g + CEIL, z);
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ray.direction.set(0, -1, 0);
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for (const bvh of this._moveBVHs({ x, z })) {
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if (!bvh) continue;
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const hits = bvh.raycast ? bvh.raycast(ray, THREE.DoubleSide)
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: (() => { const h = bvh.raycastFirst?.(ray, THREE.DoubleSide); return h ? [h] : []; })();
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for (const h of hits) {
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const y = h.point.y;
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if (y < g - 0.05 || y > g + CEIL + 1e-3 || y <= best) continue;
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const n = h.face?.normal;
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if (n && Math.abs(n.y) < 0.5) continue; // a wall, not a floor
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best = y;
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}
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}
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return best;
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}
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// Like walkSurfaceAt but returns the LOWEST floor above the ground — the surface you actually WALK on —
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// rather than the highest. NAV bake uses this: walkSurfaceAt returns a TABLETOP (the highest horizontal
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// surface over a floor), which made the bake think a walker stands ON the tables (tables read walkable,
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// and the floor↔tabletop jump at every table edge speckled the whole interior). Sampling the FLOOR
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// instead means the bake's furniture ray (which starts a body-height ABOVE the sample) catches the
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// tabletops/counters sitting on that floor and blocks their cells — clean open lanes between solid tables.
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navFloorAt(x, z) {
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const g = this.groundAt(x, z);
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const CEIL = 1.4;
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let best = null;
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const ray = this._snapRay;
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ray.origin.set(x, g + CEIL, z);
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ray.direction.set(0, -1, 0);
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for (const bvh of this._moveBVHs({ x, z })) {
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if (!bvh) continue;
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const hits = bvh.raycast ? bvh.raycast(ray, THREE.DoubleSide)
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: (() => { const h = bvh.raycastFirst?.(ray, THREE.DoubleSide); return h ? [h] : []; })();
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for (const h of hits) {
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const y = h.point.y;
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if (y < g - 0.05 || y > g + CEIL + 1e-3) continue;
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const n = h.face?.normal;
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if (n && Math.abs(n.y) < 0.5) continue; // a wall, not a floor
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if (best === null || y < best) best = y; // LOWEST floor above the ground (a real floor, not a tabletop above it)
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}
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}
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return best === null ? g : best;
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}
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// true if a wall is between `from` and `to` (tested at chest height) — blocks melee/shots through walls
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losBlocked(from, to) {
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return this._rayBlocked(this._losBVHs(from), from.x, from.y + 1.0, from.z, to.x, to.y + 1.0, to.z, -0.4);
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}
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_rayBlocked(bvhs, fx, fy, fz, tx, ty, tz, slack) {
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this._losDir.set(tx - fx, ty - fy, tz - fz);
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const dist = this._losDir.length();
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if (dist < 0.01) return false;
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this._losDir.divideScalar(dist);
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for (const bvh of bvhs) {
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if (!bvh?.raycastFirst) continue;
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this._losRay.origin.set(fx, fy, fz);
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this._losRay.direction.copy(this._losDir);
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const hit = bvh.raycastFirst(this._losRay, THREE.DoubleSide);
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if (hit && hit.distance <= dist + slack) return true;
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}
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return false;
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}
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// true if world geometry (building/rock/scatter BVH) crosses the RAW segment from→to.
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// Projectiles: test each frame's movement step so fast shots can't tunnel through a
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// thin wall between frames. Real 3D — arcing over a roof correctly misses.
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segmentBlocked(from, to) {
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return this._rayBlocked(this._losBVHs(from), from.x, from.y, from.z, to.x, to.y, to.z, 0);
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}
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// Push a point out of the static colliders the BVH does NOT own: fence
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// capsules (jumpable) and trees (circles). Buildings, rocks and props are
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// handled by the capsule-vs-BVH sweep in moveCapsule.
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// Shapes: oriented box ({hx,hz,cs,sn}), capsule along a segment (x1..z2/r), circle ({x,z,r}).
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// `skip` is the collider list of a vehicle the entity is RIDING: a man on a
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// coach roof must not be pushed about by the coach's own box. Short array, or null.
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collide(x, z, radius = 0.45, airClear = 0, y, skip = null) {
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for (const c of this._colliderList(x, z)) {
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if (skip && skip.includes(c)) continue;
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if (c.low && airClear > 0.6) continue; // fences: cleared by a jump
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// height-banded colliders (multi-storey: an upstairs balcony must not block the
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// street below it). No band = always solid.
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if (c.y0 !== undefined && y !== undefined && (y > c.y1 || y + 1.8 < c.y0)) continue;
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if (c.hx !== undefined) {
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if (c.hx <= 0) continue; // opened doorway: hx=0 must mean OFF — the +radius inflation
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// otherwise leaves an invisible radius-wide pillar at the
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// centre of EVERY open door (the mid-doorway blockade)
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// oriented box: resolve in the box's local frame, push out the nearest face
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const dx = x - c.x, dz = z - c.z;
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let lx = c.cs * dx - c.sn * dz;
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let lz = c.sn * dx + c.cs * dz;
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const ex = c.hx + radius, ez = c.hz + radius;
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if (Math.abs(lx) < ex && Math.abs(lz) < ez) {
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if (ex - Math.abs(lx) < ez - Math.abs(lz)) lx = lx < 0 ? -ex : ex;
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else lz = lz < 0 ? -ez : ez;
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x = c.x + c.cs * lx + c.sn * lz;
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z = c.z - c.sn * lx + c.cs * lz;
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}
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} else if (c.x1 !== undefined) {
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// capsule: closest point on the segment, then push out radially
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const vx = c.x2 - c.x1, vz = c.z2 - c.z1;
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const len2 = vx * vx + vz * vz || 1;
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let t = ((x - c.x1) * vx + (z - c.z1) * vz) / len2;
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t = t < 0 ? 0 : t > 1 ? 1 : t;
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const px = c.x1 + vx * t, pz = c.z1 + vz * t;
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const d = dist2D(x, z, px, pz);
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const min = c.r + radius;
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if (d < min && d > 0.0001) {
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const push = (min - d) / d;
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x += (x - px) * push;
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z += (z - pz) * push;
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}
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} else {
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const d = dist2D(x, z, c.x, c.z);
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const min = c.r + radius;
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if (d < min && d > 0.0001) {
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const push = (min - d) / d;
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x += (x - c.x) * push;
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z += (z - c.z) * push;
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}
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}
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}
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// THE DOORS. A shut one is a thin oriented slab across its opening; an open one is a hole
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// (toggleDoor sets hx = 0). They are NOT in `colliders`: there are 130-odd, they never move, and
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// this function is called 200-400 times a frame — so they are bucketed into an 8 m grid (kit.js)
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// and only the one or two under your feet are ever tested.
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const near = doorsAt(x, z);
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for (let i = 0; i < near.length; i++) {
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const c = near[i];
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if (c.hx <= 0) continue; // opened doorway: no invisible pillar in it
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if (y !== undefined && (y > c.y1 || y + 1.8 < c.y0)) continue; // the leaf's own band: upstairs doors
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const dx = x - c.x, dz = z - c.z;
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let lx = c.cs * dx - c.sn * dz;
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let lz = c.sn * dx + c.cs * dz;
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241
|
+
const ex = c.hx + radius, ez = c.hz + radius;
|
|
242
|
+
if (Math.abs(lx) < ex && Math.abs(lz) < ez) {
|
|
243
|
+
if (ex - Math.abs(lx) < ez - Math.abs(lz)) lx = lx < 0 ? -ex : ex;
|
|
244
|
+
else lz = lz < 0 ? -ez : ez;
|
|
245
|
+
x = c.x + c.cs * lx + c.sn * lz;
|
|
246
|
+
z = c.z - c.sn * lx + c.cs * lz;
|
|
247
|
+
}
|
|
248
|
+
}
|
|
249
|
+
return { x, z };
|
|
250
|
+
}
|
|
251
|
+
|
|
252
|
+
// HOW FAR A BODY HAS TO MOVE TO BE OUT OF THE SOLID WORLD, horizontally, at (x,z), standing on
|
|
253
|
+
// ground y. The player's controller already does this and then walks on (moveCapsule); a VEHICLE
|
|
254
|
+
// wants the vector back, because four tons that has hit a wall must lose its speed as well as its
|
|
255
|
+
// ground, and only the caller knows which way it was going.
|
|
256
|
+
//
|
|
257
|
+
// Both halves of the world, because the player is stopped by both and a coach that consulted only
|
|
258
|
+
// one would drive through the other: the props/fences/trees/vehicles LIST (collide, above) and the
|
|
259
|
+
// BUILDINGS, which live in the BVH and in nothing else — which is exactly why a driven coach used
|
|
260
|
+
// to park in the middle of the station.
|
|
261
|
+
//
|
|
262
|
+
// Only WALLS. A contact whose normal points mostly up is a floor, a porch deck or a boardwalk, and
|
|
263
|
+
// a vehicle does not climb: she is on the dirt, her height comes from the heightfield, and a push
|
|
264
|
+
// out of a floor she is standing near would only shove her sideways for no reason.
|
|
265
|
+
solidPush(x, y, z, r, out, skip = null) {
|
|
266
|
+
const c = this.collide(x, z, r, 0, y, skip);
|
|
267
|
+
const seg = this._bodySeg, box = this._bodyBox;
|
|
268
|
+
// her body, as a vertical stick: clear of the dirt (so the ground itself is never a contact) up
|
|
269
|
+
// to the top of her box — the same band her own collider carries.
|
|
270
|
+
seg.start.set(c.x, y + 0.35, c.z);
|
|
271
|
+
seg.end.set(c.x, y + 1.70, c.z);
|
|
272
|
+
const sweep = (bvh) => {
|
|
273
|
+
if (!bvh) return;
|
|
274
|
+
box.makeEmpty();
|
|
275
|
+
box.expandByPoint(seg.start);
|
|
276
|
+
box.expandByPoint(seg.end);
|
|
277
|
+
box.min.addScalar(-r);
|
|
278
|
+
box.max.addScalar(r);
|
|
279
|
+
bvh.shapecast({
|
|
280
|
+
intersectsBounds: (b) => b.intersectsBox(box),
|
|
281
|
+
intersectsTriangle: (tri) => {
|
|
282
|
+
const d = tri.closestPointToSegment(seg, this._bodyTri, this._bodyPt);
|
|
283
|
+
if (d >= r) return;
|
|
284
|
+
this._bodyDir.copy(this._bodyPt).sub(this._bodyTri);
|
|
285
|
+
const len = this._bodyDir.length();
|
|
286
|
+
if (len < 1e-6) return;
|
|
287
|
+
this._bodyDir.multiplyScalar(1 / len);
|
|
288
|
+
if (Math.abs(this._bodyDir.y) > 0.6) return; // a floor or a roof, not a wall
|
|
289
|
+
const depth = r - d;
|
|
290
|
+
const px = this._bodyDir.x * depth, pz = this._bodyDir.z * depth;
|
|
291
|
+
seg.start.x += px; seg.start.z += pz;
|
|
292
|
+
seg.end.x += px; seg.end.z += pz;
|
|
293
|
+
},
|
|
294
|
+
});
|
|
295
|
+
};
|
|
296
|
+
this._sweepBVHs(seg.start.x, seg.start.z, sweep);
|
|
297
|
+
return out.set(seg.start.x - x, 0, seg.start.z - z);
|
|
298
|
+
}
|
|
299
|
+
|
|
300
|
+
// Capsule character controller (bvh mode). Substeps the move to avoid
|
|
301
|
+
// tunneling through stairs, depenetrating a vertical capsule against the
|
|
302
|
+
// building BVH each substep, with the terrain heightfield as the ground floor
|
|
303
|
+
// and the legacy 2D pass still handling props/fences/trees (buildings skipped).
|
|
304
|
+
// Mutates entity.position / entity.vy / entity.airborne. Returns grounded.
|
|
305
|
+
moveCapsule(entity, hx, hz, dt) {
|
|
306
|
+
const steps = entity.capsuleSteps ?? 5;
|
|
307
|
+
let grounded = false;
|
|
308
|
+
for (let s = 0; s < steps; s++) {
|
|
309
|
+
if (this._capsuleStep(entity, hx / steps, hz / steps, dt / steps)) grounded = true;
|
|
310
|
+
}
|
|
311
|
+
const pos = entity.position;
|
|
312
|
+
const radius = entity.capsuleR ?? entity.radius ?? 0.4;
|
|
313
|
+
|
|
314
|
+
// snap-to-ground: if we were grounded and aren't moving up, stay glued to a
|
|
315
|
+
// surface within one step below — stops falling through open stair treads or
|
|
316
|
+
// off the nose of a downslope. Jumps (vy>0) and real ledge drops (>snap) skip it.
|
|
317
|
+
if (!grounded && entity._capGrounded && entity.vy <= 0) {
|
|
318
|
+
const snap = 0.55;
|
|
319
|
+
const terrainY = this.groundAt(pos.x, pos.z);
|
|
320
|
+
let target = (pos.y - terrainY >= 0 && pos.y - terrainY < snap) ? terrainY : -Infinity;
|
|
321
|
+
for (const bvh of this._moveBVHs(pos)) {
|
|
322
|
+
if (!bvh) continue;
|
|
323
|
+
this._snapRay.origin.set(pos.x, pos.y + 0.1, pos.z);
|
|
324
|
+
this._snapRay.direction.set(0, -1, 0);
|
|
325
|
+
const hit = bvh.raycastFirst(this._snapRay, THREE.DoubleSide);
|
|
326
|
+
if (hit && hit.point.y <= pos.y + 0.1 && pos.y - hit.point.y < snap && hit.point.y > target) target = hit.point.y; // glue to porch floors/stairs, not just terrain
|
|
327
|
+
}
|
|
328
|
+
if (target > -Infinity) { pos.y = target; grounded = true; entity.vy = 0; }
|
|
329
|
+
}
|
|
330
|
+
|
|
331
|
+
// props / fences / trees on the legacy 2D pass, once per frame
|
|
332
|
+
// (buildings are owned by the BVH so they're skipped here)
|
|
333
|
+
const c = this.collide(pos.x, pos.z, radius, pos.y - this.groundAt(pos.x, pos.z), pos.y, entity._skipCols);
|
|
334
|
+
pos.x = c.x; pos.z = c.z;
|
|
335
|
+
|
|
336
|
+
entity._capGrounded = grounded;
|
|
337
|
+
entity.airborne = !grounded;
|
|
338
|
+
if (typeof window !== 'undefined' && window.__vdebug && entity.game && entity.game.player === entity) {
|
|
339
|
+
(window.__vlog ??= []).push([+pos.y.toFixed(3), grounded ? 1 : 0, +this.groundAt(pos.x, pos.z).toFixed(3), +(entity.vy ?? 0).toFixed(2), ...this._vlogExtra(pos)]);
|
|
340
|
+
if (window.__vlog.length > 600) window.__vlog.shift();
|
|
341
|
+
}
|
|
342
|
+
return grounded;
|
|
343
|
+
}
|
|
344
|
+
|
|
345
|
+
_capsuleStep(entity, hx, hz, dt) {
|
|
346
|
+
const pos = entity.position;
|
|
347
|
+
const radius = entity.capsuleR ?? entity.radius ?? 0.4;
|
|
348
|
+
const height = entity.capsuleH ?? 1.7;
|
|
349
|
+
entity.vy = (entity.vy ?? 0) - 20 * dt;
|
|
350
|
+
let nx = pos.x + hx, nz = pos.z + hz, ny = pos.y + entity.vy * dt;
|
|
351
|
+
let grounded = false;
|
|
352
|
+
|
|
353
|
+
const seg = this._capSeg, box = this._capBox;
|
|
354
|
+
seg.start.set(nx, ny + radius, nz);
|
|
355
|
+
seg.end.set(nx, ny + height - radius, nz);
|
|
356
|
+
const y0 = seg.start.y;
|
|
357
|
+
// Sweep the capsule against ONE bvh, accumulating depenetration into `seg`. The bounds box is
|
|
358
|
+
// recomputed each call since seg moves between casts. We sweep the boot BVH (buildings + non-tiled
|
|
359
|
+
// scatter) PLUS every loaded TileField BVH near the capsule, so streamed colliders block too.
|
|
360
|
+
const sweep = (bvh) => {
|
|
361
|
+
if (!bvh) return;
|
|
362
|
+
box.makeEmpty();
|
|
363
|
+
box.expandByPoint(seg.start);
|
|
364
|
+
box.expandByPoint(seg.end);
|
|
365
|
+
box.min.addScalar(-radius);
|
|
366
|
+
box.max.addScalar(radius);
|
|
367
|
+
bvh.shapecast({
|
|
368
|
+
intersectsBounds: (b) => b.intersectsBox(box),
|
|
369
|
+
intersectsTriangle: (tri) => {
|
|
370
|
+
const d = tri.closestPointToSegment(seg, this._triPt, this._capPt);
|
|
371
|
+
if (d < radius) {
|
|
372
|
+
const depth = radius - d;
|
|
373
|
+
this._pushDir.copy(this._capPt).sub(this._triPt);
|
|
374
|
+
const len = this._pushDir.length();
|
|
375
|
+
if (len > 1e-6) {
|
|
376
|
+
this._pushDir.multiplyScalar(1 / len);
|
|
377
|
+
if (this._pushDir.y > 0.6) {
|
|
378
|
+
// Walkable ground/slope (contact normal mostly up): resolve the
|
|
379
|
+
// penetration straight UP, not along the tilted normal. On bumpy
|
|
380
|
+
// stone the normal tilts, so a full-normal push has a horizontal
|
|
381
|
+
// component that drifts the capsule every frame — the character
|
|
382
|
+
// slides while standing still. Pushing up by depth/normal.y
|
|
383
|
+
// clears the overlap with zero horizontal motion (and still
|
|
384
|
+
// counts as grounded below). Walls (near-horizontal normal) fall
|
|
385
|
+
// through to the full push, so they block and you slide along.
|
|
386
|
+
const dy = depth / this._pushDir.y;
|
|
387
|
+
seg.start.y += dy;
|
|
388
|
+
seg.end.y += dy;
|
|
389
|
+
} else {
|
|
390
|
+
seg.start.addScaledVector(this._pushDir, depth);
|
|
391
|
+
seg.end.addScaledVector(this._pushDir, depth);
|
|
392
|
+
}
|
|
393
|
+
}
|
|
394
|
+
}
|
|
395
|
+
},
|
|
396
|
+
});
|
|
397
|
+
};
|
|
398
|
+
this._sweepBVHs(nx, nz, sweep);
|
|
399
|
+
nx = seg.start.x;
|
|
400
|
+
nz = seg.start.z;
|
|
401
|
+
ny = seg.start.y - radius;
|
|
402
|
+
// a net upward push means we're standing on something (floor/stair/balcony)
|
|
403
|
+
if (seg.start.y - y0 > 1e-3 && entity.vy <= 0) { grounded = true; entity.vy = 0; }
|
|
404
|
+
|
|
405
|
+
// The terrain heightfield is the ground floor — BUT the capsule sweep above is
|
|
406
|
+
// authoritative: if it already grounded us on a MESH (building floor, stair),
|
|
407
|
+
// the heightfield must NOT yank us off it. Only catch us with the terrain when
|
|
408
|
+
// nothing solid is underfoot (and the game hasn't vetoed the catch — a hidden
|
|
409
|
+
// terrain skin inside a mesh-floored hall must not catch anyone).
|
|
410
|
+
const terrainY = this.groundAt(nx, nz);
|
|
411
|
+
if (ny <= terrainY && !grounded && this._terrainCatchable(nx, nz)) { ny = terrainY; if (entity.vy < 0) entity.vy = 0; grounded = true; }
|
|
412
|
+
|
|
413
|
+
pos.set(nx, ny, nz);
|
|
414
|
+
return grounded;
|
|
415
|
+
}
|
|
416
|
+
|
|
417
|
+
// Dev probe: drop a capsule at (x,z) from `fromY`, settle a few frames, and
|
|
418
|
+
// report where it rests. Lets collision be checked numerically (game.__probe).
|
|
419
|
+
probe(x, z, fromY = 50) {
|
|
420
|
+
const dummy = { position: new THREE.Vector3(x, fromY, z), vy: 0, airborne: true, radius: 0.4 };
|
|
421
|
+
const tr = [];
|
|
422
|
+
for (let i = 0; i < 60; i++) { this.moveCapsule(dummy, 0, 0, 1 / 60); tr.push(+dummy.position.y.toFixed(3)); }
|
|
423
|
+
const last = tr.slice(-15);
|
|
424
|
+
return { x: dummy.position.x, y: +dummy.position.y.toFixed(3), z: dummy.position.z, grounded: !dummy.airborne, settle: +(Math.max(...last) - Math.min(...last)).toFixed(3), tail: tr.slice(-6) };
|
|
425
|
+
}
|
|
426
|
+
|
|
427
|
+
// Dev: what actually got baked into the collision BVH.
|
|
428
|
+
colliderInfo() {
|
|
429
|
+
const EXCLUDE = /tree|bush|fence|flower|path|brick|ground|floor|grass/i;
|
|
430
|
+
const inc = [], exc = [];
|
|
431
|
+
for (const g of getLODColliderGroups()) (EXCLUDE.test(g.name) ? exc : inc).push(`${g.name} x${g.count}`);
|
|
432
|
+
const scatterMeshes = [];
|
|
433
|
+
this.scene.traverse((o) => {
|
|
434
|
+
if (o.isInstancedMesh && /^scatter:/.test(o.name || '') && !EXCLUDE.test(o.name)) {
|
|
435
|
+
scatterMeshes.push(`${o.name} (live x${o.count})`);
|
|
436
|
+
}
|
|
437
|
+
});
|
|
438
|
+
return {
|
|
439
|
+
tris: this.buildingBVH ? Math.round(this.buildingBVH.geometry.attributes.position.count / 3) : 0,
|
|
440
|
+
lodBaked: inc, // distance-LOD groups in the collider (rocks)
|
|
441
|
+
lodSkipped: exc, // excluded (trees / roads / bushes)
|
|
442
|
+
plainScatter: scatterMeshes,
|
|
443
|
+
};
|
|
444
|
+
}
|
|
445
|
+
|
|
446
|
+
showCollider(on = true) {
|
|
447
|
+
if (on && !this._colliderViz && this.buildingBVH) {
|
|
448
|
+
this._colliderViz = colliderWireframe(this.buildingBVH);
|
|
449
|
+
if (this._colliderViz) this.scene.add(this._colliderViz);
|
|
450
|
+
} else if (!on && this._colliderViz) {
|
|
451
|
+
this.scene.remove(this._colliderViz);
|
|
452
|
+
this._colliderViz = null;
|
|
453
|
+
}
|
|
454
|
+
}
|
|
455
|
+
|
|
456
|
+
// REGION STREAMER (GTA loading): builds the regions the boot bubble skipped, in play.
|
|
457
|
+
// One region at a time, nearest-first. Two triggers: APPROACH (inside TRIGGER_R — the
|
|
458
|
+
// player is heading there, build now) and IDLE TRICKLE (one region every few seconds
|
|
459
|
+
// regardless, so the whole map quietly finishes in the first minutes). Builders await
|
|
460
|
+
// per-asset loads, so the work naturally yields; deferred buildings land AFTER the boot
|
|
461
|
+
// BVH bake, so their buildingObjects pushes are spliced into a worker-built side-BVH
|
|
462
|
+
// (swept by shots/snap/capsule via this.sideBVHs). Lamp positions join the lamp pool
|
|
463
|
+
// (append is safe — the pool re-sorts nightly; light COUNT never changes).
|
|
464
|
+
_updateRegionStreamer(playerPos) {
|
|
465
|
+
if (!this.deferredRegions?.length || this._regionBuilding) return;
|
|
466
|
+
// grace: let the opening seconds present smoothly before any background building
|
|
467
|
+
if (!this._streamT0) this._streamT0 = performance.now();
|
|
468
|
+
if (performance.now() - this._streamT0 < 8000) return;
|
|
469
|
+
const TRIGGER_R = 600, IDLE_MS = 5000;
|
|
470
|
+
let best = null, bestD = Infinity;
|
|
471
|
+
for (const r of this.deferredRegions) {
|
|
472
|
+
const d = Math.hypot(playerPos.x - r.x, playerPos.z - r.z);
|
|
473
|
+
if (d < bestD) { bestD = d; best = r; }
|
|
474
|
+
}
|
|
475
|
+
const idleDue = performance.now() > (this._lastRegionBuild ?? 0) + IDLE_MS;
|
|
476
|
+
if (!best || (bestD > TRIGGER_R && !idleDue)) return;
|
|
477
|
+
this._regionBuilding = true;
|
|
478
|
+
this._lastRegionBuild = performance.now();
|
|
479
|
+
this.deferredRegions.splice(this.deferredRegions.indexOf(best), 1);
|
|
480
|
+
const regionObjs = this._regionObjects();
|
|
481
|
+
const before = regionObjs.length;
|
|
482
|
+
best.build().then(async (res) => {
|
|
483
|
+
const newObjs = regionObjs.splice(before); // one build at a time — no interleaved pushes
|
|
484
|
+
if (res?.lampPositions?.length) this.lampPositions.push(...res.lampPositions.map((lp) => ({ x: lp.x, y: lp.y, z: lp.z })));
|
|
485
|
+
if (newObjs.length) {
|
|
486
|
+
try { const bvh = await buildBVHAsync(newObjs, []); if (bvh) this.sideBVHs.push(bvh); }
|
|
487
|
+
catch (e) { console.warn(`[region] ${best.name} side-BVH failed`, e); }
|
|
488
|
+
}
|
|
489
|
+
console.log(`[region] ${best.name} built in play (${newObjs.length} building colliders, ${Math.round(bestD)}m away, ${this.deferredRegions.length} to go)`);
|
|
490
|
+
}).catch((e) => console.warn(`[region] ${best.name} build failed`, e))
|
|
491
|
+
.finally(() => { this._regionBuilding = false; });
|
|
492
|
+
}
|
|
493
|
+
}
|
|
@@ -0,0 +1,145 @@
|
|
|
1
|
+
// EXPORT KIWI ROAD MATERIALS — drop this file into Kiwi's Assets/Editor/ folder, let
|
|
2
|
+
// Unity compile, then run Tools ▸ Sindicate ▸ Export Road Materials. (~10 seconds.)
|
|
3
|
+
//
|
|
4
|
+
// It does NOT export models (Sindicate already recovered the geometry). It walks every
|
|
5
|
+
// prefab and records each part's UNITY-RESOLVED world transform (the truth — no more
|
|
6
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+
// hierarchy archaeology) alongside its material stack. It also walks every
|
|
7
|
+
// road prefab (AIGenerateMap/Prefabs/Roads, JunctionPrefabs, RoadPrefabs) and writes ONE
|
|
8
|
+
// truth file mapping every renderer's mesh to its real material stack:
|
|
9
|
+
// Assets/SindicateExport/road-materials.json
|
|
10
|
+
// { entries: [{ prefab, object, mesh, meshGuid,
|
|
11
|
+
// materials: [{ name, shader, mainTex, color, tiling, offset }] }] }
|
|
12
|
+
// …and copies every referenced texture into Assets/SindicateExport/textures/.
|
|
13
|
+
// Copy the SindicateExport folder to Nick's Sites machine and Sindicate's assembler
|
|
14
|
+
// applies exact materials to the already-recovered assemblies.
|
|
15
|
+
using UnityEngine;
|
|
16
|
+
using UnityEditor;
|
|
17
|
+
using System.Collections.Generic;
|
|
18
|
+
using System.IO;
|
|
19
|
+
using System.Text;
|
|
20
|
+
|
|
21
|
+
public static class ExportKiwiRoadMaterials
|
|
22
|
+
{
|
|
23
|
+
static readonly string[] ROOTS = {
|
|
24
|
+
"Assets/AIGenerateMap/Prefabs/Roads",
|
|
25
|
+
"Assets/AIGenerateMap/JunctionPrefabs",
|
|
26
|
+
"Assets/AIGenerateMap/RoadPrefabs",
|
|
27
|
+
};
|
|
28
|
+
|
|
29
|
+
[MenuItem("Tools/Sindicate/Export Road Materials")]
|
|
30
|
+
public static void Export()
|
|
31
|
+
{
|
|
32
|
+
var outDir = "Assets/SindicateExport";
|
|
33
|
+
var texDir = Path.Combine(outDir, "textures");
|
|
34
|
+
Directory.CreateDirectory(texDir);
|
|
35
|
+
|
|
36
|
+
var sb = new StringBuilder();
|
|
37
|
+
sb.Append("{\"entries\":[");
|
|
38
|
+
bool first = true;
|
|
39
|
+
var texturesCopied = new HashSet<string>();
|
|
40
|
+
int prefabCount = 0;
|
|
41
|
+
|
|
42
|
+
foreach (var root in ROOTS)
|
|
43
|
+
{
|
|
44
|
+
foreach (var guid in AssetDatabase.FindAssets("t:Prefab", new[] { root }))
|
|
45
|
+
{
|
|
46
|
+
var path = AssetDatabase.GUIDToAssetPath(guid);
|
|
47
|
+
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
|
|
48
|
+
if (prefab == null) continue;
|
|
49
|
+
prefabCount++;
|
|
50
|
+
|
|
51
|
+
foreach (var r in prefab.GetComponentsInChildren<MeshRenderer>(true))
|
|
52
|
+
{
|
|
53
|
+
var mf = r.GetComponent<MeshFilter>();
|
|
54
|
+
if (mf == null || mf.sharedMesh == null) continue;
|
|
55
|
+
var meshPath = AssetDatabase.GetAssetPath(mf.sharedMesh);
|
|
56
|
+
var meshGuid = AssetDatabase.AssetPathToGUID(meshPath);
|
|
57
|
+
|
|
58
|
+
if (!first) sb.Append(",");
|
|
59
|
+
first = false;
|
|
60
|
+
sb.Append("{\"prefab\":").Append(J(Path.GetFileNameWithoutExtension(path)));
|
|
61
|
+
sb.Append(",\"object\":").Append(J(r.gameObject.name));
|
|
62
|
+
sb.Append(",\"mesh\":").Append(J(Path.GetFileName(meshPath)));
|
|
63
|
+
sb.Append(",\"meshGuid\":").Append(J(meshGuid));
|
|
64
|
+
sb.Append(",\"meshName\":").Append(J(mf.sharedMesh.name));
|
|
65
|
+
sb.Append(",\"active\":").Append(r.gameObject.activeInHierarchy && r.enabled ? "true" : "false");
|
|
66
|
+
var t = r.transform;
|
|
67
|
+
var wp = t.position; var wq = t.rotation; var ws = t.lossyScale;
|
|
68
|
+
sb.Append(",\"pos\":[").Append(wp.x).Append(",").Append(wp.y).Append(",").Append(wp.z).Append("]");
|
|
69
|
+
sb.Append(",\"quat\":[").Append(wq.x).Append(",").Append(wq.y).Append(",").Append(wq.z).Append(",").Append(wq.w).Append("]");
|
|
70
|
+
sb.Append(",\"scale\":[").Append(ws.x).Append(",").Append(ws.y).Append(",").Append(ws.z).Append("]");
|
|
71
|
+
sb.Append(",\"materials\":[");
|
|
72
|
+
for (int i = 0; i < r.sharedMaterials.Length; i++)
|
|
73
|
+
{
|
|
74
|
+
var m = r.sharedMaterials[i];
|
|
75
|
+
if (i > 0) sb.Append(",");
|
|
76
|
+
if (m == null) { sb.Append("null"); continue; }
|
|
77
|
+
var tex = m.HasProperty("_BaseMap") && m.GetTexture("_BaseMap") != null ? m.GetTexture("_BaseMap")
|
|
78
|
+
: m.HasProperty("_MainTex") ? m.GetTexture("_MainTex") : null;
|
|
79
|
+
string texName = null;
|
|
80
|
+
if (tex != null)
|
|
81
|
+
{
|
|
82
|
+
var tp = AssetDatabase.GetAssetPath(tex);
|
|
83
|
+
texName = Path.GetFileName(tp);
|
|
84
|
+
if (!string.IsNullOrEmpty(tp) && texturesCopied.Add(texName))
|
|
85
|
+
File.Copy(tp, Path.Combine(texDir, texName), true);
|
|
86
|
+
}
|
|
87
|
+
var col = m.HasProperty("_BaseColor") ? m.GetColor("_BaseColor")
|
|
88
|
+
: m.HasProperty("_Color") ? m.GetColor("_Color") : Color.white;
|
|
89
|
+
var st = m.HasProperty("_BaseMap") ? m.GetTextureScale("_BaseMap")
|
|
90
|
+
: m.HasProperty("_MainTex") ? m.GetTextureScale("_MainTex") : Vector2.one;
|
|
91
|
+
var so = m.HasProperty("_BaseMap") ? m.GetTextureOffset("_BaseMap")
|
|
92
|
+
: m.HasProperty("_MainTex") ? m.GetTextureOffset("_MainTex") : Vector2.zero;
|
|
93
|
+
sb.Append("{\"name\":").Append(J(m.name));
|
|
94
|
+
sb.Append(",\"shader\":").Append(J(m.shader != null ? m.shader.name : ""));
|
|
95
|
+
sb.Append(",\"mainTex\":").Append(texName == null ? "null" : J(texName));
|
|
96
|
+
sb.Append(",\"color\":[").Append(col.r).Append(",").Append(col.g).Append(",").Append(col.b).Append(",").Append(col.a).Append("]");
|
|
97
|
+
sb.Append(",\"tiling\":[").Append(st.x).Append(",").Append(st.y).Append("]");
|
|
98
|
+
sb.Append(",\"offset\":[").Append(so.x).Append(",").Append(so.y).Append("]}");
|
|
99
|
+
}
|
|
100
|
+
sb.Append("]}");
|
|
101
|
+
}
|
|
102
|
+
}
|
|
103
|
+
}
|
|
104
|
+
sb.Append("],\"nodes\":[");
|
|
105
|
+
|
|
106
|
+
// MARKERS — every GameObject WITHOUT a MeshRenderer: connectors, sockets, spawn
|
|
107
|
+
// points, group empties. These are what tells Sindicate where a junction's arms
|
|
108
|
+
// are and which way they face, so roads can auto-connect junction to junction.
|
|
109
|
+
// (Renderers are already covered above; this keeps the file small.)
|
|
110
|
+
bool firstNode = true;
|
|
111
|
+
foreach (var root in ROOTS)
|
|
112
|
+
{
|
|
113
|
+
foreach (var guid in AssetDatabase.FindAssets("t:Prefab", new[] { root }))
|
|
114
|
+
{
|
|
115
|
+
var path = AssetDatabase.GUIDToAssetPath(guid);
|
|
116
|
+
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
|
|
117
|
+
if (prefab == null) continue;
|
|
118
|
+
foreach (var t in prefab.GetComponentsInChildren<Transform>(true))
|
|
119
|
+
{
|
|
120
|
+
if (t.GetComponent<MeshRenderer>() != null) continue;
|
|
121
|
+
if (!firstNode) sb.Append(",");
|
|
122
|
+
firstNode = false;
|
|
123
|
+
// parent path so hierarchy meaning survives (e.g. Sockets/Connector_A)
|
|
124
|
+
var chain = t.name;
|
|
125
|
+
for (var p = t.parent; p != null && p != prefab.transform; p = p.parent) chain = p.name + "/" + chain;
|
|
126
|
+
sb.Append("{\"prefab\":").Append(J(Path.GetFileNameWithoutExtension(path)));
|
|
127
|
+
sb.Append(",\"path\":").Append(J(chain));
|
|
128
|
+
sb.Append(",\"name\":").Append(J(t.name));
|
|
129
|
+
sb.Append(",\"active\":").Append(t.gameObject.activeInHierarchy ? "true" : "false");
|
|
130
|
+
var np = t.position; var nq = t.rotation; var ns = t.lossyScale;
|
|
131
|
+
sb.Append(",\"pos\":[").Append(np.x).Append(",").Append(np.y).Append(",").Append(np.z).Append("]");
|
|
132
|
+
sb.Append(",\"quat\":[").Append(nq.x).Append(",").Append(nq.y).Append(",").Append(nq.z).Append(",").Append(nq.w).Append("]");
|
|
133
|
+
sb.Append(",\"scale\":[").Append(ns.x).Append(",").Append(ns.y).Append(",").Append(ns.z).Append("]}");
|
|
134
|
+
}
|
|
135
|
+
}
|
|
136
|
+
}
|
|
137
|
+
sb.Append("]}");
|
|
138
|
+
File.WriteAllText(Path.Combine(outDir, "road-materials.json"), sb.ToString());
|
|
139
|
+
AssetDatabase.Refresh();
|
|
140
|
+
EditorUtility.DisplayDialog("Sindicate export",
|
|
141
|
+
$"Done: {prefabCount} prefabs walked, {texturesCopied.Count} textures copied.\n\nCopy Assets/SindicateExport/ to Sites and tell Claude.", "OK");
|
|
142
|
+
}
|
|
143
|
+
|
|
144
|
+
static string J(string s) => "\"" + (s ?? "").Replace("\\", "\\\\").Replace("\"", "\\\"") + "\"";
|
|
145
|
+
}
|