perf: reduce mobile rendering and cull offscreen characters and building tiles
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@@ -3,6 +3,7 @@ export const BUILDINGS = {
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assetManifestUrl: '/buildings/gwacheon.baked.json',
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assetBufferUrl: '/buildings/gwacheon.baked.bin',
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assetVersion: 1,
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tileSize: 1000,
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metersPerLevel: 3,
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// Visual placeholders only: not a claim about actual floors.
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fallbackHeight: { apartments: 15, residential: 9, house: 6, commercial: 12, greenhouse: 3, roof: 3, school: 12, default: 9 } as Record<string, number>,
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@@ -1,6 +1,7 @@
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export const CHARACTER = {
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url: '/characters/red-sheep.glb?v=rounded-v10',
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scale: 0.62,
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visibilityRadius: 3, // Includes raised arms, umbrella and idle hops around the ground anchor.
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selfBadgeGap: 0.12,
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outline: 0.018,
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ink: '#352724',
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@@ -1,4 +1,5 @@
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export const RENDER_QUALITY = {
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mobileFps: 30,
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mobileCap: 1.5,
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mobilePixelBudget: 1_500_000,
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levels: [0.75, 1, 1.25, 1.5, 1.75, 2] as readonly number[],
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@@ -1,11 +1,14 @@
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import { type Object3D, type Raycaster, MathUtils, Vector3 } from 'three';
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import { type Camera, type Object3D, type Raycaster, Frustum, Matrix4, MathUtils, Sphere, Vector3 } from 'three';
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import type { Sheep } from '../scene/sheep.ts';
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import type { PlayerState } from './protocol.ts';
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import { MULTIPLAYER } from '../constants/multiplayer.ts';
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import { MOVEMENT } from '../constants/movement.ts';
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import { CHARACTER } from '../constants/character.ts';
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export function createRemotePlayers(template: Sheep, scene: Object3D, heightAt: (x: number, z: number) => number) {
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const players = new Map<string, { sheep: Sheep; state: PlayerState; from: Vector3; yaw: number; elapsed: number }>();
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const frustum = new Frustum(), projection = new Matrix4();
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const bounds = new Sphere(new Vector3(), CHARACTER.visibilityRadius);
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return {
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get(id: string) { return players.get(id)?.sheep.group; },
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pick(ray: Raycaster, maxDistance: number) {
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@@ -54,18 +57,31 @@ export function createRemotePlayers(template: Sheep, scene: Object3D, heightAt:
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entry.sheep.setEquipment(state.equipment.umbrella, state.equipment.raincoat, state.equipment.hood, state.equipment.flashlight);
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}
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},
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update(delta: number, serverTime: number) {
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update(delta: number, serverTime: number, camera?: Camera) {
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if (camera) {
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camera.updateMatrixWorld(true);
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frustum.setFromProjectionMatrix(projection.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse));
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}
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let changed = false;
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for (const entry of players.values()) {
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const { sheep, state, from } = entry;
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const duration = MULTIPLAYER.interpolationMs / 1000;
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const interpolating = entry.elapsed < duration;
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entry.elapsed += Math.max(0, delta);
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if (interpolating) {
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entry.elapsed = Math.min(duration, entry.elapsed + Math.max(0, delta));
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const fraction = Math.min(1, entry.elapsed / duration);
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const x = MathUtils.lerp(from.x, state.x, fraction), z = MathUtils.lerp(from.z, state.z, fraction);
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if (x !== sheep.group.position.x || z !== sheep.group.position.z) {
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sheep.group.position.set(x, heightAt(x, z), z);
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}
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const angle = Math.atan2(Math.sin(state.yaw - entry.yaw), Math.cos(state.yaw - entry.yaw));
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sheep.group.rotation.y = entry.yaw + angle * fraction;
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}
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bounds.center.copy(sheep.group.position);
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const visible = !camera || frustum.intersectsSphere(bounds);
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changed = changed || sheep.group.visible !== visible;
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sheep.group.visible = visible;
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if (!visible) continue;
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const active = sheep.pose(state.emote, Math.max(0, serverTime - state.emoteStartedAt) / 1000,
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state.moving && serverTime - state.updatedAt < MULTIPLAYER.staleMovementMs, serverTime / 1000);
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changed = changed || interpolating || active;
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@@ -69,7 +69,7 @@ export async function loadBuildings(): Promise<BuildingData> {
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export function createBuildings(data: BuildingData, terrain: Awaited<ReturnType<typeof loadTerrain>>) {
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const group = new Group();
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const geometries: Record<'tagged' | 'levels' | 'fallback', ExtrudeGeometry[]> = { tagged: [], levels: [], fallback: [] };
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const geometries = { tagged: new Map<string, ExtrudeGeometry[]>(), levels: new Map<string, ExtrudeGeometry[]>(), fallback: new Map<string, ExtrudeGeometry[]>() };
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const counts = { tagged: 0, levels: 0, fallback: 0 };
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const lightSources: BuildingLightSource[] = [];
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const surface = (x: number, z: number) => terrainHeightAt(terrain.metadata, terrain.heights, x, z) - terrain.metadata.observerSurfaceElevation - (x * x + z * z) / (2 * TERRAIN.earthRadiusMeters);
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@@ -107,13 +107,16 @@ export function createBuildings(data: BuildingData, terrain: Awaited<ReturnType<
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geometry.setAttribute('buildingLightHeight', new BufferAttribute(lightHeights, 1));
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geometry.rotateX(-Math.PI / 2);
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geometry.translate(x, base, z);
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geometries[source].push(geometry);
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const tile = `${Math.floor(x / BUILDINGS.tileSize)},${Math.floor(z / BUILDINGS.tileSize)}`;
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const bucket = geometries[source].get(tile) ?? [];
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bucket.push(geometry);
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geometries[source].set(tile, bucket);
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counts[source]++;
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}
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for (const source of ['tagged', 'levels', 'fallback'] as const) {
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if (!geometries[source].length) continue;
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const merged = mergeGeometries(geometries[source], false)!;
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geometries[source].forEach(g => g.dispose());
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for (const bucket of geometries[source].values()) {
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const merged = mergeGeometries(bucket, false)!;
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bucket.forEach(g => g.dispose());
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// Lighting uses world XZ and local height, not UVs. Retain normals and
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// lighting heights when sharing vertices so facade/roof seams stay sharp.
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merged.deleteAttribute('uv');
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@@ -121,6 +124,7 @@ export function createBuildings(data: BuildingData, terrain: Awaited<ReturnType<
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merged.dispose();
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group.add(createBuildingMesh(source, indexed));
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}
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}
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const target = structurePosition(BUILDINGS.target.latitude, BUILDINGS.target.longitude, terrain.metadata.origin);
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target.y = surface(target.x, target.z) + 20;
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const spill = createBuildingLightSpill(lightSources);
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@@ -0,0 +1,17 @@
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/** Pace the whole update loop while retaining real elapsed time between accepted frames. */
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export function createFrameClock(fps: number) {
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const interval = 1000 / fps;
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let previous: number | undefined;
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let next = 0;
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return {
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reset() { previous = undefined; next = 0; },
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tick(now: number): number | undefined {
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if (previous !== undefined && now + .001 < next) return;
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const delta = previous === undefined ? 0 : Math.max(0, now - previous) / 1000;
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next = previous === undefined || !interval ? now + interval
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: next + (Math.floor(Math.max(0, now + .001 - next) / interval) + 1) * interval;
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previous = now;
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return delta;
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},
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};
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}
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+29
-10
@@ -13,6 +13,9 @@ import { SUMMIT_TERRAIN } from '../constants/summitTerrain.ts';
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import { SCENE } from '../constants/scene.ts';
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import { TERRAIN } from '../constants/terrain.ts';
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import { LOBBY_CHARACTER, LOBBY_SUNRISE } from '../constants/lobby.ts';
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import { RENDER_QUALITY } from '../constants/renderQuality.ts';
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import { createFrameClock } from './frameClock.ts';
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import { renderPixelRatio } from './adaptiveResolution.ts';
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/** Same Gwanaksan DSM, summit correction, sky and solar disc as the observation scene. */
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export function createLobbySunrise(canvas: HTMLCanvasElement) {
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@@ -60,11 +63,16 @@ export function createLobbySunrise(canvas: HTMLCanvasElement) {
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foreground.add(sheep.group);
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const head = sheep.group.getObjectByName('Head')!;
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const reducedMotion = matchMedia('(prefers-reduced-motion: reduce)').matches;
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const mobile = matchMedia('(pointer: coarse)').matches;
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const frameClock = createFrameClock(mobile ? RENDER_QUALITY.mobileFps : Infinity);
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let progress = reducedMotion ? 1 : 0;
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let frame = 0;
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let elapsed = 0;
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let lastFrame = 0;
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let previousProgress = -1;
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let gazeAngle = 0;
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const render = () => {
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if (progress !== previousProgress) {
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previousProgress = progress;
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const date = new Date(LOBBY_SUNRISE.from + (LOBBY_SUNRISE.to - LOBBY_SUNRISE.from) * progress);
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const state = calculateSun(date, observer);
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direction.set(...directionFromAngles(state.azimuth, state.altitude));
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@@ -73,13 +81,15 @@ export function createLobbySunrise(canvas: HTMLCanvasElement) {
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nightSky.update(date, observer, state.altitude);
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const moonAltitude = getMoonPosition(date, observer.latitude, observer.longitude).altitude;
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const gazeAltitude = MathUtils.lerp(moonAltitude, state.altitude, MathUtils.smoothstep(state.altitude, -8, 0));
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sheep.pose('idle', 0, false, elapsed / 1000);
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head.rotateX(-MathUtils.degToRad(MathUtils.clamp(gazeAltitude, 8, 28)));
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gazeAngle = -MathUtils.degToRad(MathUtils.clamp(gazeAltitude, 8, 28));
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sheep.updateLighting(Math.max(LOBBY_CHARACTER.minimumLightingAltitude, state.altitude), 1);
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ambient.intensity = MathUtils.lerp(0.12, 1.8, MathUtils.smoothstep(state.altitude, -8, 15));
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fog.color.copy(night).lerp(dawn, MathUtils.smoothstep(state.altitude, -8, 0));
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fog.color.lerp(day, MathUtils.smoothstep(state.altitude, 0, 15));
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renderer.toneMappingExposure = MathUtils.lerp(0.12, LOBBY_SUNRISE.maxExposure, MathUtils.smoothstep(state.altitude, -12, 5));
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}
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sheep.pose('idle', 0, false, elapsed / 1000);
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head.rotateX(gazeAngle);
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renderer.render(scene, camera);
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const { clientWidth: width, clientHeight: height } = canvas;
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const size = Math.min(LOBBY_CHARACTER.maxSize, width * LOBBY_CHARACTER.widthFraction, height * LOBBY_CHARACTER.heightFraction);
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@@ -94,19 +104,28 @@ export function createLobbySunrise(canvas: HTMLCanvasElement) {
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const { clientWidth: width, clientHeight: height } = canvas;
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camera.aspect = width / Math.max(1, height);
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camera.updateProjectionMatrix();
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renderer.setPixelRatio(Math.min(devicePixelRatio, LOBBY_SUNRISE.maxPixelRatio));
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renderer.setPixelRatio(renderPixelRatio(devicePixelRatio, LOBBY_SUNRISE.maxPixelRatio, width, height, mobile));
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renderer.setSize(width, height, false);
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render();
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};
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const tick = (now: number) => {
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if (disposed) return;
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if (!document.hidden && lastFrame) elapsed += now - lastFrame;
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lastFrame = now;
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if (disposed || document.hidden) return;
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const delta = frameClock.tick(now);
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if (delta !== undefined) {
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elapsed += delta * 1000;
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progress = MathUtils.clamp((elapsed - LOBBY_SUNRISE.nightHoldMs) / LOBBY_SUNRISE.durationMs, 0, 1);
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if (!document.hidden) render();
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render();
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}
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if (!reducedMotion) frame = requestAnimationFrame(tick);
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};
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const visible = () => { lastFrame = 0; if (!document.hidden) render(); };
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const visible = () => {
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cancelAnimationFrame(frame);
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frameClock.reset();
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if (!document.hidden) {
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render();
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if (!reducedMotion) frame = requestAnimationFrame(tick);
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}
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};
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cleanup = () => {
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cancelAnimationFrame(frame);
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window.removeEventListener('resize', resize);
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@@ -126,7 +145,7 @@ export function createLobbySunrise(canvas: HTMLCanvasElement) {
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window.addEventListener('resize', resize);
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document.addEventListener('visibilitychange', visible);
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resize();
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if (progress < 1) frame = requestAnimationFrame(tick);
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if (!document.hidden && progress < 1) frame = requestAnimationFrame(tick);
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})();
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return { ready, dispose() { disposed = true; cleanup?.(); cleanup = undefined; } };
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}
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+2
-1
@@ -121,6 +121,7 @@ export function createSheep(model: Group, gear?: { umbrella: Group; raincoat: Gr
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const rigJoints = Object.fromEntries(['Head', 'ArmLeft', 'ArmRight', 'LegLeft', 'LegRight']
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.map(name => [name, group.getObjectByName(name)!]));
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const joints = rigJoints;
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const jointEntries = Object.entries(joints);
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const rigCoatParts = coatParts.map(part => copy(part)!);
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const rigHood = copy(hood), rigFoldedHood = copy(foldedHood), rigUmbrella = copy(gear?.umbrella);
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const rigFlashlight = copy(gear?.flashlight);
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@@ -233,7 +234,7 @@ export function createSheep(model: Group, gear?: { umbrella: Group; raincoat: Gr
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|| previousUmbrellaPose !== umbrellaPose || umbrellaPose !== Number(umbrellaOpen);
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previousMoving = moving;
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previousEmote = emote;
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for (const [name, joint] of Object.entries(joints)) joint.quaternion.copy(rest[name]);
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for (const [name, joint] of jointEntries) joint.quaternion.copy(rest[name]);
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joints.LegLeft.position.copy(legPositions[0]);
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joints.LegRight.position.copy(legPositions[1]);
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if (emote === 'wave') {
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+41
-14
@@ -31,6 +31,9 @@ import { COAST } from '../constants/coast.ts';
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import { GISAMUN } from '../constants/gisamun.ts';
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import { createHarbour, isGisamun } from './harbour.ts';
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import { createRenderInvalidation } from './renderInvalidation.ts';
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import { createFrameClock } from './frameClock.ts';
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import { renderPixelRatio } from './adaptiveResolution.ts';
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import { RENDER_QUALITY } from '../constants/renderQuality.ts';
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import { createTerrainMinimap } from '../ui/terrainMinimap.ts';
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import { SUMMIT_TERRAIN } from '../constants/summitTerrain.ts';
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import { createSummitWalking } from '../controls/summitWalking.ts';
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@@ -80,6 +83,8 @@ export function createWorld(canvas: HTMLCanvasElement, terrainData: Awaited<Retu
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let sharedNow: (() => number) | null = null;
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let playerMoving = false;
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const profiling = import.meta.env.DEV && new URLSearchParams(location.search).has('profile');
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const mobile = matchMedia('(pointer: coarse)').matches;
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const frameClock = createFrameClock(mobile && !profiling ? RENDER_QUALITY.mobileFps : Infinity);
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let profile: ReturnType<typeof createRenderProfile> | undefined;
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let disposed = false;
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const summitStarted = performance.now();
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@@ -171,6 +176,17 @@ export function createWorld(canvas: HTMLCanvasElement, terrainData: Awaited<Retu
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const destinationRay = new Raycaster();
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const pointer = new Vector2();
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let cameraDistance: number = CHARACTER.cameraDistance;
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const followPosition = new Vector3();
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const followRotation = camera.quaternion.clone();
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let previousCameraDistance = -1;
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const updateFollowCamera = () => {
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if (previousCameraDistance === cameraDistance && followPosition.equals(camera.position)
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&& followRotation.equals(camera.quaternion)) return;
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updateThirdPersonCamera(followCamera, camera, (x, z) => harbour?.heightAt(x, z) ?? terrain.heightAt(x, z), cameraDistance);
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followPosition.copy(camera.position);
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followRotation.copy(camera.quaternion);
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previousCameraDistance = cameraDistance;
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};
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let selectedCompanion: string | undefined;
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let companionAnchor: ReturnType<typeof createCharacterOverlay> | undefined;
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const directionButton = document.querySelector<HTMLButtonElement>('#direction-toggle')!;
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@@ -180,7 +196,7 @@ export function createWorld(canvas: HTMLCanvasElement, terrainData: Awaited<Retu
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const pickGround = (x: number, y: number) => {
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const bounds = canvas.getBoundingClientRect();
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pointer.set((x - bounds.left) / bounds.width * 2 - 1, -(y - bounds.top) / bounds.height * 2 + 1);
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if (sheep) updateThirdPersonCamera(followCamera, camera, (x, z) => harbour?.heightAt(x, z) ?? terrain.heightAt(x, z), cameraDistance);
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if (sheep) updateFollowCamera();
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const view = sheep ? followCamera : camera;
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view.updateMatrixWorld(true);
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destinationRay.setFromCamera(pointer, view);
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@@ -372,7 +388,8 @@ export function createWorld(canvas: HTMLCanvasElement, terrainData: Awaited<Retu
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overviewCamera.updateProjectionMatrix();
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followCamera.aspect = camera.aspect;
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followCamera.updateProjectionMatrix();
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renderer.setPixelRatio(profile?.forcedDpr ?? Math.min(devicePixelRatio, SCENE.maxPixelRatio));
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renderer.setPixelRatio(profile?.forcedDpr ?? renderPixelRatio(devicePixelRatio,
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mobile ? RENDER_QUALITY.mobileCap : SCENE.maxPixelRatio, innerWidth, innerHeight, mobile));
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renderer.setSize(innerWidth, innerHeight);
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composer?.setPixelRatio(renderer.getPixelRatio());
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composer?.setSize(innerWidth, innerHeight);
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@@ -380,13 +397,13 @@ export function createWorld(canvas: HTMLCanvasElement, terrainData: Awaited<Retu
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};
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window.addEventListener('resize', resize);
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resize();
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let previousTime = performance.now();
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const forward = new Vector3();
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const travel = new Vector3();
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renderer.setAnimationLoop((now) => {
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const renderFrame = (now: number) => {
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if (document.hidden) return;
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const delta = frameClock.tick(now);
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if (delta === undefined) return;
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const cpuStart = profile?.active() ? performance.now() : 0;
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const delta = (now - previousTime) / 1000;
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previousTime = now;
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const replayPosition = profile?.step(now);
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let moving = false;
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let turning = false;
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@@ -426,7 +443,6 @@ export function createWorld(canvas: HTMLCanvasElement, terrainData: Awaited<Retu
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}
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}
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playerMoving = moving;
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if (remotePlayers?.update(delta, sharedNow ? sharedNow() : Date.now())) rendering.invalidate();
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ocean?.animate(now / 1000);
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let weatherChanged = false;
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const blend = 1 - Math.exp(-Math.min(delta, 0.1) / WEATHER.transitionSeconds);
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@@ -451,9 +467,10 @@ export function createWorld(canvas: HTMLCanvasElement, terrainData: Awaited<Retu
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faceTravel(sheep.group, travel, delta);
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}
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if (sheep.pose(emotes.current, emotes.elapsed, moving, now / 1000)) rendering.invalidate();
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updateThirdPersonCamera(followCamera, camera, (x, z) => harbour?.heightAt(x, z) ?? terrain.heightAt(x, z), cameraDistance);
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updateFollowCamera();
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}
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const activeCamera = overview ? overviewCamera : sheep ? followCamera : camera;
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if (remotePlayers?.update(delta, sharedNow ? sharedNow() : Date.now(), activeCamera)) rendering.invalidate();
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companionAnchor?.update(activeCamera, !overview);
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flashlight?.update(flashlightOn && !overview);
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const precipitating = precipitation.update(delta, activeCamera.position, atmosphere.rain, atmosphere.snowfall,
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@@ -475,7 +492,7 @@ export function createWorld(canvas: HTMLCanvasElement, terrainData: Awaited<Retu
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bloom.threshold = torchActive ? FLASHLIGHT.bloomThreshold : BUILDINGS.lighting.bloomThreshold;
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bloom.radius = torchActive ? FLASHLIGHT.bloomRadius : BUILDINGS.lighting.bloomRadius;
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}
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if (composer && !profile?.disablePost) {
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if (composer && bloom?.enabled && !profile?.disablePost) {
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renderPass.camera = activeCamera;
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composer.render(delta);
|
||||
} else renderer.render(scene, activeCamera);
|
||||
@@ -483,12 +500,21 @@ export function createWorld(canvas: HTMLCanvasElement, terrainData: Awaited<Retu
|
||||
if (cpuStart) profile?.end(now, { update: updateEnd - cpuStart, minimap: minimapEnd - updateEnd,
|
||||
submit: performance.now() - minimapEnd });
|
||||
if (profile?.observe(now, true)) resize();
|
||||
});
|
||||
};
|
||||
const onVisibility = () => {
|
||||
frameClock.reset();
|
||||
rendering.invalidate();
|
||||
renderer.setAnimationLoop(document.hidden ? null : renderFrame);
|
||||
};
|
||||
document.addEventListener('visibilitychange', onVisibility);
|
||||
onVisibility();
|
||||
const world = {
|
||||
buildingCounts: buildings?.counts,
|
||||
captureFrame(view?: PerspectiveCamera) {
|
||||
const activeCamera = view ?? (overview ? overviewCamera : sheep ? followCamera : camera);
|
||||
if (composer && !profile?.disablePost) {
|
||||
remotePlayers?.update(0, sharedNow ? sharedNow() : Date.now(), activeCamera);
|
||||
rendering.invalidate();
|
||||
if (composer && bloom?.enabled && !profile?.disablePost) {
|
||||
renderPass.camera = activeCamera;
|
||||
composer.render(0);
|
||||
} else renderer.render(scene, activeCamera);
|
||||
@@ -584,14 +610,14 @@ export function createWorld(canvas: HTMLCanvasElement, terrainData: Awaited<Retu
|
||||
camera.lookAt(camera.position.clone().add(forward));
|
||||
if (sheep) {
|
||||
sheep.group.rotation.y = Math.atan2(forward.x, forward.z);
|
||||
updateThirdPersonCamera(followCamera, camera, (x, z) => harbour?.heightAt(x, z) ?? terrain.heightAt(x, z), cameraDistance);
|
||||
updateFollowCamera();
|
||||
}
|
||||
},
|
||||
lookAtSun() {
|
||||
if (!solarState) return;
|
||||
restoreView();
|
||||
camera.lookAt(camera.position.clone().add(new Vector3(...directionFromAngles(solarState.azimuth, 0))));
|
||||
if (sheep) updateThirdPersonCamera(followCamera, camera, (x, z) => harbour?.heightAt(x, z) ?? terrain.heightAt(x, z), cameraDistance);
|
||||
if (sheep) updateFollowCamera();
|
||||
},
|
||||
setEyeHeight(meters: number) {
|
||||
eyeHeight = meters;
|
||||
@@ -622,6 +648,7 @@ export function createWorld(canvas: HTMLCanvasElement, terrainData: Awaited<Retu
|
||||
closeCompanion();
|
||||
profile?.dispose();
|
||||
renderer.setAnimationLoop(null);
|
||||
document.removeEventListener('visibilitychange', onVisibility);
|
||||
minimap.dispose();
|
||||
compass.dispose();
|
||||
selfBadge?.dispose();
|
||||
@@ -652,7 +679,7 @@ export function createWorld(canvas: HTMLCanvasElement, terrainData: Awaited<Retu
|
||||
if (import.meta.env.DEV && profiling) void import('../dev/renderProfile.ts').then(({ createRenderProfile }) => {
|
||||
if (disposed) return;
|
||||
profile = createRenderProfile(renderer, scene, camera, () => world.resetPosition(), target, () =>
|
||||
composer && !profile?.disablePost ? composer.passes.filter(pass => pass.enabled).map(pass => pass.constructor.name) : ['WebGLRenderer'], resize);
|
||||
composer && bloom?.enabled && !profile?.disablePost ? composer.passes.filter(pass => pass.enabled).map(pass => pass.constructor.name) : ['WebGLRenderer'], resize);
|
||||
renderer.info.autoReset = false;
|
||||
resize();
|
||||
});
|
||||
|
||||
@@ -6,6 +6,7 @@ export function createCompass() {
|
||||
const scale = root.querySelector<HTMLElement>('.compass-scale')!;
|
||||
const bearing = root.querySelector<HTMLElement>('.compass-bearing')!;
|
||||
const direction = new Vector3();
|
||||
let previousHeading: number | undefined;
|
||||
const ticks = Array.from({ length: 360 / COMPASS.tickDegrees }, (_, index) => {
|
||||
const degrees = index * COMPASS.tickDegrees;
|
||||
const tick = document.createElement('span');
|
||||
@@ -19,6 +20,8 @@ export function createCompass() {
|
||||
update(camera: Camera) {
|
||||
camera.getWorldDirection(direction);
|
||||
const heading = (Math.atan2(direction.x, -direction.z) * 180 / Math.PI + 360) % 360;
|
||||
if (heading === previousHeading) return;
|
||||
previousHeading = heading;
|
||||
for (const { tick, degrees } of ticks) {
|
||||
const offset = (degrees - heading + 540) % 360 - 180;
|
||||
tick.hidden = Math.abs(offset) > COMPASS.visibleDegrees / 2;
|
||||
|
||||
@@ -85,7 +85,7 @@ export class TimeController {
|
||||
};
|
||||
|
||||
private sync = () => {
|
||||
if (this.mode === 'LIVE') this.render(this.sharedClock ? this.sharedClock() : new Date());
|
||||
if (!document.hidden && this.mode === 'LIVE') this.render(this.sharedClock ? this.sharedClock() : new Date());
|
||||
};
|
||||
|
||||
private render(date: Date) {
|
||||
|
||||
@@ -51,7 +51,8 @@ test('downloaded footprints are deduplicated, closed, and generate finite merged
|
||||
const city=createBuildings(data,terrain);
|
||||
assert.equal(Object.values(city.counts).reduce((a,b)=>a+b,0),data.features.length);
|
||||
assert.ok(city.counts.tagged>0 && city.counts.levels>0 && city.counts.fallback>0);
|
||||
assert.ok(city.group.children.length<=3);
|
||||
assert.ok(city.group.children.length > 3, 'separate city districts can be culled independently');
|
||||
assert.ok(city.group.children.length < 100, 'batch buildings instead of one draw call per building');
|
||||
for(const mesh of city.group.children as Mesh[]) assert.ok(Array.from(mesh.geometry.attributes.position.array).every(Number.isFinite));
|
||||
city.dispose();
|
||||
});
|
||||
|
||||
@@ -0,0 +1,24 @@
|
||||
import { test } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
import { createFrameClock } from '../src/scene/frameClock.ts';
|
||||
|
||||
test('30 fps pacing retains elapsed simulation time on 60 and 120 Hz displays', () => {
|
||||
for (const hz of [60, 120]) {
|
||||
const clock = createFrameClock(30);
|
||||
let frames = 0, elapsed = 0;
|
||||
for (let i = 0; i <= hz * 10; i++) {
|
||||
const delta = clock.tick(i * 1000 / hz);
|
||||
if (delta !== undefined) { frames++; elapsed += delta; }
|
||||
}
|
||||
assert.equal(frames, 301);
|
||||
assert.ok(Math.abs(elapsed - 10) < 1e-8);
|
||||
}
|
||||
});
|
||||
|
||||
test('resume resets elapsed time instead of simulating the hidden interval', () => {
|
||||
const clock = createFrameClock(30);
|
||||
clock.tick(0); clock.tick(100);
|
||||
clock.reset();
|
||||
assert.equal(clock.tick(60000), 0);
|
||||
assert.equal(clock.tick(60001), undefined);
|
||||
});
|
||||
@@ -1,6 +1,6 @@
|
||||
import { test } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
import { BoxGeometry, Group, Mesh, MeshBasicMaterial, Raycaster, Vector3 } from 'three';
|
||||
import { BoxGeometry, Group, Mesh, MeshBasicMaterial, PerspectiveCamera, Raycaster, Vector3 } from 'three';
|
||||
import { createServerClock } from '../src/multiplayer/clock.ts';
|
||||
import { createRemotePlayers } from '../src/multiplayer/remotePlayers.ts';
|
||||
import type { Sheep } from '../src/scene/sheep.ts';
|
||||
@@ -16,6 +16,27 @@ test('server clock uses round trip midpoint and monotonic elapsed time', () => {
|
||||
assert.equal(clock.now(), 1001020);
|
||||
});
|
||||
|
||||
test('offscreen players skip posing but keep movement current and reappear when the camera turns', () => {
|
||||
const scene = new Group(), camera = new PerspectiveCamera(60, 1, .1, 100);
|
||||
let poses = 0;
|
||||
const template = { group: new Group(), clone() { return { group: new Group(), setEquipment() {},
|
||||
pose() { poses++; return true; }, dispose() {} } as unknown as Sheep; } } as Sheep;
|
||||
const remote = createRemotePlayers(template, scene, () => 0);
|
||||
const player: PlayerState = { id: 'other', nickname: '친구', x: 0, z: 10, yaw: 0, moving: false,
|
||||
emote: 'idle', equipment: { umbrella: false, raincoat: false, hood: false }, updatedAt: 1000, emoteStartedAt: 1000 };
|
||||
remote.synchronize([player], 'self');
|
||||
for (let i = 0; i < 300; i++) remote.update(1 / 30, 1000 + i * 1000 / 30, camera);
|
||||
assert.equal(poses, 0);
|
||||
assert.equal(remote.get('other')!.visible, false);
|
||||
remote.synchronize([{ ...player, x: 2, updatedAt: 11000 }], 'self');
|
||||
remote.update(.2, 11200, camera);
|
||||
assert.equal(remote.get('other')!.position.x, 2);
|
||||
camera.lookAt(2, 0, 10);
|
||||
assert.equal(remote.update(.03, 11230, camera), true);
|
||||
assert.equal(poses, 1);
|
||||
assert.equal(remote.get('other')!.visible, true);
|
||||
});
|
||||
|
||||
test('companion selection picks visible players and chooses the nearest reachable unoccupied side', () => {
|
||||
const scene = new Group();
|
||||
const geometry = new BoxGeometry(1, 2, 1), material = new MeshBasicMaterial();
|
||||
@@ -51,7 +72,8 @@ test('remote snapshot reconciles membership, equipment and interpolated motion w
|
||||
let disposed = 0;
|
||||
const template = { clone() { return { group: new Group(), setEquipment: (...v: boolean[]) => equipment.push(v),
|
||||
pose: () => false, dispose() { this.group.removeFromParent(); disposed++; } } as unknown as Sheep; } } as Sheep;
|
||||
const remote = createRemotePlayers(template, scene, () => 3);
|
||||
let heightSamples = 0;
|
||||
const remote = createRemotePlayers(template, scene, () => { heightSamples++; return 3; });
|
||||
const player: PlayerState = { id: 'other', nickname: '방문자', x: 0, z: 0, yaw: 0, moving: false,
|
||||
emote: 'idle', equipment: { umbrella: true, raincoat: true, hood: false, flashlight: true }, updatedAt: 1000, emoteStartedAt: 1000 };
|
||||
remote.synchronize([player, { ...player, id: 'self' }], 'self');
|
||||
@@ -63,6 +85,9 @@ test('remote snapshot reconciles membership, equipment and interpolated motion w
|
||||
remote.update(.2, 1300);
|
||||
assert.equal(scene.children[0].position.x, 1);
|
||||
assert.equal(scene.children[0].position.y, 3);
|
||||
const samplesAfterMoving = heightSamples;
|
||||
for (let i = 0; i < 300; i++) remote.update(1 / 30, 1300 + i * 1000 / 30);
|
||||
assert.equal(heightSamples, samplesAfterMoving, 'stationary players reuse their terrain height');
|
||||
remote.synchronize([], 'self');
|
||||
assert.equal(scene.children.length, 0);
|
||||
assert.equal(disposed, 1);
|
||||
|
||||
Reference in New Issue
Block a user