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@wheen/terrain

v0.1.3

Published

wheen chunked heightfield terrain — height cache, stamps, ChunkManager + Rapier physics LOD for R3F

Readme

@wheen/terrain

Chunked heightfield terrain for wheen — one stamp store, one height cache, one focus authority.

Install (workspace)

"@wheen/terrain": "*"

API

Core — @wheen/terrain

| Export | Role | |--------|------| | TERRAIN | world law (segments visual, physicsSegments Rapier LOD) | | sampleHeight(x,z) | deterministic height (fbm + bay pad + stamps) | | getChunkHeights / clearHeightCache | shared Float32 cache | | buildChunk / buildChunkGeometry / buildChunkPhysics | mesh + Rapier arrays | | upsertFlattenStamp / flattenStampFromBox3 | pads under placed props | | layoutIsland / applyIslandLayout / RESERVED_LOTS | lot grammar: catalog pads + +Z door ribbon. Not a cube city | | setTerrainFocus / getTerrainFocus | spatial hash focus (mutate from useFrame only) |

React — @wheen/terrain/react

| Export | Role | |--------|------| | ChunkManager | streams visual chunks; queue ≤buildsPerFrame; dispose on unload | | TerrainPhysics | Rapier heightfields at physicsSegments; stable keys; stamp-local remount |

Law

  1. Never put continuous player XZ in React state — setTerrainFocus only.
  2. Mesh and physics must share sampleHeight / cache (no ghost floors).
  3. App code must not fork this package under app/src/lib/terrain.

Drive vs make

  • Make: ChunkManager follow="camera" → writes focus from camera.
  • Drive: vehicle useFramesetTerrainFocus(currPos); ChunkManager follow="focus"; <TerrainPhysics />.