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@@ -0,0 +1,1357 @@
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+import {
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+ BoxGeometry,
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+ BufferAttribute,
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+ BufferGeometry,
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+ ExtrudeGeometry,
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+ InterpolationSamplingMode,
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+ InterpolationSamplingType,
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+ LatheGeometry,
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+ Matrix3,
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+ Matrix4,
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+ Mesh,
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+ MeshStandardMaterial,
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+ Path,
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+ PlaneGeometry,
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+ ShapeGeometry,
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+ Shape,
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+ Sphere,
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+ Vector2,
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+ Vector3
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+} from 'three';
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+
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+import { MeshStandardNodeMaterial } from 'three/webgpu';
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+import { attribute, cameraPosition, color, cross, dot, float, floor, Fn, fract, fwidth, hash as ihash, mix, mod, modelWorldMatrixInverse, mx_fractal_noise_float, mx_noise_float, normalLocal, normalView, normalWorldGeometry, positionLocal, positionView, positionWorld, select, smoothstep, step, uint, uv, varying, vec2, vec3, vec4 } from 'three/tsl';
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+
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+import { mergeGeometries } from '../../utils/BufferGeometryUtils.js';
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+
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+const _scale = /*@__PURE__*/ new Vector3();
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+const _point = /*@__PURE__*/ new Vector3();
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+const _normalMatrix = /*@__PURE__*/ new Matrix3();
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+const _identity = /*@__PURE__*/ new Matrix4();
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+
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+// material-zone codes baked per vertex into the merged geometry, so one material can
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+// branch on partId and shade every zone
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+const PartId = { WALL: 0, PIER: 1, FRAME: 2, ORNAMENT: 3, GLASS: 4, AC: 5 };
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+const { WALL, PIER, FRAME, ORNAMENT, GLASS, AC } = PartId;
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+
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+// fraction of a floor's height taken by the glazed opening; the remainder is
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+// the spandrel band. shared by the window module and the spandrels so they tile.
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+const WINDOW_HEIGHT_RATIO = 0.62;
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+
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+// width of the flat window-frame band around the glazing; shared by the frame module
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+// and the glass pane so the pane always tucks inside the frame
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+const WINDOW_BORDER = 0.1;
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+
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+// the masonry course module ( brick height × length ). the generator snaps floor and
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+// bay dimensions to it, and the material's coursing reads the same values, so the
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+// procedural brickwork lines up with the geometry
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+const BRICK = { height: 0.3, length: 0.6 };
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+
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+// merging requires all-indexed or all-non-indexed inputs; extrusions are
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+// non-indexed while boxes/planes are indexed, so normalize before merging
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+
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+function merge( geometries ) {
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+
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+ return mergeGeometries( geometries.map( ( g ) => g.index ? g.toNonIndexed() : g ) );
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+
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+}
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+
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+function nonIndexed( geometry ) {
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+
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+ return geometry.index ? geometry.toNonIndexed() : geometry;
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+
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+}
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+
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+// the unit box is identical for every building's shell boxes — build it once
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+const _unitBox = /*@__PURE__*/ nonIndexed( new BoxGeometry( 1, 1, 1 ) );
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+
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+/**
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+ * Bakes a list of instance groups into one non-indexed BufferGeometry. Each group is a
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+ * base geometry ( position + normal + uv ), an array of Matrix4 placements and a `partId`
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+ * written to a per-vertex attribute. Transforming straight into preallocated typed arrays
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+ * avoids mergeGeometries' per-instance allocations; the result is one geometry, ready for
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+ * a single draw call and the compute rasterizer.
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+ */
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+function bakeGroups( groups ) {
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+
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+ let total = 0;
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+ for ( const group of groups ) total += group.geometry.attributes.position.count * group.matrices.length;
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+
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+ const position = new Float32Array( total * 3 );
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+ const normal = new Float32Array( total * 3 );
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+ const uv = new Float32Array( total * 2 );
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+ const partId = new Float32Array( total );
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+ // per-window interior-mapping room ( centre + size ) the glass pane looks into; only
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+ // the glass group writes it, every other vertex stays zero. baked per vertex so the
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+ // material reads each building's own room sizes without a global uniform.
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+ const roomCenter = new Float32Array( total * 3 );
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+ const roomSize = new Float32Array( total * 2 );
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+
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+ let w = 0;
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+
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+ // the bounding sphere falls out of the AABB gathered while transforming, sparing a
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+ // second full pass over the positions ( computeBoundingSphere )
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+ let minX = Infinity, minY = Infinity, minZ = Infinity;
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+ let maxX = - Infinity, maxY = - Infinity, maxZ = - Infinity;
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+
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+ for ( const group of groups ) {
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+
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+ const geometry = group.geometry;
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+ const P = geometry.attributes.position.array;
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+ const N = geometry.attributes.normal.array;
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+ const U = geometry.attributes.uv.array;
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+ const count = geometry.attributes.position.count;
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+ const id = group.partId;
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+ const rooms = group.rooms; // per-instance { center, size }, glass only
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+ const rigid = group.rigid === true; // pure rotation ( + translation ): the normal matrix is the rotation itself
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+
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+ for ( let i = 0; i < group.matrices.length; i ++ ) {
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+
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+ const room = rooms ? rooms[ i ] : null;
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+
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+ const matrix = group.matrices[ i ];
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+ const e = matrix.elements;
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+ const e0 = e[ 0 ], e1 = e[ 1 ], e2 = e[ 2 ], e4 = e[ 4 ], e5 = e[ 5 ], e6 = e[ 6 ], e8 = e[ 8 ], e9 = e[ 9 ], e10 = e[ 10 ], e12 = e[ 12 ], e13 = e[ 13 ], e14 = e[ 14 ];
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+
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+ // for a rigid frame the inverse-transpose equals the rotation, so its columns
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+ // are read straight from the matrix and the per-instance 3×3 inverse is skipped
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+ let n0, n1, n2, n3, n4, n5, n6, n7, n8;
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+
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+ if ( rigid ) {
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+
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+ n0 = e0; n1 = e1; n2 = e2; n3 = e4; n4 = e5; n5 = e6; n6 = e8; n7 = e9; n8 = e10;
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+
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+ } else {
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+
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+ const ne = _normalMatrix.getNormalMatrix( matrix ).elements;
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+ n0 = ne[ 0 ]; n1 = ne[ 1 ]; n2 = ne[ 2 ]; n3 = ne[ 3 ]; n4 = ne[ 4 ]; n5 = ne[ 5 ]; n6 = ne[ 6 ]; n7 = ne[ 7 ]; n8 = ne[ 8 ];
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+
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+ }
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+
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+ for ( let v = 0; v < count; v ++ ) {
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+
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+ const v3 = v * 3, w3 = w * 3;
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+ const x = P[ v3 ], y = P[ v3 + 1 ], z = P[ v3 + 2 ];
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+ const wx = e0 * x + e4 * y + e8 * z + e12;
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+ const wy = e1 * x + e5 * y + e9 * z + e13;
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+ const wz = e2 * x + e6 * y + e10 * z + e14;
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+ position[ w3 ] = wx; position[ w3 + 1 ] = wy; position[ w3 + 2 ] = wz;
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+ if ( wx < minX ) minX = wx; if ( wx > maxX ) maxX = wx;
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+ if ( wy < minY ) minY = wy; if ( wy > maxY ) maxY = wy;
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+ if ( wz < minZ ) minZ = wz; if ( wz > maxZ ) maxZ = wz;
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+
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+ const nx = N[ v3 ], ny = N[ v3 + 1 ], nz = N[ v3 + 2 ];
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+ const tx = n0 * nx + n3 * ny + n6 * nz, ty = n1 * nx + n4 * ny + n7 * nz, tz = n2 * nx + n5 * ny + n8 * nz;
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+ const inv = 1 / ( Math.sqrt( tx * tx + ty * ty + tz * tz ) || 1 );
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+ normal[ w3 ] = tx * inv; normal[ w3 + 1 ] = ty * inv; normal[ w3 + 2 ] = tz * inv;
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+
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+ uv[ w * 2 ] = U[ v * 2 ]; uv[ w * 2 + 1 ] = U[ v * 2 + 1 ];
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+ partId[ w ] = id;
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+
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+ if ( room !== null ) {
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+
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+ roomCenter[ w3 ] = room.center.x; roomCenter[ w3 + 1 ] = room.center.y; roomCenter[ w3 + 2 ] = room.center.z;
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+ roomSize[ w * 2 ] = room.size.x; roomSize[ w * 2 + 1 ] = room.size.y;
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+
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+ }
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+
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+ w ++;
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ const geometry = new BufferGeometry();
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+ geometry.setAttribute( 'position', new BufferAttribute( position, 3 ) );
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+ geometry.setAttribute( 'normal', new BufferAttribute( normal, 3 ) );
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+ geometry.setAttribute( 'uv', new BufferAttribute( uv, 2 ) );
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+ geometry.setAttribute( 'partId', new BufferAttribute( partId, 1 ) );
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+ geometry.setAttribute( 'roomCenter', new BufferAttribute( roomCenter, 3 ) );
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+ geometry.setAttribute( 'roomSize', new BufferAttribute( roomSize, 2 ) );
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+
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+ geometry.boundingSphere = new Sphere(
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+ new Vector3( ( minX + maxX ) / 2, ( minY + maxY ) / 2, ( minZ + maxZ ) / 2 ),
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+ Math.hypot( maxX - minX, maxY - minY, maxZ - minZ ) / 2
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+ );
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+
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+ return geometry;
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+
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+}
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+
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+// deterministic PRNG (mulberry32) so a given seed always yields the same tower
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+
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+function createRandom( seed ) {
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+
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+ let s = ( seed >>> 0 ) || 1;
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+
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+ return function () {
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+
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+ s = ( s + 0x6D2B79F5 ) | 0;
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+ let t = Math.imul( s ^ ( s >>> 15 ), 1 | s );
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+ t = ( t + Math.imul( t ^ ( t >>> 7 ), 61 | t ) ) ^ t;
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+ return ( ( t ^ ( t >>> 14 ) ) >>> 0 ) / 4294967296;
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+
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+ };
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+
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+}
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+
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+// a stable per-floor hash ( from the floor index and the face origin ) used to pick the
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+// interior-mapping room module per floor without allocating a closure each floor
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+function floorHash( f, frame, k ) {
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+
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+ const s = Math.sin( f * 12.9898 + frame.origin.x * 0.07 + frame.origin.z * 0.131 + k ) * 43758.5453;
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+ return s - Math.floor( s );
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+
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+}
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+
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+// the seed-driven "style" of a tower: footprint proportions, tier split and the
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+// shaping of piers and base arches. these sit between the fixed defaults and the
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+// caller's parameters, so any parameter passed in still overrides its seeded value.
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+
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+function randomStyle( random ) {
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+
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+ const base = 0.10 + random() * 0.07;
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+ const crown = 0.08 + random() * 0.08;
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+
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+ return {
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+ footprint: { width: 26 + random() * 18, depth: 20 + random() * 14 },
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+ tierFractions: { base, crown },
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+ pierWidth: 0.4 + random() * 0.4,
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+ pierDepth: 0.3 + random() * 0.3,
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+ windowReveal: 0.12 + random() * 0.1,
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+ stringCourseHeight: 0.5 + random() * 0.5,
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+ archBayWidthRatio: Math.round( 1.5 + random() * 1.5 ),
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+ archRise: 0.4 + random() * 0.5
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+ };
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+
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+}
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+
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+/**
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+ * Generates intricate, tripartite "Beaux-Arts / Neo-Gothic" terracotta
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+ * skyscrapers from a small set of parameters.
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+ *
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+ * The mass is read as a footprint polygon (a rectangle with one chamfered
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+ * corner) split into vertical faces, each split into three tiers — a tall
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+ * arcaded base, a repeating shaft and an ornate crown — then into floors and
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+ * bays. A handful of authored pieces (a pier, a window, a cornice profile, a
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+ * gothic arch) are instanced across the whole tower, then baked — together with
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+ * the bespoke base arcade — into a single non-indexed BufferGeometry tagged with
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+ * a per-vertex `partId` ({@link PartId}) so one material can shade every zone.
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+ *
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+ * The generator is material agnostic — it only produces geometry. Pass a single
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+ * material (e.g. a TSL node material that branches on `partId`) to dress it.
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+ *
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+ * ```js
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+ * const generator = new SkyscraperGenerator( { seed: 35, totalHeight: 140 }, material );
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+ * scene.add( generator.build() ); // a single Mesh
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+ * ```
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+ */
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+class SkyscraperGenerator {
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+
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+ constructor( parameters = {}, material = null ) {
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+
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+ this.parameters = parameters; // caller overrides; defaults + seed fill the rest at build time
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+ this.material = material; // a single material; the look is driven by the baked `partId` attribute
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+
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+ this.mesh = null;
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+
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+ }
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+
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+ setParameters( parameters ) {
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+
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+ Object.assign( this.parameters, parameters );
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+
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+ return this;
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+
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+ }
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+
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+ build() {
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+
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+ const random = createRandom( this.parameters.seed ?? SkyscraperGenerator.defaults.seed );
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+
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+ // precedence: fixed defaults < seed-driven style < caller parameters
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+
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+ const p = Object.assign( {}, SkyscraperGenerator.defaults, randomStyle( random ), this.parameters );
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+
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+ // snap the masonry-driving dimensions to the brick module so the procedural
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+ // brickwork ( courses up local Y, columns along each face ) lines up with the
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+ // geometry: a whole number of courses per floor and bricks per bay
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+ const vModule = BRICK.height * 2; // a course pair, so floor / window halves still land on a joint
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+ p.floorHeight = Math.max( vModule * 3, Math.round( p.floorHeight / vModule ) * vModule );
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+ p.windowHeight = Math.round( p.floorHeight * WINDOW_HEIGHT_RATIO / vModule ) * vModule;
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+ p.bayWidth = Math.max( BRICK.length * 3, Math.round( p.bayWidth / BRICK.length ) * BRICK.length );
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+ p.pierWidth = Math.max( BRICK.length, Math.round( p.pierWidth / BRICK.length ) * BRICK.length );
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+
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+ // vertical layout: base / shaft / crown as whole floor counts, so every floor
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+ // line sits on a course ( the requested total height is rounded to suit )
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+ const floors = Math.max( 3, Math.round( p.totalHeight / p.floorHeight ) );
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+ const baseFloors = Math.max( 1, Math.round( floors * p.tierFractions.base ) );
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+ const crownFloors = Math.max( 1, Math.round( floors * p.tierFractions.crown ) );
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+ const shaftFloors = Math.max( 1, floors - baseFloors - crownFloors );
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+
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+ const baseHeight = baseFloors * p.floorHeight;
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+ const crownHeight = crownFloors * p.floorHeight;
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+ const shaftHeight = shaftFloors * p.floorHeight;
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+ p.totalHeight = baseHeight + shaftHeight + crownHeight;
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+
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+ const baseTop = baseHeight;
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+ const shaftTop = baseHeight + shaftHeight;
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+
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+ // one accumulator per kind of part, mostly instance matrices. kept separate so the
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+ // bake below can order them by draw order ( which controls overdraw ), not build order.
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+
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+ const windows = [];
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+ const glass = [];
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+ const glassRooms = []; // per-glass interior-mapping room ( centre + size ), aligned with `glass`
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+ const backWalls = []; // the thin wall closing the volume behind the glass
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+ const bands = []; // spandrel bands, one at each floor line
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+ const piers = new Map(); // pier height -> matrices, so each tier's continuous piers share one geometry
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+ const trim = []; // cornices and parapets ( axis-aligned unit boxes )
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+ const acUnits = []; // window air-conditioner boxes on a random subset of shaft windows
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+ const finials = []; // pinnacles along the crown
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+ const extras = []; // bespoke geometry: the base arcade and the setback / roof slabs
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+
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+ const addPier = ( frame, u, vBottom, height ) => {
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+
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+ const key = Math.round( height * 1000 ); // bucket equal pier heights ( a number key, no string )
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+ if ( piers.has( key ) === false ) piers.set( key, [] );
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+ piers.get( key ).push( frame.matrix( u, vBottom, 0 ) );
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+
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+ };
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+
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+ // footprints: full mass, and the inset crown after the setback
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+
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+ const footprint = buildFootprint( p.footprint.width, p.footprint.depth, p.chamferWidth, p.chamferCornerX, p.chamferCornerZ );
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+ const faces = buildFaces( footprint );
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+
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+ const inset = p.setbackDepth * p.bayWidth;
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+ const crownFootprint = buildFootprint(
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+ Math.max( p.bayWidth * 2, p.footprint.width - inset * 2 ),
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+ Math.max( p.bayWidth * 2, p.footprint.depth - inset * 2 ),
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+ Math.max( 0, p.chamferWidth - inset ),
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+ p.chamferCornerX,
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+ p.chamferCornerZ
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+ );
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+ const crownFaces = buildFaces( crownFootprint );
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+
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+ // --- generate the parts -----------------------------------------------
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+
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+ const crownCornice = p.stringCourseHeight * 1.6; // the crown's heavy cap; its piers stop below it
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+
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+ // shaft and crown are the same facade over different faces, spans and pier heights
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+ const tiers = [
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+ { faces, bottom: baseTop, height: shaftHeight, pierHeight: shaftHeight, ac: acUnits },
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+ { faces: crownFaces, bottom: shaftTop, height: crownHeight, pierHeight: crownHeight - crownCornice, ac: null }
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+ ];
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+
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+ for ( const t of tiers ) {
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+
|
|
|
+ for ( const frame of t.faces ) {
|
|
|
+
|
|
|
+ addWindows( frame, windows, glass, glassRooms, t.ac, t.bottom, t.height, p );
|
|
|
+ addWall( backWalls, frame, t.bottom, t.bottom + t.height, 0.8, - 0.6 );
|
|
|
+ addSpandrelBands( bands, frame, t.bottom, t.height, p );
|
|
|
+ addPiers( frame, t.bottom, t.pierHeight, p, addPier );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // the base: a gothic arcade, capped by a string course
|
|
|
+ for ( const frame of faces ) {
|
|
|
+
|
|
|
+ addArcade( extras, frame, baseHeight, p );
|
|
|
+ addCornice( trim, frame, baseTop - p.stringCourseHeight, p.stringCourseHeight, 0.5 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // periodic string courses banding the shaft
|
|
|
+ if ( p.stringCourseEvery > 0 ) {
|
|
|
+
|
|
|
+ for ( let f = p.stringCourseEvery; f < shaftFloors; f += p.stringCourseEvery ) {
|
|
|
+
|
|
|
+ for ( const frame of faces ) addCornice( trim, frame, baseTop + f * p.floorHeight - p.stringCourseHeight * 0.5, p.stringCourseHeight, 0.3 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // the crown's heavy cornice, its parapet and the finials along the top
|
|
|
+ for ( const frame of crownFaces ) {
|
|
|
+
|
|
|
+ addCornice( trim, frame, p.totalHeight - crownCornice, crownCornice, 0.9 );
|
|
|
+ addParapet( trim, frame, p.totalHeight, p );
|
|
|
+ addFinials( frame, finials, shaftTop, crownHeight, p );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // thin slabs capping the setback ledge and the roof
|
|
|
+ extras.push( slab( footprint, shaftTop, 0.6 ) );
|
|
|
+ extras.push( slab( crownFootprint, p.totalHeight, 0.6 ) );
|
|
|
+
|
|
|
+ // --- bake every part into one geometry ---------------------------------
|
|
|
+
|
|
|
+ // one mesh = one draw the renderer can't sort, so bake order is draw order: the
|
|
|
+ // facade front-to-back, the backing wall last so its hidden fragments never shade.
|
|
|
+
|
|
|
+ const groups = [
|
|
|
+ { geometry: buildWindowGeometry( p ), matrices: windows, partId: FRAME, rigid: true },
|
|
|
+ { geometry: nonIndexed( buildGlassGeometry( p ) ), matrices: glass, partId: GLASS, rooms: glassRooms, rigid: true },
|
|
|
+ { geometry: _unitBox, matrices: bands, partId: WALL }
|
|
|
+ ];
|
|
|
+
|
|
|
+ for ( const [ key, matrices ] of piers ) groups.push( { geometry: buildPierGeometry( p, key / 1000 ), matrices, partId: PIER, rigid: true } );
|
|
|
+
|
|
|
+ groups.push( { geometry: _unitBox, matrices: trim, partId: WALL } ); // cornices, parapets
|
|
|
+ groups.push( { geometry: _unitBox, matrices: acUnits, partId: AC } );
|
|
|
+ groups.push( { geometry: nonIndexed( buildFinialGeometry( p ) ), matrices: finials, partId: ORNAMENT, rigid: true } );
|
|
|
+
|
|
|
+ for ( const geometry of extras ) groups.push( { geometry: nonIndexed( geometry ), matrices: [ _identity ], partId: WALL, rigid: true } ); // base arcade + slabs, in building-local space
|
|
|
+
|
|
|
+ groups.push( { geometry: _unitBox, matrices: backWalls, partId: WALL } ); // last — hidden behind the facade
|
|
|
+
|
|
|
+ const geometry = bakeGroups( groups );
|
|
|
+
|
|
|
+ const mesh = new Mesh( geometry, this.material || new MeshStandardMaterial( { color: 0xddccaa, roughness: 0.9 } ) );
|
|
|
+ mesh.name = 'Skyscraper';
|
|
|
+
|
|
|
+ this.dispose();
|
|
|
+ this.mesh = mesh;
|
|
|
+
|
|
|
+ return mesh;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ rebuild() {
|
|
|
+
|
|
|
+ return this.build();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ dispose() {
|
|
|
+
|
|
|
+ if ( this.mesh === null ) return;
|
|
|
+
|
|
|
+ this.mesh.geometry.dispose();
|
|
|
+ this.mesh = null;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+// fixed baseline. the remaining parameters (footprint, tierFractions, pierWidth,
|
|
|
+// pierDepth, windowReveal, stringCourseHeight, archBayWidthRatio, archRise) are
|
|
|
+// derived from the seed by randomStyle() unless the caller provides them.
|
|
|
+SkyscraperGenerator.defaults = {
|
|
|
+ seed: 35,
|
|
|
+ totalHeight: 140,
|
|
|
+ floorHeight: 4,
|
|
|
+ bayWidth: 2.6,
|
|
|
+ stringCourseEvery: 6,
|
|
|
+ chamferWidth: 4,
|
|
|
+ chamferCornerX: 1,
|
|
|
+ chamferCornerZ: 1,
|
|
|
+ setbackDepth: 1.5,
|
|
|
+ acChance: 0.12
|
|
|
+};
|
|
|
+
|
|
|
+// --- footprint & faces ---------------------------------------------------
|
|
|
+
|
|
|
+/**
|
|
|
+ * A rectangle (centred at the origin in the XZ plane) with one corner cut at
|
|
|
+ * 45 degrees, returned as an ordered list of `Vector2( x, z )`. `cornerX` /
|
|
|
+ * `cornerZ` ( each ±1 ) pick which corner is cut, so the chamfer can be aimed
|
|
|
+ * outward to a block corner.
|
|
|
+ */
|
|
|
+function buildFootprint( width, depth, chamfer, cornerX = 1, cornerZ = 1 ) {
|
|
|
+
|
|
|
+ const hw = width / 2;
|
|
|
+ const hd = depth / 2;
|
|
|
+ const c = Math.min( chamfer, hw, hd );
|
|
|
+
|
|
|
+ // the four corners, counter-clockwise
|
|
|
+ const corners = [
|
|
|
+ new Vector2( hw, hd ),
|
|
|
+ new Vector2( - hw, hd ),
|
|
|
+ new Vector2( - hw, - hd ),
|
|
|
+ new Vector2( hw, - hd )
|
|
|
+ ];
|
|
|
+
|
|
|
+ const points = [];
|
|
|
+
|
|
|
+ for ( let i = 0; i < corners.length; i ++ ) {
|
|
|
+
|
|
|
+ const corner = corners[ i ];
|
|
|
+
|
|
|
+ // cut the requested corner: replace it with two points pulled back along
|
|
|
+ // each adjacent edge, leaving a 45° face that points out to that corner
|
|
|
+ if ( c > 0 && Math.sign( corner.x ) === cornerX && Math.sign( corner.y ) === cornerZ ) {
|
|
|
+
|
|
|
+ const prev = corners[ ( i + 3 ) % 4 ];
|
|
|
+ const next = corners[ ( i + 1 ) % 4 ];
|
|
|
+ points.push( corner.clone().lerp( prev, c / corner.distanceTo( prev ) ) );
|
|
|
+ points.push( corner.clone().lerp( next, c / corner.distanceTo( next ) ) );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ points.push( corner.clone() );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return points;
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+/**
|
|
|
+ * Builds a face frame per footprint edge. Each frame is an orthonormal basis
|
|
|
+ * ( u along the edge, v up, n outward ) plus an origin and length, so all
|
|
|
+ * facade layout can happen in flat ( u, v ) space and bake to world with one
|
|
|
+ * matrix — the same authored piece then instances onto every face, including
|
|
|
+ * the diagonal chamfer.
|
|
|
+ */
|
|
|
+function buildFaces( points ) {
|
|
|
+
|
|
|
+ const faces = [];
|
|
|
+ const up = new Vector3( 0, 1, 0 );
|
|
|
+
|
|
|
+ for ( let i = 0; i < points.length; i ++ ) {
|
|
|
+
|
|
|
+ const a = points[ i ];
|
|
|
+ const b = points[ ( i + 1 ) % points.length ];
|
|
|
+
|
|
|
+ // outward normal: perpendicular to the edge, pointing away from the
|
|
|
+ // origin (the footprint is centred there)
|
|
|
+
|
|
|
+ const n = new Vector3( b.y - a.y, 0, - ( b.x - a.x ) ).normalize();
|
|
|
+ const mid = new Vector3( ( a.x + b.x ) / 2, 0, ( a.y + b.y ) / 2 );
|
|
|
+ if ( n.dot( mid ) < 0 ) n.negate();
|
|
|
+
|
|
|
+ // right-handed basis: u = v × n, so makeBasis( u, v, n ) is a pure rotation
|
|
|
+
|
|
|
+ const u = new Vector3().crossVectors( up, n ).normalize();
|
|
|
+
|
|
|
+ const pa = new Vector3( a.x, 0, a.y );
|
|
|
+ const pb = new Vector3( b.x, 0, b.y );
|
|
|
+ const length = pa.distanceTo( pb );
|
|
|
+
|
|
|
+ // the edge end that u points away from becomes the origin
|
|
|
+
|
|
|
+ const origin = pb.clone().sub( pa ).dot( u ) > 0 ? pa : pb;
|
|
|
+
|
|
|
+ faces.push( new FaceFrame( origin, u, up.clone(), n, length ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return faces;
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+/** A face's local ( u along edge, v up, n outward ) frame in world space. */
|
|
|
+class FaceFrame {
|
|
|
+
|
|
|
+ constructor( origin, u, v, n, length ) {
|
|
|
+
|
|
|
+ this.origin = origin;
|
|
|
+ this.u = u;
|
|
|
+ this.v = v;
|
|
|
+ this.n = n;
|
|
|
+ this.length = length;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ point( u, v, w, target = new Vector3() ) {
|
|
|
+
|
|
|
+ return target
|
|
|
+ .copy( this.origin )
|
|
|
+ .addScaledVector( this.u, u )
|
|
|
+ .addScaledVector( this.v, v )
|
|
|
+ .addScaledVector( this.n, w );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ /** Places a piece authored in the canonical local frame ( x across, y up, z outward ). */
|
|
|
+ matrix( u, v, w ) {
|
|
|
+
|
|
|
+ return new Matrix4()
|
|
|
+ .makeBasis( this.u, this.v, this.n )
|
|
|
+ .setPosition( this.point( u, v, w, _point ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ /** How many bays of `bayWidth` fit, with the remainder split into end margins. */
|
|
|
+ bays( bayWidth ) {
|
|
|
+
|
|
|
+ const count = Math.max( 1, Math.floor( this.length / bayWidth ) );
|
|
|
+ const margin = ( this.length - count * bayWidth ) / 2;
|
|
|
+
|
|
|
+ return { count, margin, width: bayWidth };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+// --- shell pieces --------------------------------------------------------
|
|
|
+
|
|
|
+// a Matrix4 mapping the shared unit box ( 1×1×1, centred ) onto a face-aligned
|
|
|
+// box of the given size, centred at the given face-local point. these matrices
|
|
|
+// are what the shell InstancedMesh is built from.
|
|
|
+function boxMatrix( frame, u, v, w, sizeU, sizeV, sizeN ) {
|
|
|
+
|
|
|
+ return new Matrix4()
|
|
|
+ .makeBasis( frame.u, frame.v, frame.n )
|
|
|
+ .scale( _scale.set( sizeU, sizeV, sizeN ) )
|
|
|
+ .setPosition( frame.point( u, v, w, _point ) );
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+function addWall( target, frame, vBottom, vTop, thickness = 0.8, front = 0 ) {
|
|
|
+
|
|
|
+ const h = vTop - vBottom;
|
|
|
+ target.push( boxMatrix( frame, frame.length / 2, vBottom + h / 2, front - thickness / 2, frame.length + thickness * 2, h, thickness ) );
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+/**
|
|
|
+ * Horizontal terracotta bands at every floor line. Together with the projecting
|
|
|
+ * piers they form the facade grid; the gaps between them are the window
|
|
|
+ * openings, with glass set behind.
|
|
|
+ */
|
|
|
+function addSpandrelBands( target, frame, vBottom, height, p ) {
|
|
|
+
|
|
|
+ const floors = Math.max( 1, Math.round( height / p.floorHeight ) );
|
|
|
+ const fh = height / floors;
|
|
|
+ const bandHeight = p.floorHeight - p.windowHeight; // whole courses: floor minus the glazed opening
|
|
|
+
|
|
|
+ // pull the ends in by the band depth so a band doesn't poke its end-cap
|
|
|
+ // into the plane of the perpendicular face at the corners ( overdraw )
|
|
|
+ const bandLength = Math.max( 0.2, frame.length - 0.6 );
|
|
|
+
|
|
|
+ for ( let f = 0; f <= floors; f ++ ) {
|
|
|
+
|
|
|
+ // front flush at w = 0, meeting the backing wall behind
|
|
|
+ target.push( boxMatrix( frame, frame.length / 2, vBottom + f * fh, - 0.3, bandLength, bandHeight, 0.6 ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+/**
|
|
|
+ * A thin horizontal cap over a footprint's bounding box at height `y`. Its
|
|
|
+ * sides are pulled in behind the facade plane ( into the backing-wall shell )
|
|
|
+ * so they never sit coplanar with the walls, spandrels or piers and z-fight.
|
|
|
+ */
|
|
|
+function slab( footprint, y, thickness ) {
|
|
|
+
|
|
|
+ // a thin cap following the footprint OUTLINE ( so the chamfered corner is cut, not
|
|
|
+ // left overhanging as a rectangular box ), inset a little so its edge tucks just
|
|
|
+ // behind the facade and the wall top reads as a lip around it
|
|
|
+
|
|
|
+ const inset = 0.8;
|
|
|
+ let cx = 0, cz = 0;
|
|
|
+ for ( const p of footprint ) {
|
|
|
+
|
|
|
+ cx += p.x; cz += p.y;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ cx /= footprint.length; cz /= footprint.length;
|
|
|
+
|
|
|
+ // consistent ( CCW ) winding so the extrude caps face up / down correctly
|
|
|
+ let area = 0;
|
|
|
+ for ( let i = 0; i < footprint.length; i ++ ) {
|
|
|
+
|
|
|
+ const a = footprint[ i ], b = footprint[ ( i + 1 ) % footprint.length ];
|
|
|
+ area += a.x * b.y - b.x * a.y;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ const pts = area < 0 ? footprint.slice().reverse() : footprint;
|
|
|
+
|
|
|
+ const shape = new Shape();
|
|
|
+ pts.forEach( ( p, i ) => {
|
|
|
+
|
|
|
+ const dx = cx - p.x, dz = cz - p.y;
|
|
|
+ const d = Math.hypot( dx, dz ) || 1;
|
|
|
+ const x = p.x + dx / d * inset;
|
|
|
+ const z = p.y + dz / d * inset;
|
|
|
+ if ( i === 0 ) shape.moveTo( x, z ); else shape.lineTo( x, z );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ // extrude the XZ outline downward by the thickness, the top dropped just below height y:
|
|
|
+ // the inset cap would otherwise sit coplanar with the surrounding wall top faces and
|
|
|
+ // z-fight, and the parapet / spandrel bands around the edge hide the shallow recess
|
|
|
+ const drop = 0.2;
|
|
|
+ const geometry = new ExtrudeGeometry( shape, { depth: thickness, bevelEnabled: false } );
|
|
|
+ geometry.rotateX( Math.PI / 2 );
|
|
|
+ geometry.translate( 0, y - drop, 0 );
|
|
|
+ return geometry;
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+/** A two-step projecting cornice / string-course band wrapping a face. */
|
|
|
+function addCornice( target, frame, vBottom, height, depth ) {
|
|
|
+
|
|
|
+ target.push( boxMatrix( frame, frame.length / 2, vBottom + height * 0.275, depth / 2, frame.length, height * 0.55, depth ) );
|
|
|
+ target.push( boxMatrix( frame, frame.length / 2, vBottom + height * 0.775, depth * 0.85, frame.length, height * 0.45, depth * 1.7 ) );
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+/** A low parapet wall capping the crown. */
|
|
|
+function addParapet( target, frame, vTop, p ) {
|
|
|
+
|
|
|
+ const height = 1.4;
|
|
|
+ target.push( boxMatrix( frame, frame.length / 2, vTop + height / 2, p.pierDepth * 0.4, frame.length, height, p.pierDepth * 0.8 ) );
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+/**
|
|
|
+ * The base storey: a wall pierced by tall pointed-arch openings, extruded with
|
|
|
+ * thickness so the openings read as deep recesses.
|
|
|
+ */
|
|
|
+function addArcade( target, frame, height, p ) {
|
|
|
+
|
|
|
+ const archWidth = p.bayWidth * p.archBayWidthRatio;
|
|
|
+ const { count, margin } = frame.bays( archWidth );
|
|
|
+
|
|
|
+ const sill = height * 0.04;
|
|
|
+ const spring = height * 0.55;
|
|
|
+ const apex = Math.min( height * 0.96, spring + ( archWidth / 2 ) * ( 0.8 + p.archRise ) );
|
|
|
+
|
|
|
+ const shape = new Shape();
|
|
|
+ shape.moveTo( 0, 0 );
|
|
|
+ shape.lineTo( frame.length, 0 );
|
|
|
+ shape.lineTo( frame.length, height );
|
|
|
+ shape.lineTo( 0, height );
|
|
|
+ shape.lineTo( 0, 0 );
|
|
|
+
|
|
|
+ for ( let i = 0; i < count; i ++ ) {
|
|
|
+
|
|
|
+ const cx = margin + ( i + 0.5 ) * archWidth;
|
|
|
+ const hw = archWidth * 0.34;
|
|
|
+
|
|
|
+ const hole = new Path();
|
|
|
+ hole.moveTo( cx - hw, sill );
|
|
|
+ hole.lineTo( cx - hw, spring );
|
|
|
+ hole.quadraticCurveTo( cx - hw, apex, cx, apex );
|
|
|
+ hole.quadraticCurveTo( cx + hw, apex, cx + hw, spring );
|
|
|
+ hole.lineTo( cx + hw, sill );
|
|
|
+ hole.lineTo( cx - hw, sill );
|
|
|
+ shape.holes.push( hole );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ const thickness = 1.1;
|
|
|
+ const geometry = new ExtrudeGeometry( shape, { depth: thickness, bevelEnabled: false, curveSegments: 8 } );
|
|
|
+ geometry.translate( 0, 0, - thickness );
|
|
|
+ geometry.applyMatrix4( frame.matrix( 0, 0, 0 ) );
|
|
|
+
|
|
|
+ target.push( geometry );
|
|
|
+
|
|
|
+ // a dark plane set behind the openings so the recesses read
|
|
|
+
|
|
|
+ const back = new PlaneGeometry( frame.length, height );
|
|
|
+ back.applyMatrix4( frame.matrix( frame.length / 2, height / 2, - thickness - 0.4 ) );
|
|
|
+ target.push( back );
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+// --- repeating field -----------------------------------------------------
|
|
|
+
|
|
|
+function addPiers( frame, vBottom, height, p, addPier ) {
|
|
|
+
|
|
|
+ const { count, margin, width } = frame.bays( p.bayWidth );
|
|
|
+
|
|
|
+ // a pier on every bay edge except the far end: that corner is shared with
|
|
|
+ // the next face, which places its own pier there, so emitting both would
|
|
|
+ // stack two piers at each corner
|
|
|
+
|
|
|
+ for ( let i = 0; i < count; i ++ ) {
|
|
|
+
|
|
|
+ addPier( frame, margin + i * width, vBottom, height );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+function addWindows( frame, windows, glass, glassRooms, acUnits, vBottom, height, p ) {
|
|
|
+
|
|
|
+ const { count, margin, width } = frame.bays( p.bayWidth );
|
|
|
+ const floors = Math.max( 1, Math.round( height / p.floorHeight ) );
|
|
|
+ const fh = height / floors;
|
|
|
+
|
|
|
+ // a window AC unit sitting on the sill, protruding from the facade. about half the window
|
|
|
+ // width, capped at a real unit's size ( ~0.66 m ) and kept wider than tall, sticking out
|
|
|
+ // about half its width
|
|
|
+ const acW = Math.min( ( p.bayWidth - p.pierWidth ) * 0.55, 0.66 );
|
|
|
+ const acH = acW * 0.6;
|
|
|
+ const acD = acW * 0.5;
|
|
|
+ const acV = - p.windowHeight / 2 + acH / 2 + WINDOW_BORDER; // bottom rests on the sill ( the top of the window's bottom frame rail )
|
|
|
+
|
|
|
+ // a real ~0.66 m unit looks lost in a wide opening, so only fit ACs where it still spans a
|
|
|
+ // fair share of the window — in practice, the narrower ( older-style ) windows
|
|
|
+ const acFits = acW >= ( width - p.pierWidth ) * 0.34;
|
|
|
+
|
|
|
+ for ( let f = 0; f < floors; f ++ ) {
|
|
|
+
|
|
|
+ const cy = vBottom + ( f + 0.5 ) * fh;
|
|
|
+
|
|
|
+ // the interior-mapping room module: one floor tall, a run of two or three bays
|
|
|
+ // wide, chosen per floor so neighbouring windows share an interior. the choice
|
|
|
+ // is deterministic ( seeded by the floor and the face ) so it is stable, and the
|
|
|
+ // run is recorded per window so the material can ray-march the right box.
|
|
|
+ const roomBays = floorHash( f, frame, 0 ) > 0.5 ? 3 : 2;
|
|
|
+ const roomPhase = Math.floor( floorHash( f, frame, 1 ) * roomBays );
|
|
|
+
|
|
|
+ for ( let b = 0; b < count; b ++ ) {
|
|
|
+
|
|
|
+ const cx = margin + ( b + 0.5 ) * width;
|
|
|
+
|
|
|
+ windows.push( frame.matrix( cx, cy, 0 ) );
|
|
|
+ glass.push( frame.matrix( cx, cy, - p.windowReveal ) );
|
|
|
+
|
|
|
+ // the run of bays this window's room spans, clamped at the face ends, recorded
|
|
|
+ // as the room's centre on the facade and its width × height in metres
|
|
|
+ const room = Math.floor( ( b + roomPhase ) / roomBays );
|
|
|
+ const bStart = Math.max( 0, room * roomBays - roomPhase );
|
|
|
+ const bEnd = Math.min( count, ( room + 1 ) * roomBays - roomPhase );
|
|
|
+ const span = bEnd - bStart;
|
|
|
+ glassRooms.push( { center: frame.point( margin + ( bStart + span / 2 ) * width, cy, - p.windowReveal ), size: new Vector2( span * width, fh - 1 ) } ); // centred on the glass plane, so the interior is anchored to the pane it is drawn on
|
|
|
+
|
|
|
+ if ( acUnits && acFits ) {
|
|
|
+
|
|
|
+ // deterministic per-window hash ( varies per face via the frame origin )
|
|
|
+ const r = Math.sin( f * 41.3 + b * 12.7 + frame.origin.x * 0.13 + frame.origin.z * 0.31 ) * 43758.5453;
|
|
|
+ // the back tucks into the window reveal ( just in front of the glass ) so the unit sits
|
|
|
+ // in the opening instead of floating on the facade
|
|
|
+ const acW0 = acD / 2 - p.windowReveal + 0.04;
|
|
|
+ if ( r - Math.floor( r ) < p.acChance ) acUnits.push( boxMatrix( frame, cx, cy + acV, acW0, acW, acH, acD ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+function addFinials( frame, finials, vBottom, height, p ) {
|
|
|
+
|
|
|
+ const { count, margin, width } = frame.bays( p.bayWidth );
|
|
|
+ const top = vBottom + height;
|
|
|
+
|
|
|
+ // skip the far-end bay edge: it is the shared corner the next face also
|
|
|
+ // caps, so emitting both would stack two finials at each corner
|
|
|
+
|
|
|
+ for ( let i = 0; i < count; i ++ ) {
|
|
|
+
|
|
|
+ finials.push( new Matrix4().setPosition( frame.point( margin + i * width, top, p.pierDepth * 0.5, _point ) ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+// --- authored modules ----------------------------------------------------
|
|
|
+
|
|
|
+function buildPierGeometry( p, height ) {
|
|
|
+
|
|
|
+ // a wide pier with a slimmer pilaster raised on its face, giving the
|
|
|
+ // continuous vertical rib a stepped, terracotta profile
|
|
|
+
|
|
|
+ const back = new BoxGeometry( p.pierWidth, height, p.pierDepth * 0.6 );
|
|
|
+ back.translate( 0, height / 2, p.pierDepth * 0.3 );
|
|
|
+
|
|
|
+ // the pilaster stops just short of the pier top so that where a pier is left
|
|
|
+ // exposed ( at a setback ) the cap reads as one clean block rather than the
|
|
|
+ // back box and the pilaster stacked into a T
|
|
|
+ const pilasterHeight = Math.max( 1, height - 0.6 );
|
|
|
+ const front = new BoxGeometry( p.pierWidth * 0.55, pilasterHeight, p.pierDepth * 0.45 );
|
|
|
+ front.translate( 0, pilasterHeight / 2, p.pierDepth * 0.6 + p.pierDepth * 0.225 );
|
|
|
+
|
|
|
+ return merge( [ back, front ] );
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+function buildWindowGeometry( p ) {
|
|
|
+
|
|
|
+ // the flat frame face ( a rectangle with the glazing hole ), the four reveal walls
|
|
|
+ // of the opening and the glazing bars, merged into one instanced module. a full
|
|
|
+ // extrusion would also emit a hidden back cap and outer side walls; windows are by
|
|
|
+ // far the heaviest part of a building, so those are skipped.
|
|
|
+
|
|
|
+ const w = p.bayWidth - p.pierWidth;
|
|
|
+ const h = p.windowHeight;
|
|
|
+ const border = WINDOW_BORDER;
|
|
|
+ const depth = p.windowReveal; // reveal walls run all the way back to the glass ( placed at -windowReveal ), so no gap opens between them and the pane
|
|
|
+ const iw = w / 2 - border;
|
|
|
+ const ih = h / 2 - border;
|
|
|
+
|
|
|
+ const shape = new Shape();
|
|
|
+ shape.moveTo( - w / 2, - h / 2 );
|
|
|
+ shape.lineTo( w / 2, - h / 2 );
|
|
|
+ shape.lineTo( w / 2, h / 2 );
|
|
|
+ shape.lineTo( - w / 2, h / 2 );
|
|
|
+ shape.lineTo( - w / 2, - h / 2 );
|
|
|
+
|
|
|
+ const hole = new Path();
|
|
|
+ hole.moveTo( - iw, - ih );
|
|
|
+ hole.lineTo( - iw, ih );
|
|
|
+ hole.lineTo( iw, ih );
|
|
|
+ hole.lineTo( iw, - ih );
|
|
|
+ hole.lineTo( - iw, - ih );
|
|
|
+ shape.holes.push( hole );
|
|
|
+
|
|
|
+ const front = new ShapeGeometry( shape ); // visible frame face, flush with the facade
|
|
|
+
|
|
|
+ // the four reveal walls of the opening, set back to the glazing
|
|
|
+ const wall = ( x, y, rx, ry, sw, sh ) => {
|
|
|
+
|
|
|
+ const pl = new PlaneGeometry( sw, sh );
|
|
|
+ pl.rotateX( rx );
|
|
|
+ pl.rotateY( ry );
|
|
|
+ pl.translate( x, y, - depth / 2 );
|
|
|
+ return pl;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ const left = wall( - iw, 0, 0, Math.PI / 2, depth, ih * 2 );
|
|
|
+ const right = wall( iw, 0, 0, - Math.PI / 2, depth, ih * 2 );
|
|
|
+ const sill = wall( 0, - ih, - Math.PI / 2, 0, iw * 2, depth );
|
|
|
+ const head = wall( 0, ih, Math.PI / 2, 0, iw * 2, depth );
|
|
|
+
|
|
|
+ // a single horizontal glazing bar ( transom ), flat, just in front of the glass —
|
|
|
+ // a thin box would triple the window's triangle count for sub-pixel thickness
|
|
|
+ const transom = new PlaneGeometry( iw * 2, 0.05 );
|
|
|
+ transom.translate( 0, h * 0.04, - depth + 0.02 ); // meeting rail, just above centre
|
|
|
+
|
|
|
+ return merge( [ front, left, right, sill, head, transom ] );
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+function buildGlassGeometry( p ) {
|
|
|
+
|
|
|
+ const w = p.bayWidth - p.pierWidth - WINDOW_BORDER * 2;
|
|
|
+ const h = p.windowHeight - WINDOW_BORDER * 2;
|
|
|
+
|
|
|
+ return new PlaneGeometry( w, h );
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+function buildFinialGeometry( p ) {
|
|
|
+
|
|
|
+ // a tapering pinnacle revolved around its axis
|
|
|
+
|
|
|
+ const s = p.pierWidth;
|
|
|
+ const profile = [
|
|
|
+ new Vector2( 0.0, 0 ),
|
|
|
+ new Vector2( s * 0.9, 0 ),
|
|
|
+ new Vector2( s * 0.9, s * 0.4 ),
|
|
|
+ new Vector2( s * 0.55, s * 1.0 ),
|
|
|
+ new Vector2( 0.0, s * 3.2 )
|
|
|
+ ];
|
|
|
+
|
|
|
+ return new LatheGeometry( profile, 8 ); // round enough to read as a smooth pinnacle, still light
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+// --- material ------------------------------------------------------------
|
|
|
+
|
|
|
+// derivative-based bump for a procedural, world-space height field. the built-in bumpMap
|
|
|
+// offsets the UV to read its height, so it returns a zero gradient for a height keyed off
|
|
|
+// world position; this feeds the hardware screen-space derivatives of the height into
|
|
|
+// Mikkelsen's surface-gradient method so the relief actually perturbs the normal.
|
|
|
+function bumpNormal( height ) {
|
|
|
+
|
|
|
+ const dpdx = positionView.dFdx();
|
|
|
+ const dpdy = positionView.dFdy();
|
|
|
+ const r1 = dpdy.cross( normalView );
|
|
|
+ const r2 = normalView.cross( dpdx );
|
|
|
+ const det = dpdx.dot( r1 );
|
|
|
+ const grad = det.sign().mul( height.dFdx().mul( r1 ).add( height.dFdy().mul( r2 ) ) );
|
|
|
+
|
|
|
+ return det.abs().mul( normalView ).sub( grad ).normalize();
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+// interior mapping: fakes a furnished room behind each glass pane in the fragment
|
|
|
+// shader — no geometry, no texture. every pane carries the room it looks into ( centre +
|
|
|
+// size, baked per window by addWindows ), so neighbouring panes share one interior. the
|
|
|
+// view ray is cast into that box and the walls, floor, ceiling and a few furniture pieces
|
|
|
+// it meets are shaded procedurally, keyed off a per-room hash. returns vec4( colour, lit ).
|
|
|
+const interior = /*@__PURE__*/ Fn( () => {
|
|
|
+
|
|
|
+ // flat so floor() below can't split one pane across two cell ids ( centre is per-room )
|
|
|
+ const roomCenter = varying( attribute( 'roomCenter', 'vec3' ) ).setInterpolation( InterpolationSamplingType.FLAT, InterpolationSamplingMode.EITHER );
|
|
|
+ const roomSize = attribute( 'roomSize', 'vec2' );
|
|
|
+
|
|
|
+ // a per-face frame from the geometry normal ( holds on every facade, including the
|
|
|
+ // 45° chamfer ): u runs across the face, v is up, n points outward
|
|
|
+ const n = normalLocal;
|
|
|
+ const up = vec3( 0, 1, 0 );
|
|
|
+ const uAxis = cross( up, n ).normalize();
|
|
|
+
|
|
|
+ // this pixel and the view ray, in the room's ( across, up, depth ) frame; depth
|
|
|
+ // runs into the wall, so the ray's depth component is positive
|
|
|
+ const d = positionLocal.sub( roomCenter );
|
|
|
+ const camLocal = modelWorldMatrixInverse.mul( vec4( cameraPosition, 1 ) ).xyz;
|
|
|
+ const rayLocal = positionLocal.sub( camLocal ).normalize();
|
|
|
+ const origin = vec3( dot( d, uAxis ), d.y, 0 );
|
|
|
+ const dir = vec3( dot( rayLocal, uAxis ), rayLocal.y, dot( rayLocal, n ).negate() );
|
|
|
+
|
|
|
+ // the room box: the pane-wide × ceiling-height front rectangle ( centred on the pane ),
|
|
|
+ // set back behind the glass and run a little deeper than it is tall. shade the far
|
|
|
+ // side the ray exits ( slab method: nearest of the three far-plane crossings;
|
|
|
+ // dividing by a near-zero direction gives ±inf, which min() harmlessly drops ).
|
|
|
+ const setback = float( 0.1 ); // the room starts just behind the glass, so it sits flush in the frame opening
|
|
|
+ const boxMax = vec3( roomSize.x.mul( 0.5 ), roomSize.y.mul( 0.5 ), setback.add( roomSize.y.mul( 1.55 ) ) );
|
|
|
+ const boxMin = vec3( boxMax.x.negate(), boxMax.y.negate(), setback );
|
|
|
+ const tFar = boxMin.sub( origin ).div( dir ).max( boxMax.sub( origin ).div( dir ) );
|
|
|
+ const t = tFar.x.min( tFar.y ).min( tFar.z );
|
|
|
+ const hit = origin.add( dir.mul( t ) );
|
|
|
+ const q = hit.sub( boxMin ).div( boxMax.sub( boxMin ) ); // 0..1 inside the room
|
|
|
+
|
|
|
+ const onBack = q.z.greaterThan( 0.998 );
|
|
|
+ const onCeil = q.y.greaterThan( 0.998 );
|
|
|
+ const onFloor = q.y.lessThan( 0.002 );
|
|
|
+
|
|
|
+ // per-room key for a portable integer hash — fract( sin() ) isn't bit-exact across drivers
|
|
|
+ const cell = floor( roomCenter.mul( 2.0 ) ); // + offset before the u32 cast keeps it non-negative
|
|
|
+ const ckey = uint( cell.x.add( 1 << 21 ) ).mul( uint( 73856093 ) )
|
|
|
+ .bitXor( uint( cell.y.add( 1 << 21 ) ).mul( uint( 19349663 ) ) )
|
|
|
+ .bitXor( uint( cell.z.add( 1 << 21 ) ).mul( uint( 83492791 ) ) ).toVar();
|
|
|
+ const hash = ( kx, ky, kz ) => ihash( ckey.add( uint( Math.round( ( kx + ky * 7 + kz * 13 ) * 100 ) ) ) );
|
|
|
+ const seed = hash( 12.9898, 78.233, 37.719 );
|
|
|
+ const seed2 = hash( 39.346, 11.135, 83.155 );
|
|
|
+ const lit = step( 0.8, hash( 63.21, 9.17, 51.43 ) ); // ~20% of rooms have the lights on; the rest sit dark
|
|
|
+
|
|
|
+ // each room's bulb colour. most run warm, drifting from a dim amber ( ~2400K ) up to a
|
|
|
+ // warm white ( ~3200K ); a minority run cool, from a fluorescent / LED daylight to a TV's
|
|
|
+ // bluer glow — so a lit facade reads as a spread of bulb temperatures, not one flat tint
|
|
|
+ const warmLight = mix( color( 0xffb845 ), color( 0xffe49c ), hash( 27.1, 4.9, 61.7 ) );
|
|
|
+ const coolLight = mix( color( 0xdfe8ff ), color( 0x9fb6ff ), hash( 8.3, 51.2, 17.6 ) );
|
|
|
+ const lightCol = select( hash( 44.7, 19.3, 6.1 ).greaterThan( 0.88 ), coolLight, warmLight ); // ~12% of lit rooms run cool
|
|
|
+
|
|
|
+ // depth falloff ( darker toward the back ), and a panel mask on a face given its
|
|
|
+ // two 0..1 coordinates — used for the flat fittings below
|
|
|
+ const depth = roomSize.y.mul( 1.55 );
|
|
|
+ const falloffAt = ( z ) => mix( float( 1.0 ), float( 0.42 ), z.sub( setback ).div( depth ).clamp( 0, 1 ) );
|
|
|
+ const rect = ( ax, ay, cx, cy, hw, hh ) => smoothstep( hw + 0.006, hw - 0.006, ax.sub( cx ).abs() ).mul( smoothstep( hh + 0.006, hh - 0.006, ay.sub( cy ).abs() ) );
|
|
|
+
|
|
|
+ // --- the room shell: walls, floor, ceiling, back wall, with flat fittings ----
|
|
|
+
|
|
|
+ // muted plaster, picked per room, with a darker skirting board along the wall foot
|
|
|
+ let wall = mix( color( 0x9a8b73 ), color( 0x6f7a82 ), seed );
|
|
|
+ wall = mix( wall, color( 0xb9ad97 ), seed2.mul( 0.6 ) );
|
|
|
+ const wallCol = mix( wall, wall.mul( 0.5 ), smoothstep( 0.05, 0.04, q.y ) );
|
|
|
+
|
|
|
+ // floorboards with a thin seam every few, and a centred rug
|
|
|
+ const seam = step( 0.94, fract( q.x.mul( 6 ) ) );
|
|
|
+ const boards = mix( color( 0x4a3320 ), color( 0x6a4c30 ), seed ).mul( seam.mul( 0.3 ).oneMinus() );
|
|
|
+ const rug = mix( color( 0x7a3b32 ), color( 0x3a5760 ), seed2 );
|
|
|
+ const floorCol = mix( boards, rug, rect( q.x, q.z, 0.5, 0.62, 0.3, 0.26 ).mul( 0.9 ) );
|
|
|
+
|
|
|
+ // ceiling, lighter than the walls, with a round overhead light in the middle; in a
|
|
|
+ // lit room the fixture reads bright and glows ( the material's emissive = colour × lit )
|
|
|
+ const lamp = smoothstep( 0.16, 0.13, vec2( q.x.sub( 0.5 ), q.z.sub( 0.5 ) ).length() );
|
|
|
+ const ceilCol = mix( mix( wall, color( 0xffffff ), 0.5 ), lightCol.mul( mix( float( 1.0 ), float( 4.5 ), lit ) ), lamp );
|
|
|
+
|
|
|
+ // back wall: a panelled door to one side, and a framed picture kept on the
|
|
|
+ // opposite half of the wall so it never lands on the door
|
|
|
+ const doorX = mix( float( 0.22 ), float( 0.78 ), seed );
|
|
|
+ const door = mix( color( 0x5a4631 ), color( 0x39383c ), step( 0.5, seed2 ) );
|
|
|
+ const picX = select( doorX.lessThan( 0.5 ), mix( float( 0.68 ), float( 0.82 ), seed2 ), mix( float( 0.18 ), float( 0.32 ), seed2 ) );
|
|
|
+ const picCol = mix( color( 0x2c3a4a ), color( 0x7a5a3a ), hash( 5.1, 9.2, 3.3 ) );
|
|
|
+ let backCol = mix( wallCol, door, rect( q.x, q.y, doorX, 0.33, 0.085, 0.35 ) );
|
|
|
+ backCol = mix( backCol, color( 0x141210 ), rect( q.x, q.y, picX, 0.56, 0.075, 0.085 ) ); // dark frame
|
|
|
+ backCol = mix( backCol, picCol, rect( q.x, q.y, picX, 0.56, 0.055, 0.065 ) ); // the picture
|
|
|
+
|
|
|
+ const shellCol = select( onBack, backCol, select( onCeil, ceilCol, select( onFloor, floorCol, wallCol ) ) );
|
|
|
+
|
|
|
+ // fake ambient occlusion: darken the hit toward the room's edges ( where two surfaces
|
|
|
+ // meet ), so the box reads with soft corner shading instead of flat-lit walls. the two
|
|
|
+ // in-plane axes depend on which face the ray exits through ( q is 0..1 inside the room ).
|
|
|
+ const aoBand = 0.15;
|
|
|
+ const aoEdge = ( a ) => smoothstep( 0, aoBand, a ).mul( smoothstep( 0, aoBand, a.oneMinus() ) );
|
|
|
+ const edgeAO = select( onBack, aoEdge( q.x ).mul( aoEdge( q.y ) ), select( onFloor.or( onCeil ), aoEdge( q.x ).mul( aoEdge( q.z ) ), aoEdge( q.y ).mul( aoEdge( q.z ) ) ) );
|
|
|
+ const shellAO = mix( float( 0.72 ), float( 1.0 ), edgeAO );
|
|
|
+
|
|
|
+ // --- nearest surface: the shell, then any furniture block that lies closer ----
|
|
|
+ // each block is a solid axis-aligned box in room space; boxHit returns its near
|
|
|
+ // face. consider() keeps whichever surface the ray meets first.
|
|
|
+ let bestT = t;
|
|
|
+ let bestCol = shellCol.mul( shellAO ).mul( falloffAt( hit.z ) );
|
|
|
+ let bestEmit = float( 1 ); // per-hit emissive weight: shell and fittings emit fully, curtains far less
|
|
|
+
|
|
|
+ const boxHit = ( bMin, bMax ) => {
|
|
|
+
|
|
|
+ const ta = bMin.sub( origin ).div( dir );
|
|
|
+ const tb = bMax.sub( origin ).div( dir );
|
|
|
+ const lo = ta.min( tb ), hi = ta.max( tb );
|
|
|
+ const tN = lo.x.max( lo.y ).max( lo.z );
|
|
|
+ const p = origin.add( dir.mul( tN ) );
|
|
|
+ return { tN, p, hit: hi.x.min( hi.y ).min( hi.z ).greaterThan( tN ).and( tN.greaterThan( 0 ) ), qb: p.sub( bMin ).div( bMax.sub( bMin ) ) };
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ const consider = ( h, tN, c, emit = 1 ) => {
|
|
|
+
|
|
|
+ const near = h.and( tN.lessThan( bestT ) ); bestCol = select( near, c, bestCol ); bestEmit = select( near, float( emit ), bestEmit ); bestT = select( near, tN, bestT );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ const halfU = boxMax.x, floorY = boxMin.y, ceilY = boxMax.y, backZ = boxMax.z;
|
|
|
+ const midZ = setback.add( depth.mul( 0.5 ) ); // room centre, in depth
|
|
|
+
|
|
|
+ // a low table near the middle of the room ( its top catches the light )
|
|
|
+ const tCx = mix( float( - 0.6 ), float( 0.6 ), seed );
|
|
|
+ const tCz = midZ.add( mix( float( - 0.4 ), float( 0.5 ), seed2 ) );
|
|
|
+ const tbl = boxHit( vec3( tCx.sub( 0.6 ), floorY, tCz.sub( 0.35 ) ), vec3( tCx.add( 0.6 ), floorY.add( 0.42 ), tCz.add( 0.35 ) ) );
|
|
|
+ const tblCol = mix( color( 0x4a3526 ), color( 0x6b4a30 ), seed2 ).mul( select( tbl.qb.y.greaterThan( 0.94 ), float( 1.25 ), float( 0.8 ) ) );
|
|
|
+ consider( tbl.hit, tbl.tN, tblCol.mul( falloffAt( tbl.p.z ) ) );
|
|
|
+
|
|
|
+ // a wide low sofa against the back wall, facing the window
|
|
|
+ const sofaCx = mix( halfU.mul( - 0.3 ), halfU.mul( 0.3 ), seed2 );
|
|
|
+ const sofa = boxHit( vec3( sofaCx.sub( 1.1 ), floorY, backZ.sub( 0.95 ) ), vec3( sofaCx.add( 1.1 ), floorY.add( mix( float( 0.8 ), float( 0.9 ), seed ) ), backZ.sub( 0.1 ) ) );
|
|
|
+ const sofaCol = mix( color( 0x5a4a3a ), color( 0x42566a ), seed ).mul( select( sofa.qb.y.greaterThan( 0.9 ), float( 1.12 ), float( 0.85 ) ) );
|
|
|
+ consider( sofa.hit, sofa.tN, sofaCol.mul( falloffAt( sofa.p.z ) ) );
|
|
|
+
|
|
|
+ // tall wardrobes in the back corners — each side stands in some rooms
|
|
|
+ const wardrobe = ( cx, gate, h ) => {
|
|
|
+
|
|
|
+ const w = boxHit( vec3( cx.sub( 0.5 ), floorY, backZ.sub( 0.7 ) ), vec3( cx.add( 0.5 ), floorY.add( h ), backZ.sub( 0.1 ) ) );
|
|
|
+ const c = mix( color( 0x3a2c22 ), color( 0x55473a ), seed ).mul( select( w.qb.y.greaterThan( 0.94 ), float( 1.2 ), float( 0.82 ) ) );
|
|
|
+ consider( w.hit.and( gate ), w.tN, c.mul( falloffAt( w.p.z ) ) );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ wardrobe( halfU.mul( - 0.82 ), hash( 7.3, 2.1, 9.9 ).greaterThan( 0.4 ), mix( float( 1.7 ), float( 2.3 ), seed ) );
|
|
|
+ wardrobe( halfU.mul( 0.82 ), hash( 3.7, 8.4, 1.5 ).greaterThan( 0.4 ), mix( float( 1.7 ), float( 2.3 ), seed2 ) );
|
|
|
+
|
|
|
+ // curtains hung just inside the glass: drapes drawn part-way in from each side,
|
|
|
+ // so some windows read open and others half-covered
|
|
|
+
|
|
|
+ // curtain fabric colour, picked per room from a muted domestic palette — creams and
|
|
|
+ // taupes through warm grey, dusty blue, sage and faded terracotta — with a small
|
|
|
+ // in-family drift so drawn drapes vary window to window instead of all reading beige
|
|
|
+ const swatch = ( a, b ) => mix( color( a ), color( b ), seed2 );
|
|
|
+ const pick = hash( 22.4, 6.7, 91.2 ).mul( 6 ); // 0..6, one bucket per family
|
|
|
+ let fabric = swatch( 0xcabfa6, 0xd8cdb8 ); // cream
|
|
|
+ fabric = select( pick.greaterThan( 1 ), swatch( 0x8a7a64, 0x9b8c72 ), fabric ); // beige / taupe
|
|
|
+ fabric = select( pick.greaterThan( 2 ), swatch( 0x706a64, 0x837d76 ), fabric ); // warm grey
|
|
|
+ fabric = select( pick.greaterThan( 3 ), swatch( 0x5f7079, 0x6f818b ), fabric ); // dusty blue
|
|
|
+ fabric = select( pick.greaterThan( 4 ), swatch( 0x6c7558, 0x79835f ), fabric ); // sage green
|
|
|
+ fabric = select( pick.greaterThan( 5 ), swatch( 0x8c5a44, 0x9a6a52 ), fabric ); // faded terracotta
|
|
|
+ const drape = ( bMin, bMax, gate ) => {
|
|
|
+
|
|
|
+ const h = boxHit( bMin, bMax );
|
|
|
+ const pleat = fabric.mul( mix( float( 0.78 ), float( 1.12 ), fract( h.p.x.mul( 2.5 ) ) ) ); // soft vertical pleats
|
|
|
+ consider( h.hit.and( gate ), h.tN, pleat.mul( falloffAt( h.p.z ) ), 0.2 ); // a drape only transmits a little of the room's glow, never out-glowing the interior
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ const cz0 = setback, cz1 = setback.add( 0.12 );
|
|
|
+ // drape widths, biased narrow ( squared ) and each capped at half the room width, so
|
|
|
+ // the two sides only meet — fully curtaining the window — in the rare room where both
|
|
|
+ // are nearly closed; most rooms read partly open
|
|
|
+ const sL = smoothstep( 0.3, 1.0, seed ), sR = smoothstep( 0.3, 1.0, seed2 );
|
|
|
+ const lw = halfU.mul( sL.mul( sL ) ); // left drape width ( 0 below seed 0.3 )
|
|
|
+ const rw = halfU.mul( sR.mul( sR ) ); // right drape width
|
|
|
+ drape( vec3( halfU.negate(), floorY, cz0 ), vec3( halfU.negate().add( lw ), ceilY, cz1 ), lw.greaterThan( 0.05 ) );
|
|
|
+ drape( vec3( halfU.sub( rw ), floorY, cz0 ), vec3( halfU, ceilY, cz1 ), rw.greaterThan( 0.05 ) );
|
|
|
+
|
|
|
+ // lit rooms read brighter and take on their bulb's colour ( the lights are on )
|
|
|
+ const warmth = mix( vec3( 1.0, 1.0, 1.0 ), lightCol, lit.mul( 0.85 ) );
|
|
|
+ return vec4( bestCol.mul( warmth ).mul( mix( float( 1.0 ), float( 1.3 ), lit ) ), lit.mul( bestEmit ) );
|
|
|
+
|
|
|
+} );
|
|
|
+
|
|
|
+/**
|
|
|
+ * The NYC masonry palette every tower is dressed from ( hex colours ): limestone-dominant
|
|
|
+ * with terracotta accents. Shared by the single-tower example and {@link CityGenerator}'s
|
|
|
+ * building material so both stay in sync.
|
|
|
+ */
|
|
|
+const buildingPalette = [
|
|
|
+ 0xa8553c, 0x9c4a34, // terracotta & red brick ( occasional accent )
|
|
|
+ 0x8a6a52, 0x7d6450, // warm brick / brownstone ( muted )
|
|
|
+ 0xc4a370, 0xb89a6f, 0xc2b183, // buff / tan
|
|
|
+ 0xc6c0b2, 0xc6c0b2, 0xbdb7a8, 0xd1ccbe, 0xb4afa1, // limestone / pale dressed stone — the common default
|
|
|
+ 0x9a988f, 0x8b8983, 0xa5a39a, // grey granite / concrete
|
|
|
+ 0xdbd6cb, // pale glazed ( accent )
|
|
|
+ 0x7c868d // steel / glass ( cool accent )
|
|
|
+];
|
|
|
+
|
|
|
+/** Picks one {@link buildingPalette} colour ( a hex number ) for a tower from its seed. */
|
|
|
+function pickBuildingColor( seed ) {
|
|
|
+
|
|
|
+ const h = Math.abs( Math.sin( seed * 12.9898 ) * 43758.5453 );
|
|
|
+ return buildingPalette[ Math.floor( ( h - Math.floor( h ) ) * buildingPalette.length ) ];
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+/**
|
|
|
+ * The facade material: a single MeshStandardNodeMaterial that reads the baked
|
|
|
+ * per-vertex `partId` and reproduces every zone — procedural terracotta brickwork
|
|
|
+ * on the walls and piers, smooth dressed stone on the window frames and ornament,
|
|
|
+ * dark glazing, and grey AC units — all dressed with world-space
|
|
|
+ * weathering. One material covers the whole building ( and a whole city ), which is
|
|
|
+ * what makes it compute-rasterizer friendly. `buildingBase` is the tower's flat
|
|
|
+ * masonry colour as a TSL node: pass a `uniform( Color )` for a single tower, or a
|
|
|
+ * per-fragment palette pick for a city, so the same material dresses both.
|
|
|
+ */
|
|
|
+function createSkyscraperMaterial( buildingBase = color( 0xc6c0b2 ) ) {
|
|
|
+
|
|
|
+ const soot = color( 0x4a4236 );
|
|
|
+
|
|
|
+ // broad weathering, all driven from world position so it reads consistently
|
|
|
+ // across instanced and merged meshes: a slow tonal drift, a fine clay mottle,
|
|
|
+ // and sooty vertical streaks that pool low down
|
|
|
+
|
|
|
+ const tone = mx_fractal_noise_float( positionWorld.mul( 0.03 ), 2 ).mul( 0.18 );
|
|
|
+ const mottle = mx_noise_float( positionWorld.mul( 0.7 ) ).mul( 0.06 );
|
|
|
+ const streak = mx_fractal_noise_float( vec3( positionWorld.x.mul( 1.5 ), positionWorld.y.mul( 0.04 ), positionWorld.z.mul( 1.5 ) ), 2 );
|
|
|
+ const dirt = smoothstep( - 0.1, 0.45, streak ).mul( smoothstep( 210, 0, positionWorld.y ) ).mul( 0.6 );
|
|
|
+
|
|
|
+ // procedural terracotta brickwork in running bond, keyed off the BUILDING-LOCAL position
|
|
|
+ // so the coursing anchors to each tower ( courses from its base, columns at its faces )
|
|
|
+ // and lines up with the brick-snapped floor / bay dimensions. courses run up local Y;
|
|
|
+ // the across-face axis is world XZ projected onto the face tangent, so brick width stays
|
|
|
+ // constant on every face including the 45° chamfer. the geometry ( pre-bump ) normal is
|
|
|
+ // used for the bond axis — otherwise colorNode pulls normal computation into its partId
|
|
|
+ // branch and glass loses its env reflection.
|
|
|
+
|
|
|
+ const brickH = BRICK.height;
|
|
|
+ const brickL = BRICK.length;
|
|
|
+ const mortar = 0.025; // joint width, in metres
|
|
|
+
|
|
|
+ const nrm = normalWorldGeometry.abs();
|
|
|
+ const across = positionLocal.x.mul( normalWorldGeometry.z ).sub( positionLocal.z.mul( normalWorldGeometry.x ) );
|
|
|
+ const rowCoord = positionLocal.y.div( brickH );
|
|
|
+ const courseRow = floor( rowCoord );
|
|
|
+ const colCoord = across.div( brickL ).add( mod( courseRow, 2 ).mul( 0.5 ) ); // half-brick stagger per row
|
|
|
+
|
|
|
+ // anti-aliased mortar ( the "pristine grid" trick ): the drawn joint never falls below
|
|
|
+ // the pixel footprint and its opacity fades to keep energy constant, so lines stay crisp
|
|
|
+ // up close and dissolve far away instead of shimmering. the horizontal derivative comes
|
|
|
+ // from continuous world X / Z ( weighted by the normal ), not fwidth( across ) which
|
|
|
+ // would spike where the normal flips at pier edges.
|
|
|
+ const mU = mortar / ( 2 * brickL );
|
|
|
+ const mV = mortar / ( 2 * brickH );
|
|
|
+ const ddU = nrm.z.mul( fwidth( positionWorld.x ) ).add( nrm.x.mul( fwidth( positionWorld.z ) ) ).div( brickL ).clamp( 1e-6, 0.5 );
|
|
|
+ const ddV = fwidth( rowCoord ).clamp( 1e-6, 0.5 );
|
|
|
+ const distU = float( 0.5 ).sub( fract( colCoord ).sub( 0.5 ).abs() );
|
|
|
+ const distV = float( 0.5 ).sub( fract( rowCoord ).sub( 0.5 ).abs() );
|
|
|
+ const drawU = ddU.max( mU );
|
|
|
+ const drawV = ddV.max( mV );
|
|
|
+ const lineU = smoothstep( drawU.add( ddU ), drawU.sub( ddU ), distU ).mul( float( mU ).div( drawU ).min( 1 ) );
|
|
|
+ const lineV = smoothstep( drawV.add( ddV ), drawV.sub( ddV ), distV ).mul( float( mV ).div( drawV ).min( 1 ) );
|
|
|
+ const wallFacing = smoothstep( 0.7, 0.45, nrm.y ); // brick only on vertical walls — not roofs, ledges, cornice tops
|
|
|
+ const joint = lineU.max( lineV ).mul( wallFacing );
|
|
|
+
|
|
|
+ const brickKey = uint( courseRow.add( 1 << 16 ) ).mul( uint( 73856093 ) ).bitXor( uint( floor( colCoord ).add( 1 << 16 ) ).mul( uint( 19349663 ) ) ).toVar();
|
|
|
+ const brickRnd = ihash( brickKey );
|
|
|
+ const brickRnd2 = ihash( brickKey.add( uint( 1 ) ) ); // independent per-brick hash for hue
|
|
|
+
|
|
|
+ // soft brick relief for the bump: each brick is a gently domed mound falling to the
|
|
|
+ // recessed mortar over a bevel ( distU / distV are the distance to the nearest column /
|
|
|
+ // course line, 0 at the joint, 0.5 at the centre ), so bricks read rounded rather than
|
|
|
+ // scratched. the bevel is widened to at least a screen pixel ( from the world-position
|
|
|
+ // derivative, our stand-in for a mip LOD ) so the edge never goes sub-pixel and shimmers.
|
|
|
+ const bevel = 0.02;
|
|
|
+ const texel = fwidth( positionWorld ).length(); // on-screen size of a surface pixel — our hand-rolled LOD
|
|
|
+ const lodBevel = texel.mul( 1.5 ).max( bevel );
|
|
|
+ const brickFace = smoothstep( 0, lodBevel, distU.mul( brickL ) ).mul( smoothstep( 0, lodBevel, distV.mul( brickH ) ) ).mul( wallFacing );
|
|
|
+ const reliefHeight = brickFace.mul( 0.008 );
|
|
|
+ const rough = mx_noise_float( positionWorld.mul( 0.5 ) ).mul( 0.08 ).add( 0.82 ).add( joint.mul( 0.12 ) );
|
|
|
+
|
|
|
+ // the merged geometry carries a per-vertex partId; this material reads it and
|
|
|
+ // branches to reproduce each zone — no per-part materials, compute-raster friendly
|
|
|
+
|
|
|
+ const partId = varying( attribute( 'partId', 'float' ) ).setInterpolation( InterpolationSamplingType.FLAT, InterpolationSamplingMode.EITHER ); // flat: a per-face id must not interpolate, or equal() below misses on the rounding
|
|
|
+ const isGlass = partId.equal( GLASS );
|
|
|
+ const isFrame = partId.equal( FRAME );
|
|
|
+ const isOrnament = partId.equal( ORNAMENT );
|
|
|
+ const isAC = partId.equal( AC );
|
|
|
+
|
|
|
+ // stone zones: brick + weathering on the building's colour, lightened for
|
|
|
+ // piers / ornament and darkened for window frames
|
|
|
+ const lighten = select( partId.equal( PIER ), float( 0.12 ), select( isOrnament, float( 0.2 ), float( 0 ) ) );
|
|
|
+ const perBrick = float( 1 ).add( tone ).add( mottle ).add( brickRnd.sub( 0.5 ).mul( 0.14 ) );
|
|
|
+ // per-brick warm/cool shift ( red up / blue down, or vice-versa ) so individual
|
|
|
+ // bricks read as slightly different fired tones, relative to the building's colour
|
|
|
+ const warmCool = brickRnd2.sub( 0.5 ).mul( 0.14 );
|
|
|
+ const brickShift = vec3( float( 1 ).add( warmCool ), float( 1 ), float( 1 ).sub( warmCool ) );
|
|
|
+ const tint = mix( buildingBase, color( 0xffffff ), lighten ).mul( perBrick ).mul( brickShift );
|
|
|
+ const masonry = mix( tint, tint.mul( 0.6 ), joint ); // recessed joints read darker
|
|
|
+ // roofs / ledges show every blotch ( flat & light ), so horizontal surfaces get a gentler,
|
|
|
+ // larger-scale grime instead of the wall's streaky soot — confined to those surfaces by a
|
|
|
+ // branch ( roofMask > 0 ), so the fractal never runs on the vertical facade
|
|
|
+ const roofMask = wallFacing.oneMinus();
|
|
|
+ const roofGrime = select( roofMask.greaterThan( 0 ), smoothstep( 0.0, 0.55, mx_fractal_noise_float( positionWorld.mul( 0.025 ), 3 ) ).mul( 0.22 ), float( 0 ) );
|
|
|
+ const stoneColor = mix( masonry, soot, mix( dirt, roofGrime, roofMask ) );
|
|
|
+
|
|
|
+ // glass: the interior-mapped room is the base colour; the smooth, low-roughness
|
|
|
+ // surface still lets a faint sky reflection ride over it, and lit rooms glow ( emissive ).
|
|
|
+ // toVar so the raymarch runs once, shared by the colour and emissive outputs
|
|
|
+ const room = interior().toVar();
|
|
|
+
|
|
|
+ // grimy glazing: the room shows through, but muted by a dusty film and dirt pooled
|
|
|
+ // along the bottom of each pane, plus a baseline haze, so the panes read as old
|
|
|
+ // glass rather than open holes. the streaks run down the facade ( world Y barely
|
|
|
+ // scaled ); the pooled dirt uses the pane's own UV ( y = 0 at the sill ).
|
|
|
+ const filmNoise = mx_fractal_noise_float( vec3( positionWorld.x.mul( 1.3 ), positionWorld.y.mul( 0.06 ), positionWorld.z.mul( 1.3 ) ), 2 );
|
|
|
+ const dustStreak = smoothstep( - 0.15, 0.5, filmNoise ).mul( 0.45 );
|
|
|
+ const pooled = smoothstep( 0.32, 0.0, uv().y ).mul( 0.4 );
|
|
|
+ const grime = float( 0.64 ).add( dustStreak ).add( pooled ).clamp( 0, 0.95 ); // baseline haze so the panes read as dirty glass, not open holes
|
|
|
+ const dirtyGlass = mix( color( 0x13161a ), color( 0x232b31 ), mx_noise_float( positionWorld.mul( 0.3 ) ).mul( 0.5 ).add( 0.5 ) );
|
|
|
+ const glassColor = mix( room.xyz.mul( color( 0xb6c6bf ) ), dirtyGlass, grime ); // faint green-grey ( soda-lime ) room tint, dirtied toward grimy glass
|
|
|
+
|
|
|
+ // window frames are smooth dressed stone, not brick
|
|
|
+ const frameColor = buildingBase.mul( 0.55 );
|
|
|
+
|
|
|
+ // finials / ornament: smooth dressed stone ( lightened ), not brick
|
|
|
+ const ornamentColor = mix( buildingBase, color( 0xffffff ), 0.22 ).mul( float( 1 ).add( tone ) );
|
|
|
+ // window AC units: a louvered white-plastic box, grimier toward the base where it drips.
|
|
|
+ // keyed off the box's own UVs ( acUv.y runs 0 → 1 up each vented side )
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+ const acUv = uv();
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+ const acVent = smoothstep( 0.65, 0.4, normalWorldGeometry.y.abs() ); // 1 on the vertical vented sides, 0 on the flat top
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+ const acDetail = smoothstep( 0.08, 0.015, texel ); // louvers fade out before a slat nears a pixel
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+ const acLouver = acVent.mul( acDetail );
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+
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+ // plastic shell: off-white, some units dingier / yellowed than others
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+ const acDinge = mx_noise_float( positionWorld.mul( 0.4 ) ).mul( 0.5 ).add( 0.5 ); // ~per-unit
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+ const acPaint = mix( color( 0xf2f1ec ), color( 0xcfccc2 ), acDinge ) // bright white → light dingy grey, both lighter than the wall
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+ .add( mx_noise_float( positionWorld.mul( 5 ) ).mul( 0.04 ) );
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+
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+ // a darker recessed grille panel inset into the lighter cabinet, with horizontal louvers
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+ // inside it ( the front vents ) — the white plastic reads as a thin border frame
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+ const acGrille = smoothstep( 0.06, 0.14, acUv.x ).mul( smoothstep( 0.94, 0.86, acUv.x ) )
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+ .mul( smoothstep( 0.12, 0.2, acUv.y ) ).mul( smoothstep( 0.96, 0.88, acUv.y ) ).mul( acLouver );
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+ const acSlats = fract( acUv.y.mul( 6 ) ); // bold louvers — reads at the unit's small on-screen size
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+ const acFin = mix( float( 0.82 ), float( 1.04 ), acSlats );
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+ const acBody = acPaint.mul( mix( float( 1 ), acFin.mul( 0.42 ), acGrille ) ); // cabinet stays light; recessed grille goes dark grey
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+
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+ // grey-brown condensate grime streaking the lower edge ( plastic doesn't rust ); dirtier units streak more
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+ const acStreak = mx_fractal_noise_float( vec3( positionWorld.x.mul( 6 ), positionWorld.y.mul( 0.5 ), positionWorld.z.mul( 6 ) ), 3 ).mul( 0.5 ).add( 0.5 );
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+ const acGrime = smoothstep( 0.4, 0.0, acUv.y ).mul( acStreak ).mul( acDinge.add( 0.3 ) );
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+ const acColor = mix( acBody, color( 0x6f685a ), acGrime.mul( 0.5 ) );
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+
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+ // recessed grille ( louver fins ) relief and a slightly rougher base
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+ const acRelief = acGrille.mul( acSlats.mul( 0.012 ).sub( 0.01 ) );
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+ const acRough = float( 0.52 ).add( acGrille.mul( 0.08 ) );
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+
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+ const material = new MeshStandardNodeMaterial();
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+ material.colorNode = select( isGlass, glassColor, select( isFrame, frameColor, select( isOrnament, ornamentColor, select( isAC, acColor, stoneColor ) ) ) );
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+ material.roughnessNode = select( isGlass, float( 0.18 ), select( isOrnament, float( 0.8 ), select( isAC, acRough, rough ) ) ); // glass kept smooth for a sky reflection, but soft enough not to alias over the interior
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+ material.metalnessNode = float( 0 ); // all dielectric — stone, glass and the plastic AC shells
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+ material.emissiveNode = select( isGlass, room.xyz.mul( room.w ).mul( 4 ).mul( grime.mul( 0.6 ).oneMinus() ), color( 0x000000 ) ); // room.w = emissive weight ( 0 unlit, < 1 behind curtains ), muted further by grime
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+ material.normalNode = bumpNormal( select( isGlass.or( isFrame ).or( isOrnament ), float( 0 ), select( isAC, acRelief, reliefHeight ) ) ); // glass / frames / ornament stay flat; AC has its own louvers
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+
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+ return material;
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+
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+}
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+
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+export { SkyscraperGenerator, createSkyscraperMaterial, buildingPalette, pickBuildingColor };
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