skatemakerpro/js/parkbuild.js
type-two a5c8765776 GODVERSE grass system + test-ride grinds
js/grass.js: reusable single-file grass module for all our games — GPU-instanced
blades (33k+ in one draw call), vertex-shader wind hashed per blade, root->tip
fake-AO gradient x per-instance tint, alpha-test pixel style (nearest-filter
16x24 canvas cards, stepped sway), deterministic seed, player-push uniform.
docs/GRASS.md records the technique ladder (clump maps, shell texturing,
billboard LOD, MB atlas gen) for future tiers. Auto-grows on parkland + islands,
PARK panel style/density, included in exported levels via buildParkScene.

Test ride: grind physics — falling onto any flattened steel (rails, ledge caps,
pool coping) locks a slide along the segment, pop off with Space or ride off the
end; grass parts around the rider.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 20:39:45 +10:00

240 lines
9.9 KiB
JavaScript

// SKATEMAKER PRO — park -> three.js scene. Shared by the editor AND exported levels,
// so what you see in the editor is byte-for-byte what the game builds.
import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { makeHeightAt, normalizeRail, bowlRimWorld } from './parkmath.js';
import { makeBuiltinProp } from './props3d.js';
import { makeGrass, parkGrassAreas } from './grass.js';
export const GRID_RES = 0.5, GRID_PAD = 14;
// ---------------------------------------------------------------- ground texture
// Zones + image decals bake into one canvas mapped planar over the grid.
// Vertex colors carry height shading; three multiplies map * vertexColors.
export function bakeGroundTexture(park, x0, x1, z0, z1) {
const PX = 16; // texels per metre
const cv = document.createElement('canvas');
cv.width = Math.min(4096, Math.round((x1 - x0) * PX));
cv.height = Math.min(4096, Math.round((z1 - z0) * PX));
const sx = cv.width / (x1 - x0), sz = cv.height / (z1 - z0);
const g = cv.getContext('2d');
const px = (x, z) => [(x - x0) * sx, (z - z0) * sz];
g.fillStyle = park.grassColor || '#4d7c3c'; // parkland
g.fillRect(0, 0, cv.width, cv.height);
const B = park.bounds;
const [bx, bz] = px(B.x0, B.z0);
g.fillStyle = park.slabColor || '#7fae6f'; // the slab
g.fillRect(bx, bz, (B.x1 - B.x0) * sx, (B.z1 - B.z0) * sz);
const drawShape = zn => {
g.save();
const [cx, cz] = px(zn.x, zn.z);
g.translate(cx, cz); g.rotate(zn.rot || 0);
g.beginPath();
if (zn.shape === 'ellipse') g.ellipse(0, 0, zn.hw * sx, zn.hd * sz, 0, 0, Math.PI * 2);
else g.rect(-zn.hw * sx, -zn.hd * sz, zn.hw * 2 * sx, zn.hd * 2 * sz);
};
for (const zn of park.zones || []) {
drawShape(zn);
g.fillStyle = zn.color || '#9aa0a2';
g.globalAlpha = zn.opacity ?? 1;
g.fill(); g.restore();
}
// pool detail: tile band + coping line traced around every custom-bowl rim
for (const e of park.elements || []) {
if (e.kind !== 'bowlpoly' || !e.tile) continue;
const rim = bowlRimWorld(e).map(([wx, wz]) => px(wx, wz));
for (const [w, color] of [[0.7 * PX, '#7fb4c9'], [0.22 * PX, '#e8e4d8']]) {
g.beginPath();
rim.forEach(([cx, cz], i) => i ? g.lineTo(cx, cz) : g.moveTo(cx, cz));
g.closePath();
g.strokeStyle = color; g.lineWidth = w; g.lineJoin = 'round'; g.stroke();
}
}
const jobs = []; // decals load async, re-bake per image
for (const d of park.decals || []) {
const img = new Image();
jobs.push(new Promise(res => {
img.onload = () => res({ d, img });
img.onerror = () => res(null);
img.src = d.img;
}));
}
const tex = new THREE.CanvasTexture(cv);
tex.colorSpace = THREE.SRGBColorSpace;
tex.anisotropy = 4;
Promise.all(jobs).then(loaded => {
for (const hit of loaded) {
if (!hit) continue;
const { d, img } = hit;
g.save();
const [cx, cz] = px(d.x, d.z);
g.translate(cx, cz); g.rotate(d.rot || 0);
g.globalAlpha = d.opacity ?? 1;
g.drawImage(img, -d.w / 2 * sx, -d.h / 2 * sz, d.w * sx, d.h * sz);
g.restore();
}
tex.needsUpdate = true;
});
return tex;
}
// height shading: darker in carves, subtle lift with elevation — cheap depth cueing
function shade(h) {
const s = h < -0.02 ? 0.72 + 0.1 * h : Math.min(1, 0.9 + h * 0.06);
return Math.max(0.55, s);
}
export function buildGround(park) {
const heightAt = makeHeightAt(park);
const B = park.bounds;
const x0 = B.x0 - GRID_PAD, x1 = B.x1 + GRID_PAD, z0 = B.z0 - GRID_PAD, z1 = B.z1 + GRID_PAD;
const nx = Math.round((x1 - x0) / GRID_RES) + 1, nz = Math.round((z1 - z0) / GRID_RES) + 1;
const pos = new Float32Array(nx * nz * 3), col = new Float32Array(nx * nz * 3),
uv = new Float32Array(nx * nz * 2), idx = [];
let p = 0, q = 0;
for (let j = 0; j < nz; j++) for (let i = 0; i < nx; i++) {
const x = x0 + i * GRID_RES, z = z0 + j * GRID_RES, h = heightAt(x, z);
pos[p] = x; pos[p + 1] = h; pos[p + 2] = z;
const s = shade(h);
col[p] = s; col[p + 1] = s; col[p + 2] = s;
p += 3;
uv[q++] = (x - x0) / (x1 - x0); uv[q++] = 1 - (z - z0) / (z1 - z0);
}
for (let j = 0; j < nz - 1; j++) for (let i = 0; i < nx - 1; i++) {
const a = j * nx + i, b = a + 1, c = a + nx, d = c + 1;
idx.push(a, c, b, b, c, d);
}
const geo = new THREE.BufferGeometry();
geo.setAttribute('position', new THREE.BufferAttribute(pos, 3));
geo.setAttribute('color', new THREE.BufferAttribute(col, 3));
geo.setAttribute('uv', new THREE.BufferAttribute(uv, 2));
geo.setIndex(idx); geo.computeVertexNormals();
const tex = bakeGroundTexture(park, x0, x1, z0, z1);
const mesh = new THREE.Mesh(geo,
new THREE.MeshLambertMaterial({ map: tex, vertexColors: true }));
mesh.receiveShadow = true;
mesh.name = 'ground';
return mesh;
}
// ---------------------------------------------------------------- steel
// Rails are polylines (kinks, rainbows, A-frames); each segment is one bar. Round
// profile = pipe + posts; square profile = angle-iron look, no posts.
export function buildRails(park) {
const grp = new THREE.Group(); grp.name = 'rails';
const steel = new THREE.MeshStandardMaterial({ color: 0xb9bec4, metalness: 0.8, roughness: 0.35 });
const UP = new THREE.Vector3(0, 1, 0);
for (const r of park.rails || []) {
normalizeRail(r);
for (let i = 0; i < r.pts.length - 1; i++) {
const pa = r.pts[i], pb = r.pts[i + 1];
const a = new THREE.Vector3(pa.x, pa.y, pa.z);
const b = new THREE.Vector3(pb.x, pb.y, pb.z);
const len = Math.max(a.distanceTo(b), 0.01);
const geo = r.profile === 'square'
? new THREE.BoxGeometry(0.09, len, 0.07)
: new THREE.CylinderGeometry(0.035, 0.035, len, 8);
const bar = new THREE.Mesh(geo, steel);
bar.position.copy(a).add(b).multiplyScalar(0.5);
bar.quaternion.setFromUnitVectors(UP, b.clone().sub(a).normalize());
bar.userData.railId = r.id;
grp.add(bar);
}
if (r.kind === 'rail' && r.profile !== 'square') {
for (const p of r.pts) { // a post under every node
if (p.y < 0.12) continue;
const post = new THREE.Mesh(new THREE.CylinderGeometry(0.025, 0.025, p.y, 6), steel);
post.position.set(p.x, p.y / 2, p.z);
post.userData.railId = r.id;
grp.add(post);
}
}
}
// bullnose pool coping around custom-bowl rims
const stone = new THREE.MeshStandardMaterial({ color: 0xe8e4d8, roughness: 0.7 });
const UP2 = new THREE.Vector3(0, 1, 0);
for (const e of park.elements || []) {
if (e.kind !== 'bowlpoly' || !e.coping) continue;
const rim = bowlRimWorld(e);
for (let i = 0; i < rim.length; i++) {
const [ax, az] = rim[i], [bx, bz] = rim[(i + 1) % rim.length];
const a = new THREE.Vector3(ax, 0.03, az), b = new THREE.Vector3(bx, 0.03, bz);
const len = Math.max(a.distanceTo(b), 0.01);
const bar = new THREE.Mesh(new THREE.CylinderGeometry(0.055, 0.055, len, 8), stone);
bar.position.copy(a).add(b).multiplyScalar(0.5);
bar.quaternion.setFromUnitVectors(UP2, b.clone().sub(a).normalize());
bar.userData.elId = e.id;
grp.add(bar);
}
}
return grp;
}
// ---------------------------------------------------------------- props
export function buildProps(park, heightAt, onLoaded) {
const grp = new THREE.Group(); grp.name = 'props';
const loader = new GLTFLoader();
for (const pr of park.props || []) {
const place = obj => {
obj.position.set(pr.x, heightAt(pr.x, pr.z) + (pr.y || 0), pr.z);
obj.rotation.y = pr.rot || 0;
obj.scale.setScalar(pr.scale || 1);
obj.userData.propId = pr.id;
obj.traverse(o => { o.userData.propId = pr.id; });
grp.add(obj);
if (onLoaded) onLoaded(pr, obj);
};
if (pr.src.startsWith('builtin:')) {
const obj = makeBuiltinProp(pr.src.slice(8));
if (obj) place(obj); else console.warn('unknown builtin prop', pr.src);
} else loader.load(pr.src, g => place(g.scene),
undefined, () => console.warn('prop failed', pr.src));
}
return grp;
}
// ---------------------------------------------------------------- letters
export function buildLetters(park, heightAt) {
return (park.letters || []).map(L => {
const cv = document.createElement('canvas'); cv.width = cv.height = 128;
const cx = cv.getContext('2d');
cx.fillStyle = '#ffd93b'; cx.strokeStyle = '#2b2b2b'; cx.lineWidth = 10;
cx.font = 'bold 104px monospace'; cx.textAlign = 'center'; cx.textBaseline = 'middle';
cx.strokeText(L.ch, 64, 70); cx.fillText(L.ch, 64, 70);
const tex = new THREE.CanvasTexture(cv);
const spr = new THREE.Mesh(new THREE.PlaneGeometry(0.9, 0.9),
new THREE.MeshBasicMaterial({ map: tex, transparent: true, side: THREE.DoubleSide }));
const base = heightAt(L.x, L.z);
spr.position.set(L.x, Math.max(base, 0) + L.y, L.z);
spr.userData = { ch: L.ch, taken: false, baseY: spr.position.y, letterId: L.id };
return spr;
});
}
// ---------------------------------------------------------------- whole scene
// Returns the same shape bookquoy's buildLevel returns, so exports are drop-ins.
export function buildParkScene(scene, park, opts = {}) {
const heightAt = makeHeightAt(park);
const ground = buildGround(park);
scene.add(ground);
let grass = null;
const gcfg = park.grass || { style: 'lush', density: 8 };
if (gcfg.style && gcfg.style !== 'off' && !opts.skipGrass) {
grass = makeGrass({ heightAt, areas: parkGrassAreas(park, heightAt),
style: gcfg.style, density: gcfg.density ?? 8 });
scene.add(grass);
}
const rails = buildRails(park);
scene.add(rails);
const props = buildProps(park, heightAt, opts.onPropLoaded);
scene.add(props);
let letterMeshes = [];
if (!opts.skipLetters) {
letterMeshes = buildLetters(park, heightAt);
for (const m of letterMeshes) scene.add(m);
}
return { ground, rails, props, letterMeshes, grass };
}