parsing refactor
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71
engine.js
71
engine.js
@@ -1,8 +1,9 @@
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// engine.js
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import {mat4Identity, mat4Translate} from './math.js';
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import {loadBlockstate, loadModel, TextureAtlas} from './assets.js';
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import {resolveTexture, buildGeometry} from './geometry.js';
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import {resolveBlock, getVariantHash} from './blockstate.js';
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import {ResourceCache} from "./resource-cache.js";
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import {Blockstate, BlockstateHandler} from "./blockstate.js";
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import {ModelHandler} from "./model.js";
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import {TextureHandler} from "./texture.js";
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const VS_SRC = `#version 300 es
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layout(location=0) in vec3 a_position;
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@@ -91,7 +92,13 @@ export class Engine {
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};
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this.atlasTexture = gl.createTexture();
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this.atlas = new TextureAtlas(256);
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// --- Initialize the new Resource Pipeline ---
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this.cache = new ResourceCache('assets');
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this.atlas = new TextureHandler(256);
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this.cache.register('blockstates', new BlockstateHandler());
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this.cache.register('models', new ModelHandler());
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this.cache.register('textures', this.atlas);
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this.dioramas = [];
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this.worldMeshes = new Map();
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@@ -111,12 +118,10 @@ export class Engine {
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requestUpdate() {
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if (!this.updateRequested) {
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this.updateRequested = true;
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// Promise.resolve().then() executes immediately after the current synchronous
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// call stack finishes, ensuring 10 simultaneous setBlock calls only trigger 1 update.
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Promise.resolve().then(() => {
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// Add 'async' here and 'await' updateAll
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Promise.resolve().then(async () => {
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await this.updateAll();
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this.updateRequested = false;
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this.updateAll();
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});
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}
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}
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@@ -138,52 +143,48 @@ export class Engine {
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addDiorama(diorama) {
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this.dioramas.push(diorama);
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// Subscribe to the world if we aren't already watching it
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if (!this.observedWorlds.has(diorama.world)) {
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this.observedWorlds.add(diorama.world);
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// Whenever the world changes, queue a single, debounced geometry rebuild
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diorama.world.subscribe(() => this.requestUpdate());
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}
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}
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async updateAll() {
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// Extract all unique worlds currently being viewed
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const uniqueWorlds = new Set(this.dioramas.map(d => d.world));
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if (uniqueWorlds.size === 0) return;
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// --- SWEEP 1: Collect & Fetch Blockstates ---
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const uniqueBlockIds = new Set();
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for (const world of uniqueWorlds) {
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for (const block of world.blocks.values()) uniqueBlockIds.add(block.id);
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}
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await Promise.all(Array.from(uniqueBlockIds).map(id => loadBlockstate(id)));
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await Promise.all(Array.from(uniqueBlockIds).map(id => this.cache.get(id, 'blockstates')));
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// --- SWEEP 2: Resolve Parts & Fetch Models ---
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const uniqueModelIds = new Set();
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const parsedWorlds = new Map(); // World -> Array of {block, parts}
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const parsedWorlds = new Map();
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for (const world of uniqueWorlds) {
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const parsedBlocks = [];
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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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const state = await this.cache.get(block.id, 'blockstates');
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const parts = state.resolveParts(block.props);
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parsedBlocks.push({block, parts});
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for (const p of parts) uniqueModelIds.add(p.model);
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}
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parsedWorlds.set(world, parsedBlocks);
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}
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await Promise.all(Array.from(uniqueModelIds).map(id => loadModel(id)));
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await Promise.all(Array.from(uniqueModelIds).map(id => this.cache.get(id, 'models')));
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// --- SWEEP 3: Pool Instances & Fetch Textures ---
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const uniqueTexturePaths = new Set();
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const worldPools = new Map(); // World -> instancePool
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const textureTasks = [];
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const worldPools = new Map();
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for (const world of uniqueWorlds) {
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const instancePool = new Map();
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for (const {block, parts} of parsedWorlds.get(world)) {
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for (const part of parts) {
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const hash = getVariantHash(part);
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const hash = Blockstate.getVariantHash(part);
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if (!instancePool.has(hash)) {
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instancePool.set(hash, {partDef: part, matrices: [], colors: []});
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}
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@@ -203,29 +204,34 @@ export class Engine {
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}
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for (const pool of instancePool.values()) {
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const modelJSON = await loadModel(pool.partDef.model);
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for (const el of modelJSON.elements || []) {
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const blockModel = await this.cache.get(pool.partDef.model, 'models');
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for (const el of blockModel.elements) {
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for (const face of Object.values(el.faces || {})) {
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const texPath = resolveTexture(modelJSON, face.texture);
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if (texPath) uniqueTexturePaths.add(texPath);
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const texPath = blockModel.resolveTexture(face.texture);
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if (texPath) {
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// Synchronously allocates UV, asynchronously fetches image
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textureTasks.push(this.cache.get(texPath, 'textures', 'png'));
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}
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}
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}
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}
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worldPools.set(world, instancePool);
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}
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await Promise.all(Array.from(uniqueTexturePaths).map(path => this.atlas.load(path)));
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await Promise.all(textureTasks);
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this.updateAtlasTexture();
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// --- SWEEP 4: Bake Geometry ---
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for (const world of uniqueWorlds) {
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const newMeshes = [];
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for (const pool of worldPools.get(world).values()) {
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const modelJSON = await loadModel(pool.partDef.model);
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const geometry = buildGeometry(modelJSON, this.atlas, pool.partDef);
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const blockModel = await this.cache.get(pool.partDef.model, 'models');
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const geometry = blockModel.buildGeometry(this.atlas.uvmap, pool.partDef);
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const matrixArray = new Float32Array(pool.matrices);
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const colorArray = new Float32Array(pool.colors);
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const instanceCount = pool.matrices.length / 16;
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newMeshes.push(this.createInstancedMesh(geometry, instanceCount, matrixArray, colorArray));
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}
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this.worldMeshes.set(world, newMeshes);
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@@ -309,11 +315,10 @@ export class Engine {
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const aspect = rect.width / rect.height;
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const viewProj = diorama.updateMatrices(aspect);
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gl.uniformMatrix4fv(this.uniforms.viewProj, false, viewProj);
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gl.uniform3f(this.uniforms.lightDir, 1.0, 3.0, 2);
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gl.uniform3f(this.uniforms.viewDir,
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diorama.viewDir[0], diorama.viewDir[1], diorama.viewDir[2]
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);
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gl.uniform3f(this.uniforms.lightDir, 1.0, 3.0, 2.0);
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gl.uniform3f(this.uniforms.viewDir, diorama.viewDir[0], diorama.viewDir[1], diorama.viewDir[2]);
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const meshes = this.worldMeshes.get(diorama.world) || [];
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for (const mesh of meshes) {
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