Grid to editor

This commit is contained in:
2026-07-01 20:51:46 -05:00
parent 0b21388844
commit 503a3c799a
3 changed files with 52 additions and 2 deletions
+41 -1
View File
@@ -105,6 +105,46 @@ const ChunkTerrain = (() => {
return new Float32Array(out);
}
// Four edges (SW-SE, SE-NE, NE-NW, NW-SW) of a tile's quad as line
// segments, lifted slightly above the terrain surface to avoid
// z-fighting - same corner-height convention as pushTileQuad().
function pushTileGridLines(out, fx, fy, swZ, seZ, neZ, nwZ) {
const eps = 0.01;
const sw = [fx, fy, swZ + eps];
const se = [fx + 1, fy, seZ + eps];
const ne = [fx + 1, fy + 1, neZ + eps];
const nw = [fx, fy + 1, nwZ + eps];
const edges = [sw, se, se, ne, ne, nw, nw, sw];
for(const [x, y, z] of edges) out.push(0, 0, x, y, z);
}
// Generate grid-outline line segments for every non-null tile, following
// the same per-corner heights as buildTerrainVerts() so lines hug ramps
// instead of cutting through them. Returns a Float32Array of interleaved
// [u, v, x, y, z] vertices meant to be drawn with gl.LINES (pairs).
function buildGridLines(tiles) {
const out = [];
for(let z = 0; z < CHUNK_DEPTH; z++) {
for(let y = 0; y < CHUNK_HEIGHT; y++) {
for(let x = 0; x < CHUNK_WIDTH; x++) {
const type = tiles[tileIndex(x, y, z)] || TILE_SHAPE_NULL;
const corners = RAMP_CORNERS[type];
if(!corners) continue;
const [sw, se, ne, nw] = corners;
pushTileGridLines(
out, x, y,
(z + sw) * WORLD_LAYER_HEIGHT,
(z + se) * WORLD_LAYER_HEIGHT,
(z + ne) * WORLD_LAYER_HEIGHT,
(z + nw) * WORLD_LAYER_HEIGHT
);
}
}
}
return new Float32Array(out);
}
return Object.freeze({
CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, TILE_COUNT, WORLD_LAYER_HEIGHT,
TILE_SHAPE_NULL, TILE_SHAPE_GROUND,
@@ -114,6 +154,6 @@ const ChunkTerrain = (() => {
TILE_SHAPE_RAMP_SOUTHEAST, TILE_SHAPE_RAMP_SOUTHWEST,
TILE_SHAPE_RAMP_NORTHEAST_INNER, TILE_SHAPE_RAMP_NORTHWEST_INNER,
TILE_SHAPE_RAMP_SOUTHEAST_INNER, TILE_SHAPE_RAMP_SOUTHWEST_INNER,
RAMP_CORNERS, tileIndex, buildTerrainVerts,
RAMP_CORNERS, tileIndex, buildTerrainVerts, buildGridLines,
});
})();