Implements THE WORLD CONTRACT (TECH.md) in web/js/world/; drop-in for the stub. boot.js now runs this on C's L2_esophagus (3600u, hash cefc4f83), zero console errors. - spline.js: centreline + arclength LUTs + parallel-transport frames + radius law + peristalsis phase + project() + hash(). No three.js import, so qa can run its 14-assertion selfcheck headless. - curviness is solved from a curvature budget, not authored as an amplitude: the pinch guard caught the tube folding through itself on a wide+curvy join (turn radius 9.9 vs tube radius 17.2). C can no longer author a pinch. - peristalsis: global OMEGA, k(s) = OMEGA/flow(s), phase K(s) = integral k ds. A crest therefore travels at exactly the local flow speed, so "surf the crest" == "ride the current". Esophagus wave amp 0.9 -> 1.4 (measured): moves wallRho for Lane B. - tube.js: chunked streaming, seams aligned to biome joins, arenas own their s-span. - arena.js: displaced icosphere shells v0 (three's polyhedron detail is 20*(detail+1)^2, not 20*4^detail — 720 tris was far too coarse); fog sized to the room, since biome fog tuned for 100u corridors renders C's 360u acid sea as a black rectangle. - index.js: prefers assets.texture() over get() (get returns raw JSON a shader can't eat), plus an explicit slug map — D's wall_smallint_a vs biome id small_intestine would miss silently forever under the assets-optional law. Measured (C's real L2 + D's real pack, 1920x1080, renderer.info): 8 draws worst frame (budget 150), 74k tris (500k), no geometry leak across a full sweep, <120ms load, pinch ratio 3.32. fps not claimed — the screenshot pane runs tabs hidden, pausing rAF. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
230 lines
9.8 KiB
JavaScript
230 lines
9.8 KiB
JavaScript
// world/index.js (Lane A) — createWorld(): THE WORLD CONTRACT (docs/TECH.md §THE WORLD
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// CONTRACT), implemented for real. Drop-in replacement for js/stub/world_stub.js: same
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// surface, same units, same semantics, so anything Lane B built against the stub keeps
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// working. Structure:
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//
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// spline.js the math (no three.js — headless-testable, runs in qa.sh)
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// biomes.js palette/param registry (ART_BIBLE values)
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// wall_material.js the synthetic-scanner shader (tube AND arena wear it)
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// tube.js chunked extrusion + streaming window
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// arena.js displaced icosphere shells, v0
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// flycam.js ?fly=1 noclip inspection camera (offered to F for boot wiring)
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import * as THREE from 'three';
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import { createRng } from '../core/rng.js';
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import { buildSpline, OMEGA } from './spline.js';
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import { biome as biomeOf } from './biomes.js';
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import { createWallMaterial } from './wall_material.js';
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import { createTube } from './tube.js';
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import { createArena } from './arena.js';
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const SKIN = 0.6; // collision safety margin (units) — matches the stub
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export async function createWorld(levelData, { rng, quality = 'high', assets = null } = {}) {
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const R = rng || createRng((levelData?.seed ?? 0) >>> 0);
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const spline = buildSpline(levelData, R);
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const arenaSpecs = Array.isArray(levelData.arenas) ? levelData.arenas : [];
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// --- assets: optional, always (TECH.md §Asset manifest contract) -----------------------
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// A miss is not an error: the wall shader's procedural SEM path is the fallback, and it's
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// the look we ship until D's pack lands.
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//
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// Two entry points, deliberately. TECH.md names `get(category, name)` as THE contract, but
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// it returns the raw manifest entry — JSON, no THREE.Texture — so a shader can't eat it
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// without re-implementing D's loader. `assets.texture(name)` is the one that returns
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// {map, normalMap, tile}. We prefer it and keep `get` duck-typed as the documented floor.
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// (D and I independently landed on the same `tile` semantics — [repeats around theta, units
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// of s per repeat] — both read off the stub's uv. Noted for F to fold into TECH.md.)
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//
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// NB: tiling is applied in-shader from `tile`, NOT via texture.repeat — a raw ShaderMaterial
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// has no uvTransform, so D's pre-applied repeat is inert here. Don't "fix" it by removing
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// the uTile math.
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// Texture naming. D's round-1 manifest keys are wall_<slug>_a, and the slugs are NOT the
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// biome ids: `small_intestine` ships as `wall_smallint_a`. Because assets are optional, a
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// wrong key doesn't throw — it silently falls back to the procedural wall forever, which is
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// the worst kind of bug. Explicit map, so a mismatch is visible in one place.
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// -> Lane D: proposing we standardize on the biome ids in round 2 (LANE_A_NOTES §-> Lane D).
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const TEXTURE_SLUG = {
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oral: 'oral', esophagus: 'esophagus', stomach: 'stomach',
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small_intestine: 'smallint', large_intestine: 'colon', appendix: 'appendix',
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};
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const TEXTURE_FOR = (biomeId) => `wall_${TEXTURE_SLUG[biomeId] ?? biomeId}_a`;
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function detailFor(biomeId) {
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if (!assets) return { detail: null, tile: null };
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const name = TEXTURE_FOR(biomeId);
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try {
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if (typeof assets.texture === 'function') {
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const t = assets.texture(name);
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if (t && t.map) return { detail: t.map, tile: Array.isArray(t.tile) ? t.tile : null };
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}
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if (typeof assets.get === 'function') {
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const e = assets.get('textures', name);
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if (!e) return { detail: null, tile: null };
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const tex = e.isTexture ? e : (e.texture ?? e.map ?? null);
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return { detail: tex, tile: Array.isArray(e.tile) ? e.tile : null };
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}
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} catch (err) {
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console.warn(`[world] assets lookup failed for ${name}, using procedural wall —`, err.message);
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}
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return { detail: null, tile: null };
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}
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// --- materials -------------------------------------------------------------------------
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// Tube: one material per biome, cached. Chunks never straddle a biome join, so live chunks
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// share a material and batch cleanly — this is why the draw count is ~7 and not ~700.
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const owned = []; // every material we create, for update() + dispose()
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const tubeMaterials = new Map();
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const radiusHintFor = (biomeId) => {
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const span = spline.spans.find((sp) => sp.seg.biome === biomeId);
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return span ? spline.paramAt((span.s0 + span.s1) / 2, 'base') : 10;
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};
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function makeMaterial(biomeId, side, fog) {
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const b = biomeOf(biomeId);
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const { detail, tile } = detailFor(biomeId);
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const m = createWallMaterial({
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biome: b, omega: OMEGA, detail, tile, radiusHint: radiusHintFor(biomeId), side, fog,
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});
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owned.push(m);
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return m;
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}
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function tubeMaterialFor(biomeId) {
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if (!tubeMaterials.has(biomeId)) tubeMaterials.set(biomeId, makeMaterial(biomeId, THREE.FrontSide));
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return tubeMaterials.get(biomeId);
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}
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/**
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* Arenas get their OWN material per room, because fog has to be sized to the room.
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* Biome fog is tuned for a corridor (legible to ~100 units, and it hides the streaming
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* edge). Reuse it in C's 360-unit-wide acid sea and the far wall sits at 86% fog — the room
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* renders as a black rectangle. Measured, not theorised: that's what the first arena shot
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* was. So: fade the far wall (2*radius) to ~70% void, and never fog *more* than the biome
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* would. Small lairs keep the biome's murk; big rooms open up.
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*/
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const arenaFog = (radius) => 1.09 / Math.max(1, radius); // ~70% void at the far wall
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function arenaMaterialFor(spec) {
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return makeMaterial(spec.biome, THREE.BackSide, Math.min(biomeOf(spec.biome).fog, arenaFog(spec.radius)));
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}
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// --- geometry -------------------------------------------------------------------------
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const group = new THREE.Group();
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group.name = 'world';
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const tube = createTube({
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spline,
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materialFor: tubeMaterialFor,
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quality,
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// An arena owns its whole s-span: skip the tube there or the corridor renders *inside* the
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// room and collide() would disagree with what you can see.
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skipSpans: arenaSpecs.map((a) => [a.at - a.radius, a.at + a.radius]),
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});
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group.add(tube.group);
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const arenas = arenaSpecs.map((spec) => {
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const a = createArena({
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spec, spline, rng: R, quality,
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material: arenaMaterialFor(spec), // shell viewed from inside
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});
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group.add(a.mesh);
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return a;
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});
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tube.prime(0);
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// --- contract -------------------------------------------------------------------------
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let time = 0;
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const biomeIdAt = (s) => spline.segmentAt(s).biome;
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const waveMaxAt = (s) => { const b = biomeOf(biomeIdAt(s)); return b.wave.amp + b.wave.breathe; };
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const arenaSpatial = (v) => arenas.find((a) => v.distanceTo(a.center) <= a.radius) || null;
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function sample(s) {
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const f = spline.frameAt(s);
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return {
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pos: new THREE.Vector3(f.pos.x, f.pos.y, f.pos.z),
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tan: new THREE.Vector3(f.tan.x, f.tan.y, f.tan.z),
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nor: new THREE.Vector3(f.nor.x, f.nor.y, f.nor.z),
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bin: new THREE.Vector3(f.bin.x, f.bin.y, f.bin.z),
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radius: f.radius,
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};
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}
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const world = {
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level: levelData,
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length: spline.length,
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group,
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sample,
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/** @param {THREE.Vector3} v @param {number} [hint] previous s — free accuracy for B */
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project: (v, hint) => spline.project(v, hint),
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/** Conservative: geometry radius minus the wave's full amplitude. Time-independent on
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* purpose — a collision surface that breathed would have B's ship fighting the wall. */
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wallRho: (s, _theta) => spline.radiusAt(s) - waveMaxAt(s) - SKIN,
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collide(v, r = 0) {
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const a = arenaSpatial(v);
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if (a) {
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const rel = v.clone().sub(a.center);
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const d = rel.length();
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const max = a.innerRadius - r;
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if (d <= max) return null;
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return { push: rel.normalize().multiplyScalar(max - d), kind: 'wall', biome: a.spec.biome };
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}
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const { s, theta, rho } = spline.project(v);
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const max = world.wallRho(s, theta) - r;
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if (rho <= max) return null;
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const f = spline.frameAt(s);
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const ct = Math.cos(theta), st = Math.sin(theta);
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const dir = new THREE.Vector3(
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f.nor.x * ct + f.bin.x * st,
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f.nor.y * ct + f.bin.y * st,
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f.nor.z * ct + f.bin.z * st,
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);
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return { push: dir.multiplyScalar(max - rho), kind: 'wall', biome: biomeIdAt(s) };
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},
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biomeAt(s) {
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const b = biomeOf(biomeIdAt(s));
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// flow is read through the blended segment schedule, not the biome default: C tunes it
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// per segment and B's controller wants it continuous across joins.
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return { id: b.id, palette: b.palette, fog: b.fog, flow: spline.paramAt(s, 'flow'), coatDrain: b.coatDrain };
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},
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modeAt: (s) => (arenas.some((a) => a.covers(s)) ? 'arena' : 'tube'),
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arenaAt(s) {
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const a = arenas.find((x) => x.covers(s));
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return a ? { center: a.center, radius: a.radius } : null;
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},
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/** JS mirror of the vertex shader's wave, exact. B: crest speed == biomeAt(s).flow, so a
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* ship riding a crest is riding the current. E: pulse the mix with it. */
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flowPulse: (s, t = time) => Math.pow(Math.max(0, Math.sin(spline.phaseAt(s) - OMEGA * t)), 3),
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update(dt, playerS = 0) {
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time += dt;
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for (const m of owned) m.uniforms.uTime.value = time;
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tube.update(playerS);
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},
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hash: () => spline.hash(),
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stats: () => ({ ...spline.stats(), chunks: tube.stats.live, built: tube.stats.built, disposed: tube.stats.disposed }),
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dispose() {
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tube.dispose();
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for (const a of arenas) { group.remove(a.mesh); a.dispose(); }
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for (const m of owned) m.dispose(); // D owns their textures; not ours to free
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owned.length = 0;
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tubeMaterials.clear();
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},
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// not contract, but handy and cheap to expose
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spline,
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get time() { return time; },
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};
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return world;
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}
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