import { memo, useMemo, useRef, useState } from "react";
import { useFrame, useThree } from "@react-three/fiber";
import { useQuery } from "@tanstack/react-query";
import {
BufferAttribute,
BufferGeometry,
DataTexture,
Float32BufferAttribute,
FloatType,
LinearFilter,
NearestFilter,
NoColorSpace,
ClampToEdgeWrapping,
RedFormat,
RepeatWrapping,
UnsignedByteType,
Vector3,
} from "three";
import type { TorqueObject } from "../torqueScript";
import { getFloat, getInt, getProperty } from "../mission";
import { loadTerrain } from "../loaders";
import { uint16ToFloat32 } from "../arrayUtils";
import { setupMask } from "../textureUtils";
import { TerrainTile } from "./TerrainTile";
import { useSceneObject } from "./useSceneObject";
const DEFAULT_SQUARE_SIZE = 8;
const DEFAULT_VISIBLE_DISTANCE = 600;
const TERRAIN_SIZE = 256;
const LIGHTMAP_SIZE = 512; // Match Tribes 2's 512x512 lightmap
const HEIGHT_SCALE = 2048; // Matches displacementScale for terrain
/**
* Create terrain geometry with Torque-style alternating diagonal triangulation.
*
* Torque splits each grid square into two triangles, but alternates the diagonal
* direction in a checkerboard pattern: ((x ^ y) & 1) == 0 determines Split45.
*
* - Split45 (/): diagonal from (x,y) to (x+1,y+1) - bottom-left to top-right
* - Split135 (\): diagonal from (x+1,y) to (x,y+1) - bottom-right to top-left
*
* This creates more accurate terrain, especially on ridges and peaks where the
* zigzag pattern of alternating triangles better represents the heightmap data.
*
* Geometry is created in X-Y plane (like PlaneGeometry) then rotated to match
* terrain orientation.
*/
function createTerrainGeometry(size: number, segments: number): BufferGeometry {
const geometry = new BufferGeometry();
const vertexCount = (segments + 1) * (segments + 1);
const positions = new Float32Array(vertexCount * 3);
const normals = new Float32Array(vertexCount * 3);
const uvs = new Float32Array(vertexCount * 2);
// Pre-allocate index buffer: segments² squares × 2 triangles × 3 indices
// Use Uint32Array since vertex count (257² = 66049) exceeds Uint16 max (65535)
const indexCount = segments * segments * 6;
const indices = new Uint32Array(indexCount);
let indexOffset = 0;
const segmentSize = size / segments;
// Create vertices in X-Y plane (same as PlaneGeometry)
// PlaneGeometry goes from top-left to bottom-right with UVs 0→1
// X: -size/2 to +size/2 (left to right)
// Y: +size/2 to -size/2 (top to bottom in initial X-Y plane)
for (let row = 0; row <= segments; row++) {
for (let col = 0; col <= segments; col++) {
const idx = row * (segments + 1) + col;
// Position in X-Y plane (Z=0), centered at origin
positions[idx * 3] = col * segmentSize - size / 2; // X: -size/2 to +size/2
positions[idx * 3 + 1] = size / 2 - row * segmentSize; // Y: +size/2 to -size/2
positions[idx * 3 + 2] = 0; // Z: 0 (will be displaced after rotation)
// Default normal pointing +Z (out of plane, will become +Y after rotation)
normals[idx * 3] = 0;
normals[idx * 3 + 1] = 0;
normals[idx * 3 + 2] = 1;
// UV coordinates (0 to 1), matching PlaneGeometry
uvs[idx * 2] = col / segments;
uvs[idx * 2 + 1] = 1 - row / segments; // Flip V so row 0 is at V=1
}
}
// Create triangle indices with Torque-style alternating diagonals
// Using CCW winding for front face (Three.js default)
for (let row = 0; row < segments; row++) {
for (let col = 0; col < segments; col++) {
// In this layout (Y decreasing with row):
// a---b (row)
// | |
// c---d (row+1)
const a = row * (segments + 1) + col;
const b = a + 1;
const c = (row + 1) * (segments + 1) + col;
const d = c + 1;
// Torque's split decision: ((x ^ y) & 1) == 0 means Split45
const split45 = ((col ^ row) & 1) === 0;
if (split45) {
// Split45: diagonal from a to d (top-left to bottom-right in screen space)
// Triangle 1: a, c, d (CCW from front)
// Triangle 2: a, d, b (CCW from front)
indices[indexOffset++] = a;
indices[indexOffset++] = c;
indices[indexOffset++] = d;
indices[indexOffset++] = a;
indices[indexOffset++] = d;
indices[indexOffset++] = b;
} else {
// Split135: diagonal from b to c (top-right to bottom-left in screen space)
// Triangle 1: a, c, b (CCW from front)
// Triangle 2: b, c, d (CCW from front)
indices[indexOffset++] = a;
indices[indexOffset++] = c;
indices[indexOffset++] = b;
indices[indexOffset++] = b;
indices[indexOffset++] = c;
indices[indexOffset++] = d;
}
}
}
geometry.setIndex(new BufferAttribute(indices, 1));
geometry.setAttribute("position", new Float32BufferAttribute(positions, 3));
geometry.setAttribute("normal", new Float32BufferAttribute(normals, 3));
geometry.setAttribute("uv", new Float32BufferAttribute(uvs, 2));
// Apply same rotations as the original PlaneGeometry approach:
// rotateX(-90°) puts the X-Y plane into X-Z (horizontal), with +Y becoming up
// rotateY(-90°) rotates around Y axis to match terrain coordinate system
geometry.rotateX(-Math.PI / 2);
geometry.rotateY(-Math.PI / 2);
return geometry;
}
/**
* Displace terrain vertices on CPU and compute smooth normals from heightmap gradients.
*
* Height sampling uses NEAREST filtering to match the GPU DataTexture default:
* texel = floor(uv * textureWidth), clamped to valid range.
*
* Normals use bilinear interpolation for smooth gradients, preventing banding
* that would occur with face normals from computeVertexNormals().
*/
function displaceTerrainAndComputeNormals(
geometry: BufferGeometry,
heightMap: Uint16Array,
squareSize: number,
): void {
const posAttr = geometry.attributes.position;
const uvAttr = geometry.attributes.uv;
const normalAttr = geometry.attributes.normal;
const positions = posAttr.array as Float32Array;
const uvs = uvAttr.array as Float32Array;
const normals = normalAttr.array as Float32Array;
const vertexCount = posAttr.count;
// Helper to get height at heightmap coordinates with clamping (integer coords)
const getHeightInt = (col: number, row: number): number => {
col = Math.max(0, Math.min(TERRAIN_SIZE - 1, col));
row = Math.max(0, Math.min(TERRAIN_SIZE - 1, row));
return (heightMap[row * TERRAIN_SIZE + col] / 65535) * HEIGHT_SCALE;
};
// Helper to get bilinearly interpolated height (matches GPU texture sampling)
const getHeight = (col: number, row: number): number => {
col = Math.max(0, Math.min(TERRAIN_SIZE - 1, col));
row = Math.max(0, Math.min(TERRAIN_SIZE - 1, row));
const col0 = Math.floor(col);
const row0 = Math.floor(row);
const col1 = Math.min(col0 + 1, TERRAIN_SIZE - 1);
const row1 = Math.min(row0 + 1, TERRAIN_SIZE - 1);
const fx = col - col0;
const fy = row - row0;
const h00 = (heightMap[row0 * TERRAIN_SIZE + col0] / 65535) * HEIGHT_SCALE;
const h10 = (heightMap[row0 * TERRAIN_SIZE + col1] / 65535) * HEIGHT_SCALE;
const h01 = (heightMap[row1 * TERRAIN_SIZE + col0] / 65535) * HEIGHT_SCALE;
const h11 = (heightMap[row1 * TERRAIN_SIZE + col1] / 65535) * HEIGHT_SCALE;
// Bilinear interpolation
const h0 = h00 * (1 - fx) + h10 * fx;
const h1 = h01 * (1 - fx) + h11 * fx;
return h0 * (1 - fy) + h1 * fy;
};
// Process each vertex
for (let i = 0; i < vertexCount; i++) {
const u = uvs[i * 2];
const v = uvs[i * 2 + 1];
// Map UV to heightmap coordinates - must match Torque's terrain sampling.
// Torque formula: floor(worldPos / squareSize) & BlockMask
// UV 0→1 maps to world 0→2048, squareSize=8, so: floor(UV * 256) & 255
// This wraps at edges for seamless terrain tiling.
const col = Math.floor(u * TERRAIN_SIZE) & (TERRAIN_SIZE - 1);
const row = Math.floor(v * TERRAIN_SIZE) & (TERRAIN_SIZE - 1);
// Use direct integer sampling to match GPU nearest-neighbor filtering
const height = getHeightInt(col, row);
positions[i * 3 + 1] = height;
// Compute normal using central differences on heightmap with smooth interpolation.
// Use fractional coordinates for gradient sampling to get smooth normals.
const colF = u * (TERRAIN_SIZE - 1);
const rowF = v * (TERRAIN_SIZE - 1);
const hL = getHeight(colF - 1, rowF); // left
const hR = getHeight(colF + 1, rowF); // right
const hD = getHeight(colF, rowF + 1); // down (increasing row)
const hU = getHeight(colF, rowF - 1); // up (decreasing row)
// Gradients in heightmap space (col increases = +U, row increases = +V)
const dCol = (hR - hL) / 2; // height change per column
const dRow = (hD - hU) / 2; // height change per row
// Now map heightmap gradients to world-space normal
// After rotateX(-PI/2) and rotateY(-PI/2):
// - U direction (col) maps to world +Z
// - V direction (row) maps to world +X
//
// For heightfield normal: n = normalize(-dh/dx, 1, -dh/dz) in world space
// But we need the normal to face outward (toward the viewer), so use positive signs
let nx = dRow;
let ny = squareSize;
let nz = dCol;
// Normalize
const len = Math.sqrt(nx * nx + ny * ny + nz * nz);
if (len > 0) {
nx /= len;
ny /= len;
nz /= len;
} else {
nx = 0;
ny = 1;
nz = 0;
}
normals[i * 3] = nx;
normals[i * 3 + 1] = ny;
normals[i * 3 + 2] = nz;
}
posAttr.needsUpdate = true;
normalAttr.needsUpdate = true;
}
/**
* Ray-march through heightmap to determine if a point is in shadow.
* Uses the same coordinate system as the terrain geometry.
*
* @param startCol - Starting column in heightmap coordinates
* @param startRow - Starting row in heightmap coordinates
* @param startHeight - Starting height in world units
* @param lightDir - Direction TOWARD the light (normalized)
* @param squareSize - World units per heightmap cell
* @param getHeight - Function to sample terrain height at a position
* @returns 1.0 if lit, 0.0 if in shadow
*/
function rayMarchShadow(
startCol: number,
startRow: number,
startHeight: number,
lightDir: Vector3,
squareSize: number,
getHeight: (col: number, row: number) => number,
): number {
// Convert light direction to heightmap coordinate steps
// World coordinate mapping (after geometry rotations):
// - col (U) → world +Z, so lightDir.z affects col
// - row (V) → world +X, so lightDir.x affects row
// - height → world +Y, so lightDir.y affects height
const stepCol = lightDir.z / squareSize;
const stepRow = lightDir.x / squareSize;
const stepHeight = lightDir.y;
// Normalize to step ~0.5 heightmap units per iteration for good sampling
const horizontalLen = Math.sqrt(stepCol * stepCol + stepRow * stepRow);
if (horizontalLen < 0.0001) {
// Light is nearly vertical - no self-shadowing possible
return 1.0;
}
const stepScale = 0.5 / horizontalLen;
const dCol = stepCol * stepScale;
const dRow = stepRow * stepScale;
const dHeight = stepHeight * stepScale;
let col = startCol;
let row = startRow;
let height = startHeight + 0.1; // Small offset to avoid self-intersection
// March until we exit terrain bounds or confirm we're lit
const maxSteps = TERRAIN_SIZE * 3; // Enough to cross terrain diagonally
for (let i = 0; i < maxSteps; i++) {
col += dCol;
row += dRow;
height += dHeight;
// Check if ray exited terrain bounds horizontally
if (col < 0 || col >= TERRAIN_SIZE || row < 0 || row >= TERRAIN_SIZE) {
return 1.0; // Exited terrain, not in shadow
}
// Check if ray is above max terrain height
if (height > HEIGHT_SCALE) {
return 1.0; // Above all terrain, not in shadow
}
// Sample terrain height at current position
const terrainHeight = getHeight(col, row);
// If ray is below terrain surface, we're in shadow
if (height < terrainHeight) {
return 0.0;
}
}
return 1.0; // Reached max steps, assume not in shadow
}
/**
* Generate a terrain lightmap texture with smooth normals and ray-traced shadows.
*
* The key insight: banding occurs because vertex normals are computed from
* discrete heightmap samples, creating discontinuities at grid boundaries.
*
* Solution: Compute normals from BILINEARLY INTERPOLATED heights at each
* lightmap pixel. This produces smooth gradients because the interpolated
* height surface is C0 continuous (no discontinuities).
*
* Shadows are computed by ray-marching through the heightmap toward the sun,
* checking if the terrain blocks the light path. This avoids shadow acne
* because it's a geometric intersection test, not a depth buffer comparison.
*
* @param heightMap - Uint16 heightmap data (256x256)
* @param sunDirection - Normalized sun direction vector (points FROM sun TO scene)
* @param squareSize - World units per heightmap cell
* @returns DataTexture with lighting intensity values (NdotL * shadow)
*/
function generateTerrainLightmap(
heightMap: Uint16Array,
sunDirection: Vector3,
squareSize: number,
): DataTexture {
// Helper to get bilinearly interpolated height at any fractional position
// Supports negative and out-of-range coordinates via clamping for shadow rays
const getInterpolatedHeight = (col: number, row: number): number => {
// Clamp to valid range (don't wrap for shadow rays)
const clampedCol = Math.max(0, Math.min(TERRAIN_SIZE - 1, col));
const clampedRow = Math.max(0, Math.min(TERRAIN_SIZE - 1, row));
const col0 = Math.floor(clampedCol);
const row0 = Math.floor(clampedRow);
const col1 = Math.min(col0 + 1, TERRAIN_SIZE - 1);
const row1 = Math.min(row0 + 1, TERRAIN_SIZE - 1);
const fx = clampedCol - col0;
const fy = clampedRow - row0;
const h00 = heightMap[row0 * TERRAIN_SIZE + col0] / 65535;
const h10 = heightMap[row0 * TERRAIN_SIZE + col1] / 65535;
const h01 = heightMap[row1 * TERRAIN_SIZE + col0] / 65535;
const h11 = heightMap[row1 * TERRAIN_SIZE + col1] / 65535;
// Bilinear interpolation
const h0 = h00 * (1 - fx) + h10 * fx;
const h1 = h01 * (1 - fx) + h11 * fx;
return (h0 * (1 - fy) + h1 * fy) * HEIGHT_SCALE;
};
// Light direction (negate sun direction since it points FROM sun)
const lightDir = new Vector3(
-sunDirection.x,
-sunDirection.y,
-sunDirection.z,
).normalize();
const lightmapData = new Uint8Array(LIGHTMAP_SIZE * LIGHTMAP_SIZE);
// Epsilon for gradient sampling (in heightmap units)
// Use 0.5 to sample across a reasonable distance for smooth gradients
const eps = 0.5;
// Generate lightmap by computing normal and shadow at each pixel
for (let lRow = 0; lRow < LIGHTMAP_SIZE; lRow++) {
for (let lCol = 0; lCol < LIGHTMAP_SIZE; lCol++) {
// Generate texel for terrain position matching Torque's relight():
// Torque starts at halfStep (0.25) within each square, not at corner.
// With 2 lightmap pixels per terrain square: pos = lCol/2 + 0.25
const col = lCol / 2 + 0.25;
const row = lRow / 2 + 0.25;
// Get height at this position for shadow ray starting point
const surfaceHeight = getInterpolatedHeight(col, row);
// Compute gradient using central differences on interpolated heights
const hL = getInterpolatedHeight(col - eps, row);
const hR = getInterpolatedHeight(col + eps, row);
const hU = getInterpolatedHeight(col, row - eps);
const hD = getInterpolatedHeight(col, row + eps);
// Gradient in heightmap units
const dCol = (hR - hL) / (2 * eps);
const dRow = (hD - hU) / (2 * eps);
// Convert to world-space normal - must match displaceTerrainAndComputeNormals
// After geometry rotations: U (col) → +Z, V (row) → +X
const nx = -dRow;
const ny = squareSize;
const nz = -dCol;
const len = Math.sqrt(nx * nx + ny * ny + nz * nz);
// Compute NdotL
const NdotL = Math.max(
0,
(nx / len) * lightDir.x +
(ny / len) * lightDir.y +
(nz / len) * lightDir.z,
);
// Ray-march to determine shadow (only if surface faces the light)
let shadow = 1.0;
if (NdotL > 0) {
shadow = rayMarchShadow(
col,
row,
surfaceHeight,
lightDir,
squareSize,
getInterpolatedHeight,
);
}
// Store NdotL * shadow in lightmap
lightmapData[lRow * LIGHTMAP_SIZE + lCol] = Math.floor(
NdotL * shadow * 255,
);
}
}
const texture = new DataTexture(
lightmapData,
LIGHTMAP_SIZE,
LIGHTMAP_SIZE,
RedFormat,
UnsignedByteType,
);
texture.colorSpace = NoColorSpace;
texture.generateMipmaps = true;
texture.wrapS = ClampToEdgeWrapping;
texture.wrapT = ClampToEdgeWrapping;
texture.magFilter = LinearFilter;
texture.minFilter = LinearFilter;
texture.needsUpdate = true;
return texture;
}
/**
* Load a .ter file, used for terrain heightmap and texture info.
*/
function useTerrain(terrainFile: string) {
return useQuery({
queryKey: ["terrain", terrainFile],
queryFn: () => loadTerrain(terrainFile),
});
}
/**
* Get visibleDistance from the Sky object, used to determine how far terrain
* tiles should render. This matches Tribes 2's terrain tiling behavior.
*/
function useVisibleDistance(): number {
const sky = useSceneObject("Sky");
if (!sky) return DEFAULT_VISIBLE_DISTANCE;
const highVisibleDistance = getFloat(sky, "high_visibleDistance");
if (highVisibleDistance != null && highVisibleDistance > 0) {
return highVisibleDistance;
}
return getFloat(sky, "visibleDistance") ?? DEFAULT_VISIBLE_DISTANCE;
}
interface TileAssignment {
tileX: number;
tileZ: number;
}
/**
* Create a visibility mask texture from emptySquares data.
*/
function createVisibilityMask(emptySquares: number[]): DataTexture {
const maskData = new Uint8Array(TERRAIN_SIZE * TERRAIN_SIZE);
maskData.fill(255); // Start with everything visible
for (const squareId of emptySquares) {
const x = squareId & 0xff;
const y = (squareId >> 8) & 0xff;
const count = squareId >> 16;
const rowOffset = y * TERRAIN_SIZE;
for (let i = 0; i < count; i++) {
const index = rowOffset + x + i;
if (index < maskData.length) {
maskData[index] = 0;
}
}
}
const texture = new DataTexture(
maskData,
TERRAIN_SIZE,
TERRAIN_SIZE,
RedFormat,
UnsignedByteType,
);
texture.colorSpace = NoColorSpace;
texture.wrapS = texture.wrapT = ClampToEdgeWrapping;
texture.magFilter = NearestFilter;
texture.minFilter = NearestFilter;
texture.needsUpdate = true;
return texture;
}
export const TerrainBlock = memo(function TerrainBlock({
object,
}: {
object: TorqueObject;
}) {
const terrainFile = getProperty(object, "terrainFile");
const squareSize = getInt(object, "squareSize") ?? DEFAULT_SQUARE_SIZE;
const detailTexture = getProperty(object, "detailTexture");
const blockSize = squareSize * 256;
const visibleDistance = useVisibleDistance();
const camera = useThree((state) => state.camera);
// Torque ignores the mission's terrain position and always uses a fixed formula:
// setPosition(Point3F(-squareSize * (BlockSize >> 1), -squareSize * (BlockSize >> 1), 0));
// where BlockSize = 256. See tribes2-engine/terrain/terrData.cc:679
const basePosition = useMemo(() => {
const offset = -squareSize * (TERRAIN_SIZE / 2);
return { x: offset, z: offset };
}, [squareSize]);
const emptySquares = useMemo(() => {
const value = getProperty(object, "emptySquares");
return value ? value.split(" ").map((s: string) => parseInt(s, 10)) : [];
}, [object]);
const { data: terrain } = useTerrain(terrainFile);
// Shared geometry for all tiles - with smooth normals computed from heightmap
// Uses Torque-style alternating diagonal triangulation for accurate terrain
const sharedGeometry = useMemo(() => {
if (!terrain) return null;
const size = squareSize * 256;
const geometry = createTerrainGeometry(size, TERRAIN_SIZE);
// Displace vertices on CPU and compute smooth normals
displaceTerrainAndComputeNormals(geometry, terrain.heightMap, squareSize);
return geometry;
}, [squareSize, terrain]);
// Get sun direction for lightmap generation
const sun = useSceneObject("Sun");
const sunDirection = useMemo(() => {
if (!sun) return new Vector3(0.57735, -0.57735, 0.57735); // Default diagonal
const directionStr =
getProperty(sun, "direction") ?? "0.57735 0.57735 -0.57735";
const [tx, ty, tz] = directionStr
.split(" ")
.map((s: string) => parseFloat(s));
// Convert Torque (X, Y, Z) to Three.js: swap Y/Z
const x = tx;
const y = tz;
const z = ty;
const len = Math.sqrt(x * x + y * y + z * z);
return new Vector3(x / len, y / len, z / len);
}, [sun]);
// Generate terrain lightmap for smooth per-pixel lighting
const terrainLightmap = useMemo(() => {
if (!terrain) return null;
return generateTerrainLightmap(terrain.heightMap, sunDirection, squareSize);
}, [terrain, sunDirection, squareSize]);
// Shared displacement map from heightmap - created once for all tiles
const sharedDisplacementMap = useMemo(() => {
if (!terrain) return null;
const f32HeightMap = uint16ToFloat32(terrain.heightMap);
const texture = new DataTexture(
f32HeightMap,
TERRAIN_SIZE,
TERRAIN_SIZE,
RedFormat,
FloatType,
);
texture.colorSpace = NoColorSpace;
texture.generateMipmaps = false;
texture.wrapS = RepeatWrapping;
texture.wrapT = RepeatWrapping;
texture.needsUpdate = true;
return texture;
}, [terrain]);
// Visibility mask for primary tile (0,0) - may have empty squares
const primaryVisibilityMask = useMemo(
() => createVisibilityMask(emptySquares),
[emptySquares],
);
// Visibility mask for pooled tiles - all visible (no empty squares)
// This is a stable reference shared by all pooled tiles
const pooledVisibilityMask = useMemo(() => createVisibilityMask([]), []);
// Shared alpha textures from terrain alphaMaps - created once for all tiles
const sharedAlphaTextures = useMemo(() => {
if (!terrain) return null;
return terrain.alphaMaps.map((data) => setupMask(data));
}, [terrain]);
// Calculate the maximum number of tiles that can be visible at once.
const poolSize = useMemo(() => {
const extent = Math.ceil(visibleDistance / blockSize);
const gridSize = 2 * extent + 1;
return gridSize * gridSize - 1; // -1 because primary tile is separate
}, [visibleDistance, blockSize]);
// Create stable pool indices for React keys
const poolIndices = useMemo(
() => Array.from({ length: poolSize }, (_, i) => i),
[poolSize],
);
// Track which tile coordinate each pool slot is assigned to
const [tileAssignments, setTileAssignments] = useState<
(TileAssignment | null)[]
>(() => Array(poolSize).fill(null));
// Track previous tile bounds to avoid unnecessary state updates
const prevBoundsRef = useRef({ xStart: 0, xEnd: 0, zStart: 0, zEnd: 0 });
useFrame(() => {
const relativeCamX = camera.position.x - basePosition.x;
const relativeCamZ = camera.position.z - basePosition.z;
const xStart = Math.floor((relativeCamX - visibleDistance) / blockSize);
const xEnd = Math.ceil((relativeCamX + visibleDistance) / blockSize);
const zStart = Math.floor((relativeCamZ - visibleDistance) / blockSize);
const zEnd = Math.ceil((relativeCamZ + visibleDistance) / blockSize);
// Early exit if bounds haven't changed
const prev = prevBoundsRef.current;
if (
xStart === prev.xStart &&
xEnd === prev.xEnd &&
zStart === prev.zStart &&
zEnd === prev.zEnd
) {
return;
}
prev.xStart = xStart;
prev.xEnd = xEnd;
prev.zStart = zStart;
prev.zEnd = zEnd;
// Build new assignments array
const newAssignments: (TileAssignment | null)[] = [];
for (let x = xStart; x < xEnd; x++) {
for (let z = zStart; z < zEnd; z++) {
if (x === 0 && z === 0) continue;
newAssignments.push({ tileX: x, tileZ: z });
}
}
while (newAssignments.length < poolSize) {
newAssignments.push(null);
}
setTileAssignments(newAssignments);
});
if (
!terrain ||
!sharedGeometry ||
!sharedDisplacementMap ||
!sharedAlphaTextures
) {
return null;
}
return (
<>
{/* Primary tile at (0,0) with emptySquares applied */}
{/* Pooled tiles - stable keys, always mounted */}
{poolIndices.map((poolIndex) => {
const assignment = tileAssignments[poolIndex];
return (
);
})}
>
);
});