entities.ts
examples/quake/entities.ts · raw · open the example · all examples · site home
Exports: lerpOptionsviewmodelOptionsEntityManager
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// Entities (monsters, items, gibs, torches, ammo boxes, explosions, the
// weapon) as splat objects over the model atlas (models.ts), mirroring the
// entity list the sim exports every tick, plus the particles.
//
// Each entity is one object of the atlas generator: its data is the range
// it draws (a model, or one sprite view) and its state (poses, lighting,
// matrix), which this file updates in place every frame; Radix reads it at
// the object's dispatch. A new model or sprite view makes a new object
// (counts are locked per object), and an entity whose model changes gets a
// new state, so an older collection still being drawn (the CPU sort) shows
// what it was sorted for, never another entity's splats. Sprites yaw at the
// camera; the view model hangs from the view pose with its transform
// relative to the same tick's exported view (like R_DrawViewModel),
// optionally scaled toward the eye so it sorts in front (viewmodelOptions).
//
// Every other entity is interpolated between the previous and the current
// snapshot, both taken from the snapshots themselves so the blend matches
// the camera's even when several ticks arrive in one frame. Frame
// interpolation (lerpOptions): WinQuake shows a new pose the tick the server
// sets it (10 Hz steps); "lerp" blends from the previous pose over the frame
// interval (0.1 s, or the group interval), optionally quantized to `animHz`
// steps; step-movetype entities (monsters) also blend their origin over 0.1 s.
import * as THREE from "three";
import type { WebGPURenderer } from "three/webgpu";
import { ArrayData, GpuArrayReader, GpuArrays, GpuSplats, SplatCollection, TSL, defineBundle, type AnySplatObject, type SplatGenerator, type SplatObject } from "@sparkjsdev/radix";
import type { AtlasModel, AtlasRange, EntityDraw, EntityState, ModelAtlas } from "./models.js";
import { ENT, EntFlag, PARTICLE, bitsToFloat, readEntity, readView, type EntityView, type SimSnapshot, type ViewState } from "./sim/QuakeSim.js";
import { lerpAngle } from "./game.js";
const { vec3, vec4 } = TSL;
export const lerpOptions = {
// Blend poses (and step movement) instead of snapping like WinQuake
lerp: true,
// Quantize the blend to this many steps per second (0 = every frame)
animHz: 0,
// Blend step-movetype origins over 0.1 s
lerpMove: true,
};
export const viewmodelOptions = {
// Uniform scale of the view model about the eye: the image is unchanged
// under perspective but its splats sort that much nearer, so the weapon is
// drawn over walls in the player's face (WinQuake's ziscale * 3); 1 = off
depthScale: 1 / 3,
};
// Sprite orientation types (spritegn.h)
const SPR_ORIENTED = 3;
// Teleports and spawns move further than this per tick; do not interpolate
const SNAP_DISTANCE = 128;
// Default frame interval for single-frame animations (QuakeC think rate)
const FRAME_INTERVAL = 0.1;
const MAX_PARTICLES = 2048;
// Particle splat radius (Quake units); vanilla draws them 1-2 pixels wide
const PARTICLE_RADIUS = 0.8;
interface Pose {
x: number; y: number; z: number;
pitch: number; yaw: number; roll: number;
}
interface Entity {
id: number;
flags: number;
seen: boolean;
state: EntityState;
range?: AtlasRange;
objects: Map<string, SplatObject<EntityDraw>>;
prev: Pose;
curr: Pose;
moveFrom: THREE.Vector3;
moveTo: THREE.Vector3;
moveTime: number;
pose: number;
poseFrom: number;
poseTime: number;
poseInterval: number;
// View model: transform relative to the same tick's view (meters)
relative: THREE.Matrix4;
}
export class EntityManager {
readonly atlas: ModelAtlas;
readonly particles: Particles;
// Show the view model (the GUI's weapon toggle)
showViewmodel = true;
private readonly unitsPerMeter: number;
private readonly byId = new Map<number, Entity>();
private readonly prevIndex = new Map<number, number>();
private readonly viewPose = new THREE.Matrix4();
private viewFrozen = false;
private viewmodel?: Entity;
private lastTick = -1;
private modelNames: string[] = [];
private readonly warned = new Set<string>();
// Wall clock (s) of the current frame, for pose timing
private now = 0;
constructor(renderer: WebGPURenderer, atlas: ModelAtlas) {
this.atlas = atlas;
this.unitsPerMeter = atlas.info.unitsPerMeter;
this.particles = new Particles(renderer, atlas);
}
// The pose the view model hangs from: the camera while following, the
// pose following ended at in free fly (`frozen` turns the depth scale
// off, since it is only invisible from the eye it scales toward)
setViewPose(pose: THREE.Matrix4, frozen: boolean) {
this.viewPose.copy(pose);
this.viewFrozen = frozen;
}
// Every shown entity's object (and the particles'), in a stable order
objects(): AnySplatObject[] {
const out: AnySplatObject[] = [];
for (const entity of this.byId.values()) {
if (entity.seen && entity.range) {
out.push(this.objectOf(entity, entity.range));
}
}
const viewmodel = this.viewmodel;
if (viewmodel?.seen && viewmodel.range && this.showViewmodel) {
out.push(this.objectOf(viewmodel, viewmodel.range));
}
if (this.particles.count > 0) {
out.push(this.particles.object);
}
return out;
}
get count() {
return this.byId.size;
}
// Whether something moves without a matrix change (poses blending,
// particles): the CPU sort needs requestSort for it
get animating() {
return this.particles.count > 0 || [...this.byId.values()].some((entity) => entity.state.lerp < 1);
}
private objectOf(entity: Entity, range: AtlasRange): SplatObject<EntityDraw> {
let object = entity.objects.get(range.key);
if (!object) {
object = SplatCollection.object({ generator: this.atlas.generator, data: { entity: entity.state, range }, count: range.count, matrixWorld: entity.state.matrixWorld });
entity.objects.set(range.key, object);
}
return object;
}
private newEntity(id: number, model: AtlasModel): Entity {
const zero = () => ({ x: 0, y: 0, z: 0, pitch: 0, yaw: 0, roll: 0 });
return {
id, flags: 0, seen: false, objects: new Map(), prev: zero(), curr: zero(),
state: { model, poseA: 0, poseB: 0, lerp: 1, ambient: 255, shade: 0, lightDir: new THREE.Vector3(1, 0, 0), matrixWorld: new THREE.Matrix4() },
moveFrom: new THREE.Vector3(), moveTo: new THREE.Vector3(), moveTime: 0, pose: 0, poseFrom: 0, poseTime: 0, poseInterval: FRAME_INTERVAL, relative: new THREE.Matrix4(),
};
}
private poseLerp(entity: Entity) {
if (!lerpOptions.lerp || entity.poseFrom === entity.pose) {
return 1;
}
const t = Math.min(1, Math.max(0, (this.now - entity.poseTime) / entity.poseInterval));
if (lerpOptions.animHz > 0) {
const steps = Math.max(1, Math.round(lerpOptions.animHz * entity.poseInterval));
return Math.floor(t * steps) / steps;
}
return t;
}
// Every frame: the state is read again whenever a new tick arrived,
// positions and poses are interpolated every frame (`now` in ms)
update(prev: SimSnapshot, curr: SimSnapshot, alpha: number, camera: THREE.Camera, now: number) {
this.now = now / 1000;
if (curr.tick !== this.lastTick) {
this.lastTick = curr.tick;
this.modelNames = curr.modelNames;
this.readTick(prev, curr);
this.particles.read(curr, this.unitsPerMeter);
}
this.place(alpha, camera);
}
private readTick(prev: SimSnapshot, curr: SimSnapshot) {
for (const entity of this.byId.values()) {
entity.seen = false;
}
if (this.viewmodel) {
this.viewmodel.seen = false;
}
const sameLevel = prev.mapName === curr.mapName && prev.tick > 0 && curr.tick - prev.tick <= 5;
// The previous state comes from the previous snapshot, not this
// entity's last read: with two ticks in one frame the camera lerps from
// the snapshot before this one, and so must every entity
const prevIndex = this.prevIndex;
prevIndex.clear();
if (sameLevel) {
for (let i = 0; i < prev.entityCount; i += 1) {
prevIndex.set(prev.entities[i * ENT.STRIDE + ENT.ID], i);
}
}
const view = entityScratch;
for (let i = 0; i < curr.entityCount; i += 1) {
readEntity(curr, i, view);
if (view.flags & EntFlag.SELF) {
continue;
}
const name = this.modelNames[view.model];
// Inline brush models (*n: doors, platforms) are world objects (world.ts)
if (!name || name[0] === "*") {
continue;
}
const model = this.atlas.model(name);
if (!model) {
this.warnOnce(`No atlas model for ${name}`);
continue;
}
const isViewmodel = (view.flags & EntFlag.VIEWMODEL) !== 0;
let entity = isViewmodel ? this.viewmodel : this.byId.get(view.id);
const fresh = !entity || entity.state.model !== model;
if (!entity || fresh) {
entity = this.newEntity(view.id, model);
if (isViewmodel) {
this.viewmodel = entity;
} else {
this.byId.set(view.id, entity);
}
}
entity.seen = true;
entity.flags = view.flags;
const frame = model.frames[Math.min(Math.max(0, view.frame), model.frames.length - 1)];
const pose = frame ? frame.firstPose + Math.min(view.subframe, frame.numPoses - 1) : 0;
if (fresh || !sameLevel) {
entity.pose = pose;
entity.poseFrom = pose;
} else if (pose !== entity.pose) {
entity.poseFrom = entity.pose;
entity.pose = pose;
entity.poseTime = this.now;
entity.poseInterval = frame?.intervals ? groupInterval(frame.intervals, view.subframe) : FRAME_INTERVAL;
}
entity.range = this.atlas.range(model, model.kind === "spr" ? pose : 0);
entity.state.ambient = view.ambient;
entity.state.shade = view.shade;
const c = entity.curr;
const p = entity.prev;
const [lastX, lastY, lastZ] = [c.x, c.y, c.z];
Object.assign(c, { x: view.x, y: view.y, z: view.z, pitch: view.pitch, yaw: view.yaw, roll: view.roll });
const prevAt = prevIndex.get(view.id);
if (prevAt !== undefined) {
readEntity(prev, prevAt, prevScratch);
Object.assign(p, { x: prevScratch.x, y: prevScratch.y, z: prevScratch.z, pitch: prevScratch.pitch, yaw: prevScratch.yaw, roll: prevScratch.roll });
} else {
Object.assign(p, c);
}
if (fresh || !sameLevel || Math.hypot(c.x - p.x, c.y - p.y, c.z - p.z) > SNAP_DISTANCE) {
Object.assign(p, c);
entity.moveFrom.set(c.x, c.y, c.z);
entity.moveTo.set(c.x, c.y, c.z);
entity.moveTime = 0;
} else if ((view.flags & EntFlag.STEP) && (c.x !== lastX || c.y !== lastY || c.z !== lastZ)) {
entity.moveFrom.copy(entity.moveTo);
entity.moveTo.set(c.x, c.y, c.z);
entity.moveTime = this.now;
}
if (isViewmodel) {
// Relative to this same tick's view, like R_DrawViewModel draws
// cl.viewent against r_refdef; applied under the interpolated camera
const s = 1 / this.unitsPerMeter;
const gameView = readView(curr, viewScratch);
viewPosition.set(gameView.x * s, gameView.z * s, -gameView.y * s);
viewEuler.set(THREE.MathUtils.degToRad(-gameView.pitch), THREE.MathUtils.degToRad(gameView.yaw - 90), THREE.MathUtils.degToRad(-gameView.roll), "YXZ");
viewMatrix.compose(viewPosition, viewRotation.setFromEuler(viewEuler), unitScale);
poseTransform(model, c.x, c.y, c.z, c.pitch, c.yaw, c.roll, s, position, rotation);
entity.relative.copy(viewMatrix.invert()).multiply(entityMatrix.compose(position, rotation, unitScale));
}
}
for (const [id, entity] of this.byId) {
if (!entity.seen) {
this.byId.delete(id);
}
}
}
// Interpolates and places every shown entity
private place(alpha: number, camera: THREE.Camera) {
const s = 1 / this.unitsPerMeter;
const eye = camera.getWorldPosition(eyeScratch);
const entities = this.viewmodel ? [...this.byId.values(), this.viewmodel] : this.byId.values();
for (const entity of entities) {
if (!entity.seen) {
continue;
}
const { prev: a, curr: b, state } = entity;
const model = state.model;
state.poseA = entity.poseFrom;
state.poseB = entity.pose;
state.lerp = this.poseLerp(entity);
if (entity === this.viewmodel) {
poseTransform(model, b.x, b.y, b.z, b.pitch, b.yaw, b.roll, s, position, rotation);
const k = this.viewFrozen ? 1 : Math.max(0.01, Math.min(1, viewmodelOptions.depthScale));
state.matrixWorld.copy(this.viewPose).multiply(depthScaleMatrix.makeScale(k, k, k)).multiply(entity.relative);
rotation.setFromRotationMatrix(rotationScratch.extractRotation(state.matrixWorld));
} else {
let x = a.x + (b.x - a.x) * alpha;
let y = a.y + (b.y - a.y) * alpha;
let z = a.z + (b.z - a.z) * alpha;
if (lerpOptions.lerp && lerpOptions.lerpMove && (entity.flags & EntFlag.STEP) && entity.moveTime > 0) {
const t = Math.min(1, Math.max(0, (this.now - entity.moveTime) / FRAME_INTERVAL));
x = entity.moveFrom.x + (entity.moveTo.x - entity.moveFrom.x) * t;
y = entity.moveFrom.y + (entity.moveTo.y - entity.moveFrom.y) * t;
z = entity.moveFrom.z + (entity.moveTo.z - entity.moveFrom.z) * t;
}
if (model.kind === "spr" && model.type !== SPR_ORIENTED) {
// Billboard: face the camera around the vertical axis
position.set(x * s, z * s, -y * s);
rotation.setFromAxisAngle(upAxis, Math.atan2(eye.x - position.x, eye.z - position.z));
} else {
poseTransform(model, x, y, z, lerpAngle(a.pitch, b.pitch, alpha), lerpAngle(a.yaw, b.yaw, alpha), lerpAngle(a.roll, b.roll, alpha), s, position, rotation);
}
state.matrixWorld.compose(position, rotation, unitScale);
}
// World +x brightens (lightvec (-1, 0, 0)), in object space
state.lightDir.set(1, 0, 0).applyQuaternion(rotation.invert());
}
}
// Forgets the sim mapping (a new level)
clear() {
this.byId.clear();
this.viewmodel = undefined;
this.particles.clear();
this.lastTick = -1;
}
dispose() {
this.clear();
this.particles.dispose();
}
private warnOnce(message: string) {
if (!this.warned.has(message)) {
this.warned.add(message);
console.warn(`[quake] ${message}`);
}
}
}
const PARTICLES = defineBundle({ center: "float32x4", color: "uint8x4" });
// The particles: one object of MAX_PARTICLES splats over arrays written every
// tick; slots past the tick's count read zero, so their opacity is 0 and the
// projection drops them
class Particles {
readonly object: SplatObject<GpuArrays>;
count = 0;
private readonly data = new ArrayData({ count: 0, capacity: MAX_PARTICLES }).addBundle("particles", PARTICLES);
private readonly arrays: GpuArrays;
private readonly atlas: ModelAtlas;
constructor(renderer: WebGPURenderer, atlas: ModelAtlas) {
this.atlas = atlas;
this.arrays = new GpuArrays({ renderer, bundles: { particles: PARTICLES }, capacity: MAX_PARTICLES });
this.object = SplatCollection.object({ generator: particleGenerator(atlas.info.unitsPerMeter), data: this.arrays, count: MAX_PARTICLES });
}
read(curr: SimSnapshot, unitsPerMeter: number) {
const s = 1 / unitsPerMeter;
const count = Math.min(MAX_PARTICLES, curr.particleCount);
const { center, color } = this.data.bundles.particles.channels;
const d = curr.particles;
for (let i = 0; i < count; i += 1) {
const o = i * PARTICLE.STRIDE;
center.data.set([bitsToFloat(d[o + PARTICLE.X]) * s, bitsToFloat(d[o + PARTICLE.Z]) * s, -bitsToFloat(d[o + PARTICLE.Y]) * s, 0], i * 4);
this.atlas.color(d[o + PARTICLE.COLOR] & 255, particleColor);
color.data.set([particleColor.r * 255, particleColor.g * 255, particleColor.b * 255, 255], i * 4);
}
this.data.count = count;
if (count > 0 || this.count > 0) {
this.arrays.upload(this.data);
}
this.count = count;
}
clear() {
this.count = 0;
}
dispose() {
this.arrays.dispose();
}
}
function particleGenerator(unitsPerMeter: number): SplatGenerator<GpuArrays> {
const reader = new GpuArrayReader(PARTICLES);
const radius = PARTICLE_RADIUS / unitsPerMeter;
return {
generateSplat: (i) => {
const color = vec4(reader.load("color", i)).div(255.0).toVar();
return GpuSplats.Splat(reader.load("center", i).xyz, vec3(radius), vec4(0, 0, 0, 1), color.rgb, color.a, i);
},
bind: (arrays) => {
reader.bind(arrays, "particles");
},
};
}
// Time from pose `sub` to the next pose in a frame group (cumulative intervals)
function groupInterval(intervals: number[], sub: number) {
const end = intervals[Math.min(sub, intervals.length - 1)];
const start = sub > 0 ? intervals[sub - 1] : 0;
return Math.max(0.01, end - start);
}
// Quake origin (units) and angles (degrees) -> three position and rotation
// for a model: yaw about Y, pitch about -Z (alias models negate the pitch,
// R_AliasSetUpTransform), roll about X
function poseTransform(model: AtlasModel, x: number, y: number, z: number, pitch: number, yaw: number, roll: number, s: number, outPosition: THREE.Vector3, outRotation: THREE.Quaternion) {
outPosition.set(x * s, z * s, -y * s);
const pitchQ = model.kind === "mdl" ? -pitch : pitch;
euler.set(THREE.MathUtils.degToRad(roll), THREE.MathUtils.degToRad(yaw), THREE.MathUtils.degToRad(-pitchQ), "YZX");
outRotation.setFromEuler(euler);
}
const entityScratch = {} as EntityView;
const prevScratch = {} as EntityView;
const viewScratch = {} as ViewState;
const depthScaleMatrix = new THREE.Matrix4();
const rotationScratch = new THREE.Matrix4();
const eyeScratch = new THREE.Vector3();
const position = new THREE.Vector3();
const rotation = new THREE.Quaternion();
const euler = new THREE.Euler();
const upAxis = new THREE.Vector3(0, 1, 0);
const unitScale = new THREE.Vector3(1, 1, 1);
const particleColor = new THREE.Color();
const viewPosition = new THREE.Vector3();
const viewEuler = new THREE.Euler();
const viewRotation = new THREE.Quaternion();
const viewMatrix = new THREE.Matrix4();
const entityMatrix = new THREE.Matrix4();