DoomSim.ts
examples/doom/sim/DoomSim.ts · raw · open the example · all examples · site home
Exports: TICRATETIC_MSFRACUNITfixedToFloatangleToRadiansGameStateINFOSECTORSIDEMOBJFF_FULLBRIGHTFF_FRAMEMASKPLAYERBSP_ARRAY_NAMESBspArrayNameBspArrayRadixAudioHooksDoomModuleDoomModuleOptionsCreateDoomModuleSimSnapshotDoomSimOptionsDoomSimsectorFloorsectorCeilingsectorLightchangedSectorsMobjViewreadMobjspriteRotation
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658
// Host-side wrapper around doom.wasm (doomgeneric and its host interface).
//
// The simulation runs at Doom's fixed 35 Hz. update() must be called
// frequently (e.g. every animation frame); it only enters the WASM when at
// least one tic has elapsed so TryRunTics never spins, and Doom itself caps
// how many tics it runs per call, so a stalled tab cannot cause a catch-up
// spiral. After each tick the exported state is copied into host-owned
// typed arrays (prev / curr) so a renderer can interpolate between tics.
//
// Field layouts below mirror the enums of doom.wasm's host interface.
export const TICRATE = 35;
export const TIC_MS = 1000 / TICRATE;
export const FRACUNIT = 65536;
export function fixedToFloat(value: number) {
return value / FRACUNIT;
}
// Doom BAM angle (unsigned 32-bit) to radians, counter-clockwise, 0 = east.
export function angleToRadians(value: number) {
return ((value >>> 0) / 4294967296) * Math.PI * 2;
}
export const GameState = {
Level: 0,
Intermission: 1,
Finale: 2,
DemoScreen: 3,
} as const;
export const INFO = {
NUMSECTORS: 0,
NUMSIDES: 1,
NUMSUBSECTORS: 2,
NUMNODES: 3,
NUMSEGS: 4,
NUMLINES: 5,
NUMVERTEXES: 6,
GAMESTATE: 7,
GAMEEPISODE: 8,
GAMEMAP: 9,
LEVELTIME: 10,
GAMETIC: 11,
SECTORS_PTR: 12,
DEMOPLAYBACK: 13,
PAUSED: 14,
MENUACTIVE: 15,
CONSOLEPLAYER: 16,
GAMESKILL: 17,
TOTALKILLS: 18,
TOTALITEMS: 19,
TOTALSECRET: 20,
AUTOMAPACTIVE: 21,
// wminfo.next + 1 during the intermission (the map about to start), else 0
NEXTMAP: 22,
// The 3D view window inside the 320x200 frame (R_ExecuteSetViewSize):
// viewwindowx, viewwindowy, scaledviewwidth, viewheight
VIEW_X: 24,
VIEW_Y: 25,
VIEW_W: 26,
VIEW_H: 27,
} as const;
export const SECTOR = {
FLOOR: 0,
CEILING: 1,
LIGHT: 2,
FLOORPIC: 3,
CEILINGPIC: 4,
SPECIAL: 5,
TAG: 6,
STRIDE: 7,
} as const;
export const SIDE = {
TEXTUREOFFSET: 0,
ROWOFFSET: 1,
STRIDE: 2,
} as const;
export const MOBJ = {
ID: 0,
X: 1,
Y: 2,
Z: 3,
ANGLE: 4,
SPRITE: 5,
FRAME: 6,
FLAGS: 7,
TYPE: 8,
HEALTH: 9,
SECTOR: 10,
RADIUS: 11,
HEIGHT: 12,
TICS: 13,
STRIDE: 14,
} as const;
// mobj_t.frame flag
export const FF_FULLBRIGHT = 0x8000;
export const FF_FRAMEMASK = 0x7fff;
export const PLAYER = {
X: 0,
Y: 1,
Z: 2,
ANGLE: 3,
VIEWZ: 4,
VIEWHEIGHT: 5,
DELTAVIEWHEIGHT: 6,
BOB: 7,
HEALTH: 8,
ARMORPOINTS: 9,
ARMORTYPE: 10,
READYWEAPON: 11,
PENDINGWEAPON: 12,
POWERS: 13, // 6
CARDS: 19, // 6
AMMO: 25, // 4
MAXAMMO: 29, // 4
PSPRITES: 33, // 2 x (sprite, frame, sx, sy)
DAMAGECOUNT: 41,
BONUSCOUNT: 42,
EXTRALIGHT: 43,
FIXEDCOLORMAP: 44,
PLAYERSTATE: 45,
KILLCOUNT: 46,
ITEMCOUNT: 47,
SECRETCOUNT: 48,
MOMX: 49,
MOMY: 50,
MOMZ: 51,
SECTOR: 52,
ATTACKDOWN: 53,
USEDOWN: 54,
CHEATS: 55,
FLOORZ: 56,
CEILINGZ: 57,
MO_PTR: 58,
} as const;
// Order of radix_bsp_arrays(); each entry is (ptr, count, byteStride).
export const BSP_ARRAY_NAMES = [
"vertexes",
"segs",
"sectors",
"subsectors",
"nodes",
"lines",
"sides",
] as const;
export type BspArrayName = (typeof BSP_ARRAY_NAMES)[number];
export interface BspArray {
ptr: number;
count: number;
byteStride: number;
}
// Callbacks the sound/music modules in i_radixsound.c invoke through EM_JS.
// Pointers refer to the module heap and are only valid during the call.
export interface RadixAudioHooks {
sfxStart?(channel: number, lumpnum: number, ptr: number, len: number, vol: number, sep: number): number;
sfxUpdate?(channel: number, vol: number, sep: number): void;
sfxStop?(channel: number): void;
sfxIsPlaying?(channel: number): boolean;
musicRegister?(ptr: number, len: number, isMidi: number): number;
musicUnregister?(handle: number): void;
musicPlay?(handle: number, looping: number): void;
musicStop?(): void;
musicPause?(): void;
musicResume?(): void;
musicSetVolume?(volume: number): void;
musicIsPlaying?(): boolean;
}
// The subset of the Emscripten module we use.
export interface DoomModule {
HEAP8: Int8Array;
HEAPU8: Uint8Array;
HEAP32: Int32Array;
HEAPU32: Uint32Array;
FS: {
mkdir(path: string): void;
writeFile(path: string, data: Uint8Array): void;
readFile(path: string, opts?: { encoding: "binary" }): Uint8Array;
analyzePath(path: string): { exists: boolean };
stat(path: string): { mtime: Date; size: number };
};
_malloc(size: number): number;
_free(ptr: number): void;
stringToUTF8(str: string, ptr: number, maxBytes: number): void;
lengthBytesUTF8(str: string): number;
setValue(ptr: number, value: number, type: string): void;
getValue(ptr: number, type: string): number;
radixAudio?: RadixAudioHooks;
_doomgeneric_Create(argc: number, argv: number): void;
_doomgeneric_Tick(): void;
_radix_framebuffer(): number;
_radix_framebuffer_width(): number;
_radix_framebuffer_height(): number;
_radix_post_key(pressed: number, key: number, typed: number): void;
_radix_post_mouse(buttons: number, dx: number, dy: number): void;
_radix_level_info(out: number): void;
_radix_level_info_count(): number;
_radix_sector_stride(): number;
_radix_snapshot_sectors(out: number, max: number): number;
_radix_side_stride(): number;
_radix_snapshot_sides(out: number, max: number): number;
_radix_mobj_stride(): number;
_radix_snapshot_mobjs(out: number, max: number): number;
_radix_mobj_count(): number;
_radix_player_count(): number;
_radix_snapshot_player(out: number): number;
_radix_point_in_sector(x: number, y: number): number;
_radix_point_in_subsector(x: number, y: number): number;
_radix_bsp_array_count(): number;
_radix_bsp_arrays(out: number): void;
_radix_clear_visible_subsectors(): void;
_radix_visible_subsectors(): number;
_radix_visible_subsectors_capacity(): number;
_radix_set_paused(paused: number): void;
_radix_overlay_mask_ptr(): number;
}
export interface DoomModuleOptions {
print?: (text: string) => void;
printErr?: (text: string) => void;
preRun?: Array<(module: DoomModule) => void>;
locateFile?: (path: string, prefix: string) => string;
}
export type CreateDoomModule = (options?: DoomModuleOptions) => Promise<DoomModule>;
export interface SimSnapshot {
// Wall-clock time (performance.now) when this snapshot was taken.
time: number;
gametic: number;
info: Int32Array;
hasPlayer: boolean;
player: Int32Array;
sectorCount: number;
sectors: Int32Array;
sideCount: number;
sides: Int32Array;
mobjCount: number;
mobjs: Int32Array;
// One byte per subsector, 1 if the BSP renderer visited it this tick.
visibleSubsectors: Uint8Array;
}
export interface DoomSimOptions {
// URL of prebuilt/doom.js (an ES module exporting the factory as default).
moduleUrl: string;
// Optional explicit URL of doom.wasm; defaults to next to moduleUrl.
wasmUrl?: string;
// IWAD bytes; mounted at /doom/<wadName>.
wad: Uint8Array;
wadName?: string;
// Extra command line arguments, e.g. ["-warp", "1", "1", "-skill", "3"].
args?: string[];
audio?: RadixAudioHooks;
// Called with the instantiated module before Doom starts (D_DoomMain may
// already register music and play sounds during startup).
onModule?: (module: DoomModule) => void;
print?: (text: string) => void;
printErr?: (text: string) => void;
}
export class DoomSim {
readonly module: DoomModule;
readonly width: number;
readonly height: number;
prev: SimSnapshot;
curr: SimSnapshot;
// Increments whenever the level (sectors array) changes.
levelGeneration = 0;
ticksRun = 0;
paused = false;
private readonly framebufferPtr: number;
private readonly infoCount: number;
private readonly infoPtr: number;
private readonly playerCount: number;
private readonly playerPtr: number;
private readonly sectorStride: number;
private readonly sideStride: number;
private readonly mobjStride: number;
private sectorCapacity = 0;
private sectorPtr = 0;
private sideCapacity = 0;
private sidePtr = 0;
private mobjCapacity = 0;
private mobjPtr = 0;
private readonly bspPtr: number;
private lastSectorsPtr = 0;
private lastTickTime = Number.NEGATIVE_INFINITY;
private mouseDx = 0;
private mouseDy = 0;
private mouseButtons = 0;
private lastPostedButtons = 0;
private constructor(module: DoomModule) {
this.module = module;
this.width = module._radix_framebuffer_width();
this.height = module._radix_framebuffer_height();
this.framebufferPtr = module._radix_framebuffer();
this.infoCount = module._radix_level_info_count();
this.infoPtr = module._malloc(this.infoCount * 4);
this.playerCount = module._radix_player_count();
this.playerPtr = module._malloc(this.playerCount * 4);
this.sectorStride = module._radix_sector_stride();
this.sideStride = module._radix_side_stride();
this.mobjStride = module._radix_mobj_stride();
this.bspPtr = module._malloc(module._radix_bsp_array_count() * 3 * 4);
if (this.sectorStride !== SECTOR.STRIDE || this.sideStride !== SIDE.STRIDE || this.mobjStride !== MOBJ.STRIDE) {
throw new Error("doom.wasm snapshot layout does not match DoomSim.ts");
}
this.prev = this.makeSnapshot();
this.curr = this.makeSnapshot();
this.snapshot(this.curr, performance.now());
}
static async create(options: DoomSimOptions): Promise<DoomSim> {
const wadName = options.wadName ?? "doom1.wad";
const factoryModule = (await import(/* @vite-ignore */ options.moduleUrl)) as { default: CreateDoomModule };
const wasmUrl = options.wasmUrl ?? new URL("doom.wasm", options.moduleUrl).href;
const module = await factoryModule.default({
print: options.print ?? (() => {}),
printErr: options.printErr ?? ((text) => console.warn("[doom]", text)),
locateFile: (path, prefix) => (path.endsWith(".wasm") ? wasmUrl : prefix + path),
preRun: [
(m) => {
m.FS.mkdir("/doom");
m.FS.writeFile(`/doom/${wadName}`, options.wad);
},
],
});
if (options.audio) {
module.radixAudio = options.audio;
}
options.onModule?.(module);
const argv = ["doom", "-iwad", `/doom/${wadName}`, ...(options.args ?? [])];
const argPtrs = argv.map((arg) => {
const length = module.lengthBytesUTF8(arg) + 1;
const ptr = module._malloc(length);
module.stringToUTF8(arg, ptr, length);
return ptr;
});
const argvPtr = module._malloc(argPtrs.length * 4);
argPtrs.forEach((ptr, index) => module.setValue(argvPtr + index * 4, ptr, "i32"));
// Runs D_DoomMain up to (and including) the first tic; argv must stay
// alive because Doom keeps myargv pointing at it.
module._doomgeneric_Create(argv.length, argvPtr);
return new DoomSim(module);
}
// Steps the simulation if at least one tic has elapsed since the previous
// step. Returns the number of game tics Doom advanced (0 if not due).
//
// A single doomgeneric_Tick runs every tic that elapsed since the previous
// call (TryRunTics reads the real clock and caps itself at 5 buffered
// tics), so one call per update is enough. Calling it any sooner would make
// TryRunTics busy-wait for the next tic boundary, hence the gate.
update(nowMs = performance.now()): number {
if (this.paused || nowMs - this.lastTickTime < TIC_MS) {
return 0;
}
this.flushMouse();
this.module._radix_clear_visible_subsectors();
this.module._doomgeneric_Tick();
// Keep a steady 35 Hz cadence: advance from the previous boundary unless
// we fell more than a tic behind (then restart from now)
this.lastTickTime = nowMs - this.lastTickTime < 2 * TIC_MS ? this.lastTickTime + TIC_MS : nowMs;
this.ticksRun += 1;
[this.prev, this.curr] = [this.curr, this.prev];
this.snapshot(this.curr, nowMs);
return Math.max(0, this.curr.gametic - this.prev.gametic);
}
// When update() will next run a tick (performance.now() ms)
get nextTickTime() {
return this.lastTickTime + TIC_MS;
}
// Fraction of a tic elapsed since the current snapshot, for interpolation
// between prev and curr.
alpha(nowMs = performance.now()): number {
const span = Math.max(TIC_MS, this.curr.time - this.prev.time);
return Math.min(1, Math.max(0, (nowMs - this.curr.time) / span));
}
get gameState(): number {
return this.curr.info[INFO.GAMESTATE];
}
get inLevel(): boolean {
return this.gameState === GameState.Level && this.curr.hasPlayer;
}
// ---- input -------------------------------------------------------------
postKey(doomKey: number, pressed: boolean, typedChar = 0) {
this.module._radix_post_key(pressed ? 1 : 0, doomKey, typedChar);
}
// Accumulates relative mouse motion; flushed as one ev_mouse per tick.
addMouseMotion(dx: number, dy: number) {
this.mouseDx += dx;
this.mouseDy += dy;
}
// Bit mask: 1 = left (fire), 2 = right (strafe), 4 = middle (forward).
setMouseButtons(mask: number) {
this.mouseButtons = mask & 7;
}
private flushMouse() {
const dx = Math.round(this.mouseDx);
const dy = Math.round(this.mouseDy);
if (dx !== 0 || dy !== 0 || this.mouseButtons !== this.lastPostedButtons) {
this.module._radix_post_mouse(this.mouseButtons, dx, dy);
this.lastPostedButtons = this.mouseButtons;
}
this.mouseDx -= dx;
this.mouseDy -= dy;
}
// Freezes Doom's clock (DG_GetTicksMs) so no game time passes while the
// host is busy (e.g. loading a level's splats); resuming continues from
// where it stopped instead of catching up.
setPaused(paused: boolean) {
this.paused = paused;
this.module._radix_set_paused(paused ? 1 : 0);
}
// ---- framebuffer -------------------------------------------------------
// Copies the 0x00RRGGBB framebuffer into RGBA pixels. With `alphaFromMask`
// the alpha comes from the overlay mask (1 where 2D drawing wrote the
// pixel this frame, 0 in the 3D view), otherwise it is opaque.
blitFramebuffer(target: ImageData | { data: Uint8ClampedArray | Uint8Array }, alphaFromMask = false) {
const count = this.width * this.height;
const src = this.module.HEAPU32.subarray(this.framebufferPtr >>> 2, (this.framebufferPtr >>> 2) + count);
const dst = new Uint32Array(target.data.buffer, target.data.byteOffset, count);
if (alphaFromMask) {
const maskPtr = this.module._radix_overlay_mask_ptr();
const mask = this.module.HEAPU8.subarray(maskPtr, maskPtr + count);
for (let i = 0; i < count; i += 1) {
const v = src[i];
dst[i] = (mask[i] ? 0xff000000 : 0) | ((v & 0xff) << 16) | (v & 0xff00) | ((v >>> 16) & 0xff);
}
} else {
for (let i = 0; i < count; i += 1) {
const v = src[i];
dst[i] = 0xff000000 | ((v & 0xff) << 16) | (v & 0xff00) | ((v >>> 16) & 0xff);
}
}
}
// ---- BSP ---------------------------------------------------------------
pointInSector(x: number, y: number): number {
return this.module._radix_point_in_sector(x | 0, y | 0);
}
pointInSubsector(x: number, y: number): number {
return this.module._radix_point_in_subsector(x | 0, y | 0);
}
// Raw level arrays in the WASM heap. Pointers change on every level load.
bspArrays(): Record<BspArrayName, BspArray> {
this.module._radix_bsp_arrays(this.bspPtr);
const words = this.module.HEAP32.subarray(this.bspPtr >>> 2, (this.bspPtr >>> 2) + BSP_ARRAY_NAMES.length * 3);
const result = {} as Record<BspArrayName, BspArray>;
BSP_ARRAY_NAMES.forEach((name, index) => {
result[name] = { ptr: words[index * 3], count: words[index * 3 + 1], byteStride: words[index * 3 + 2] };
});
return result;
}
// ---- snapshots ---------------------------------------------------------
private makeSnapshot(): SimSnapshot {
return {
time: 0,
gametic: 0,
info: new Int32Array(this.infoCount),
hasPlayer: false,
player: new Int32Array(this.playerCount),
sectorCount: 0,
sectors: new Int32Array(0),
sideCount: 0,
sides: new Int32Array(0),
mobjCount: 0,
mobjs: new Int32Array(0),
visibleSubsectors: new Uint8Array(0),
};
}
private ensureScratch(kind: "sector" | "side" | "mobj", count: number) {
const stride = kind === "sector" ? this.sectorStride : kind === "side" ? this.sideStride : this.mobjStride;
const capacity = kind === "sector" ? this.sectorCapacity : kind === "side" ? this.sideCapacity : this.mobjCapacity;
if (count <= capacity) {
return;
}
const newCapacity = Math.max(count, capacity * 2, 64);
const ptr = this.module._malloc(newCapacity * stride * 4);
if (kind === "sector") {
if (this.sectorPtr) this.module._free(this.sectorPtr);
this.sectorPtr = ptr;
this.sectorCapacity = newCapacity;
} else if (kind === "side") {
if (this.sidePtr) this.module._free(this.sidePtr);
this.sidePtr = ptr;
this.sideCapacity = newCapacity;
} else {
if (this.mobjPtr) this.module._free(this.mobjPtr);
this.mobjPtr = ptr;
this.mobjCapacity = newCapacity;
}
}
private snapshot(out: SimSnapshot, time: number) {
const m = this.module;
out.time = time;
m._radix_level_info(this.infoPtr);
out.info.set(m.HEAP32.subarray(this.infoPtr >>> 2, (this.infoPtr >>> 2) + this.infoCount));
out.gametic = out.info[INFO.GAMETIC];
const sectorsPtr = out.info[INFO.SECTORS_PTR];
if (sectorsPtr !== this.lastSectorsPtr) {
this.lastSectorsPtr = sectorsPtr;
this.levelGeneration += 1;
}
out.hasPlayer = m._radix_snapshot_player(this.playerPtr) !== 0;
out.player.set(m.HEAP32.subarray(this.playerPtr >>> 2, (this.playerPtr >>> 2) + this.playerCount));
const numSectors = out.info[INFO.NUMSECTORS];
this.ensureScratch("sector", numSectors);
out.sectorCount = numSectors > 0 ? m._radix_snapshot_sectors(this.sectorPtr, numSectors) : 0;
out.sectors = copyInts(m, out.sectors, this.sectorPtr, out.sectorCount * this.sectorStride);
const numSides = out.info[INFO.NUMSIDES];
this.ensureScratch("side", numSides);
out.sideCount = numSides > 0 ? m._radix_snapshot_sides(this.sidePtr, numSides) : 0;
out.sides = copyInts(m, out.sides, this.sidePtr, out.sideCount * this.sideStride);
const numMobjs = m._radix_mobj_count();
this.ensureScratch("mobj", numMobjs);
out.mobjCount = numMobjs > 0 ? m._radix_snapshot_mobjs(this.mobjPtr, this.mobjCapacity) : 0;
out.mobjs = copyInts(m, out.mobjs, this.mobjPtr, out.mobjCount * this.mobjStride);
const visiblePtr = m._radix_visible_subsectors();
const visibleCount = Math.min(m._radix_visible_subsectors_capacity(), out.info[INFO.NUMSUBSECTORS]);
if (out.visibleSubsectors.length !== visibleCount) {
out.visibleSubsectors = new Uint8Array(visibleCount);
}
if (visiblePtr && visibleCount > 0) {
out.visibleSubsectors.set(m.HEAPU8.subarray(visiblePtr, visiblePtr + visibleCount));
}
}
}
// Copies `length` int32 values from the heap into `target`, reallocating it
// only when the size changes. Returns the (possibly new) target array.
function copyInts(module: DoomModule, target: Int32Array, ptr: number, length: number): Int32Array {
if (target.length !== length) {
target = new Int32Array(length);
}
if (length > 0) {
target.set(module.HEAP32.subarray(ptr >>> 2, (ptr >>> 2) + length));
}
return target;
}
// Convenience accessors over a snapshot.
export function sectorFloor(snapshot: SimSnapshot, index: number) {
return fixedToFloat(snapshot.sectors[index * SECTOR.STRIDE + SECTOR.FLOOR]);
}
export function sectorCeiling(snapshot: SimSnapshot, index: number) {
return fixedToFloat(snapshot.sectors[index * SECTOR.STRIDE + SECTOR.CEILING]);
}
export function sectorLight(snapshot: SimSnapshot, index: number) {
return snapshot.sectors[index * SECTOR.STRIDE + SECTOR.LIGHT];
}
// Indices of sectors whose floor or ceiling height differs between snapshots.
export function changedSectors(a: SimSnapshot, b: SimSnapshot): number[] {
const result: number[] = [];
const count = Math.min(a.sectorCount, b.sectorCount);
for (let i = 0; i < count; i += 1) {
const o = i * SECTOR.STRIDE;
if (a.sectors[o + SECTOR.FLOOR] !== b.sectors[o + SECTOR.FLOOR] || a.sectors[o + SECTOR.CEILING] !== b.sectors[o + SECTOR.CEILING]) {
result.push(i);
}
}
return result;
}
export interface MobjView {
id: number;
x: number;
y: number;
z: number;
angle: number;
sprite: number;
frame: number;
fullbright: boolean;
flags: number;
type: number;
health: number;
sector: number;
radius: number;
height: number;
}
export function readMobj(snapshot: SimSnapshot, index: number, out: MobjView = {} as MobjView): MobjView {
const o = index * MOBJ.STRIDE;
const d = snapshot.mobjs;
out.id = d[o + MOBJ.ID];
out.x = fixedToFloat(d[o + MOBJ.X]);
out.y = fixedToFloat(d[o + MOBJ.Y]);
out.z = fixedToFloat(d[o + MOBJ.Z]);
out.angle = angleToRadians(d[o + MOBJ.ANGLE]);
out.sprite = d[o + MOBJ.SPRITE];
out.frame = d[o + MOBJ.FRAME] & FF_FRAMEMASK;
out.fullbright = (d[o + MOBJ.FRAME] & FF_FULLBRIGHT) !== 0;
out.flags = d[o + MOBJ.FLAGS];
out.type = d[o + MOBJ.TYPE];
out.health = d[o + MOBJ.HEALTH];
out.sector = d[o + MOBJ.SECTOR];
out.radius = fixedToFloat(d[o + MOBJ.RADIUS]);
out.height = fixedToFloat(d[o + MOBJ.HEIGHT]);
return out;
}
// Vanilla sprite rotation selection (r_things.c): which of the 8 rotation
// frames to show for a thing facing `mobjAngle` seen from direction
// `viewAngle` (both radians, Doom convention).
export function spriteRotation(viewAngleToMobj: number, mobjAngle: number): number {
const twoPi = Math.PI * 2;
let rel = (viewAngleToMobj - mobjAngle + twoPi + (Math.PI / 8) * 9) % twoPi;
if (rel < 0) rel += twoPi;
return Math.floor(rel / (Math.PI / 4)) & 7;
}