dead cdoe
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48
scene.js
48
scene.js
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// scene.js
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import { resolveBlock } from './blockstate.js';
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import { mat4Identity, mat4Translate } from './math.js';
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// ... imports for loading assets ...
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export class SceneBuilder {
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constructor(renderer, atlas) {
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this.renderer = renderer;
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this.atlas = atlas;
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// Cache parsed geometries by model ID so we only build them once
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this.geometryCache = new Map();
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}
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async buildFromWorld(world) {
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// 1. Group all instances by their resolved Model ID
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const instancePool = new Map(); // "block/stone" -> [ matrix1, matrix2, ... ]
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for (const block of world.blocks.values()) {
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const stateJSON = await loadBlockstate(block.id);
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const parts = resolveBlock(stateJSON, block.props);
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for (const part of parts) {
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if (!instancePool.has(part.model)) {
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instancePool.set(part.model, {
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parts: [],
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modelId: part.model
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});
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}
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// Calculate the world position matrix
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const matrix = mat4Identity(new Float32Array(16));
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mat4Translate(matrix, matrix, [block.x, block.y, block.z]);
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instancePool.get(part.model).parts.push({
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matrix: matrix,
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variant: part // Pass variant so geometry builder handles local rotation
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});
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}
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}
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// 2. We now have a list of models and every place they appear.
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// The next step is to ensure geometry is built, and pack those matrices
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// into Float32Arrays for the WebGL instanced buffers.
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return instancePool;
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}
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}
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