feat: stream vegetation chunks near player
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@@ -3,16 +3,16 @@ import { TERRAIN_COLORS } from "@/data/world/terrainConfig";
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export const FOG_CONFIG = {
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enabled: true,
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color: "#c8dbbe",
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near: 50,
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far: 70,
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near: 22,
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far: 38,
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};
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export const CHUNK_CONFIG = {
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enabled: true,
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chunkSize: 40,
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loadRadius: 70,
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unloadRadius: 80,
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updateInterval: 500,
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chunkSize: 30,
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loadRadius: 30,
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unloadRadius: 40,
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updateInterval: 350,
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};
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export const GROUND_PLANE_COLOR = TERRAIN_COLORS.grass1.hex;
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@@ -6,6 +6,7 @@ import {
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GAME_SCENE_SKY_MODEL_SCALE,
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PHYSICS_SCENE_BACKGROUND_COLOR,
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} from "@/data/world/environmentConfig";
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import { FOG_CONFIG } from "@/data/world/fogConfig";
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import { useSceneMode } from "@/hooks/debug/useSceneMode";
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import {
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isMapModelVisible,
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@@ -25,7 +26,15 @@ export function Environment(): React.JSX.Element {
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);
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}
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return showSky ? (
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return (
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<>
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{FOG_CONFIG.enabled ? (
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<fog
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attach="fog"
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args={[FOG_CONFIG.color, FOG_CONFIG.near, FOG_CONFIG.far]}
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/>
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) : null}
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{showSky ? (
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<SkyModel
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fallbackColor={GAME_SCENE_FALLBACK_BACKGROUND_COLOR}
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fallbackModelPath={GAME_SCENE_FALLBACK_SKY_MODEL_PATH}
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@@ -34,6 +43,11 @@ export function Environment(): React.JSX.Element {
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scale={GAME_SCENE_SKY_MODEL_SCALE}
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/>
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) : (
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<color attach="background" args={[GAME_SCENE_FALLBACK_BACKGROUND_COLOR]} />
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<color
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attach="background"
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args={[GAME_SCENE_FALLBACK_BACKGROUND_COLOR]}
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/>
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)}
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</>
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);
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}
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@@ -1,49 +1,158 @@
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import { Suspense } from "react";
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import { Suspense, useMemo, useRef, useState } from "react";
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import { useFrame, useThree } from "@react-three/fiber";
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import { CHUNK_CONFIG } from "@/data/world/fogConfig";
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import {
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isMapModelVisible,
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useMapPerformanceStore,
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} from "@/managers/stores/useMapPerformanceStore";
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import { InstancedVegetation } from "@/world/vegetation/InstancedVegetation";
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import { useVegetationData } from "@/world/vegetation/useVegetationData";
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import {
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type VegetationInstance,
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useVegetationData,
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} from "@/world/vegetation/useVegetationData";
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import {
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VEGETATION_TYPES,
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type VegetationType,
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} from "@/world/vegetation/vegetationConfig";
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interface VegetationChunk {
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key: string;
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type: VegetationType;
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modelPath: string;
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castShadow: boolean;
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receiveShadow: boolean;
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centerX: number;
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centerZ: number;
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instances: VegetationInstance[];
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}
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function getChunkKey(instance: VegetationInstance): string {
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const [x, , z] = instance.position;
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const chunkX = Math.floor(x / CHUNK_CONFIG.chunkSize);
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const chunkZ = Math.floor(z / CHUNK_CONFIG.chunkSize);
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return `${chunkX}:${chunkZ}`;
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}
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function createVegetationChunks(
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type: VegetationType,
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instances: VegetationInstance[],
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): VegetationChunk[] {
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const config = VEGETATION_TYPES[type];
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const chunks = new Map<string, VegetationInstance[]>();
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for (const instance of instances) {
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const key = getChunkKey(instance);
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const chunk = chunks.get(key);
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if (chunk) {
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chunk.push(instance);
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} else {
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chunks.set(key, [instance]);
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}
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}
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return [...chunks.entries()].map(([chunkKey, chunkInstances]) => {
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const center = chunkInstances.reduce(
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(sum, instance) => {
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sum.x += instance.position[0];
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sum.z += instance.position[2];
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return sum;
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},
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{ x: 0, z: 0 },
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);
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return {
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key: `${type}:${chunkKey}`,
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type,
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modelPath: config.modelPath,
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castShadow: config.castShadow,
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receiveShadow: config.receiveShadow,
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centerX: center.x / chunkInstances.length,
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centerZ: center.z / chunkInstances.length,
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instances: chunkInstances,
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};
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});
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}
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export function VegetationSystem(): React.JSX.Element | null {
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const camera = useThree((state) => state.camera);
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const groups = useMapPerformanceStore((state) => state.groups);
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const models = useMapPerformanceStore((state) => state.models);
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const { data, isLoading } = useVegetationData();
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const lastUpdateRef = useRef(-CHUNK_CONFIG.updateInterval);
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const [activeChunkKeys, setActiveChunkKeys] = useState<Set<string>>(
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() => new Set(),
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);
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const chunks = useMemo(() => {
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if (!data) return [];
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return Object.entries(VEGETATION_TYPES).flatMap(([type, config]) => {
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if (!config.enabled) return [];
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if (!isMapModelVisible(config.mapName, { groups, models })) return [];
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const entry = data.get(config.mapName);
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if (!entry || entry.instances.length === 0) return [];
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return createVegetationChunks(type as VegetationType, entry.instances);
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});
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}, [data, groups, models]);
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useFrame(({ clock }) => {
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if (!CHUNK_CONFIG.enabled) return;
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const now = clock.elapsedTime * 1000;
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if (now - lastUpdateRef.current < CHUNK_CONFIG.updateInterval) return;
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lastUpdateRef.current = now;
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const nextKeys = new Set<string>();
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const cameraX = camera.position.x;
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const cameraZ = camera.position.z;
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for (const chunk of chunks) {
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const distance = Math.hypot(
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chunk.centerX - cameraX,
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chunk.centerZ - cameraZ,
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);
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const wasActive = activeChunkKeys.has(chunk.key);
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const radius = wasActive
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? CHUNK_CONFIG.unloadRadius
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: CHUNK_CONFIG.loadRadius;
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if (distance <= radius) {
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nextKeys.add(chunk.key);
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}
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}
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if (
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nextKeys.size === activeChunkKeys.size &&
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[...nextKeys].every((key) => activeChunkKeys.has(key))
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) {
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return;
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}
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setActiveChunkKeys(nextKeys);
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});
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if (isLoading || !data) {
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return null;
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}
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const enabledTypes = Object.entries(VEGETATION_TYPES).filter(
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([, config]) =>
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config.enabled && isMapModelVisible(config.mapName, { groups, models }),
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);
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const visibleChunks = CHUNK_CONFIG.enabled
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? chunks.filter((chunk) => activeChunkKeys.has(chunk.key))
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: chunks;
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return (
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<group name="vegetation-system">
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{enabledTypes.map(([type, config]) => {
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const instances = data.get(type as VegetationType);
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if (!instances || instances.length === 0) {
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return null;
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}
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return (
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<Suspense key={type} fallback={null}>
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{visibleChunks.map((chunk) => (
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<Suspense key={chunk.key} fallback={null}>
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<InstancedVegetation
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modelPath={config.modelPath}
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instances={instances}
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castShadow={config.castShadow}
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receiveShadow={config.receiveShadow}
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modelPath={chunk.modelPath}
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instances={chunk.instances}
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castShadow={chunk.castShadow}
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receiveShadow={chunk.receiveShadow}
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/>
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</Suspense>
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);
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})}
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))}
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</group>
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);
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}
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@@ -4,19 +4,55 @@ export const VEGETATION_LOD = {
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windFadeEnd: 70,
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};
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export const VEGETATION_TYPES = {
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buissons: {
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mapName: "buisson",
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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: true,
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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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},
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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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},
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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: true,
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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: true,
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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: true,
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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 const INSTANCED_MAP_EXCEPTIONS = new Set([
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"Scene",
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"blocking",
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"terrain",
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]);
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export const INSTANCED_MAP_CHUNK_SIZE = 45;
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export const INSTANCED_MAP_NO_SHADOW_NAMES = new Set([
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"arbre",
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"sapin",
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"buisson",
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"champdeble",
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"champdesoja",
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"champsdetournesol",
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]);
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