refactor(environment): use player-centered ghibli grass patch

This commit is contained in:
Tom Boullay
2026-05-28 00:31:45 +02:00
parent 65651405b6
commit 7a72743e5c
7 changed files with 314 additions and 330 deletions
+91 -22
View File
@@ -5,6 +5,7 @@ import { TERRAIN_MODEL_PATH } from "@/data/world/terrainConfig";
import type { TerrainSurfaceBounds } from "@/types/world/terrainSurface";
import type { Vector3Tuple } from "@/types/three/three";
import { getMapNodesByName } from "@/utils/map/loadMapSceneData";
import { GRASS_CONFIG } from "@/world/grass/grassConfig";
const RAYCAST_Y = 500;
const RAYCAST_FAR = 1000;
@@ -20,6 +21,9 @@ export interface TerrainGrassSample {
export interface TerrainGrassSampler {
bounds: TerrainSurfaceBounds;
heightTexture: THREE.DataTexture;
maxHeight: number;
minHeight: number;
sample: (x: number, z: number) => TerrainGrassSample | null;
}
@@ -82,33 +86,98 @@ function createTerrainGrassSampler(
maxZ: terrainBounds.max.z,
};
const sample = (x: number, z: number): TerrainGrassSample | null => {
const localOrigin = new THREE.Vector3(x, RAYCAST_Y, z).applyMatrix4(
inverseTerrainMatrix,
);
const localDirection =
DOWN.clone().transformDirection(inverseTerrainMatrix);
raycaster.set(localOrigin, localDirection);
const hit = raycaster.intersectObjects(meshes, false)[0];
if (!hit) return null;
const normal = hit.face?.normal
.clone()
.transformDirection(hit.object.matrixWorld)
.applyMatrix3(normalMatrix)
.normalize();
return {
position: hit.point.clone().applyMatrix4(terrainMatrix),
normal: normal ?? new THREE.Vector3(0, 1, 0),
};
};
const { heightTexture, maxHeight, minHeight } = createTerrainHeightTexture(
bounds,
sample,
);
return {
bounds,
sample: (x, z) => {
const localOrigin = new THREE.Vector3(x, RAYCAST_Y, z).applyMatrix4(
inverseTerrainMatrix,
);
const localDirection =
DOWN.clone().transformDirection(inverseTerrainMatrix);
raycaster.set(localOrigin, localDirection);
const hit = raycaster.intersectObjects(meshes, false)[0];
if (!hit) return null;
const normal = hit.face?.normal
.clone()
.transformDirection(hit.object.matrixWorld)
.applyMatrix3(normalMatrix)
.normalize();
return {
position: hit.point.clone().applyMatrix4(terrainMatrix),
normal: normal ?? new THREE.Vector3(0, 1, 0),
};
},
heightTexture,
maxHeight,
minHeight,
sample,
};
}
function createTerrainHeightTexture(
bounds: TerrainSurfaceBounds,
sample: (x: number, z: number) => TerrainGrassSample | null,
): { heightTexture: THREE.DataTexture; maxHeight: number; minHeight: number } {
const size = GRASS_CONFIG.heightTextureSize;
const heights = new Float32Array(size * size);
let minHeight = Number.POSITIVE_INFINITY;
let maxHeight = Number.NEGATIVE_INFINITY;
for (let zIndex = 0; zIndex < size; zIndex++) {
for (let xIndex = 0; xIndex < size; xIndex++) {
const xRatio = size <= 1 ? 0 : xIndex / (size - 1);
const zRatio = size <= 1 ? 0 : zIndex / (size - 1);
const x = bounds.minX + (bounds.maxX - bounds.minX) * xRatio;
const z = bounds.minZ + (bounds.maxZ - bounds.minZ) * zRatio;
const terrainSample = sample(x, z);
const height = terrainSample?.position.y ?? 0;
const index = zIndex * size + xIndex;
heights[index] = height;
minHeight = Math.min(minHeight, height);
maxHeight = Math.max(maxHeight, height);
}
}
if (!Number.isFinite(minHeight) || !Number.isFinite(maxHeight)) {
minHeight = 0;
maxHeight = 1;
}
const range = Math.max(maxHeight - minHeight, 0.0001);
const data = new Uint8Array(size * size);
for (let index = 0; index < heights.length; index++) {
data[index] = Math.round(
(((heights[index] ?? minHeight) - minHeight) / range) * 255,
);
}
const heightTexture = new THREE.DataTexture(
data,
size,
size,
THREE.RedFormat,
THREE.UnsignedByteType,
);
heightTexture.magFilter = THREE.LinearFilter;
heightTexture.minFilter = THREE.LinearFilter;
heightTexture.wrapS = THREE.ClampToEdgeWrapping;
heightTexture.wrapT = THREE.ClampToEdgeWrapping;
heightTexture.needsUpdate = true;
return { heightTexture, maxHeight, minHeight };
}
export function useTerrainGrassSampler(): TerrainGrassSampler {
const { scene } = useGLTF(TERRAIN_MODEL_PATH);
const terrainNode = getMapNodesByName("terrain")[0];