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- import {
- Group,
- Matrix4
- } from 'three';
- import { MeshStandardNodeMaterial } from 'three/webgpu';
- import { cameraPosition, color, float, floor, Fn, fract, fwidth, hash, If, mix, mod, mx_fractal_noise_float, mx_noise_float, normalView, positionView, positionWorld, smoothstep, step, uint, varying, vec4 } from 'three/tsl';
- import { SkyscraperGenerator, createSkyscraperMaterial, buildingPalette } from './city/SkyscraperGenerator.js';
- import { SidewalkGenerator } from './city/SidewalkGenerator.js';
- /**
- * Lays out a grid of city blocks and fills each lot with a {@link SkyscraperGenerator}
- * tower of its own seed, height and footprint, optionally on raised sidewalk
- * slabs (curbs). Returns a `THREE.Group` ready to add to a scene.
- *
- * Pass a building material to dress the towers; the sidewalks dress themselves
- * via {@link SidewalkGenerator}. The layout is exposed as
- * {@link CityGenerator#layout} so the surrounding scene (road markings, etc.)
- * can align to the same grid.
- *
- * ```js
- * const city = new CityGenerator( { seed: 1 } );
- * scene.add( city.build( materials ) );
- * ```
- */
- class CityGenerator {
- constructor( parameters = {} ) {
- this.parameters = Object.assign( {}, CityGenerator.defaults, parameters );
- this.layout = cityLayout( this.parameters );
- this.generators = [];
- this.sidewalk = new SidewalkGenerator( {
- width: this.layout.blockW,
- depth: this.layout.blockD,
- height: this.parameters.curbHeight,
- radius: this.parameters.curbRadius
- } );
- this.group = null;
- }
- build( materials = {} ) {
- this.dispose();
- const group = new Group();
- group.name = 'City';
- const L = this.layout;
- const random = createRandom( this.parameters.seed );
- // raise the lots onto rounded sidewalk slabs ( curbs ) when curbHeight > 0
- const curb = this.parameters.curbHeight;
- const slabs = [];
- for ( let bx = 0; bx < L.blocksX; bx ++ ) {
- for ( let bz = 0; bz < L.blocksZ; bz ++ ) {
- const blockX = - L.cityW / 2 + bx * ( L.blockW + L.street );
- const blockZ = - L.cityD / 2 + bz * ( L.blockD + L.street );
- if ( curb > 0 ) {
- slabs.push( new Matrix4().makeTranslation( blockX + L.blockW / 2, 0, blockZ + L.blockD / 2 ) );
- }
- for ( let lx = 0; lx < L.lotsX; lx ++ ) {
- for ( let lz = 0; lz < L.lotsZ; lz ++ ) {
- // a chamfered corner only reads as architecture when it faces the
- // block's corner ( the street intersection ), so only the four corner
- // lots are cut, each toward its own outward corner; the rest stay square
- const cornerX = lx === 0 ? - 1 : ( lx === L.lotsX - 1 ? 1 : 0 );
- const cornerZ = lz === 0 ? - 1 : ( lz === L.lotsZ - 1 ? 1 : 0 );
- const onCorner = cornerX !== 0 && cornerZ !== 0;
- const tall = random();
- const generator = new SkyscraperGenerator( {
- seed: Math.floor( random() * 100000 ),
- totalHeight: 38 + tall * tall * 114, // a few tall towers, mostly mid-rise
- footprint: { width: L.lot - 1 - random() * 4, depth: L.lot - 1 - random() * 4 }, // nearly fill the lot so neighbours sit close; width and depth vary independently
- floorHeight: 3.4 + random() * 1.8,
- bayWidth: 1.9 + random() * 2.1,
- pierWidth: 0.4 + random() * 0.5,
- pierDepth: 0.3 + random() * 0.4,
- chamferWidth: onCorner ? 3 + random() * 4 : 0,
- chamferCornerX: cornerX,
- chamferCornerZ: cornerZ,
- setbackDepth: random() < 0.4 ? 0.8 + random() * 2 : 0, // only some towers step back at the crown; the rest rise flat
- stringCourseEvery: random() < 0.85 ? 3 + Math.floor( random() * 6 ) : 0
- }, materials.building );
- const building = generator.build();
- building.position.set( blockX + ( lx + 0.5 ) * L.lot, curb, blockZ + ( lz + 0.5 ) * L.lot );
- building.castShadow = building.receiveShadow = true;
- group.add( building );
- this.generators.push( generator );
- }
- }
- }
- }
- if ( slabs.length > 0 ) group.add( this.sidewalk.build( slabs ) );
- this.group = group;
- return group;
- }
- dispose() {
- for ( const generator of this.generators ) generator.dispose();
- this.generators.length = 0;
- this.sidewalk.dispose();
- this.group = null;
- }
- }
- CityGenerator.defaults = {
- seed: 1,
- street: 22,
- lot: 30,
- lotsX: 3,
- lotsZ: 2,
- blocksX: 2,
- blocksZ: 2,
- curbHeight: 0.15, // ~6 in standard curb reveal / sidewalk height above the road
- curbRadius: 5
- };
- // derives the block / street dimensions from the parameters
- function cityLayout( parameters ) {
- const { street, lot, lotsX, lotsZ, blocksX, blocksZ } = parameters;
- const blockW = lotsX * lot;
- const blockD = lotsZ * lot;
- return {
- street, lot, lotsX, lotsZ, blocksX, blocksZ, blockW, blockD,
- cityW: blocksX * blockW + ( blocksX - 1 ) * street,
- cityD: blocksZ * blockD + ( blocksZ - 1 ) * street
- };
- }
- // deterministic PRNG (mulberry32) so a seed always lays out the same city
- function createRandom( seed ) {
- let s = ( seed >>> 0 ) || 1;
- return function () {
- s = ( s + 0x6D2B79F5 ) | 0;
- let t = Math.imul( s ^ ( s >>> 15 ), 1 | s );
- t = ( t + Math.imul( t ^ ( t >>> 7 ), 61 | t ) ) ^ t;
- return ( ( t ^ ( t >>> 14 ) ) >>> 0 ) / 4294967296;
- };
- }
- // --- road 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();
- }
- // antialiased filled band: 1 where |coord| < halfWidth, edge sized to the
- // pixel footprint ( fwidth ) so thin road paint stays crisp and doesn't shimmer
- function lineAA( coord, halfWidth ) {
- const aa = fwidth( coord ).max( 0.0001 );
- return smoothstep( float( halfWidth ).add( aa ), float( halfWidth ).sub( aa ), coord.abs() );
- }
- // the same, repeated at every multiple of `period` ( stripes, joints )
- function gridLine( coord, period, halfWidth ) {
- const g = coord.div( period );
- const d = float( 0.5 ).sub( fract( g ).sub( 0.5 ).abs() ); // distance to nearest line, in periods
- const aa = fwidth( g ).max( 0.0001 );
- const hw = halfWidth / period;
- return smoothstep( float( hw ).add( aa ), float( hw ).sub( aa ), d );
- }
- /**
- * The shared material every tower in a {@link CityGenerator} is dressed with: one flat
- * masonry colour per lot, picked from a palette by hashing the lot's grid cell.
- */
- function createBuildingMaterial( layout, seed = 0 ) {
- // every tower takes one flat colour, picked by hashing its lot — one shared material
- // dresses the whole skyline; common tones repeat so the equal-probability pick feels real
- const palette = buildingPalette.map( hex => color( hex ) );
- const periodX = layout.blockW + layout.street;
- const periodZ = layout.blockD + layout.street;
- const gx = positionWorld.x.add( layout.cityW / 2 );
- const gz = positionWorld.z.add( layout.cityD / 2 );
- const blockIX = floor( gx.div( periodX ) );
- const blockIZ = floor( gz.div( periodZ ) );
- const cellX = blockIX.mul( layout.lotsX ).add( floor( gx.sub( blockIX.mul( periodX ) ).div( layout.lot ) ) );
- const cellZ = blockIZ.mul( layout.lotsZ ).add( floor( gz.sub( blockIZ.mul( periodZ ) ).div( layout.lot ) ) );
- const cellKey = uint( cellX.add( 4096 ) ).mul( uint( 73856093 ) ).bitXor( uint( cellZ.add( 4096 ) ).mul( uint( 19349663 ) ) ).bitXor( uint( ( seed * 2654435761 ) >>> 0 ) ).toVar();
- const cellHash = ( a, b ) => hash( cellKey.add( uint( Math.round( ( a + b * 7 ) * 100 ) ) ) );
- const pick = cellHash( 127.1, 311.7 );
- let buildingBase = palette[ 0 ];
- for ( let i = 1; i < palette.length; i ++ ) buildingBase = mix( buildingBase, palette[ i ], step( i / palette.length, pick ) );
- buildingBase = buildingBase.mul( cellHash( 269.5, 183.3 ).mul( 0.12 ).add( 0.94 ) ); // subtle per-building brightness
- // the pick is constant across a tower, so resolve it once per vertex ( varying )
- return createSkyscraperMaterial( varying( buildingBase ) );
- }
- /**
- * The road surface: wet asphalt with lane lines and crosswalks aligned to a
- * {@link CityGenerator} layout. Apply it to a ground plane sized to the city.
- */
- function createRoadMaterial( layout ) {
- // wet asphalt: a warm-grey base in patchwork pours, two-scale aggregate
- // grit, oily wear stains, hairline cracks and low-frequency wet patches
- // that turn glossy and mirror the sky. detail fades in as the camera nears.
- const p = positionWorld;
- const detail = smoothstep( 240, 25, p.distance( cameraPosition ) );
- const blotch = mx_fractal_noise_float( p.mul( 0.2 ), 3 ).mul( 0.5 ).add( 0.5 );
- // close-range detail — aggregate grit, oily wear pools, hairline cracks and worn
- // paint — only resolves near the camera, so its noise is sampled ( inside the branch )
- // only where detail is non-zero and skipped across the far majority of the road
- const near = Fn( () => {
- const grit = float( 0 ).toVar(); // two scales of aggregate, -1..1
- const stain = float( 0 ).toVar(); // oily wear pools
- const crack = float( 0 ).toVar();
- const worn = float( 1 ).toVar(); // paint rubbed thin and patchy, more so where tyres cross it
- If( detail.greaterThan( 0 ), () => {
- grit.assign( mx_noise_float( p.mul( 7 ) ).add( mx_noise_float( p.mul( 23 ) ) ).mul( 0.5 ) );
- stain.assign( smoothstep( 0.5, 0.85, mx_fractal_noise_float( p.mul( 0.45 ), 3 ).mul( 0.5 ).add( 0.5 ) ) );
- crack.assign( smoothstep( 0.88, 1, mx_fractal_noise_float( p.mul( 1.1 ), 4 ).abs().oneMinus() ).mul( detail ) );
- worn.assign( smoothstep( 0.25, 0.7, mx_fractal_noise_float( p.mul( 0.7 ), 3 ).mul( 0.5 ).add( 0.5 ) ).mul( 0.55 ).add( 0.35 ) );
- } );
- return vec4( grit, stain, crack, worn );
- } )();
- const grit = near.x;
- const stain = near.y;
- const crack = near.z;
- const worn = near.w;
- const base = mix( color( 0x24262b ), color( 0x3b3f46 ), blotch );
- const gritty = base.mul( grit.mul( 0.22 ).mul( detail ).add( 1 ) );
- const asphalt = mix( gritty, gritty.mul( 0.5 ), stain.mul( 0.5 ).mul( detail ) );
- const wet = smoothstep( 0.6, 0.85, mx_fractal_noise_float( p.mul( 0.14 ), 2 ).mul( 0.5 ).add( 0.5 ) );
- // markings, aligned to the block / street grid. fx, fz are the position
- // within one block+street period; the street is the [ blockW, period ) part.
- const periodX = layout.blockW + layout.street;
- const periodZ = layout.blockD + layout.street;
- const fx = mod( p.x.add( layout.cityW / 2 ), periodX );
- const fz = mod( p.z.add( layout.cityD / 2 ), periodZ );
- const inStreetX = step( layout.blockW, fx ); // in a vertical street ( gap in X )
- const inStreetZ = step( layout.blockD, fz ); // in a horizontal street ( gap in Z )
- const su = fx.sub( layout.blockW ); // across the vertical street
- const sv = fz.sub( layout.blockD ); // across the horizontal street
- // lane markings down each street ( not through intersections ): a solid
- // centre line splitting the two directions, with a dashed divider in each
- // half, so every street carries four lanes
- const dashV = step( fract( p.z.div( 7 ) ), 0.5 );
- const dashH = step( fract( p.x.div( 7 ) ), 0.5 );
- const centreV = lineAA( su.sub( layout.street / 2 ), 0.12 );
- const dividerV = lineAA( su.sub( layout.street / 4 ), 0.1 ).max( lineAA( su.sub( layout.street * 3 / 4 ), 0.1 ) ).mul( dashV );
- const laneV = centreV.max( dividerV ).mul( inStreetX ).mul( inStreetZ.oneMinus() );
- const centreH = lineAA( sv.sub( layout.street / 2 ), 0.12 );
- const dividerH = lineAA( sv.sub( layout.street / 4 ), 0.1 ).max( lineAA( sv.sub( layout.street * 3 / 4 ), 0.1 ) ).mul( dashH );
- const laneH = centreH.max( dividerH ).mul( inStreetZ ).mul( inStreetX.oneMinus() );
- // continental crosswalk bars ( long in the travel direction ) in each
- // street arm, near the block edges it meets
- const cw = 5;
- const nearZ = step( fz, cw ).max( step( layout.blockD - cw, fz ) );
- const nearX = step( fx, cw ).max( step( layout.blockW - cw, fx ) );
- const crossV = gridLine( su, 1.2, 0.38 ).mul( inStreetX ).mul( inStreetZ.oneMinus() ).mul( nearZ );
- const crossH = gridLine( sv, 1.2, 0.38 ).mul( inStreetZ ).mul( inStreetX.oneMinus() ).mul( nearX );
- const paint = laneV.max( laneH ).max( crossV ).max( crossH ).mul( detail ).mul( worn );
- const material = new MeshStandardNodeMaterial();
- const surface = mix( asphalt, asphalt.mul( 0.6 ), wet ).mul( crack.mul( 0.5 ).oneMinus() );
- material.colorNode = mix( surface, color( 0xd0ccc0 ), paint ); // worn white paint
- material.roughnessNode = mix( float( 0.95 ).sub( paint.mul( 0.2 ) ), float( 0.32 ), wet );
- material.normalNode = bumpNormal( grit.mul( 0.003 ).sub( crack.mul( 0.01 ) ).mul( detail ) ); // world units: ~3 mm aggregate, ~10 mm cracks
- return material;
- }
- export { CityGenerator, createBuildingMaterial, createRoadMaterial };
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