var SpawnService = pc.createScript('spawnService');
(function(global){
var module = global.noise = {};
function Grad(x, y, z) {
this.x = x; this.y = y; this.z = z;
}
Grad.prototype.dot2 = function(x, y) {
return this.x*x + this.y*y;
};
Grad.prototype.dot3 = function(x, y, z) {
return this.x*x + this.y*y + this.z*z;
};
var grad3 = [new Grad(1,1,0),new Grad(-1,1,0),new Grad(1,-1,0),new Grad(-1,-1,0),
new Grad(1,0,1),new Grad(-1,0,1),new Grad(1,0,-1),new Grad(-1,0,-1),
new Grad(0,1,1),new Grad(0,-1,1),new Grad(0,1,-1),new Grad(0,-1,-1)];
var p = [151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180];
// To remove the need for index wrapping, double the permutation table length
var perm = new Array(512);
var gradP = new Array(512);
// This isn't a very good seeding function, but it works ok. It supports 2^16
// different seed values. Write something better if you need more seeds.
module.seed = function(seed) {
if(seed > 0 && seed < 1) {
// Scale the seed out
seed *= 6553645829745902;
}
seed = Math.floor(seed);
if(seed < 256) {
seed |= seed << 8;
}
for(var i = 0; i < 256; i++) {
var v;
if (i & 1) {
v = p[i] ^ (seed & 255);
} else {
v = p[i] ^ ((seed>>8) & 255);
}
perm[i] = perm[i + 256] = v;
gradP[i] = gradP[i + 256] = grad3[v % 12];
}
};
module.seed(0);
/*
for(var i=0; i<256; i++) {
perm[i] = perm[i + 256] = p[i];
gradP[i] = gradP[i + 256] = grad3[perm[i] % 12];
}*/
// Skewing and unskewing factors for 2, 3, and 4 dimensions
var F2 = 0.5*(Math.sqrt(3)-1);
var G2 = (3-Math.sqrt(3))/6;
var F3 = 1/3;
var G3 = 1/6;
// 2D simplex noise
module.simplex2 = function(xin, yin) {
var n0, n1, n2; // Noise contributions from the three corners
// Skew the input space to determine which simplex cell we're in
var s = (xin+yin)*F2; // Hairy factor for 2D
var i = Math.floor(xin+s);
var j = Math.floor(yin+s);
var t = (i+j)*G2;
var x0 = xin-i+t; // The x,y distances from the cell origin, unskewed.
var y0 = yin-j+t;
// For the 2D case, the simplex shape is an equilateral triangle.
// Determine which simplex we are in.
var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
if(x0>y0) { // lower triangle, XY order: (0,0)->(1,0)->(1,1)
i1=1; j1=0;
} else { // upper triangle, YX order: (0,0)->(0,1)->(1,1)
i1=0; j1=1;
}
// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
// c = (3-sqrt(3))/6
var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
var y1 = y0 - j1 + G2;
var x2 = x0 - 1 + 2 * G2; // Offsets for last corner in (x,y) unskewed coords
var y2 = y0 - 1 + 2 * G2;
// Work out the hashed gradient indices of the three simplex corners
i &= 255;
j &= 255;
var gi0 = gradP[i+perm[j]];
var gi1 = gradP[i+i1+perm[j+j1]];
var gi2 = gradP[i+1+perm[j+1]];
// Calculate the contribution from the three corners
var t0 = 0.5 - x0*x0-y0*y0;
if(t0<0) {
n0 = 0;
} else {
t0 *= t0;
n0 = t0 * t0 * gi0.dot2(x0, y0); // (x,y) of grad3 used for 2D gradient
}
var t1 = 0.5 - x1*x1-y1*y1;
if(t1<0) {
n1 = 0;
} else {
t1 *= t1;
n1 = t1 * t1 * gi1.dot2(x1, y1);
}
var t2 = 0.5 - x2*x2-y2*y2;
if(t2<0) {
n2 = 0;
} else {
t2 *= t2;
n2 = t2 * t2 * gi2.dot2(x2, y2);
}
// Add contributions from each corner to get the final noise value.
// The result is scaled to return values in the interval [-1,1].
return 70 * (n0 + n1 + n2);
};
// 3D simplex noise
module.simplex3 = function(xin, yin, zin) {
var n0, n1, n2, n3; // Noise contributions from the four corners
// Skew the input space to determine which simplex cell we're in
var s = (xin+yin+zin)*F3; // Hairy factor for 2D
var i = Math.floor(xin+s);
var j = Math.floor(yin+s);
var k = Math.floor(zin+s);
var t = (i+j+k)*G3;
var x0 = xin-i+t; // The x,y distances from the cell origin, unskewed.
var y0 = yin-j+t;
var z0 = zin-k+t;
// For the 3D case, the simplex shape is a slightly irregular tetrahedron.
// Determine which simplex we are in.
var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
var i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
if(x0 >= y0) {
if(y0 >= z0) { i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; }
else if(x0 >= z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; }
else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; }
} else {
if(y0 < z0) { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; }
else if(x0 < z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; }
else { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; }
}
// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
// c = 1/6.
var x1 = x0 - i1 + G3; // Offsets for second corner
var y1 = y0 - j1 + G3;
var z1 = z0 - k1 + G3;
var x2 = x0 - i2 + 2 * G3; // Offsets for third corner
var y2 = y0 - j2 + 2 * G3;
var z2 = z0 - k2 + 2 * G3;
var x3 = x0 - 1 + 3 * G3; // Offsets for fourth corner
var y3 = y0 - 1 + 3 * G3;
var z3 = z0 - 1 + 3 * G3;
// Work out the hashed gradient indices of the four simplex corners
i &= 255;
j &= 255;
k &= 255;
var gi0 = gradP[i+ perm[j+ perm[k ]]];
var gi1 = gradP[i+i1+perm[j+j1+perm[k+k1]]];
var gi2 = gradP[i+i2+perm[j+j2+perm[k+k2]]];
var gi3 = gradP[i+ 1+perm[j+ 1+perm[k+ 1]]];
// Calculate the contribution from the four corners
var t0 = 0.6 - x0*x0 - y0*y0 - z0*z0;
if(t0<0) {
n0 = 0;
} else {
t0 *= t0;
n0 = t0 * t0 * gi0.dot3(x0, y0, z0); // (x,y) of grad3 used for 2D gradient
}
var t1 = 0.6 - x1*x1 - y1*y1 - z1*z1;
if(t1<0) {
n1 = 0;
} else {
t1 *= t1;
n1 = t1 * t1 * gi1.dot3(x1, y1, z1);
}
var t2 = 0.6 - x2*x2 - y2*y2 - z2*z2;
if(t2<0) {
n2 = 0;
} else {
t2 *= t2;
n2 = t2 * t2 * gi2.dot3(x2, y2, z2);
}
var t3 = 0.6 - x3*x3 - y3*y3 - z3*z3;
if(t3<0) {
n3 = 0;
} else {
t3 *= t3;
n3 = t3 * t3 * gi3.dot3(x3, y3, z3);
}
// Add contributions from each corner to get the final noise value.
// The result is scaled to return values in the interval [-1,1].
return 32 * (n0 + n1 + n2 + n3);
};
// ##### Perlin noise stuff
function fade(t) {
return t*t*t*(t*(t*6-15)+10);
}
function lerp(a, b, t) {
return (1-t)*a + t*b;
}
// 2D Perlin Noise
module.perlin2 = function(x, y) {
// Find unit grid cell containing point
var X = Math.floor(x), Y = Math.floor(y);
// Get relative xy coordinates of point within that cell
x = x - X; y = y - Y;
// Wrap the integer cells at 255 (smaller integer period can be introduced here)
X = X & 255; Y = Y & 255;
// Calculate noise contributions from each of the four corners
var n00 = gradP[X+perm[Y]].dot2(x, y);
var n01 = gradP[X+perm[Y+1]].dot2(x, y-1);
var n10 = gradP[X+1+perm[Y]].dot2(x-1, y);
var n11 = gradP[X+1+perm[Y+1]].dot2(x-1, y-1);
// Compute the fade curve value for x
var u = fade(x);
// Interpolate the four results
return lerp(
lerp(n00, n10, u),
lerp(n01, n11, u),
fade(y));
};
// 3D Perlin Noise
module.perlin3 = function(x, y, z) {
// Find unit grid cell containing point
var X = Math.floor(x), Y = Math.floor(y), Z = Math.floor(z);
// Get relative xyz coordinates of point within that cell
x = x - X; y = y - Y; z = z - Z;
// Wrap the integer cells at 255 (smaller integer period can be introduced here)
X = X & 255; Y = Y & 255; Z = Z & 255;
// Calculate noise contributions from each of the eight corners
var n000 = gradP[X+ perm[Y+ perm[Z ]]].dot3(x, y, z);
var n001 = gradP[X+ perm[Y+ perm[Z+1]]].dot3(x, y, z-1);
var n010 = gradP[X+ perm[Y+1+perm[Z ]]].dot3(x, y-1, z);
var n011 = gradP[X+ perm[Y+1+perm[Z+1]]].dot3(x, y-1, z-1);
var n100 = gradP[X+1+perm[Y+ perm[Z ]]].dot3(x-1, y, z);
var n101 = gradP[X+1+perm[Y+ perm[Z+1]]].dot3(x-1, y, z-1);
var n110 = gradP[X+1+perm[Y+1+perm[Z ]]].dot3(x-1, y-1, z);
var n111 = gradP[X+1+perm[Y+1+perm[Z+1]]].dot3(x-1, y-1, z-1);
// Compute the fade curve value for x, y, z
var u = fade(x);
var v = fade(y);
var w = fade(z);
// Interpolate
return lerp(
lerp(
lerp(n000, n100, u),
lerp(n001, n101, u), w),
lerp(
lerp(n010, n110, u),
lerp(n011, n111, u), w),
v);
};
})(this);
Chunk.prototype.initialize = function() {
var node = new pc.GraphNode();
node.setPosition(this.entity.getPosition());
var mesh = this.createMeshInstance();
var instance = new pc.MeshInstance(mesh, this.app.assets.find('Textures', 'material').resource, node);
instance.node = node;
var model = new pc.Model();
model.meshInstances.push(instance);
var land = new pc.Entity();
land.addComponent('collision', {type: 'mesh', model: model});
land.addComponent('script');
land.script.create('coll');
this.entity.addChild(land);
this.entity.addComponent('render', {meshInstances: [instance]});
};
Chunk.prototype.createMeshInstance = function(){
var verts = [];
var norms = [];
var uvs = [];
var inds = [];
var s = 1/12;
var uv = [
{x: s, y: s},
{x: s*2, y: s},
{x: s*3, y: s},
{x: s*4, y: s},
{x: s*5, y: s},
{x: s*6, y: s},
{x: s*7, y: s},
{x: s*8, y: s},
{x: s*9, y: s},
{x: s*10, y: s},
{x: s*11, y: s},
{x: s*12, y: s}
];
function clamp(num,min,max){
return Math.min(Math.max(num, min), max);
}
function ramp(x){
return Math.sin(2*x)/2+0.5;
}
function caves(x,y,z){
return clamp(Math.round(0.2 + noise.perlin3(x/20+0.3, y/8+0.3, z/20+0.3)), 0, 1);
}
function base(x,y,z){
var num = Math.abs(Math.round(32 * ramp(noise.perlin2(x/80+0.3,z/80+0.3)) + noise.perlin2(x/5+0.1,z/5+0.1) + 28));
if(y == 0){
return 12;
}
if(y <= num){
if(y > num - 3 && y <= 32){
return 5;
}
if(y > num - 1){
return 1;
} else if(y > num - 8){
return 2;
}
return 3;
}
return 0;
}
function gen(x,y,z){
var b = base(x,y,z);
var c = caves(x,y,z);
if(c > 0 && y != 0){
if(b != 10){
return 0;
}
}
return b;
}
function tface(x,y,z){
verts.push(x,y,z, x+1,y,z, x+1,y,z+1, x+1,y,z+1, x,y,z+1, x,y,z);
norms.push(0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0);
uvs.push(b.x,b.y,b.x-s,b.y,b.x-s,b.y-s,b.x-s,b.y-s,b.x,b.y-s,b.x,b.y);
inds.push(inds.length+1,inds.length,inds.length+2,inds.length+4,inds.length+3,inds.length+5);
}
function fface(x,y,z){
verts.push(x,y,z, x+1,y,z, x+1,y-1,z, x+1,y-1,z, x,y-1,z, x,y,z);
norms.push(0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,-1);
uvs.push(b.x,b.y,b.x-s,b.y,b.x-s,b.y-s,b.x-s,b.y-s,b.x,b.y-s,b.x,b.y);
inds.push(inds.length,inds.length+1,inds.length+2,inds.length+3,inds.length+4,inds.length+5);
}
function rface(x,y,z){
verts.push(x+1,y,z, x+1,y,z+1, x+1,y-1,z+1, x+1,y-1,z+1, x+1,y-1,z, x+1,y,z);
norms.push(1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0);
uvs.push(b.x,b.y,b.x-s,b.y,b.x-s,b.y-s,b.x-s,b.y-s,b.x,b.y-s,b.x,b.y);
inds.push(inds.length,inds.length+1,inds.length+2,inds.length+3,inds.length+4,inds.length+5);
}
function lface(x,y,z){
verts.push(x,y,z+1, x,y,z, x,y-1,z, x,y-1,z, x,y-1,z+1, x,y,z+1);
norms.push(-1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0);
uvs.push(b.x,b.y,b.x-s,b.y,b.x-s,b.y-s,b.x-s,b.y-s,b.x,b.y-s,b.x,b.y);
inds.push(inds.length,inds.length+1,inds.length+2,inds.length+3,inds.length+4,inds.length+5);
}
function baface(x,y,z){
verts.push(x+1,y,z+1, x,y,z+1, x,y-1,z+1, x,y-1,z+1, x+1,y-1,z+1, x+1,y,z+1);
norms.push(0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1);
uvs.push(b.x,b.y,b.x-s,b.y,b.x-s,b.y-s,b.x-s,b.y-s,b.x,b.y-s,b.x,b.y);
inds.push(inds.length,inds.length+1,inds.length+2,inds.length+3,inds.length+4,inds.length+5);
}
function boface(x,y,z){
verts.push(x,y-1,z, x+1,y-1,z, x+1,y-1,z+1, x+1,y-1,z+1, x,y-1,z+1, x,y-1,z);
norms.push(0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0);
uvs.push(b.x,b.y,b.x-s,b.y,b.x-s,b.y-s,b.x-s,b.y-s,b.x,b.y-s,b.x,b.y);
inds.push(inds.length,inds.length+1,inds.length+2,inds.length+3,inds.length+4,inds.length+5);
}
for(let x = 0; x < 16; x++){
for(let y = 0; y < 64; y++){
for(let z = 0; z < 16; z++){
var pos = this.entity.getPosition();
var X = x + pos.x;
var Y = y + pos.y;
var Z = z + pos.z;
var block = gen(X,Y,Z);
var b = uv[block-1];
if(block != 0 && block != 10){
var top = gen(X,Y+1,Z);
var front = gen(X,Y,Z-1);
var right = gen(X+1,Y,Z);
var left = gen(X-1,Y,Z);
var back = gen(X,Y,Z+1);
var bottom = gen(X,Y-1,Z);
//Top
if(top == 0 || y == 63 || top == 10){
tface(x,y,z);
}
//Front
if(front == 0 || front == 10){
fface(x,y,z);
}
//Right
if(right == 0 || right == 10){
rface(x,y,z);
}
//Left
if(left == 0 || left == 10){
lface(x,y,z);
}
//Back
if(back == 0 || back == 10){
baface(x,y,z);
}
//Bottom
if(bottom == 0 || y == 0 || bottom == 10){
boface(x,y,z);
}
}
}
}
}
return new pc.createMesh(this.app.graphicsDevice, verts, {
normals: norms,
uvs: uvs,
indices: inds
});
};
SpawnService.extend({
initialize: function() {
this._reset();
this._bindEvents();
this._registerService();
},
startSpawn: function() {
// spawn the initial tile
var tile = this.app.poolService.getObject();
this._spawnTile(tile);
// spawn player
this.app.root.findByName('Player').enabled = true;
},
spawnTiles: function(currentTile) {
if (! currentTile) return;
// Spawn at available positions
var globalPosition = currentTile.getPosition();
// var positions = currentTile.traits.positions;
this._positions.forEach(function(pos) {
this._targetGlobalPosition = globalPosition.clone().add(pos);
var index = this._tiles.findIndex(function(tile) {
return this._targetGlobalPosition.equals( tile.traits.globalPosition );
}, this);
if (index >= 0) return;
var tile = this.app.poolService.getObject();
tile.traits.globalPosition = this._targetGlobalPosition;
tile.setPosition( this._targetGlobalPosition );
this._spawnTile(tile);
if (this._tiles.length > 6) {
var oppositePosition = globalPosition.clone().sub(pos).sub(pos);
if (this._targetGlobalPosition.x === globalPosition.x) {
// mark Z for reclaim
this._markAxisForReclaim('z', oppositePosition.z);
} else {
// mark X for reclaim
this._markAxisForReclaim('x', oppositePosition.x);
}
}
}, this);
while (this._rowToReclaim.length) {
this._despawnTile( this._rowToReclaim.pop() );
}
},
_markAxisForReclaim: function(axis, value) {
var candidates = this._tiles.filter(function(tile) {
return tile.traits.globalPosition[axis] === value;
});
candidates.forEach(function(tile) {
this._despawnTile(tile);
}, this);
},
_spawnTile: function(tile) {
// spawn tile
tile.enabled = true;
this._tiles.push(tile);
},
_despawnTile: function(tile) {
this.app.poolService.reclaimObject(tile);
var index = this._tiles.findIndex(function(t) {
return t.traits.globalPosition === tile.traits.globalPosition;
});
if (index >= 0)
this._tiles.splice(index, 1);
},
_bindEvents: function() {
this.app.on('game:start', this.startSpawn, this);
},
_reset: function() {
this._tiles = []; // stores spawned tiles, new ones places at the beginning of the array
this._targetGlobalPosition = new pc.Vec3();
this._rowToReclaim = [];
var p = new pc.Vec3();
var pos = {
center: p.clone(),
north: p.clone().set(0, 0, -4),
west: p.clone().set(-4, 0, 0),
south: p.clone().set(0, 0, 4),
east: p.clone().set(4, 0, 0)
};
this._positions = [
pos.center,
pos.north,
pos.west,
pos.south,
pos.east,
pos.north.clone().add(pos.west),
pos.north.clone().add(pos.east),
pos.south.clone().add(pos.west),
pos.south.clone().add(pos.east)
];
},
_registerService: function() {
this.app.spawnService = this;
this.app.fire('service:update', { name: 'Spawn Service', init: true });
}
});