// world/index.js (Lane A) — createWorld(): THE WORLD CONTRACT (docs/TECH.md §THE WORLD // CONTRACT), implemented for real. Drop-in replacement for js/stub/world_stub.js: same // surface, same units, same semantics, so anything Lane B built against the stub keeps // working. Structure: // // spline.js the math (no three.js — headless-testable, runs in qa.sh) // biomes.js palette/param registry (ART_BIBLE values) // wall_material.js the synthetic-scanner shader (tube AND arena wear it) // tube.js chunked extrusion + streaming window // arena.js displaced icosphere shells, v0 // flycam.js ?fly=1 noclip inspection camera (offered to F for boot wiring) import * as THREE from 'three'; import { createRng } from '../core/rng.js'; import { buildSpline, OMEGA } from './spline.js'; import { biome as biomeOf } from './biomes.js'; import { createWallMaterial } from './wall_material.js'; import { createTube } from './tube.js'; import { createArena } from './arena.js'; const SKIN = 0.6; // collision safety margin (units) — matches the stub export async function createWorld(levelData, { rng, quality = 'high', assets = null } = {}) { const R = rng || createRng((levelData?.seed ?? 0) >>> 0); const spline = buildSpline(levelData, R); const arenaSpecs = Array.isArray(levelData.arenas) ? levelData.arenas : []; // --- assets: optional, always (TECH.md §Asset manifest contract) ----------------------- // A miss is not an error: the wall shader's procedural SEM path is the fallback, and it's // the look we ship until D's pack lands. // // Two entry points, deliberately. TECH.md names `get(category, name)` as THE contract, but // it returns the raw manifest entry — JSON, no THREE.Texture — so a shader can't eat it // without re-implementing D's loader. `assets.texture(name)` is the one that returns // {map, normalMap, tile}. We prefer it and keep `get` duck-typed as the documented floor. // (D and I independently landed on the same `tile` semantics — [repeats around theta, units // of s per repeat] — both read off the stub's uv. Noted for F to fold into TECH.md.) // // NB: tiling is applied in-shader from `tile`, NOT via texture.repeat — a raw ShaderMaterial // has no uvTransform, so D's pre-applied repeat is inert here. Don't "fix" it by removing // the uTile math. // Texture naming. D's round-1 manifest keys are wall__a, and the slugs are NOT the // biome ids: `small_intestine` ships as `wall_smallint_a`. Because assets are optional, a // wrong key doesn't throw — it silently falls back to the procedural wall forever, which is // the worst kind of bug. Explicit map, so a mismatch is visible in one place. // -> Lane D: proposing we standardize on the biome ids in round 2 (LANE_A_NOTES §-> Lane D). const TEXTURE_SLUG = { oral: 'oral', esophagus: 'esophagus', stomach: 'stomach', small_intestine: 'smallint', large_intestine: 'colon', appendix: 'appendix', }; const TEXTURE_FOR = (biomeId) => `wall_${TEXTURE_SLUG[biomeId] ?? biomeId}_a`; function detailFor(biomeId) { if (!assets) return { detail: null, tile: null }; const name = TEXTURE_FOR(biomeId); try { if (typeof assets.texture === 'function') { const t = assets.texture(name); if (t && t.map) return { detail: t.map, tile: Array.isArray(t.tile) ? t.tile : null }; } if (typeof assets.get === 'function') { const e = assets.get('textures', name); if (!e) return { detail: null, tile: null }; const tex = e.isTexture ? e : (e.texture ?? e.map ?? null); return { detail: tex, tile: Array.isArray(e.tile) ? e.tile : null }; } } catch (err) { console.warn(`[world] assets lookup failed for ${name}, using procedural wall —`, err.message); } return { detail: null, tile: null }; } // --- materials ------------------------------------------------------------------------- // Tube: one material per biome, cached. Chunks never straddle a biome join, so live chunks // share a material and batch cleanly — this is why the draw count is ~7 and not ~700. const owned = []; // every material we create, for update() + dispose() const tubeMaterials = new Map(); const radiusHintFor = (biomeId) => { const span = spline.spans.find((sp) => sp.seg.biome === biomeId); return span ? spline.paramAt((span.s0 + span.s1) / 2, 'base') : 10; }; function makeMaterial(biomeId, side, fog) { const b = biomeOf(biomeId); const { detail, tile } = detailFor(biomeId); const m = createWallMaterial({ biome: b, omega: OMEGA, detail, tile, radiusHint: radiusHintFor(biomeId), side, fog, }); owned.push(m); return m; } function tubeMaterialFor(biomeId) { if (!tubeMaterials.has(biomeId)) tubeMaterials.set(biomeId, makeMaterial(biomeId, THREE.FrontSide)); return tubeMaterials.get(biomeId); } /** * Arenas get their OWN material per room, because fog has to be sized to the room. * Biome fog is tuned for a corridor (legible to ~100 units, and it hides the streaming * edge). Reuse it in C's 360-unit-wide acid sea and the far wall sits at 86% fog — the room * renders as a black rectangle. Measured, not theorised: that's what the first arena shot * was. So: fade the far wall (2*radius) to ~70% void, and never fog *more* than the biome * would. Small lairs keep the biome's murk; big rooms open up. */ const arenaFog = (radius) => 1.09 / Math.max(1, radius); // ~70% void at the far wall function arenaMaterialFor(spec) { return makeMaterial(spec.biome, THREE.BackSide, Math.min(biomeOf(spec.biome).fog, arenaFog(spec.radius))); } // --- geometry ------------------------------------------------------------------------- const group = new THREE.Group(); group.name = 'world'; const tube = createTube({ spline, materialFor: tubeMaterialFor, quality, // An arena owns its whole s-span: skip the tube there or the corridor renders *inside* the // room and collide() would disagree with what you can see. skipSpans: arenaSpecs.map((a) => [a.at - a.radius, a.at + a.radius]), }); group.add(tube.group); const arenas = arenaSpecs.map((spec) => { const a = createArena({ spec, spline, rng: R, quality, material: arenaMaterialFor(spec), // shell viewed from inside }); group.add(a.mesh); return a; }); tube.prime(0); // --- contract ------------------------------------------------------------------------- let time = 0; const biomeIdAt = (s) => spline.segmentAt(s).biome; const waveMaxAt = (s) => { const b = biomeOf(biomeIdAt(s)); return b.wave.amp + b.wave.breathe; }; const arenaSpatial = (v) => arenas.find((a) => v.distanceTo(a.center) <= a.radius) || null; function sample(s) { const f = spline.frameAt(s); return { pos: new THREE.Vector3(f.pos.x, f.pos.y, f.pos.z), tan: new THREE.Vector3(f.tan.x, f.tan.y, f.tan.z), nor: new THREE.Vector3(f.nor.x, f.nor.y, f.nor.z), bin: new THREE.Vector3(f.bin.x, f.bin.y, f.bin.z), radius: f.radius, }; } const world = { level: levelData, length: spline.length, group, sample, /** @param {THREE.Vector3} v @param {number} [hint] previous s — free accuracy for B */ project: (v, hint) => spline.project(v, hint), /** Conservative: geometry radius minus the wave's full amplitude. Time-independent on * purpose — a collision surface that breathed would have B's ship fighting the wall. */ wallRho: (s, _theta) => spline.radiusAt(s) - waveMaxAt(s) - SKIN, collide(v, r = 0) { const a = arenaSpatial(v); if (a) { const rel = v.clone().sub(a.center); const d = rel.length(); const max = a.innerRadius - r; if (d <= max) return null; return { push: rel.normalize().multiplyScalar(max - d), kind: 'wall', biome: a.spec.biome }; } const { s, theta, rho } = spline.project(v); const max = world.wallRho(s, theta) - r; if (rho <= max) return null; const f = spline.frameAt(s); const ct = Math.cos(theta), st = Math.sin(theta); const dir = new THREE.Vector3( f.nor.x * ct + f.bin.x * st, f.nor.y * ct + f.bin.y * st, f.nor.z * ct + f.bin.z * st, ); return { push: dir.multiplyScalar(max - rho), kind: 'wall', biome: biomeIdAt(s) }; }, biomeAt(s) { const b = biomeOf(biomeIdAt(s)); // flow is read through the blended segment schedule, not the biome default: C tunes it // per segment and B's controller wants it continuous across joins. return { id: b.id, palette: b.palette, fog: b.fog, flow: spline.paramAt(s, 'flow'), coatDrain: b.coatDrain }; }, modeAt: (s) => (arenas.some((a) => a.covers(s)) ? 'arena' : 'tube'), arenaAt(s) { const a = arenas.find((x) => x.covers(s)); return a ? { center: a.center, radius: a.radius } : null; }, /** JS mirror of the vertex shader's wave, exact. B: crest speed == biomeAt(s).flow, so a * ship riding a crest is riding the current. E: pulse the mix with it. */ flowPulse: (s, t = time) => Math.pow(Math.max(0, Math.sin(spline.phaseAt(s) - OMEGA * t)), 3), update(dt, playerS = 0) { time += dt; for (const m of owned) m.uniforms.uTime.value = time; tube.update(playerS); }, hash: () => spline.hash(), stats: () => ({ ...spline.stats(), chunks: tube.stats.live, built: tube.stats.built, disposed: tube.stats.disposed }), dispose() { tube.dispose(); for (const a of arenas) { group.remove(a.mesh); a.dispose(); } for (const m of owned) m.dispose(); // D owns their textures; not ours to free owned.length = 0; tubeMaterials.clear(); }, // not contract, but handy and cheap to expose spline, get time() { return time; }, }; return world; }