add client side terrain without collision
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@@ -0,0 +1,61 @@
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import SAT from 'sat'
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import { Shape, ShapeUtils, Vector2 } from 'three'
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export default class Terrain {
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id = crypto.randomUUID()
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position = new Vector2()
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relativeVertices = []
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#colliders = []
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#vertices = []
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constructor(vertices) {
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this.#vertices = vertices.map((v) => new Vector2(v.x, v.y))
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this.#calculateColliders()
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this.#calculatePosition()
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this.#calculateRelativeVertices()
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}
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get colliders() { return this.#colliders }
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get vertices() { return this.#vertices }
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state() {
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return {
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...this,
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position: {
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x: this.x,
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y: this.y,
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},
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}
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}
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#calculateColliders() {
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const complexShape = new Shape()
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complexShape.moveTo(this.#vertices.at(0).x, this.#vertices.at(0).y)
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this.#vertices.slice(1).forEach((v) => complexShape.lineTo(v.x, v.y))
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const points = complexShape.extractPoints(16)
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const indicesToPolygon = (indices) => {
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const satPoints = [
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new SAT.Vector(...points.shape[indices[0]].toArray()),
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new SAT.Vector(...points.shape[indices[1]].toArray()),
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new SAT.Vector(...points.shape[indices[2]].toArray()),
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]
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return new SAT.Polygon(satPoints[0], [new SAT.Vector(), satPoints[1], satPoints[2]])
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}
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this.#colliders = ShapeUtils.triangulateShape(points.shape, points.holes).map(indicesToPolygon)
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}
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#calculatePosition() {
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this.position = this.#vertices.reduce(((sum, v) => sum.add(v)), new Vector2()).divideScalar(this.#vertices.length)
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}
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#calculateRelativeVertices() {
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this.relativeVertices = this.#vertices.map((v) => v.clone().sub(this.position))
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}
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}
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