fix(world): stabilize lafabrik spawn and vegetation
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@@ -15,5 +15,9 @@ export const PLAYER_XZ_DAMPING_FACTOR = 8;
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export const PLAYER_FALL_RESPAWN_Y = -20;
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export const PLAYER_FALL_RESPAWN_DELAY = 3;
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export const PLAYER_SPAWN_POSITION_GAME: Vector3Tuple = LA_FABRIK_PLAYER_SPAWN;
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export const PLAYER_SPAWN_POSITION_GAME: Vector3Tuple = [
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LA_FABRIK_PLAYER_SPAWN[0] + 5,
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LA_FABRIK_PLAYER_SPAWN[1],
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LA_FABRIK_PLAYER_SPAWN[2] + 5,
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];
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export const PLAYER_SPAWN_POSITION_PHYSICS: Vector3Tuple = [0, 3, 0];
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@@ -20,7 +20,6 @@ export interface CharacterConfig {
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scale: Vector3Tuple;
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animations: readonly string[];
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defaultAnimation: string;
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snapToTerrain?: boolean;
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}
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export const CHARACTER_CONFIGS = {
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@@ -1,4 +1,3 @@
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import * as THREE from "three";
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import type { Vector3Tuple } from "@/types/three/three";
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export const LA_FABRIK_CENTER: Vector3Tuple = [59.4973, 6.2746, 64.6354];
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@@ -7,15 +6,10 @@ export const LA_FABRIK_HALF_EXTENTS = {
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x: 8.5,
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z: 7.5,
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} as const;
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export const LA_FABRIK_FLOOR_Y = 6.3;
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export const LA_FABRIK_PLAYER_SPAWN: Vector3Tuple = [59.5, 8.05, 64.64];
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export const LA_FABRIK_PLAYER_SPAWN: Vector3Tuple = [59.5, 7.8, 64.64];
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export const LA_FABRIK_INITIAL_LOOK_AT: Vector3Tuple = [58, 7.8, 62.5];
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export const LA_FABRIK_INTERIOR_LIGHT_POSITION: Vector3Tuple = [59.5, 9, 64.64];
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const _terrainMatrix = new THREE.Matrix4();
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const _meshWorldMatrix = new THREE.Matrix4();
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const _inverseMeshWorldMatrix = new THREE.Matrix4();
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const _worldPosition = new THREE.Vector3();
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export function isInsideLaFabrikFootprint(
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x: number,
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z: number,
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@@ -33,51 +27,3 @@ export function isInsideLaFabrikFootprint(
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Math.abs(localZ) <= LA_FABRIK_HALF_EXTENTS.z + padding
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);
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}
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export function flattenLaFabrikTerrainFootprint(
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object: THREE.Object3D,
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position: Vector3Tuple,
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rotation: Vector3Tuple,
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scale: Vector3Tuple,
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): void {
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_terrainMatrix.compose(
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new THREE.Vector3(...position),
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new THREE.Quaternion().setFromEuler(new THREE.Euler(...rotation)),
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new THREE.Vector3(...scale),
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);
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object.updateMatrixWorld(true);
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object.traverse((child) => {
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if (!(child instanceof THREE.Mesh)) return;
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const geometry = child.geometry;
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const positions = geometry.getAttribute("position");
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if (!positions) return;
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_meshWorldMatrix.multiplyMatrices(_terrainMatrix, child.matrixWorld);
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_inverseMeshWorldMatrix.copy(_meshWorldMatrix).invert();
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for (let index = 0; index < positions.count; index++) {
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_worldPosition
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.fromBufferAttribute(positions, index)
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.applyMatrix4(_meshWorldMatrix);
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if (!isInsideLaFabrikFootprint(_worldPosition.x, _worldPosition.z, 0.8)) {
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continue;
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}
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_worldPosition.y = Math.min(_worldPosition.y, LA_FABRIK_FLOOR_Y - 0.35);
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_worldPosition.applyMatrix4(_inverseMeshWorldMatrix);
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positions.setXYZ(
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index,
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_worldPosition.x,
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_worldPosition.y,
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_worldPosition.z,
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);
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}
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positions.needsUpdate = true;
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geometry.computeVertexNormals();
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geometry.computeBoundingBox();
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geometry.computeBoundingSphere();
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});
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}
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