feat(map): add terrain boundary collision
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@@ -0,0 +1,10 @@
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import type { Vector3Tuple } from "@/types/three/three";
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export const TERRAIN_BOUNDARY_CONFIG = {
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enabled: true,
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center: [-10, 8, -2] as Vector3Tuple,
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radius: 135,
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height: 28,
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thickness: 3,
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segments: 48,
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};
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@@ -11,6 +11,7 @@ import * as THREE from "three";
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import { useClonedObject } from "@/hooks/three/useClonedObject";
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import { useLoggedGLTF } from "@/hooks/three/useLoggedGLTF";
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import { useOctreeGraphNode } from "@/hooks/three/useOctreeGraphNode";
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import { TerrainBoundaryCollision } from "@/world/collision/TerrainBoundaryCollision";
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import type { MapNode } from "@/types/editor/editor";
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import type { OctreeReadyHandler } from "@/types/three/three";
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import type { SceneLoadingChangeHandler } from "@/types/world/sceneLoading";
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@@ -173,6 +174,7 @@ export function GameMapCollision({
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return (
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<group ref={groupRef} visible={false}>
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{mapReady ? <TerrainBoundaryCollision /> : null}
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{mapReady
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? collisionNodes.map((mapNode, index) => (
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<CollisionErrorBoundary
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@@ -0,0 +1,36 @@
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import { TERRAIN_BOUNDARY_CONFIG } from "@/data/world/terrainBoundaryConfig";
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function createBoundarySegments(): React.JSX.Element[] {
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const segments: React.JSX.Element[] = [];
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const {
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center,
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height,
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radius,
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segments: segmentCount,
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thickness,
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} = TERRAIN_BOUNDARY_CONFIG;
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const arcLength = (Math.PI * 2 * radius) / segmentCount;
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for (let index = 0; index < segmentCount; index++) {
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const angle = (index / segmentCount) * Math.PI * 2;
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const x = center[0] + Math.cos(angle) * radius;
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const z = center[2] + Math.sin(angle) * radius;
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segments.push(
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<mesh key={index} position={[x, center[1], z]} rotation={[0, -angle, 0]}>
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<boxGeometry args={[arcLength, height, thickness]} />
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<meshBasicMaterial />
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</mesh>,
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);
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}
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return segments;
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}
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export function TerrainBoundaryCollision(): React.JSX.Element | null {
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if (!TERRAIN_BOUNDARY_CONFIG.enabled) {
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return null;
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}
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return <>{createBoundarySegments()}</>;
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}
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