'use strict'; // SHADES — Lane C — weather: the wind field everyone samples. // // Implements the contracts.js wind surface (PLAN3D §4): // wind.sample(pos, t) -> Vector3 m/s, includes gusts & local effects // wind.gustTelegraph(t) -> {eta, dir, power} | null // // All the maths lives in weather.core.js (pure, no imports). This file is just // the THREE adapter + storm loading, so the sim stays node-testable and the // determinism rule can't be broken by accident. import * as THREE from '../vendor/three.module.js'; import { createWindField, validateStorm, GUST } from './weather.core.js'; export { GUST, validateStorm }; // Resolved against this module, not the server root: server.py serves the repo // root (so the 2D prototype stays reachable), but the demo bench serves web/. // import.meta.url is right under both, and under whatever Lane A does next. const STORM_DIR = new URL('../data/storms', import.meta.url).href; /** Fetch + validate a storm def. Throws loud on bad data — storms are content. */ export async function loadStorm(name, dir = STORM_DIR) { const url = `${dir}/${name}.json`; const res = await fetch(url); if (!res.ok) throw new Error(`weather: cannot load ${url} (${res.status})`); const def = await res.json(); const { ok, errors } = validateStorm(def, name); if (!ok) throw new Error(`weather: ${url} is invalid:\n ${errors.join('\n ')}`); return def; } /** * @param {object} def parsed storm JSON * @param {object} [opts] {seed} — same seed + same def = same storm, every run * @returns the `wind` object from contracts.js */ export function createWind(def, opts = {}) { const field = createWindField(def, opts); const scratch = { x: 0, y: 0, z: 0 }; const wind = { /** * Wind velocity at a world position, m/s. * @param {THREE.Vector3} pos * @param {number} t storm time, seconds * @param {THREE.Vector3} [out] pass one to avoid allocating — sail.js * samples per-face per-frame, so this matters */ sample(pos, t, out) { const v = out || new THREE.Vector3(); field.vecAt(pos.x, pos.z, t, scratch); return v.set(scratch.x, scratch.y, scratch.z); }, /** Scalar speed — for HUD, rain, grass. Cheaper than sample(); no allocation. */ speedAt(pos, t) { return field.speedAt(pos.x, pos.z, t); }, /** {eta, dir, power} while a gust is inbound but hasn't risen yet, else null. */ gustTelegraph(t) { return field.telegraph(t); }, /** * Register wind shadows (trees, house). Lane A: call after the yard is built. * Until then there are simply no shadows — nothing breaks. * @param {Array<{x,z,radius,strength,length}>} list */ setShelters(list) { field.setShelters(list); return wind; }, /** Convenience: take shadows straight off world.anchors' tree entries. */ setSheltersFromTrees(trees, o = {}) { return wind.setShelters(trees.map((tr) => ({ x: tr.pos ? tr.pos.x : tr.x, z: tr.pos ? tr.pos.z : tr.z, radius: o.radius ?? tr.radius ?? 3, strength: o.strength ?? 0.45, length: o.length ?? 14, }))); }, /** Storm events fired in (a,b] — poll with (t-dt, t). Deterministic. */ eventsBetween(a, b) { return field.eventsBetween(a, b); }, /** 0..1 rain intensity. */ rainAt(t) { return field.rainAt(t); }, /** Direction (radians, XZ plane from +X toward +Z) ignoring local effects. */ dirAt(t) { return field.dirAt(t); }, get duration() { return field.duration; }, get gusts() { return field.gusts; }, get def() { return field.def; }, get seed() { return field.seed; }, core: field, }; return wind; }