forked from phenom/healer-man
95 lines
3.5 KiB
TypeScript
95 lines
3.5 KiB
TypeScript
import { BufferGeometry, Float32BufferAttribute, type Group, type Mesh } from "three";
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import type { DungeonNavigationLink, DungeonTraversalRamp } from "./dungeonTypes";
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import { bridgeDungeonStairNavigation, dungeonRampNavigationBridges, smoothDungeonStairGeometry } from "./dungeonTraversalRamps";
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import {
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buildPartyNavigationGraph,
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type PartyNavigationGraph,
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} from "./partyNavigation";
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import { MAX_SYNCHRONOUS_PARTY_NAVIGATION_TRIANGLES } from "./partyNavigationPolicy";
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const MAX_CACHED_NAVIGATION_GRAPHS = 8;
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const graphCache = new Map<string, PartyNavigationGraph>();
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function graphCacheKey(
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url: string,
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offMeshLinks: readonly DungeonNavigationLink[],
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ramps: readonly DungeonTraversalRamp[],
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): string {
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const links = offMeshLinks.map((link) => [
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link.id,
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link.start,
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link.end,
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link.bidirectional,
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]);
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return `${url}:${JSON.stringify([links, ramps])}`;
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}
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function navigationGeometry(scene: Group): BufferGeometry {
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scene.updateMatrixWorld(true);
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let sourceMesh: Mesh | null = null;
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let largestVertexCount = 0;
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scene.traverse((node) => {
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const mesh = node as Mesh;
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const count = mesh.isMesh ? mesh.geometry.getAttribute("position")?.count ?? 0 : 0;
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if (count > largestVertexCount) {
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sourceMesh = mesh;
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largestVertexCount = count;
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}
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});
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if (!sourceMesh) throw new Error("The party navigation GLB has no triangle geometry.");
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const geometry = (sourceMesh as Mesh).geometry.clone();
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const position = geometry.getAttribute("position");
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// BufferAttribute.applyMatrix4 writes back through the source component
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// type. Quantized normalized integers therefore clamp world coordinates to
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// [-1, 1] while baking their node transform. Expand them to floats first.
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if (position.normalized) {
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const expanded = new Float32Array(position.count * 3);
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for (let index = 0; index < position.count; index += 1) {
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expanded[index * 3] = position.getX(index);
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expanded[index * 3 + 1] = position.getY(index);
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expanded[index * 3 + 2] = position.getZ(index);
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}
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geometry.setAttribute("position", new Float32BufferAttribute(expanded, 3));
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}
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geometry.applyMatrix4((sourceMesh as Mesh).matrixWorld);
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return geometry;
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}
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export function preparePartyNavigationGraph(
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url: string,
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scene: Group,
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offMeshLinks: readonly DungeonNavigationLink[],
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ramps: readonly DungeonTraversalRamp[] = [],
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): PartyNavigationGraph {
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const cacheKey = graphCacheKey(url, offMeshLinks, ramps);
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const cached = graphCache.get(cacheKey);
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if (cached) {
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graphCache.delete(cacheKey);
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graphCache.set(cacheKey, cached);
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return cached;
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}
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const geometry = navigationGeometry(scene);
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let graph: PartyNavigationGraph;
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try {
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if (ramps.length) {
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// Recast normally lifts its walkable surface slightly above collision.
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smoothDungeonStairGeometry(geometry, ramps, 0.05);
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bridgeDungeonStairNavigation(geometry, ramps, 0.05);
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}
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const bridgedLinks = new Set(ramps.flatMap((ramp) => dungeonRampNavigationBridges(ramp).map((bridge) => bridge.linkId)));
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graph = buildPartyNavigationGraph(geometry, {
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maxSourceTriangles: MAX_SYNCHRONOUS_PARTY_NAVIGATION_TRIANGLES,
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offMeshLinks: offMeshLinks.filter((link) => !bridgedLinks.has(link.id)),
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});
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} finally {
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geometry.dispose();
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}
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graphCache.set(cacheKey, graph);
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if (graphCache.size > MAX_CACHED_NAVIGATION_GRAPHS) {
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const oldest = graphCache.keys().next().value as string | undefined;
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if (oldest) graphCache.delete(oldest);
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}
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return graph;
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}
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