world.ts
examples/quake/world.ts · raw · open the example · all examples · site home
Exports: SceneObjectSceneFileWorldObjectWorld
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// One map's world (the hosted scene.json): every
// object's splats on the GPU (extSplats; its LoD tree in the LodSelector's
// worker), drawn through the lighting's world generator with the index
// list the selector picked. Brush models (doors, platforms) move with their
// entities (matrices only), animated textures show one frame at a time,
// submodels only while an entity references them.
//
// Residency: each LoD node costs 32 bytes on the GPU (a Quake map has 18-47M
// nodes, 0.6-1.5 GB). With `residentNodes` below a map's total (the WebGL2
// default), only the objects nearest the camera within that many nodes stay
// on the GPU: the rest are not selected or drawn, and are fetched again when
// the camera comes near (residency()), farther ones freed once no
// collection draws them.
import * as THREE from "three";
import type { WebGPURenderer } from "three/webgpu";
import { GpuArrays, SplatCollection, loadSplats, type AnySplatObject } from "@sparkjsdev/radix";
import { fetchData } from "./data.js";
import type { LodObject, LodSelector } from "./lod/LodSelector.js";
import type { LightMode, QuakeLighting, SurfaceEffect, SurfaceLight } from "./lighting.js";
import { EntFlag, readEntity, type EntityView, type SimSnapshot } from "./sim/QuakeSim.js";
export interface SceneObject {
id: string;
kind: "chunk" | "styles" | "anim" | "liquid" | "bmodel" | "sky";
mode: LightMode;
file: string;
count: number;
lodCount: number;
bytes: number;
bounds: { min: [number, number, number]; max: [number, number, number] };
matrixWorld: number[];
styles?: [number, number];
// Inline submodel (entity model "*n") this object is part of
submodel?: number;
// Frame `index` of `total` of a texture's base (+0..) or alternate (+a..)
// sequence
anim?: { base: string; index: number; total: number; alternate: boolean; hasAlternate: boolean };
liquid?: { texture: string; width: number; height: number };
}
export interface SceneFile {
game: string;
map: string;
title: string;
unitsPerMeter: number;
skyRadius: number;
skyRgba?: string;
player: { position: [number, number, number]; yaw: number };
lightLut: number[];
objects: SceneObject[];
// models.json relative to this file
models: string;
// Attract demo -> map id
demos: Record<string, string>;
}
export class WorldObject {
readonly info: SceneObject;
readonly url: string;
readonly light: SurfaceLight;
readonly bounds: THREE.Box3;
lod!: LodObject;
splats?: GpuArrays;
loading = false;
// Animated texture frame and submodel presence, from the game
shown = true;
present = true;
// Collection objects holding the splats, and whether to free them at 0
drawn = 0;
evicted = false;
constructor(info: SceneObject, url: string) {
this.info = info;
this.url = url;
const effect: SurfaceEffect = info.kind === "sky" ? "sky" : info.liquid ? "liquid" : "none";
this.light = { mode: info.mode, styles: info.styles ?? [0, -1], effect, matrixWorld: new THREE.Matrix4().fromArray(info.matrixWorld) };
this.bounds = new THREE.Box3(new THREE.Vector3().fromArray(info.bounds.min), new THREE.Vector3().fromArray(info.bounds.max));
}
get matrixWorld() {
return this.light.matrixWorld;
}
}
interface BrushState { x: number; y: number; z: number; frame: number }
export class World {
readonly file: SceneFile;
readonly url: string;
readonly objects: WorldObject[];
readonly residentNodes: number;
loadMs = 0;
private readonly renderer: WebGPURenderer;
private readonly selector: LodSelector;
private readonly lighting: QuakeLighting;
private readonly brushCurr = new Map<number, BrushState>();
private readonly brushPrev = new Map<number, BrushState>();
private brushTick = -1;
private residencyAt = new THREE.Vector3(Infinity, 0, 0);
private disposed = false;
private constructor(url: string, file: SceneFile, renderer: WebGPURenderer, selector: LodSelector, lighting: QuakeLighting, residentNodes: number) {
this.url = url;
this.file = file;
this.renderer = renderer;
this.selector = selector;
this.lighting = lighting;
this.residentNodes = residentNodes;
this.objects = file.objects.map((info) => new WorldObject(info, new URL(info.file, url).href));
}
// scene.json and every object; trees go to the selector, splats to the
// GPU nearest `from` first while they fit in `residentNodes`
static async load(url: string, { renderer, selector, lighting, residentNodes, onProgress }: {
renderer: WebGPURenderer; selector: LodSelector; lighting: QuakeLighting; residentNodes: number; onProgress?: (loaded: number, total: number) => void;
}): Promise<World> {
const start = performance.now();
const file = await (await fetchData(url)).json() as SceneFile;
if (file.game !== "quake") {
throw new Error(`${url} is not a Quake scene.json`);
}
const world = new World(url, file, renderer, selector, lighting, residentNodes);
const from = new THREE.Vector3().fromArray(file.player.position);
const queue = world.byDistance(from);
let budget = residentNodes;
const resident = new Set(queue.filter((object) => (budget -= object.info.lodCount) >= 0 || object.info.kind === "sky"));
let loaded = 0;
const loadOne = async () => {
for (let object = queue.shift(); object; object = queue.shift()) {
const data = await loadSplats(object.url);
if (resident.has(object)) {
object.splats = GpuArrays.fromData(renderer, data, { bundles: ["extSplats"] });
}
// add() hands the data's arrays to the worker: upload first
object.lod = selector.add({ data, matrixWorld: object.matrixWorld });
object.lod.visible = resident.has(object);
onProgress?.((loaded += 1), world.objects.length);
}
};
await Promise.all(Array.from({ length: 8 }, loadOne));
world.loadMs = performance.now() - start;
return world;
}
get nodes() {
return this.objects.reduce((sum, object) => sum + object.info.lodCount, 0);
}
get resident() {
return this.objects.reduce((sum, object) => sum + (object.splats ? object.info.lodCount : 0), 0);
}
get limited() {
return this.residentNodes < this.nodes;
}
private byDistance(point: THREE.Vector3) {
return [...this.objects].sort((a, b) => a.bounds.distanceToPoint(point) - b.bounds.distanceToPoint(point));
}
// Under a residency limit: after the camera moved 4 m, keeps the nearest
// objects that fit resident, fetching what came in reach and freeing what
// left it (once no collection draws it)
residency(camera: THREE.Camera) {
const position = camera.getWorldPosition(new THREE.Vector3());
if (!this.limited || position.distanceTo(this.residencyAt) < 4) {
return;
}
this.residencyAt.copy(position);
let budget = this.residentNodes;
for (const object of this.byDistance(position)) {
const keep = (budget -= object.info.lodCount) >= 0 || object.info.kind === "sky";
if (keep && object.evicted) {
object.evicted = false;
object.lod.visible = object.present;
} else if (keep && !object.splats && !object.loading) {
object.loading = true;
void loadSplats(object.url).then((data) => {
object.loading = false;
if (!this.disposed && !object.evicted) {
object.splats = GpuArrays.fromData(this.renderer, data, { bundles: ["extSplats"] });
object.lod.visible = object.present;
}
});
} else if (!keep && object.splats && !object.evicted) {
object.evicted = true;
object.lod.visible = false;
this.free(object);
}
}
}
private free(object: WorldObject) {
if (object.evicted && object.drawn === 0) {
object.splats?.dispose();
object.splats = undefined;
object.evicted = false;
}
}
// Brush models at their entities (interpolated between ticks; id1's brush
// entities only translate), animated texture frames (R_TextureAnimation:
// 10 Hz, the alternate sequence while the entity's frame is nonzero) and
// submodel presence; whether what is drawn changed
update(game: { inLevel: boolean; time: number; prev: SimSnapshot; curr: SimSnapshot } | undefined, alpha: number): boolean {
const inLevel = !!game?.inLevel;
if (game && inLevel && game.curr.tick !== this.brushTick) {
this.brushTick = game.curr.tick;
readBrushes(game.prev, this.brushPrev);
readBrushes(game.curr, this.brushCurr);
}
const s = 1 / this.file.unitsPerMeter;
const animFrame = Math.floor((inLevel ? game!.time : performance.now() / 1000) * 10);
let changed = false;
for (const object of this.objects) {
const { info } = object;
const brush = info.submodel !== undefined && inLevel ? this.brushCurr.get(info.submodel) : undefined;
const present = info.submodel === undefined || !inLevel || brush !== undefined;
let shown = true;
if (info.anim) {
const alternate = (brush?.frame ?? 0) !== 0 && info.anim.hasAlternate;
shown = info.anim.alternate === alternate && animFrame % info.anim.total === info.anim.index;
}
if (shown !== object.shown || present !== object.present) {
changed = true;
object.shown = shown;
object.present = present;
if (object.lod) {
object.lod.visible = present && !!object.splats && !object.evicted;
}
}
if (brush) {
const from = this.brushPrev.get(info.submodel!) ?? brush;
const x = from.x + (brush.x - from.x) * alpha;
const y = from.y + (brush.y - from.y) * alpha;
const z = from.z + (brush.z - from.z) * alpha;
object.matrixWorld.fromArray(info.matrixWorld);
object.matrixWorld.setPosition(info.matrixWorld[12] + x * s, info.matrixWorld[13] + z * s, info.matrixWorld[14] - y * s);
}
}
return changed;
}
// The objects to draw now: shown, present and resident, with a selection
splatObjects(): AnySplatObject[] {
const generator = this.lighting.generator;
return this.objects.flatMap((object): AnySplatObject[] => {
if (!object.splats || object.evicted || !object.shown || !object.present || !object.lod) {
return [];
}
const made = this.selector.splatObject(object.lod, (list) => {
object.drawn += 1;
return SplatCollection.object({
generator, data: { source: object, indices: list.indices }, count: list.count, matrixWorld: object.matrixWorld,
release: () => {
object.drawn -= 1;
this.free(object);
},
});
});
return made ? [made] : [];
});
}
// Off the selector; the splats are freed as their objects are released
dispose() {
this.disposed = true;
for (const object of this.objects) {
if (object.lod) {
this.selector.remove(object.lod);
}
object.evicted = true;
this.free(object);
}
}
}
const entityScratch = {} as EntityView;
function readBrushes(snapshot: SimSnapshot, into: Map<number, BrushState>) {
into.clear();
for (let i = 0; i < snapshot.entityCount; i += 1) {
const e = readEntity(snapshot, i, entityScratch);
const name = snapshot.modelNames[e.model];
if (e.flags & EntFlag.BRUSH && name?.[0] === "*") {
into.set(Number(name.slice(1)), { x: e.x, y: e.y, z: e.z, frame: e.frame });
}
}
}