feat: add VegetationSystem with InstancedMesh rendering
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@@ -0,0 +1,67 @@
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export const VEGETATION_LOD = {
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windAnimationRadius: 70,
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windFadeStart: 50,
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windFadeEnd: 70,
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};
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export const VEGETATION_MAX_INSTANCES = 500;
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export const VEGETATION_TYPES = {
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buissons: {
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mapName: "buissons",
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modelPath: "/models/buisson/model.gltf",
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castShadow: true,
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receiveShadow: true,
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enabled: false,
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windEnabled: false,
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windIntensity: 1.2,
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},
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sapin: {
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mapName: "sapin",
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modelPath: "/models/sapin/model.gltf",
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castShadow: true,
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receiveShadow: true,
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enabled: true,
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windEnabled: false,
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windIntensity: 0.6,
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},
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arbre: {
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mapName: "arbre",
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modelPath: "/models/arbre/model.gltf",
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castShadow: true,
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receiveShadow: true,
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enabled: true,
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windEnabled: false,
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windIntensity: 0.8,
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},
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champdeble: {
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mapName: "champdeble",
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modelPath: "/models/champdeble/model.gltf",
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castShadow: true,
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receiveShadow: true,
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enabled: false,
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windEnabled: false,
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windIntensity: 1.0,
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},
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champdesoja: {
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mapName: "champdesoja",
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modelPath: "/models/champdesoja/model.gltf",
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castShadow: true,
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receiveShadow: true,
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enabled: false,
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windEnabled: false,
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windIntensity: 1.0,
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},
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champsdetournesol: {
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mapName: "champsdetournesol",
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modelPath: "/models/champsdetournesol/model.gltf",
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castShadow: true,
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receiveShadow: true,
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enabled: false,
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windEnabled: false,
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windIntensity: 0.9,
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},
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} as const;
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export type VegetationType = keyof typeof VEGETATION_TYPES;
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export type VegetationConfig = (typeof VEGETATION_TYPES)[VegetationType];
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