Added basic occlusion culling

This commit is contained in:
Maciej Samborski 2025-01-16 00:11:48 +01:00
parent b5910d8c97
commit 2bf6e33350
14 changed files with 275 additions and 84 deletions

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@ -5,6 +5,7 @@ export const Colors = {
Green: [0, 1, 0, 1],
Blue: [0, 0, 1, 1],
Brown: [0.341, 0.337, 0.204, 1],
Gray: [0.66, 0.66, 0.66, 1],
};
export class Assets {
assets = new Map();

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@ -4,10 +4,11 @@ import {Graphics, Texture, Spritesheet} from "./graphics.js";
export type Color = [number, number, number, number]
export const Colors = {
Red : [1, 0, 0, 1] as Color,
Green : [0, 1, 0, 1] as Color,
Blue : [0, 0, 1, 1] as Color,
Brown : [0.341, 0.337, 0.204, 1] as Color,
Red : [1, 0, 0, 1] as Color,
Green : [0, 1, 0, 1] as Color,
Blue : [0, 0, 1, 1] as Color,
Brown : [0.341, 0.337, 0.204, 1] as Color,
Gray : [0.66, 0.66, 0.66, 1] as Color,
}
export type Asset = Texture | Spritesheet;

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@ -10,6 +10,12 @@ export class Vec2 {
this.x = x;
this.y = y;
}
static ZERO() {
return new Vec2(0, 0);
}
static ID() {
return new Vec2(1, 1);
}
copy() {
return new Vec2(this.x, this.y);
}
@ -93,6 +99,24 @@ export class Vec3 {
this.y = y;
this.z = z;
}
addScalar(scalar) {
this.x += scalar;
this.y += scalar;
this.z += scalar;
}
addScalarNew(scalar) {
let vec = this.copy();
vec.x += scalar;
vec.y += scalar;
vec.z += scalar;
return vec;
}
static ZERO() {
return new Vec3(0, 0, 0);
}
static ID() {
return new Vec3(1, 1, 1);
}
copy() {
return new Vec3(this.x, this.y, this.z);
}
@ -175,6 +199,12 @@ export class Vec4 {
this.z = z;
this.w = w;
}
static ZERO() {
return new Vec4(0, 0, 0, 0);
}
static ID() {
return new Vec4(1, 1, 1, 1);
}
copy() {
return new Vec4(this.x, this.y, this.z, this.w);
}
@ -192,6 +222,20 @@ export class Vec4 {
vec.w += other.w;
return vec;
}
addScalar(scalar) {
this.x += scalar;
this.y += scalar;
this.z += scalar;
this.w += scalar;
}
addScalarNew(scalar) {
let vec = this.copy();
vec.x += scalar;
vec.y += scalar;
vec.z += scalar;
vec.w += scalar;
return vec;
}
sub(other) {
this.x -= other.x;
this.y -= other.y;
@ -297,8 +341,8 @@ export class Mat4 {
}
static isometric_inverse() {
return new Mat4(new Float32Array([
0.5, -0.5, 0, 0,
0.5, 0.5, 0, 0,
-0.5, 0.5, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
]));
@ -370,10 +414,10 @@ export class Mat4 {
this.data[i * 4 + col] = data[i];
}
transform(v) {
let x = v.x * this.x(0) + v.y * this.x(1) + v.z * this.x(2) + v.w * this.x(3);
let y = v.x * this.y(0) + v.y * this.y(1) + v.z * this.y(2) + v.w * this.y(3);
let z = v.x * this.z(0) + v.y * this.z(1) + v.z * this.z(2) + v.w * this.z(3);
let w = v.x * this.w(0) + v.y * this.w(1) + v.z * this.w(2) + v.w * this.w(3);
let x = v.x * this.x(0) + v.y * this.y(0) + v.z * this.z(0) + v.w * this.w(0);
let y = v.x * this.x(1) + v.y * this.y(1) + v.z * this.z(1) + v.w * this.w(1);
let z = v.x * this.x(2) + v.y * this.y(2) + v.z * this.z(2) + v.w * this.w(2);
let w = v.x * this.x(3) + v.y * this.y(3) + v.z * this.z(3) + v.w * this.w(3);
v.x = x;
v.y = y;
v.z = z;
@ -381,10 +425,10 @@ export class Mat4 {
}
transformNew(v) {
let vec = v.copy();
let x = v.x * this.x(0) + v.y * this.x(1) + v.z * this.x(2) + v.w * this.x(3);
let y = v.x * this.y(0) + v.y * this.y(1) + v.z * this.y(2) + v.w * this.y(3);
let z = v.x * this.z(0) + v.y * this.z(1) + v.z * this.z(2) + v.w * this.z(3);
let w = v.x * this.w(0) + v.y * this.w(1) + v.z * this.w(2) + v.w * this.w(3);
let x = v.x * this.x(0) + v.y * this.y(0) + v.z * this.z(0) + v.w * this.w(0);
let y = v.x * this.x(1) + v.y * this.y(1) + v.z * this.z(1) + v.w * this.w(1);
let z = v.x * this.x(2) + v.y * this.y(2) + v.z * this.z(2) + v.w * this.w(2);
let w = v.x * this.x(3) + v.y * this.y(3) + v.z * this.z(3) + v.w * this.w(3);
vec.x = x;
vec.y = y;
vec.z = z;

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@ -12,6 +12,9 @@ interface Vector<P, T, N> {
add(other: T): void;
addNew(other: T): T;
addScalar(scalar: number): void;
addScalarNew(scalar: number): T;
sub(other: T): void;
subNew(other: T): T;
@ -34,6 +37,14 @@ export class Vec2 implements Vector<void, Vec2, Vec3> {
this.y = y;
}
static ZERO(): Vec2 {
return new Vec2(0, 0);
}
static ID(): Vec2 {
return new Vec2(1, 1);
}
copy(): Vec2 {
return new Vec2(this.x, this.y);
}
@ -145,6 +156,30 @@ export class Vec3 implements Vector<Vec2, Vec3, Vec4> {
this.z = z;
}
addScalar(scalar: number): void {
this.x += scalar;
this.y += scalar;
this.z += scalar;
}
addScalarNew(scalar: number): Vec3 {
let vec = this.copy();
vec.x += scalar;
vec.y += scalar;
vec.z += scalar;
return vec;
}
static ZERO(): Vec3 {
return new Vec3(0, 0, 0);
}
static ID(): Vec3 {
return new Vec3(1, 1, 1);
}
copy(): Vec3 {
return new Vec3(this.x, this.y, this.z);
}
@ -253,6 +288,14 @@ export class Vec4 implements Vector<Vec3, Vec4, void> {
this.w = w;
}
static ZERO(): Vec4 {
return new Vec4(0, 0, 0, 0);
}
static ID(): Vec4 {
return new Vec4(1, 1, 1, 1);
}
copy(): Vec4 {
return new Vec4(this.x, this.y, this.z, this.w);
}
@ -275,6 +318,24 @@ export class Vec4 implements Vector<Vec3, Vec4, void> {
return vec;
}
addScalar(scalar: number): void {
this.x += scalar;
this.y += scalar;
this.z += scalar;
this.w += scalar;
}
addScalarNew(scalar: number): Vec4 {
let vec = this.copy();
vec.x += scalar;
vec.y += scalar;
vec.z += scalar;
vec.w += scalar;
return vec;
}
sub(other: Vec4) {
this.x -= other.x;
this.y -= other.y;
@ -414,8 +475,8 @@ export class Mat4 {
static isometric_inverse(): Mat4 {
return new Mat4(new Float32Array([
0.5, 0.5, 0, 0,
-0.5, 0.5, 0, 0,
0.5, -0.5, 0, 0,
0.5, 0.5, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
]));
@ -503,10 +564,10 @@ export class Mat4 {
}
transform(v: Vec4) {
let x = v.x * this.x(0) + v.y * this.x(1) + v.z * this.x(2) + v.w * this.x(3);
let y = v.x * this.y(0) + v.y * this.y(1) + v.z * this.y(2) + v.w * this.y(3);
let z = v.x * this.z(0) + v.y * this.z(1) + v.z * this.z(2) + v.w * this.z(3);
let w = v.x * this.w(0) + v.y * this.w(1) + v.z * this.w(2) + v.w * this.w(3);
let x = v.x * this.x(0) + v.y * this.y(0) + v.z * this.z(0) + v.w * this.w(0);
let y = v.x * this.x(1) + v.y * this.y(1) + v.z * this.z(1) + v.w * this.w(1);
let z = v.x * this.x(2) + v.y * this.y(2) + v.z * this.z(2) + v.w * this.w(2);
let w = v.x * this.x(3) + v.y * this.y(3) + v.z * this.z(3) + v.w * this.w(3);
v.x = x;
v.y = y;
@ -517,10 +578,10 @@ export class Mat4 {
transformNew(v: Vec4): Vec4 {
let vec = v.copy();
let x = v.x * this.x(0) + v.y * this.x(1) + v.z * this.x(2) + v.w * this.x(3);
let y = v.x * this.y(0) + v.y * this.y(1) + v.z * this.y(2) + v.w * this.y(3);
let z = v.x * this.z(0) + v.y * this.z(1) + v.z * this.z(2) + v.w * this.z(3);
let w = v.x * this.w(0) + v.y * this.w(1) + v.z * this.w(2) + v.w * this.w(3);
let x = v.x * this.x(0) + v.y * this.y(0) + v.z * this.z(0) + v.w * this.w(0);
let y = v.x * this.x(1) + v.y * this.y(1) + v.z * this.z(1) + v.w * this.w(1);
let z = v.x * this.x(2) + v.y * this.y(2) + v.z * this.z(2) + v.w * this.w(2);
let w = v.x * this.x(3) + v.y * this.y(3) + v.z * this.z(3) + v.w * this.w(3);
vec.x = x;
vec.y = y;

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@ -1,4 +1,4 @@
import { Vec3 } from "./common.js";
import { Vec3, Mat4, Vec4 } from "./common.js";
import { DrawTag, Sprite } from "./graphics.js";
import { TileEdge } from "./world.js";
import * as Assets from "./assets.js";
@ -127,29 +127,43 @@ export function drawIsometricCube(position, exts, r, fill, edge) {
], fill.left);
}
}
export function drawIsometricGrid(gfx, grid) {
let position = { ...grid.position };
// TODO: Optimize the shit out of this function
export function drawIsometricGrid(gfx, camera, grid) {
let position = grid.position.copy();
let exts = new Vec3(grid.tileSize, grid.tileSize, 0);
let tileCoord = new Vec3(0, 0, 0);
let rect = new Rectangle([
DrawTag.ISO,
]);
// TODO: Optimize this
// 1. Grid based occlusion culling
// 2. frustum culling
let mt = Mat4.translate(camera.position.multScalarNew(-1.0));
let mi = Mat4.isometric();
let bias = 4 * grid.tileSize;
let bb = [
new Vec3(-bias, -bias, 0),
new Vec3(gfx.width() + bias, -bias, 0),
new Vec3(gfx.width() + bias, gfx.height() + bias, 0),
new Vec3(-bias, gfx.height() + bias, 0),
];
for (let i = 0; i < bb.length; ++i) {
bb[i] = mt.transformNew(bb[i].extend(1.0)).reduce();
}
for (let k = 0; k < grid.topHeight; ++k) {
for (let j = 0; j < grid.breadth; ++j) {
for (let i = 0; i < grid.width; ++i) {
tileCoord.x = i;
tileCoord.y = j;
tileCoord.z = k;
// getTile is sus (it uses a lot of time in the profiler) (i don't know why, it is a pretty simple function)
// (Prolly cuz i call it a lot) (Maybe change grid to use spatial hashmap?)
let tile = grid.getTile(tileCoord);
if (tile === null) {
position.x += grid.tileSize;
continue;
}
const ipos = mi.transformNew(new Vec4(position.x - grid.tileSize / 2 * k, position.y + grid.tileSize / 2 * k, 1.0, 1.0)).reduce();
if (ipos.x >= bb[2].x || ipos.x <= bb[0].x ||
ipos.y >= bb[2].y || ipos.y <= bb[0].y) {
position.x += grid.tileSize;
continue;
}
drawIsometricCube(new Vec3(position.x - grid.tileSize / 2 * k, position.y + grid.tileSize / 2 * k, position.z), exts, rect, tile.fill, tile.edge);
position.x += grid.tileSize;
}

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@ -1,7 +1,8 @@
import { Vec3, Vec2 } from "./common.js"
import { Graphics, Drawable, DrawTag, Sprite, Spritesheet } from "./graphics.js";
import { Vec3, Vec2, Mat4, Vec4 } from "./common.js"
import { Graphics, Drawable, DrawTag, Sprite, Spritesheet, Camera } from "./graphics.js";
import { TileEdge, TileFill, TileFillament, Grid } from "./world.js";
import * as Assets from "./assets.js";
import {Input} from "./input.js";
// Attrib format
// position color uv
@ -161,17 +162,31 @@ export function drawIsometricCube(position: Vec3, exts: Vec3, r: Rectangle, fill
}
}
export function drawIsometricGrid(gfx: Graphics, grid: Grid) {
let position = {...grid.position} as Vec3;
// TODO: Optimize the shit out of this function
export function drawIsometricGrid(gfx: Graphics, camera: Camera, grid: Grid) {
let position = grid.position.copy();
let exts = new Vec3(grid.tileSize, grid.tileSize, 0);
let tileCoord = new Vec3(0, 0, 0);
let rect = new Rectangle([
DrawTag.ISO,
]);
// TODO: Optimize this
// 1. Grid based occlusion culling
// 2. frustum culling
let mt = Mat4.translate(camera.position.multScalarNew(-1.0));
let mi = Mat4.isometric();
let bias = 4*grid.tileSize;
let bb: [Vec3, Vec3, Vec3, Vec3] = [
new Vec3(-bias, -bias, 0),
new Vec3(gfx.width() + bias, -bias, 0),
new Vec3(gfx.width() + bias, gfx.height() + bias, 0),
new Vec3(-bias, gfx.height() + bias, 0),
];
for (let i = 0; i < bb.length; ++i) {
bb[i] = mt.transformNew(bb[i].extend(1.0)).reduce();
}
for (let k = 0; k < grid.topHeight; ++k) {
for (let j = 0; j < grid.breadth; ++j) {
for (let i = 0; i < grid.width; ++i) {
@ -179,8 +194,6 @@ export function drawIsometricGrid(gfx: Graphics, grid: Grid) {
tileCoord.y = j;
tileCoord.z = k;
// getTile is sus (it uses a lot of time in the profiler) (i don't know why, it is a pretty simple function)
// (Prolly cuz i call it a lot) (Maybe change grid to use spatial hashmap?)
let tile = grid.getTile(tileCoord);
if (tile === null) {
@ -188,6 +201,15 @@ export function drawIsometricGrid(gfx: Graphics, grid: Grid) {
continue;
}
const ipos = mi.transformNew(new Vec4(position.x - grid.tileSize / 2 * k, position.y + grid.tileSize / 2 * k, 1.0, 1.0)).reduce();
if (ipos.x >= bb[2].x || ipos.x <= bb[0].x ||
ipos.y >= bb[2].y || ipos.y <= bb[0].y) {
position.x += grid.tileSize;
continue;
}
drawIsometricCube(
new Vec3(position.x - grid.tileSize / 2 * k, position.y + grid.tileSize / 2 * k, position.z),
exts,
@ -203,6 +225,5 @@ export function drawIsometricGrid(gfx: Graphics, grid: Grid) {
}
position.y = grid.position.y;
}
rect.commit(gfx);
}

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@ -52,6 +52,12 @@ export class Graphics {
vbo;
toRender = [];
texCount = 0;
width() {
return this.ctx.canvas.width;
}
height() {
return this.ctx.canvas.height;
}
constructor(ctx, vs, fs) {
this.ctx = ctx;
this.program = createProgram(ctx, vs, fs);

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@ -77,6 +77,14 @@ export class Graphics {
toRender: Array<Drawable> = [];
texCount: number = 0;
width(): number {
return this.ctx.canvas.width;
}
height(): number {
return this.ctx.canvas.height;
}
constructor(ctx: WebGL2RenderingContext, vs: string, fs: string) {
this.ctx = ctx;
this.program = createProgram(ctx, vs, fs);

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@ -1,3 +1,4 @@
import { Vec2 } from "./common.js";
class KeyAction {
key;
keyup;
@ -12,6 +13,7 @@ class KeyAction {
}
export class Input {
handlers = new Map();
mousePosition = Vec2.ZERO();
constructor() {
window.addEventListener("keyup", e => {
this.handlers.forEach(ka => {
@ -27,6 +29,10 @@ export class Input {
}
});
});
window.addEventListener("mousemove", (e) => {
this.mousePosition.x = e.x;
this.mousePosition.y = e.y;
});
}
//TODO: add modifier key support
addKeyAction(key, modifiers, data, keydown, keyup) {

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@ -1,3 +1,5 @@
import { Vec2 } from "./common.js";
type Action = ((data: any) => void);
class KeyAction {
@ -15,6 +17,7 @@ class KeyAction {
export class Input {
handlers: Map<string, KeyAction> = new Map();
mousePosition: Vec2 = Vec2.ZERO();
constructor() {
window.addEventListener("keyup", e => {
this.handlers.forEach(ka => {
@ -30,6 +33,11 @@ export class Input {
}
});
});
window.addEventListener("mousemove", (e) => {
this.mousePosition.x = e.x;
this.mousePosition.y = e.y;
})
}
//TODO: add modifier key support

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@ -1,4 +1,4 @@
import { initializeContext, Vec3, Mat4, Vec4, Vec2 } from "./common.js";
import { initializeContext, Vec3, Mat4, Vec4 } from "./common.js";
import { Graphics, fullscreenCanvas, Camera, Sprite } from "./graphics.js";
import * as drawing from "./draw.js";
import * as wasm from "./wasm.js";
@ -80,7 +80,7 @@ function draw(gfx, camera, dt, grid) {
m = m.multNew(mt);
m = m.multNew(mo);
gfx.ctx.uniformMatrix4fv(gfx.getUniform("u_matrix"), false, m.splat());
drawing.drawIsometricGrid(gfx, grid);
drawing.drawIsometricGrid(gfx, camera, grid);
gfx.draw();
}
function addDefaultKeybinds(input, camera) {
@ -134,16 +134,27 @@ function addDefaultKeybinds(input, camera) {
await Assets.assets.load(gfx);
let m = Mat4.isometric();
let size = 100;
let grid = new Grid(m.transformNew(new Vec4(ctx.canvas.width / 4, ctx.canvas.height / 2, 0, 1)).reduce(), 24, size, size, 10);
let grid = new Grid(m.transformNew(new Vec4(ctx.canvas.width / 4, ctx.canvas.height / 2, 0, 1)).reduce(), 32, size, size, 10);
grid.fillLayer(new Tile({
top: Assets.Colors.Gray,
right: Assets.Colors.Gray,
left: Assets.Colors.Gray,
}), 0);
grid.fillLayer(new Tile({
top: Assets.Colors.Gray,
right: Assets.Colors.Gray,
left: Assets.Colors.Gray,
}), 1);
grid.fillLayer(new Tile({
top: Sprite.id(0),
right: Assets.Colors.Brown,
left: Assets.Colors.Brown,
}), 0);
//grid.setTile(new Tile(Sprite.tile(0), TileEdge.Both), new Vec3(1, 1, 1));
}), 2);
for (let i = 0; i <= size / 2; i++) {
tree(grid, new Vec2(Math.floor(Math.random() * size - 1), Math.floor(Math.random() * size - 1)));
tree(grid, new Vec3(Math.floor(Math.random() * size - 1), Math.floor(Math.random() * size - 1), 2));
}
const input = new Input();
addDefaultKeybinds(input, camera);
let prevTimestamp = 0;
const frame = (timestamp) => {
const deltaTime = (timestamp - prevTimestamp) / 1000;
@ -156,7 +167,5 @@ function addDefaultKeybinds(input, camera) {
prevTimestamp = timestamp;
window.requestAnimationFrame(frame);
});
const input = new Input();
addDefaultKeybinds(input, camera);
const wasmgl = new wasm.WASMGL(await wasm.loadWasmModule("./src/wasm/module.wasm"));
})();

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@ -1,5 +1,5 @@
import { initializeContext, Vec3, Mat4, Vec4, Vec2 } from "./common.js";
import { Graphics, fullscreenCanvas, Camera, Sprite } from "./graphics.js";
import { Graphics, fullscreenCanvas, Camera, Sprite, DrawTag } from "./graphics.js";
import * as drawing from "./draw.js";
import * as wasm from "./wasm.js";
import { Input } from "./input.js";
@ -107,7 +107,8 @@ function draw(gfx: Graphics, camera: Camera, dt: number, grid: Grid) {
m.splat()
);
drawing.drawIsometricGrid(gfx, grid);
drawing.drawIsometricGrid(gfx, camera, grid);
gfx.draw();
}
@ -186,19 +187,33 @@ function addDefaultKeybinds(input: Input, camera: Camera) {
let m = Mat4.isometric();
let size = 100;
let grid = new Grid(m.transformNew(new Vec4(ctx.canvas.width / 4, ctx.canvas.height / 2, 0, 1)).reduce(), 24, size, size, 10);
let grid = new Grid(m.transformNew(new Vec4(ctx.canvas.width / 4, ctx.canvas.height / 2, 0, 1)).reduce(), 32, size, size, 10);
grid.fillLayer(new Tile({
top: Assets.Colors.Gray,
right: Assets.Colors.Gray,
left: Assets.Colors.Gray,
}), 0);
grid.fillLayer(new Tile({
top: Assets.Colors.Gray,
right: Assets.Colors.Gray,
left: Assets.Colors.Gray,
}), 1);
grid.fillLayer(new Tile({
top: Sprite.id(0),
right: Assets.Colors.Brown,
left: Assets.Colors.Brown,
}), 0);
//grid.setTile(new Tile(Sprite.tile(0), TileEdge.Both), new Vec3(1, 1, 1));
}), 2);
for (let i = 0; i <= size / 2; i++) {
tree(grid, new Vec2(Math.floor(Math.random() * size - 1), Math.floor(Math.random() * size - 1)));
tree(grid, new Vec3(Math.floor(Math.random() * size - 1), Math.floor(Math.random() * size - 1), 2));
}
const input = new Input();
addDefaultKeybinds(input, camera);
let prevTimestamp = 0;
const frame = (timestamp: number) => {
const deltaTime = (timestamp - prevTimestamp)/1000;
@ -215,8 +230,5 @@ function addDefaultKeybinds(input: Input, camera: Camera) {
window.requestAnimationFrame(frame);
});
const input = new Input();
addDefaultKeybinds(input, camera);
const wasmgl: wasm.WASMGL = new wasm.WASMGL(await wasm.loadWasmModule("./src/wasm/module.wasm"));
})();

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@ -81,18 +81,18 @@ export class Grid {
export function tree(grid, position) {
let log = Sprite.tile(2);
let leaves = Sprite.tile(1);
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, 1));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, 2));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, 3));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, 4));
grid.setTile(new Tile(log, TileEdge.None), new Vec3(position.x, position.y, 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y + 1, 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y + 1, 5));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y, 5));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y, 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y, 5));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y + 1, 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y + 1, 5));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, position.z + 1));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, position.z + 2));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, position.z + 3));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, position.z + 4));
grid.setTile(new Tile(log, TileEdge.None), new Vec3(position.x, position.y, position.z + 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y + 1, position.z + 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y + 1, position.z + 5));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y, position.z + 5));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y, position.z + 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y, position.z + 5));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y + 1, position.z + 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y + 1, position.z + 5));
}
export function bush(grid, position) {
let leaves = Sprite.tile(1);

View File

@ -109,22 +109,22 @@ export class Grid {
}
}
export function tree(grid: Grid, position: Vec2) {
export function tree(grid: Grid, position: Vec3) {
let log = Sprite.tile(2);
let leaves = Sprite.tile(1);
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, 1));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, 2));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, 3));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, 4));
grid.setTile(new Tile(log, TileEdge.None), new Vec3(position.x, position.y, 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y + 1, 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y + 1, 5));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y, 5));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y, 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y, 5));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y + 1, 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y + 1, 5));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, position.z + 1));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, position.z + 2));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, position.z + 3));
grid.setTile(new Tile(log, TileEdge.Both), new Vec3(position.x, position.y, position.z + 4));
grid.setTile(new Tile(log, TileEdge.None), new Vec3(position.x, position.y, position.z + 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y + 1, position.z + 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y + 1, position.z + 5));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x, position.y, position.z + 5));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y, position.z + 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y, position.z + 5));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y + 1, position.z + 4));
grid.setTile(new Tile(leaves, TileEdge.Both), new Vec3(position.x + 1, position.y + 1, position.z + 5));
}
export function bush(grid: Grid, position: Vec2) {