add interior loading

This commit is contained in:
Brian Beck 2025-09-12 07:40:22 -07:00
parent 8509faf6bc
commit b86e5622af
1552 changed files with 1507302 additions and 44 deletions

View file

@ -24,6 +24,11 @@ function getUrlForPath(resourcePath: string) {
}
}
function interiorToUrl(name: string) {
const difUrl = getUrlForPath(`interiors/${name}`);
return difUrl.replace(/\.dif$/i, ".gltf");
}
function terrainTextureToUrl(name: string) {
name = name.replace(/^terrain\./, "");
try {
@ -33,6 +38,11 @@ function terrainTextureToUrl(name: string) {
}
}
function interiorTextureToUrl(name: string) {
name = name.replace(/\.\d+$/, "");
return getUrlForPath(`textures/${name}.png`);
}
function textureToUrl(name: string) {
try {
return getUrlForPath(`textures/${name}.png`);
@ -97,6 +107,7 @@ export default function HomePage() {
});
const textureLoader = new THREE.TextureLoader();
const gltfLoader = new GLTFLoader();
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(
@ -146,8 +157,8 @@ export default function HomePage() {
scene.add(light);
const controls = new OrbitControls(camera, renderer.domElement);
controls.minDistance = 10;
controls.maxDistance = 1000;
controls.minDistance = 1;
controls.maxDistance = 2048;
camera.position.set(0, 0, 512);
controls.target.set(0, -128, 0);
controls.update();
@ -210,9 +221,12 @@ export default function HomePage() {
threeContext.current = {
scene,
renderer,
camera,
controls,
setupColor,
setupMask,
textureLoader,
gltfLoader,
};
return () => {
@ -225,8 +239,15 @@ export default function HomePage() {
}, []);
useEffect(() => {
const { scene, setupColor, setupMask, textureLoader } =
threeContext.current;
const {
scene,
camera,
controls,
setupColor,
setupMask,
textureLoader,
gltfLoader,
} = threeContext.current;
let cancel = false;
let root: THREE.Group;
@ -244,10 +265,10 @@ export default function HomePage() {
const alphaTextures = terrain.alphaMaps.map((data) => setupMask(data));
// Geometry: a simple plane (512x512 meters to match Tribes 2 scale)
const planeSize = 1024;
const planeSize = 2048;
const geom = new THREE.PlaneGeometry(planeSize, planeSize, 256, 256);
geom.rotateX(-Math.PI / 2);
geom.rotateY(-Math.PI / 2);
const f32HeightMap = uint16ToFloat32(terrain.heightMap);
@ -267,8 +288,8 @@ export default function HomePage() {
// map: base0,
displacementMap: heightMap,
map: heightMap,
displacementScale: 1024,
displacementBias: -128,
displacementScale: 2048,
// displacementBias: -128,
});
// Inject our 4-layer blend before lighting
@ -288,7 +309,7 @@ export default function HomePage() {
shader.uniforms[`tiling${i}`] = {
value: Math.min(
512,
{ 0: 16, 1: 16, 2: 32, 3: 64, 4: 64, 5: 64 }[i]
{ 0: 16, 1: 16, 2: 32, 3: 32, 4: 32, 5: 32 }[i]
),
};
});
@ -371,40 +392,102 @@ uniform float tiling5;
root = new THREE.Group();
const mesh = new THREE.Mesh(geom, mat);
root.add(mesh);
const terrainMesh = new THREE.Mesh(geom, mat);
root.add(terrainMesh);
for (const obj of iterObjects(mission.objects)) {
const getProperty = (name) =>
obj.properties.find((p) => p.target.name === name);
const getPosition = () => {
const position = getProperty("position")?.value ?? "0 0 0";
const [x, z, y] = position.split(" ").map((s) => parseFloat(s));
return [x, y, z];
};
const getScale = () => {
const scale = getProperty("scale")?.value ?? "1 1 1";
const [scaleX, scaleZ, scaleY] = scale
.split(" ")
.map((s) => parseFloat(s));
return [scaleX, scaleY, scaleZ];
};
const getRotation = (isInterior = false) => {
const rotation = getProperty("rotation")?.value ?? "1 0 0 0";
const [ax, az, ay, angle] = rotation
.split(" ")
.map((s) => parseFloat(s));
const q = new THREE.Quaternion();
if (isInterior) {
// For interiors, we need to:
// 1. Swap axes to match our coordinate system (z,y,x)
// 2. Handle the negative scale transformation
q.setFromAxisAngle(
new THREE.Vector3(-az, ay, -ax),
angle * (Math.PI / 180)
);
} else {
// For other objects (terrain, etc)
q.setFromAxisAngle(
new THREE.Vector3(ax, ay, -az),
angle * (Math.PI / 180)
);
}
return q;
};
switch (obj.className) {
case "WaterBlock": {
case "TerrainBlock": {
const [x, y, z] = getPosition();
camera.position.set(x - 512, y + 256, z - 512);
controls.target.set(x, 0, z);
const [scaleX, scaleY, scaleZ] = getScale();
const q = getRotation();
terrainMesh.position.set(x, y, z);
terrainMesh.scale.set(scaleX, scaleY, scaleZ);
terrainMesh.quaternion.copy(q);
break;
const position = getProperty("position").value;
const scale = getProperty("scale").value;
const rotation = getProperty("rotation").value;
}
case "InteriorInstance": {
const [z, y, x] = getPosition();
const [scaleX, scaleY, scaleZ] = getScale();
const q = getRotation(true);
const interiorFile = getProperty("interiorFile").value;
gltfLoader.load(interiorToUrl(interiorFile), (gltf) => {
console.log(interiorFile);
gltf.scene.traverse((o) => {
if (o.material?.name) {
const name = o.material.name;
const tex = textureLoader.load(interiorTextureToUrl(name));
o.material.map = setupColor(tex);
o.material.needsUpdate = true;
}
});
const interior = gltf.scene;
interior.position.set(x - 1024, y, z - 1024);
interior.scale.set(-scaleX, scaleY, -scaleZ);
interior.quaternion.copy(q);
root.add(interior);
});
break;
}
case "WaterBlock": {
const [x, y, z] = getPosition(); // Match InteriorInstance coordinate order
const [scaleX, scaleY, scaleZ] = getScale();
const q = getRotation(true); // Match InteriorInstance rotation handling
const surfaceTexture = getProperty("surfaceTexture").value;
const [x, y, z] = position.split(" ").map((s) => parseFloat(s));
const [ax, ay, az, angle] = rotation
.split(" ")
.map((s) => parseFloat(s));
const q = new THREE.Quaternion();
q.setFromAxisAngle(new THREE.Vector3(ax, az, ay), angle);
const [scaleX, scaleY, scaleZ] = scale
.split(" ")
.map((s) => parseFloat(s) / 2);
const geometry = new THREE.BoxGeometry(scaleX, scaleZ, scaleY);
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({
map: setupColor(textureLoader.load(textureToUrl(surfaceTexture))),
transparent: true,
opacity: 0.8,
});
const water = new THREE.Mesh(geometry, material);
water.position.set(x, z, y);
water.position.set(x, y + scaleY / 2, z); // Added small Y offset to prevent Z-fighting
water.scale.set(-scaleX, scaleY, -scaleZ); // Match InteriorInstance scale negation
water.quaternion.copy(q);
root.add(water);

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