Release Healer Man 0.1.34
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import type { BufferGeometry } from "three";
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import type { DungeonTraversalRamp, Vector3Tuple } from "./dungeonTypes";
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// Only the stair relief is reshaped. Upper walls, ceilings and other floors
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// remain untouched even where they share the staircase's horizontal footprint.
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const MAX_STAIR_SURFACE_DELTA = 0.85;
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const PORTAL_VERTEX_TOLERANCE = 0.002;
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function rampHeight(
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ramp: DungeonTraversalRamp,
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x: number,
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z: number,
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): number | null {
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const dx = ramp.end[0] - ramp.start[0];
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const dz = ramp.end[2] - ramp.start[2];
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const length = Math.hypot(dx, dz);
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if (
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![...ramp.start, ...ramp.end, ramp.width].every(Number.isFinite)
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|| length <= 0
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|| ramp.width <= 0
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) {
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throw new Error(`Invalid dungeon traversal ramp: ${ramp.id}.`);
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}
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const offsetX = x - ramp.start[0];
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const offsetZ = z - ramp.start[2];
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const along = (offsetX * dx + offsetZ * dz) / length;
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const across = (offsetX * dz - offsetZ * dx) / length;
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if (along < 0 || along > length || Math.abs(across) > ramp.width * 0.5) return null;
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return ramp.start[1] + (ramp.end[1] - ramp.start[1]) * along / length;
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}
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/** Flatten tread/riser relief onto a shared plane, without removing walls. */
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export function smoothDungeonStairGeometry(
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geometry: BufferGeometry,
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ramps: readonly DungeonTraversalRamp[],
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surfaceClearance = 0,
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): void {
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const position = geometry.getAttribute("position");
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for (let vertex = 0; vertex < position.count; vertex += 1) {
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for (const ramp of ramps) {
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const height = rampHeight(ramp, position.getX(vertex), position.getZ(vertex));
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if (height === null || Math.abs(position.getY(vertex) - height) > MAX_STAIR_SURFACE_DELTA) continue;
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position.setY(vertex, height + surfaceClearance);
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break;
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}
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}
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}
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/** Stitch reviewed boundary edges, so routing can use filled triangles rather than vertex-only links. */
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export function bridgeDungeonStairNavigation(
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geometry: BufferGeometry,
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ramps: readonly DungeonTraversalRamp[],
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surfaceClearance: number,
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): void {
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const position = geometry.getAttribute("position");
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const indices = geometry.index
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? Array.from(geometry.index.array)
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: Array.from({ length: position.count }, (_, vertex) => vertex);
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const portalVertex = (ramp: DungeonTraversalRamp, point: Vector3Tuple): number => {
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const height = rampHeight(ramp, point[0], point[2]);
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if (height === null) throw new Error(`${ramp.id}: navigation portal is outside the stair ramp.`);
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for (let vertex = 0; vertex < position.count; vertex += 1) {
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if (Math.hypot(
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position.getX(vertex) - point[0],
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position.getY(vertex) - height - surfaceClearance,
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position.getZ(vertex) - point[2],
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) <= PORTAL_VERTEX_TOLERANCE) return vertex;
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}
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throw new Error(`${ramp.id}: reviewed navigation portal no longer matches the source GLB.`);
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};
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for (const ramp of ramps) {
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const [a, b] = ramp.navigationBridge.startPortal.map((point) => portalVertex(ramp, point));
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const [c, d] = ramp.navigationBridge.endPortal.map((point) => portalVertex(ramp, point));
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indices.push(a, b, d, a, d, c);
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}
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geometry.setIndex(indices);
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}
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