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1137 lines
43 KiB
1137 lines
43 KiB
2 years ago
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<!DOCTYPE html><html lang="en"><head>
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<meta charset="utf-8">
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<title>Voxel(Minecraft Like) Geometry</title>
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<meta name="twitter:card" content="summary_large_image">
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<meta name="twitter:site" content="@threejs">
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<meta name="twitter:title" content="Three.js – Voxel(Minecraft Like) Geometry">
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<meta property="og:image" content="https://threejs.org/files/share.png">
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<link rel="shortcut icon" href="/files/favicon_white.ico" media="(prefers-color-scheme: dark)">
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<link rel="shortcut icon" href="/files/favicon.ico" media="(prefers-color-scheme: light)">
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<link rel="stylesheet" href="/manual/resources/lesson.css">
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<link rel="stylesheet" href="/manual/resources/lang.css">
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<!-- Import maps polyfill -->
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<!-- Remove this when import maps will be widely supported -->
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<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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<script type="importmap">
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{
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"imports": {
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"three": "../../build/three.module.js"
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}
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}
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</script>
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</head>
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<body>
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<div class="container">
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<div class="lesson-title">
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<h1>Voxel(Minecraft Like) Geometry</h1>
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</div>
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<div class="lesson">
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<div class="lesson-main">
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<p>I've seen this topic come up more than once in various places.
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That is basically, "How do I make a voxel display like Minecraft".</p>
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<p>Most people first attempt this by making a cube geometry and then
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making a mesh at each voxel position. Just for fun I tried
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this. I made a 16777216 element <code class="notranslate" translate="no">Uint8Array</code> to represent
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a 256x256x256 cube of voxels.</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const cellSize = 256;
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const cell = new Uint8Array(cellSize * cellSize * cellSize);
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</pre>
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<p>I then made a single layer with a kind of hills of
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sine waves like this</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">for (let y = 0; y < cellSize; ++y) {
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for (let z = 0; z < cellSize; ++z) {
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for (let x = 0; x < cellSize; ++x) {
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const height = (Math.sin(x / cellSize * Math.PI * 4) + Math.sin(z / cellSize * Math.PI * 6)) * 20 + cellSize / 2;
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if (height > y && height < y + 1) {
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const offset = y * cellSize * cellSize +
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z * cellSize +
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x;
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cell[offset] = 1;
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}
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}
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}
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}
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</pre>
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<p>I then walked through all the cells and if they were not
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0 I created a mesh with a cube.</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const geometry = new THREE.BoxGeometry(1, 1, 1);
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const material = new THREE.MeshPhongMaterial({color: 'green'});
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for (let y = 0; y < cellSize; ++y) {
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for (let z = 0; z < cellSize; ++z) {
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for (let x = 0; x < cellSize; ++x) {
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const offset = y * cellSize * cellSize +
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z * cellSize +
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x;
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const block = cell[offset];
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const mesh = new THREE.Mesh(geometry, material);
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mesh.position.set(x, y, z);
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scene.add(mesh);
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}
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}
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}
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</pre>
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<p>The rest of the code is based on the example from
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<a href="rendering-on-demand.html">the article on rendering on demand</a>.</p>
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<p></p><div translate="no" class="threejs_example_container notranslate">
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<div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/voxel-geometry-separate-cubes.html"></iframe></div>
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<a class="threejs_center" href="/manual/examples/voxel-geometry-separate-cubes.html" target="_blank">click here to open in a separate window</a>
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</div>
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<p></p>
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<p>It takes a while to start and if you try to move the camera
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it's likely too slow. Like <a href="optimize-lots-of-objects.html">the article on how to optimize lots of objects</a>
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the problem is there are just way too many objects. 256x256
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is 65536 boxes!</p>
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<p>Using <a href="rendering-on-demand.html">the technique of merging the geometry</a>
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will fix the issue for this example but what if instead of just making
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a single layer we filled in everything below the ground with voxel.
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In other words change the loop filling in the voxels to this</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">for (let y = 0; y < cellSize; ++y) {
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for (let z = 0; z < cellSize; ++z) {
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for (let x = 0; x < cellSize; ++x) {
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const height = (Math.sin(x / cellSize * Math.PI * 4) + Math.sin(z / cellSize * Math.PI * 6)) * 20 + cellSize / 2;
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- if (height > y && height < y + 1) {
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+ if (height < y + 1) {
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const offset = y * cellSize * cellSize +
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z * cellSize +
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x;
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cell[offset] = 1;
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}
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}
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}
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}
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</pre>
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<p>I tried it once just to see the results. It churned for
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about a minute and then crashed with <em>out of memory</em> 😅</p>
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<p>There are several issues but the biggest issue is
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we're making all these faces inside the cubes that
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we can actually never see.</p>
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<p>In other words lets say we have a box of voxels
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3x2x2. By merging cubes we're getting this</p>
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<div class="spread">
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<div data-diagram="mergedCubes" style="height: 300px;"></div>
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</div>
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<p>but we really want this</p>
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<div class="spread">
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<div data-diagram="culledCubes" style="height: 300px;"></div>
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</div>
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<p>In the top box there are faces between the voxels. Faces
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that are a waste since they can't be seen. It's not just
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one face between each voxel, there are 2 faces, one for
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each voxel facing its neighbor that are a waste. All these extra faces,
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especially for a large volume of voxels will kill performance.</p>
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<p>It should be clear that we can't just merge geometry.
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We need to build it ourselves, taking into account that
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if a voxel has an adjacent neighbor it doesn't need the
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face facing that neighbor.</p>
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<p>The next issue is that 256x256x256 is just too big. 16meg is a lot of memory and
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if nothing else in much of the space nothing is there so that's a lot of wasted
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memory. It's also a huge number of voxels, 16 million! That's too much to
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consider at once.</p>
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<p>A solution is to divide the area into smaller areas.
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Any area that has nothing in it needs no storage. Let's use
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32x32x32 areas (that's 32k) and only create an area if something is in it.
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We'll call one of these larger 32x32x32 areas a "cell".</p>
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<p>Let's break this into pieces. First let's make a class to manage the voxel data.</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class VoxelWorld {
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constructor(cellSize) {
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this.cellSize = cellSize;
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}
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}
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</pre>
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<p>Let's make the function that makes geometry for a cell.
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Let's assume you pass in a cell position.
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In other words if you want the geometry for the cell that covers voxels (0-31x, 0-31y, 0-31z)
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then you'd pass in 0,0,0. For the cell that covers voxels (32-63x, 0-31y, 0-31z) you'd
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pass in 1,0,0.</p>
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<p>We need to be able to check the neighboring voxels so let's assume our class
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has a function <code class="notranslate" translate="no">getVoxel</code> that given a voxel position returns the value of
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the voxel there. In other words if you pass it 35,0,0 and the cellSize is 32
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it's going to look at cell 1,0,0 and in that cell it will look at voxel 3,0,0.
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Using this function we can look at a voxel's neighboring voxels even if they
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happen to be in neighboring cells.</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class VoxelWorld {
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constructor(cellSize) {
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this.cellSize = cellSize;
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}
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+ generateGeometryDataForCell(cellX, cellY, cellZ) {
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+ const {cellSize} = this;
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+ const startX = cellX * cellSize;
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+ const startY = cellY * cellSize;
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+ const startZ = cellZ * cellSize;
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+
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+ for (let y = 0; y < cellSize; ++y) {
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+ const voxelY = startY + y;
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+ for (let z = 0; z < cellSize; ++z) {
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+ const voxelZ = startZ + z;
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+ for (let x = 0; x < cellSize; ++x) {
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+ const voxelX = startX + x;
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+ const voxel = this.getVoxel(voxelX, voxelY, voxelZ);
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+ if (voxel) {
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+ for (const {dir} of VoxelWorld.faces) {
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+ const neighbor = this.getVoxel(
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+ voxelX + dir[0],
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+ voxelY + dir[1],
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+ voxelZ + dir[2]);
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+ if (!neighbor) {
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+ // this voxel has no neighbor in this direction so we need a face
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+ // here.
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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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}
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+VoxelWorld.faces = [
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+ { // left
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+ dir: [ -1, 0, 0, ],
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+ },
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+ { // right
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+ dir: [ 1, 0, 0, ],
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+ },
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+ { // bottom
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+ dir: [ 0, -1, 0, ],
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+ },
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+ { // top
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+ dir: [ 0, 1, 0, ],
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+ },
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+ { // back
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+ dir: [ 0, 0, -1, ],
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+ },
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+ { // front
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+ dir: [ 0, 0, 1, ],
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+ },
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+];
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</pre>
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<p>So using the code above we know when we need a face. Let's generate the faces.</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class VoxelWorld {
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constructor(cellSize) {
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this.cellSize = cellSize;
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}
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generateGeometryDataForCell(cellX, cellY, cellZ) {
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const {cellSize} = this;
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+ const positions = [];
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+ const normals = [];
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+ const indices = [];
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const startX = cellX * cellSize;
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const startY = cellY * cellSize;
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const startZ = cellZ * cellSize;
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for (let y = 0; y < cellSize; ++y) {
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const voxelY = startY + y;
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for (let z = 0; z < cellSize; ++z) {
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const voxelZ = startZ + z;
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for (let x = 0; x < cellSize; ++x) {
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const voxelX = startX + x;
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const voxel = this.getVoxel(voxelX, voxelY, voxelZ);
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if (voxel) {
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- for (const {dir} of VoxelWorld.faces) {
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+ for (const {dir, corners} of VoxelWorld.faces) {
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const neighbor = this.getVoxel(
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voxelX + dir[0],
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voxelY + dir[1],
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voxelZ + dir[2]);
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if (!neighbor) {
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// this voxel has no neighbor in this direction so we need a face.
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+ const ndx = positions.length / 3;
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+ for (const pos of corners) {
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+ positions.push(pos[0] + x, pos[1] + y, pos[2] + z);
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+ normals.push(...dir);
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+ }
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+ indices.push(
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+ ndx, ndx + 1, ndx + 2,
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+ ndx + 2, ndx + 1, ndx + 3,
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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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+ return {
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+ positions,
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+ normals,
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+ indices,
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};
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}
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}
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VoxelWorld.faces = [
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{ // left
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dir: [ -1, 0, 0, ],
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+ corners: [
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+ [ 0, 1, 0 ],
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+ [ 0, 0, 0 ],
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+ [ 0, 1, 1 ],
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+ [ 0, 0, 1 ],
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+ ],
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},
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{ // right
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dir: [ 1, 0, 0, ],
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+ corners: [
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+ [ 1, 1, 1 ],
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+ [ 1, 0, 1 ],
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+ [ 1, 1, 0 ],
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+ [ 1, 0, 0 ],
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+ ],
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},
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{ // bottom
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dir: [ 0, -1, 0, ],
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+ corners: [
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+ [ 1, 0, 1 ],
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+ [ 0, 0, 1 ],
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+ [ 1, 0, 0 ],
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+ [ 0, 0, 0 ],
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+ ],
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},
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{ // top
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dir: [ 0, 1, 0, ],
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+ corners: [
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+ [ 0, 1, 1 ],
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+ [ 1, 1, 1 ],
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+ [ 0, 1, 0 ],
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+ [ 1, 1, 0 ],
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+ ],
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},
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{ // back
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dir: [ 0, 0, -1, ],
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+ corners: [
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+ [ 1, 0, 0 ],
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+ [ 0, 0, 0 ],
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+ [ 1, 1, 0 ],
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+ [ 0, 1, 0 ],
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+ ],
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},
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{ // front
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dir: [ 0, 0, 1, ],
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+ corners: [
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+ [ 0, 0, 1 ],
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+ [ 1, 0, 1 ],
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+ [ 0, 1, 1 ],
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+ [ 1, 1, 1 ],
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+ ],
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},
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];
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</pre>
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<p>The code above would make basic geometry data for us. We just need to supply
|
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the <code class="notranslate" translate="no">getVoxel</code> function. Let's start with just one hard coded cell.</p>
|
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class VoxelWorld {
|
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constructor(cellSize) {
|
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this.cellSize = cellSize;
|
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+ this.cell = new Uint8Array(cellSize * cellSize * cellSize);
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}
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+ getCellForVoxel(x, y, z) {
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+ const {cellSize} = this;
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+ const cellX = Math.floor(x / cellSize);
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+ const cellY = Math.floor(y / cellSize);
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+ const cellZ = Math.floor(z / cellSize);
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+ if (cellX !== 0 || cellY !== 0 || cellZ !== 0) {
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+ return null
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+ }
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+ return this.cell;
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+ }
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+ getVoxel(x, y, z) {
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+ const cell = this.getCellForVoxel(x, y, z);
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+ if (!cell) {
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+ return 0;
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+ }
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+ const {cellSize} = this;
|
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+ const voxelX = THREE.MathUtils.euclideanModulo(x, cellSize) | 0;
|
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+ const voxelY = THREE.MathUtils.euclideanModulo(y, cellSize) | 0;
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+ const voxelZ = THREE.MathUtils.euclideanModulo(z, cellSize) | 0;
|
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+ const voxelOffset = voxelY * cellSize * cellSize +
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+ voxelZ * cellSize +
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+ voxelX;
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+ return cell[voxelOffset];
|
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+ }
|
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generateGeometryDataForCell(cellX, cellY, cellZ) {
|
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|
|
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...
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}
|
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</pre>
|
||
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<p>This seems like it would work. Let's make a <code class="notranslate" translate="no">setVoxel</code> function
|
||
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so we can set some data.</p>
|
||
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class VoxelWorld {
|
||
|
constructor(cellSize) {
|
||
|
this.cellSize = cellSize;
|
||
|
this.cell = new Uint8Array(cellSize * cellSize * cellSize);
|
||
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}
|
||
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getCellForVoxel(x, y, z) {
|
||
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const {cellSize} = this;
|
||
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const cellX = Math.floor(x / cellSize);
|
||
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const cellY = Math.floor(y / cellSize);
|
||
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const cellZ = Math.floor(z / cellSize);
|
||
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if (cellX !== 0 || cellY !== 0 || cellZ !== 0) {
|
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return null
|
||
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}
|
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return this.cell;
|
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}
|
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+ setVoxel(x, y, z, v) {
|
||
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+ let cell = this.getCellForVoxel(x, y, z);
|
||
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+ if (!cell) {
|
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+ return; // TODO: add a new cell?
|
||
|
+ }
|
||
|
+ const {cellSize} = this;
|
||
|
+ const voxelX = THREE.MathUtils.euclideanModulo(x, cellSize) | 0;
|
||
|
+ const voxelY = THREE.MathUtils.euclideanModulo(y, cellSize) | 0;
|
||
|
+ const voxelZ = THREE.MathUtils.euclideanModulo(z, cellSize) | 0;
|
||
|
+ const voxelOffset = voxelY * cellSize * cellSize +
|
||
|
+ voxelZ * cellSize +
|
||
|
+ voxelX;
|
||
|
+ cell[voxelOffset] = v;
|
||
|
+ }
|
||
|
getVoxel(x, y, z) {
|
||
|
const cell = this.getCellForVoxel(x, y, z);
|
||
|
if (!cell) {
|
||
|
return 0;
|
||
|
}
|
||
|
const {cellSize} = this;
|
||
|
const voxelX = THREE.MathUtils.euclideanModulo(x, cellSize) | 0;
|
||
|
const voxelY = THREE.MathUtils.euclideanModulo(y, cellSize) | 0;
|
||
|
const voxelZ = THREE.MathUtils.euclideanModulo(z, cellSize) | 0;
|
||
|
const voxelOffset = voxelY * cellSize * cellSize +
|
||
|
voxelZ * cellSize +
|
||
|
voxelX;
|
||
|
return cell[voxelOffset];
|
||
|
}
|
||
|
generateGeometryDataForCell(cellX, cellY, cellZ) {
|
||
|
|
||
|
...
|
||
|
}
|
||
|
</pre>
|
||
|
<p>Hmmm, I see a lot of repeated code. Let's fix that up</p>
|
||
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class VoxelWorld {
|
||
|
constructor(cellSize) {
|
||
|
this.cellSize = cellSize;
|
||
|
+ this.cellSliceSize = cellSize * cellSize;
|
||
|
this.cell = new Uint8Array(cellSize * cellSize * cellSize);
|
||
|
}
|
||
|
getCellForVoxel(x, y, z) {
|
||
|
const {cellSize} = this;
|
||
|
const cellX = Math.floor(x / cellSize);
|
||
|
const cellY = Math.floor(y / cellSize);
|
||
|
const cellZ = Math.floor(z / cellSize);
|
||
|
if (cellX !== 0 || cellY !== 0 || cellZ !== 0) {
|
||
|
return null;
|
||
|
}
|
||
|
return this.cell;
|
||
|
}
|
||
|
+ computeVoxelOffset(x, y, z) {
|
||
|
+ const {cellSize, cellSliceSize} = this;
|
||
|
+ const voxelX = THREE.MathUtils.euclideanModulo(x, cellSize) | 0;
|
||
|
+ const voxelY = THREE.MathUtils.euclideanModulo(y, cellSize) | 0;
|
||
|
+ const voxelZ = THREE.MathUtils.euclideanModulo(z, cellSize) | 0;
|
||
|
+ return voxelY * cellSliceSize +
|
||
|
+ voxelZ * cellSize +
|
||
|
+ voxelX;
|
||
|
+ }
|
||
|
setVoxel(x, y, z, v) {
|
||
|
const cell = this.getCellForVoxel(x, y, z);
|
||
|
if (!cell) {
|
||
|
return; // TODO: add a new cell?
|
||
|
}
|
||
|
- const {cellSize} = this;
|
||
|
- const voxelX = THREE.MathUtils.euclideanModulo(x, cellSize) | 0;
|
||
|
- const voxelY = THREE.MathUtils.euclideanModulo(y, cellSize) | 0;
|
||
|
- const voxelZ = THREE.MathUtils.euclideanModulo(z, cellSize) | 0;
|
||
|
- const voxelOffset = voxelY * cellSize * cellSize +
|
||
|
- voxelZ * cellSize +
|
||
|
- voxelX;
|
||
|
+ const voxelOffset = this.computeVoxelOffset(x, y, z);
|
||
|
cell[voxelOffset] = v;
|
||
|
}
|
||
|
getVoxel(x, y, z) {
|
||
|
const cell = this.getCellForVoxel(x, y, z);
|
||
|
if (!cell) {
|
||
|
return 0;
|
||
|
}
|
||
|
- const {cellSize} = this;
|
||
|
- const voxelX = THREE.MathUtils.euclideanModulo(x, cellSize) | 0;
|
||
|
- const voxelY = THREE.MathUtils.euclideanModulo(y, cellSize) | 0;
|
||
|
- const voxelZ = THREE.MathUtils.euclideanModulo(z, cellSize) | 0;
|
||
|
- const voxelOffset = voxelY * cellSize * cellSize +
|
||
|
- voxelZ * cellSize +
|
||
|
- voxelX;
|
||
|
+ const voxelOffset = this.computeVoxelOffset(x, y, z);
|
||
|
return cell[voxelOffset];
|
||
|
}
|
||
|
generateGeometryDataForCell(cellX, cellY, cellZ) {
|
||
|
|
||
|
...
|
||
|
}
|
||
|
</pre>
|
||
|
<p>Now let's make some code to fill out the first cell with voxels.</p>
|
||
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const cellSize = 32;
|
||
|
|
||
|
const world = new VoxelWorld(cellSize);
|
||
|
|
||
|
for (let y = 0; y < cellSize; ++y) {
|
||
|
for (let z = 0; z < cellSize; ++z) {
|
||
|
for (let x = 0; x < cellSize; ++x) {
|
||
|
const height = (Math.sin(x / cellSize * Math.PI * 2) + Math.sin(z / cellSize * Math.PI * 3)) * (cellSize / 6) + (cellSize / 2);
|
||
|
if (y < height) {
|
||
|
world.setVoxel(x, y, z, 1);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
</pre>
|
||
|
<p>and some code to actually generate geometry like we covered in
|
||
|
<a href="custom-buffergeometry.html">the article on custom BufferGeometry</a>.</p>
|
||
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const {positions, normals, indices} = world.generateGeometryDataForCell(0, 0, 0);
|
||
|
const geometry = new THREE.BufferGeometry();
|
||
|
const material = new THREE.MeshLambertMaterial({color: 'green'});
|
||
|
|
||
|
const positionNumComponents = 3;
|
||
|
const normalNumComponents = 3;
|
||
|
geometry.setAttribute(
|
||
|
'position',
|
||
|
new THREE.BufferAttribute(new Float32Array(positions), positionNumComponents));
|
||
|
geometry.setAttribute(
|
||
|
'normal',
|
||
|
new THREE.BufferAttribute(new Float32Array(normals), normalNumComponents));
|
||
|
geometry.setIndex(indices);
|
||
|
const mesh = new THREE.Mesh(geometry, material);
|
||
|
scene.add(mesh);
|
||
|
</pre>
|
||
|
<p>let's try it</p>
|
||
|
<p></p><div translate="no" class="threejs_example_container notranslate">
|
||
|
<div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/voxel-geometry-culled-faces.html"></iframe></div>
|
||
|
<a class="threejs_center" href="/manual/examples/voxel-geometry-culled-faces.html" target="_blank">click here to open in a separate window</a>
|
||
|
</div>
|
||
|
|
||
|
<p></p>
|
||
|
<p>That seems to be working! Okay, let's add in textures.</p>
|
||
|
<p>Searching on the net I found <a href="https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/resource-packs/1245961-16x-1-7-4-wip-flourish">this set</a>
|
||
|
of <a href="https://creativecommons.org/licenses/by-nc-sa/4.0/">CC-BY-NC-SA</a> licensed minecraft textures
|
||
|
by <a href="https://www.minecraftforum.net/members/Joshtimus">Joshtimus</a>.
|
||
|
I picked a few at random and built this <a href="https://www.google.com/search?q=texture+atlas">texture atlas</a>.</p>
|
||
|
<div class="threejs_center"><img class="checkerboard" src="../examples/resources/images/minecraft/flourish-cc-by-nc-sa.png" style="width: 512px; image-rendering: pixelated;"></div>
|
||
|
|
||
|
<p>To make things simple they are arranged a voxel type per column
|
||
|
where the top row is the side of a voxel. The 2nd row is
|
||
|
the top of voxel, and the 3rd row is the bottom of the voxel.</p>
|
||
|
<p>Knowing that we can add info to our <code class="notranslate" translate="no">VoxelWorld.faces</code> data
|
||
|
to specify for each face which row to use and the UVs to use
|
||
|
for that face.</p>
|
||
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">VoxelWorld.faces = [
|
||
|
{ // left
|
||
|
+ uvRow: 0,
|
||
|
dir: [ -1, 0, 0, ],
|
||
|
corners: [
|
||
|
- [ 0, 1, 0 ],
|
||
|
- [ 0, 0, 0 ],
|
||
|
- [ 0, 1, 1 ],
|
||
|
- [ 0, 0, 1 ],
|
||
|
+ { pos: [ 0, 1, 0 ], uv: [ 0, 1 ], },
|
||
|
+ { pos: [ 0, 0, 0 ], uv: [ 0, 0 ], },
|
||
|
+ { pos: [ 0, 1, 1 ], uv: [ 1, 1 ], },
|
||
|
+ { pos: [ 0, 0, 1 ], uv: [ 1, 0 ], },
|
||
|
],
|
||
|
},
|
||
|
{ // right
|
||
|
+ uvRow: 0,
|
||
|
dir: [ 1, 0, 0, ],
|
||
|
corners: [
|
||
|
- [ 1, 1, 1 ],
|
||
|
- [ 1, 0, 1 ],
|
||
|
- [ 1, 1, 0 ],
|
||
|
- [ 1, 0, 0 ],
|
||
|
+ { pos: [ 1, 1, 1 ], uv: [ 0, 1 ], },
|
||
|
+ { pos: [ 1, 0, 1 ], uv: [ 0, 0 ], },
|
||
|
+ { pos: [ 1, 1, 0 ], uv: [ 1, 1 ], },
|
||
|
+ { pos: [ 1, 0, 0 ], uv: [ 1, 0 ], },
|
||
|
],
|
||
|
},
|
||
|
{ // bottom
|
||
|
+ uvRow: 1,
|
||
|
dir: [ 0, -1, 0, ],
|
||
|
corners: [
|
||
|
- [ 1, 0, 1 ],
|
||
|
- [ 0, 0, 1 ],
|
||
|
- [ 1, 0, 0 ],
|
||
|
- [ 0, 0, 0 ],
|
||
|
+ { pos: [ 1, 0, 1 ], uv: [ 1, 0 ], },
|
||
|
+ { pos: [ 0, 0, 1 ], uv: [ 0, 0 ], },
|
||
|
+ { pos: [ 1, 0, 0 ], uv: [ 1, 1 ], },
|
||
|
+ { pos: [ 0, 0, 0 ], uv: [ 0, 1 ], },
|
||
|
],
|
||
|
},
|
||
|
{ // top
|
||
|
+ uvRow: 2,
|
||
|
dir: [ 0, 1, 0, ],
|
||
|
corners: [
|
||
|
- [ 0, 1, 1 ],
|
||
|
- [ 1, 1, 1 ],
|
||
|
- [ 0, 1, 0 ],
|
||
|
- [ 1, 1, 0 ],
|
||
|
+ { pos: [ 0, 1, 1 ], uv: [ 1, 1 ], },
|
||
|
+ { pos: [ 1, 1, 1 ], uv: [ 0, 1 ], },
|
||
|
+ { pos: [ 0, 1, 0 ], uv: [ 1, 0 ], },
|
||
|
+ { pos: [ 1, 1, 0 ], uv: [ 0, 0 ], },
|
||
|
],
|
||
|
},
|
||
|
{ // back
|
||
|
+ uvRow: 0,
|
||
|
dir: [ 0, 0, -1, ],
|
||
|
corners: [
|
||
|
- [ 1, 0, 0 ],
|
||
|
- [ 0, 0, 0 ],
|
||
|
- [ 1, 1, 0 ],
|
||
|
- [ 0, 1, 0 ],
|
||
|
+ { pos: [ 1, 0, 0 ], uv: [ 0, 0 ], },
|
||
|
+ { pos: [ 0, 0, 0 ], uv: [ 1, 0 ], },
|
||
|
+ { pos: [ 1, 1, 0 ], uv: [ 0, 1 ], },
|
||
|
+ { pos: [ 0, 1, 0 ], uv: [ 1, 1 ], },
|
||
|
],
|
||
|
},
|
||
|
{ // front
|
||
|
+ uvRow: 0,
|
||
|
dir: [ 0, 0, 1, ],
|
||
|
corners: [
|
||
|
- [ 0, 0, 1 ],
|
||
|
- [ 1, 0, 1 ],
|
||
|
- [ 0, 1, 1 ],
|
||
|
- [ 1, 1, 1 ],
|
||
|
+ { pos: [ 0, 0, 1 ], uv: [ 0, 0 ], },
|
||
|
+ { pos: [ 1, 0, 1 ], uv: [ 1, 0 ], },
|
||
|
+ { pos: [ 0, 1, 1 ], uv: [ 0, 1 ], },
|
||
|
+ { pos: [ 1, 1, 1 ], uv: [ 1, 1 ], },
|
||
|
],
|
||
|
},
|
||
|
];
|
||
|
</pre>
|
||
|
<p>And we can update the code to use that data. We need to
|
||
|
know the size of a tile in the texture atlas and the dimensions
|
||
|
of the texture.</p>
|
||
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class VoxelWorld {
|
||
|
- constructor(cellSize) {
|
||
|
- this.cellSize = cellSize;
|
||
|
+ constructor(options) {
|
||
|
+ this.cellSize = options.cellSize;
|
||
|
+ this.tileSize = options.tileSize;
|
||
|
+ this.tileTextureWidth = options.tileTextureWidth;
|
||
|
+ this.tileTextureHeight = options.tileTextureHeight;
|
||
|
+ const {cellSize} = this;
|
||
|
+ this.cellSliceSize = cellSize * cellSize;
|
||
|
+ this.cell = new Uint8Array(cellSize * cellSize * cellSize);
|
||
|
}
|
||
|
|
||
|
...
|
||
|
|
||
|
generateGeometryDataForCell(cellX, cellY, cellZ) {
|
||
|
- const {cellSize} = this;
|
||
|
+ const {cellSize, tileSize, tileTextureWidth, tileTextureHeight} = this;
|
||
|
const positions = [];
|
||
|
const normals = [];
|
||
|
+ const uvs = [];
|
||
|
const indices = [];
|
||
|
const startX = cellX * cellSize;
|
||
|
const startY = cellY * cellSize;
|
||
|
const startZ = cellZ * cellSize;
|
||
|
|
||
|
for (let y = 0; y < cellSize; ++y) {
|
||
|
const voxelY = startY + y;
|
||
|
for (let z = 0; z < cellSize; ++z) {
|
||
|
const voxelZ = startZ + z;
|
||
|
for (let x = 0; x < cellSize; ++x) {
|
||
|
const voxelX = startX + x;
|
||
|
const voxel = this.getVoxel(voxelX, voxelY, voxelZ);
|
||
|
if (voxel) {
|
||
|
const uvVoxel = voxel - 1; // voxel 0 is sky so for UVs we start at 0
|
||
|
// There is a voxel here but do we need faces for it?
|
||
|
- for (const {dir, corners} of VoxelWorld.faces) {
|
||
|
+ for (const {dir, corners, uvRow} of VoxelWorld.faces) {
|
||
|
const neighbor = this.getVoxel(
|
||
|
voxelX + dir[0],
|
||
|
voxelY + dir[1],
|
||
|
voxelZ + dir[2]);
|
||
|
if (!neighbor) {
|
||
|
// this voxel has no neighbor in this direction so we need a face.
|
||
|
const ndx = positions.length / 3;
|
||
|
- for (const pos of corners) {
|
||
|
+ for (const {pos, uv} of corners) {
|
||
|
positions.push(pos[0] + x, pos[1] + y, pos[2] + z);
|
||
|
normals.push(...dir);
|
||
|
+ uvs.push(
|
||
|
+ (uvVoxel + uv[0]) * tileSize / tileTextureWidth,
|
||
|
+ 1 - (uvRow + 1 - uv[1]) * tileSize / tileTextureHeight);
|
||
|
}
|
||
|
indices.push(
|
||
|
ndx, ndx + 1, ndx + 2,
|
||
|
ndx + 2, ndx + 1, ndx + 3,
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return {
|
||
|
positions,
|
||
|
normals,
|
||
|
uvs,
|
||
|
indices,
|
||
|
};
|
||
|
}
|
||
|
}
|
||
|
</pre>
|
||
|
<p>We then need to <a href="textures.html">load the texture</a></p>
|
||
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const loader = new THREE.TextureLoader();
|
||
|
const texture = loader.load('resources/images/minecraft/flourish-cc-by-nc-sa.png', render);
|
||
|
texture.magFilter = THREE.NearestFilter;
|
||
|
texture.minFilter = THREE.NearestFilter;
|
||
|
</pre>
|
||
|
<p>and pass the settings to the <code class="notranslate" translate="no">VoxelWorld</code> class</p>
|
||
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">+const tileSize = 16;
|
||
|
+const tileTextureWidth = 256;
|
||
|
+const tileTextureHeight = 64;
|
||
|
-const world = new VoxelWorld(cellSize);
|
||
|
+const world = new VoxelWorld({
|
||
|
+ cellSize,
|
||
|
+ tileSize,
|
||
|
+ tileTextureWidth,
|
||
|
+ tileTextureHeight,
|
||
|
+});
|
||
|
</pre>
|
||
|
<p>Let's actually use the UVs when we create the geometry
|
||
|
and the texture when we make the material</p>
|
||
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">-const {positions, normals, indices} = world.generateGeometryDataForCell(0, 0, 0);
|
||
|
+const {positions, normals, uvs, indices} = world.generateGeometryDataForCell(0, 0, 0);
|
||
|
const geometry = new THREE.BufferGeometry();
|
||
|
-const material = new THREE.MeshLambertMaterial({color: 'green'});
|
||
|
+const material = new THREE.MeshLambertMaterial({
|
||
|
+ map: texture,
|
||
|
+ side: THREE.DoubleSide,
|
||
|
+ alphaTest: 0.1,
|
||
|
+ transparent: true,
|
||
|
+});
|
||
|
|
||
|
const positionNumComponents = 3;
|
||
|
const normalNumComponents = 3;
|
||
|
+const uvNumComponents = 2;
|
||
|
geometry.setAttribute(
|
||
|
'position',
|
||
|
new THREE.BufferAttribute(new Float32Array(positions), positionNumComponents));
|
||
|
geometry.setAttribute(
|
||
|
'normal',
|
||
|
new THREE.BufferAttribute(new Float32Array(normals), normalNumComponents));
|
||
|
+geometry.setAttribute(
|
||
|
+ 'uv',
|
||
|
+ new THREE.BufferAttribute(new Float32Array(uvs), uvNumComponents));
|
||
|
geometry.setIndex(indices);
|
||
|
const mesh = new THREE.Mesh(geometry, material);
|
||
|
scene.add(mesh);
|
||
|
</pre>
|
||
|
<p>One last thing, we actually need to set some voxels
|
||
|
to use different textures.</p>
|
||
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">for (let y = 0; y < cellSize; ++y) {
|
||
|
for (let z = 0; z < cellSize; ++z) {
|
||
|
for (let x = 0; x < cellSize; ++x) {
|
||
|
const height = (Math.sin(x / cellSize * Math.PI * 2) + Math.sin(z / cellSize * Math.PI * 3)) * (cellSize / 6) + (cellSize / 2);
|
||
|
if (y < height) {
|
||
|
- world.setVoxel(x, y, z, 1);
|
||
|
+ world.setVoxel(x, y, z, randInt(1, 17));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
+function randInt(min, max) {
|
||
|
+ return Math.floor(Math.random() * (max - min) + min);
|
||
|
+}
|
||
|
</pre>
|
||
|
<p>and with that we get textures!</p>
|
||
|
<p></p><div translate="no" class="threejs_example_container notranslate">
|
||
|
<div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/voxel-geometry-culled-faces-with-textures.html"></iframe></div>
|
||
|
<a class="threejs_center" href="/manual/examples/voxel-geometry-culled-faces-with-textures.html" target="_blank">click here to open in a separate window</a>
|
||
|
</div>
|
||
|
|
||
|
<p></p>
|
||
|
<p>Let's make it support more than one cell.</p>
|
||
|
<p>To do this lets store cells in an object using cell ids.
|
||
|
A cell id will just be a cell's coordinates separated by
|
||
|
a comma. In other words if we ask for voxel 35,0,0
|
||
|
that is in cell 1,0,0 so its id is <code class="notranslate" translate="no">"1,0,0"</code>.</p>
|
||
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class VoxelWorld {
|
||
|
constructor(options) {
|
||
|
this.cellSize = options.cellSize;
|
||
|
this.tileSize = options.tileSize;
|
||
|
this.tileTextureWidth = options.tileTextureWidth;
|
||
|
this.tileTextureHeight = options.tileTextureHeight;
|
||
|
const {cellSize} = this;
|
||
|
this.cellSliceSize = cellSize * cellSize;
|
||
|
- this.cell = new Uint8Array(cellSize * cellSize * cellSize);
|
||
|
+ this.cells = {};
|
||
|
}
|
||
|
+ computeCellId(x, y, z) {
|
||
|
+ const {cellSize} = this;
|
||
|
+ const cellX = Math.floor(x / cellSize);
|
||
|
+ const cellY = Math.floor(y / cellSize);
|
||
|
+ const cellZ = Math.floor(z / cellSize);
|
||
|
+ return `${cellX},${cellY},${cellZ}`;
|
||
|
+ }
|
||
|
+ getCellForVoxel(x, y, z) {
|
||
|
- const cellX = Math.floor(x / cellSize);
|
||
|
- const cellY = Math.floor(y / cellSize);
|
||
|
- const cellZ = Math.floor(z / cellSize);
|
||
|
- if (cellX !== 0 || cellY !== 0 || cellZ !== 0) {
|
||
|
- return null;
|
||
|
- }
|
||
|
- return this.cell;
|
||
|
+ return this.cells[this.computeCellId(x, y, z)];
|
||
|
}
|
||
|
|
||
|
...
|
||
|
}
|
||
|
</pre>
|
||
|
<p>and now we can make <code class="notranslate" translate="no">setVoxel</code> add new cells if
|
||
|
we try to set a voxel in a cell that does not yet exist</p>
|
||
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no"> setVoxel(x, y, z, v) {
|
||
|
- const cell = this.getCellForVoxel(x, y, z);
|
||
|
+ let cell = this.getCellForVoxel(x, y, z);
|
||
|
if (!cell) {
|
||
|
- return 0;
|
||
|
+ cell = this.addCellForVoxel(x, y, z);
|
||
|
}
|
||
|
const voxelOffset = this.computeVoxelOffset(x, y, z);
|
||
|
cell[voxelOffset] = v;
|
||
|
}
|
||
|
+ addCellForVoxel(x, y, z) {
|
||
|
+ const cellId = this.computeCellId(x, y, z);
|
||
|
+ let cell = this.cells[cellId];
|
||
|
+ if (!cell) {
|
||
|
+ const {cellSize} = this;
|
||
|
+ cell = new Uint8Array(cellSize * cellSize * cellSize);
|
||
|
+ this.cells[cellId] = cell;
|
||
|
+ }
|
||
|
+ return cell;
|
||
|
+ }
|
||
|
</pre>
|
||
|
<p>Let's make this editable.</p>
|
||
|
<p>First we`ll add a UI. Using radio buttons we can make an 8x2
|
||
|
array of tiles</p>
|
||
|
<pre class="prettyprint showlinemods notranslate lang-html" translate="no"><body>
|
||
|
<canvas id="c"></canvas>
|
||
|
+ <div id="ui">
|
||
|
+ <div class="tiles">
|
||
|
+ <input type="radio" name="voxel" id="voxel1" value="1"><label for="voxel1" style="background-position: -0% -0%"></label>
|
||
|
+ <input type="radio" name="voxel" id="voxel2" value="2"><label for="voxel2" style="background-position: -100% -0%"></label>
|
||
|
+ <input type="radio" name="voxel" id="voxel3" value="3"><label for="voxel3" style="background-position: -200% -0%"></label>
|
||
|
+ <input type="radio" name="voxel" id="voxel4" value="4"><label for="voxel4" style="background-position: -300% -0%"></label>
|
||
|
+ <input type="radio" name="voxel" id="voxel5" value="5"><label for="voxel5" style="background-position: -400% -0%"></label>
|
||
|
+ <input type="radio" name="voxel" id="voxel6" value="6"><label for="voxel6" style="background-position: -500% -0%"></label>
|
||
|
+ <input type="radio" name="voxel" id="voxel7" value="7"><label for="voxel7" style="background-position: -600% -0%"></label>
|
||
|
+ <input type="radio" name="voxel" id="voxel8" value="8"><label for="voxel8" style="background-position: -700% -0%"></label>
|
||
|
+ </div>
|
||
|
+ <div class="tiles">
|
||
|
+ <input type="radio" name="voxel" id="voxel9" value="9" ><label for="voxel9" style="background-position: -800% -0%"></label>
|
||
|
+ <input type="radio" name="voxel" id="voxel10" value="10"><label for="voxel10" style="background-position: -900% -0%"></label>
|
||
|
+ <input type="radio" name="voxel" id="voxel11" value="11"><label for="voxel11" style="background-position: -1000% -0%"></label>
|
||
|
+ <input type="radio" name="voxel" id="voxel12" value="12"><label for="voxel12" style="background-position: -1100% -0%"></label>
|
||
|
+ <input type="radio" name="voxel" id="voxel13" value="13"><label for="voxel13" style="background-position: -1200% -0%"></label>
|
||
|
+ <input type="radio" name="voxel" id="voxel14" value="14"><label for="voxel14" style="background-position: -1300% -0%"></label>
|
||
|
+ <input type="radio" name="voxel" id="voxel15" value="15"><label for="voxel15" style="background-position: -1400% -0%"></label>
|
||
|
+ <input type="radio" name="voxel" id="voxel16" value="16"><label for="voxel16" style="background-position: -1500% -0%"></label>
|
||
|
+ </div>
|
||
|
+ </div>
|
||
|
</body>
|
||
|
</pre>
|
||
|
<p>And add some CSS to style it, display the tiles and highlight
|
||
|
the current selection</p>
|
||
|
<pre class="prettyprint showlinemods notranslate lang-css" translate="no">body {
|
||
|
margin: 0;
|
||
|
}
|
||
|
#c {
|
||
|
width: 100%;
|
||
|
height: 100%;
|
||
|
display: block;
|
||
|
}
|
||
|
+#ui {
|
||
|
+ position: absolute;
|
||
|
+ left: 10px;
|
||
|
+ top: 10px;
|
||
|
+ background: rgba(0, 0, 0, 0.8);
|
||
|
+ padding: 5px;
|
||
|
+}
|
||
|
+#ui input[type=radio] {
|
||
|
+ width: 0;
|
||
|
+ height: 0;
|
||
|
+ display: none;
|
||
|
+}
|
||
|
+#ui input[type=radio] + label {
|
||
|
+ background-image: url('resources/images/minecraft/flourish-cc-by-nc-sa.png');
|
||
|
+ background-size: 1600% 400%;
|
||
|
+ image-rendering: pixelated;
|
||
|
+ width: 64px;
|
||
|
+ height: 64px;
|
||
|
+ display: inline-block;
|
||
|
+}
|
||
|
+#ui input[type=radio]:checked + label {
|
||
|
+ outline: 3px solid red;
|
||
|
+}
|
||
|
+@media (max-width: 600px), (max-height: 600px) {
|
||
|
+ #ui input[type=radio] + label {
|
||
|
+ width: 32px;
|
||
|
+ height: 32px;
|
||
|
+ }
|
||
|
+}
|
||
|
</pre>
|
||
|
<p>The UX will be as follows. If no tile is selected and you click a voxel that
|
||
|
voxel will be erased or if you click a voxel and are holding the shift key it
|
||
|
will be erased. Otherwise if a tiles is selected it will be added. You can
|
||
|
deselect the selected tile type by clicking it again.</p>
|
||
|
<p>This code will let the user unselect the highlighted
|
||
|
radio button.</p>
|
||
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">let currentVoxel = 0;
|
||
|
let currentId;
|
||
|
|
||
|
document.querySelectorAll('#ui .tiles input[type=radio][name=voxel]').forEach((elem) => {
|
||
|
elem.addEventListener('click', allowUncheck);
|
||
|
});
|
||
|
|
||
|
function allowUncheck() {
|
||
|
if (this.id === currentId) {
|
||
|
this.checked = false;
|
||
|
currentId = undefined;
|
||
|
currentVoxel = 0;
|
||
|
} else {
|
||
|
currentId = this.id;
|
||
|
currentVoxel = parseInt(this.value);
|
||
|
}
|
||
|
}
|
||
|
</pre>
|
||
|
<p>And this below code will let us set a voxel based on where
|
||
|
the user clicks. It uses code similar to the code we
|
||
|
made in <a href="picking.html">the article on picking</a>
|
||
|
but it's not using the built in <code class="notranslate" translate="no">RayCaster</code>. Instead
|
||
|
it's using <code class="notranslate" translate="no">VoxelWorld.intersectRay</code> which returns
|
||
|
the position of intersection and the normal of the face
|
||
|
hit.</p>
|
||
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function getCanvasRelativePosition(event) {
|
||
|
const rect = canvas.getBoundingClientRect();
|
||
|
return {
|
||
|
x: (event.clientX - rect.left) * canvas.width / rect.width,
|
||
|
y: (event.clientY - rect.top ) * canvas.height / rect.height,
|
||
|
};
|
||
|
}
|
||
|
|
||
|
function placeVoxel(event) {
|
||
|
const pos = getCanvasRelativePosition(event);
|
||
|
const x = (pos.x / canvas.width ) * 2 - 1;
|
||
|
const y = (pos.y / canvas.height) * -2 + 1; // note we flip Y
|
||
|
|
||
|
const start = new THREE.Vector3();
|
||
|
const end = new THREE.Vector3();
|
||
|
start.setFromMatrixPosition(camera.matrixWorld);
|
||
|
end.set(x, y, 1).unproject(camera);
|
||
|
|
||
|
const intersection = world.intersectRay(start, end);
|
||
|
if (intersection) {
|
||
|
const voxelId = event.shiftKey ? 0 : currentVoxel;
|
||
|
// the intersection point is on the face. That means
|
||
|
// the math imprecision could put us on either side of the face.
|
||
|
// so go half a normal into the voxel if removing (currentVoxel = 0)
|
||
|
// our out of the voxel if adding (currentVoxel > 0)
|
||
|
const pos = intersection.position.map((v, ndx) => {
|
||
|
return v + intersection.normal[ndx] * (voxelId > 0 ? 0.5 : -0.5);
|
||
|
});
|
||
|
world.setVoxel(...pos, voxelId);
|
||
|
updateVoxelGeometry(...pos);
|
||
|
requestRenderIfNotRequested();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
const mouse = {
|
||
|
x: 0,
|
||
|
y: 0,
|
||
|
};
|
||
|
|
||
|
function recordStartPosition(event) {
|
||
|
mouse.x = event.clientX;
|
||
|
mouse.y = event.clientY;
|
||
|
mouse.moveX = 0;
|
||
|
mouse.moveY = 0;
|
||
|
}
|
||
|
function recordMovement(event) {
|
||
|
mouse.moveX += Math.abs(mouse.x - event.clientX);
|
||
|
mouse.moveY += Math.abs(mouse.y - event.clientY);
|
||
|
}
|
||
|
function placeVoxelIfNoMovement(event) {
|
||
|
if (mouse.moveX < 5 && mouse.moveY < 5) {
|
||
|
placeVoxel(event);
|
||
|
}
|
||
|
window.removeEventListener('pointermove', recordMovement);
|
||
|
window.removeEventListener('pointerup', placeVoxelIfNoMovement);
|
||
|
}
|
||
|
canvas.addEventListener('pointerdown', (event) => {
|
||
|
event.preventDefault();
|
||
|
recordStartPosition(event);
|
||
|
window.addEventListener('pointermove', recordMovement);
|
||
|
window.addEventListener('pointerup', placeVoxelIfNoMovement);
|
||
|
}, {passive: false});
|
||
|
canvas.addEventListener('touchstart', (event) => {
|
||
|
// stop scrolling
|
||
|
event.preventDefault();
|
||
|
}, {passive: false});
|
||
|
</pre>
|
||
|
<p>There's a lot going on in the code above. Basically the mouse
|
||
|
has a dual purpose. One is to move the camera. The other is to
|
||
|
edit the world. Placing/Erasing a voxel happen when you let off the mouse
|
||
|
but only if you have not moved the mouse since you first pressed down.
|
||
|
This is just a guess that if you did move the mouse you were trying
|
||
|
to move the camera, not place a block. <code class="notranslate" translate="no">moveX</code> and <code class="notranslate" translate="no">moveY</code> are
|
||
|
in absolute movement so if you move to the left 10 and then back to
|
||
|
the right 10 you'll have moved 20 units. In that case the user likely
|
||
|
was just rotating the model back and forth and does not want to
|
||
|
place a block. I didn't do any testing to see if <code class="notranslate" translate="no">5</code> is a good range or not. </p>
|
||
|
<p>In the code we call <code class="notranslate" translate="no">world.setVoxel</code> to set a voxel and
|
||
|
then <code class="notranslate" translate="no">updateVoxelGeometry</code> to update the three.js geometry
|
||
|
based on what's changed.</p>
|
||
|
<p>Let's make that now. If the user clicks a
|
||
|
voxel on the edge of a cell then the geometry for the voxel
|
||
|
in the adjacent cell might need new geometry. This means
|
||
|
we need to check the cell for the voxel we just edited
|
||
|
as well as in all 6 directions from that cell.</p>
|
||
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const neighborOffsets = [
|
||
|
[ 0, 0, 0], // self
|
||
|
[-1, 0, 0], // left
|
||
|
[ 1, 0, 0], // right
|
||
|
[ 0, -1, 0], // down
|
||
|
[ 0, 1, 0], // up
|
||
|
[ 0, 0, -1], // back
|
||
|
[ 0, 0, 1], // front
|
||
|
];
|
||
|
function updateVoxelGeometry(x, y, z) {
|
||
|
const updatedCellIds = {};
|
||
|
for (const offset of neighborOffsets) {
|
||
|
const ox = x + offset[0];
|
||
|
const oy = y + offset[1];
|
||
|
const oz = z + offset[2];
|
||
|
const cellId = world.computeCellId(ox, oy, oz);
|
||
|
if (!updatedCellIds[cellId]) {
|
||
|
updatedCellIds[cellId] = true;
|
||
|
updateCellGeometry(ox, oy, oz);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
</pre>
|
||
|
<p>I thought about checking for adjacent cells like </p>
|
||
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const voxelX = THREE.MathUtils.euclideanModulo(x, cellSize) | 0;
|
||
|
if (voxelX === 0) {
|
||
|
// update cell to the left
|
||
|
} else if (voxelX === cellSize - 1) {
|
||
|
// update cell to the right
|
||
|
}
|
||
|
</pre>
|
||
|
<p>and there would be 4 more checks for the other 4 directions
|
||
|
but it occurred to me the code would be much simpler with
|
||
|
just an array of offsets and saving off the cell ids of
|
||
|
the cells we already updated. If the updated voxel is not
|
||
|
on the edge of a cell then the test will quickly reject updating
|
||
|
the same cell.</p>
|
||
|
<p>For <code class="notranslate" translate="no">updateCellGeometry</code> we're just going to take the code we
|
||
|
had before that was generating the geometry for one cell
|
||
|
and make it handle multiple cells.</p>
|
||
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const cellIdToMesh = {};
|
||
|
function updateCellGeometry(x, y, z) {
|
||
|
const cellX = Math.floor(x / cellSize);
|
||
|
const cellY = Math.floor(y / cellSize);
|
||
|
const cellZ = Math.floor(z / cellSize);
|
||
|
const cellId = world.computeCellId(x, y, z);
|
||
|
let mesh = cellIdToMesh[cellId];
|
||
|
const geometry = mesh ? mesh.geometry : new THREE.BufferGeometry();
|
||
|
|
||
|
const {positions, normals, uvs, indices} = world.generateGeometryDataForCell(cellX, cellY, cellZ);
|
||
|
const positionNumComponents = 3;
|
||
|
geometry.setAttribute('position', new THREE.BufferAttribute(new Float32Array(positions), positionNumComponents));
|
||
|
const normalNumComponents = 3;
|
||
|
geometry.setAttribute('normal', new THREE.BufferAttribute(new Float32Array(normals), normalNumComponents));
|
||
|
const uvNumComponents = 2;
|
||
|
geometry.setAttribute('uv', new THREE.BufferAttribute(new Float32Array(uvs), uvNumComponents));
|
||
|
geometry.setIndex(indices);
|
||
|
geometry.computeBoundingSphere();
|
||
|
|
||
|
if (!mesh) {
|
||
|
mesh = new THREE.Mesh(geometry, material);
|
||
|
mesh.name = cellId;
|
||
|
cellIdToMesh[cellId] = mesh;
|
||
|
scene.add(mesh);
|
||
|
mesh.position.set(cellX * cellSize, cellY * cellSize, cellZ * cellSize);
|
||
|
}
|
||
|
}
|
||
|
</pre>
|
||
|
<p>The code above checks a map of cell ids to meshes. If
|
||
|
we ask for a cell that doesn't exist a new <a href="/docs/#api/en/objects/Mesh"><code class="notranslate" translate="no">Mesh</code></a> is made
|
||
|
and added to the correct place in world space.
|
||
|
At the end we update the attributes and indices with the new data.</p>
|
||
|
<p></p><div translate="no" class="threejs_example_container notranslate">
|
||
|
<div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/voxel-geometry-culled-faces-ui.html"></iframe></div>
|
||
|
<a class="threejs_center" href="/manual/examples/voxel-geometry-culled-faces-ui.html" target="_blank">click here to open in a separate window</a>
|
||
|
</div>
|
||
|
|
||
|
<p></p>
|
||
|
<p>Some notes:</p>
|
||
|
<p><code class="notranslate" translate="no">RayCaster</code> might have worked just fine. I didn't try it.
|
||
|
Instead I found <a href="https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.42.3443&rep=rep1&type=pdf">a voxel specific raycaster</a>.
|
||
|
that is optimized for voxels.</p>
|
||
|
<p>I made <code class="notranslate" translate="no">intersectRay</code> part of VoxelWorld because it seemed
|
||
|
like if it gets too slow we could raycast against cells
|
||
|
before raycasting on voxels as a simple speed up if it becomes
|
||
|
too slow.</p>
|
||
|
<p>You might want to change the length of the raycast
|
||
|
as currently it's all the way to Z-far. I expect if the
|
||
|
user clicks something too far way they don't really want
|
||
|
to be placing blocks on the other side of the world that
|
||
|
are 1 or 2 pixel large.</p>
|
||
|
<p>Calling <code class="notranslate" translate="no">geometry.computeBoundingSphere</code> might be slow.
|
||
|
We could just manually set the bounding sphere to the fit
|
||
|
the entire cell.</p>
|
||
|
<p>Do we want remove cells if all voxels in that cell are 0?
|
||
|
That would probably be reasonable change if we wanted to ship this.</p>
|
||
|
<p>Thinking about how this works it's clear the absolute
|
||
|
worst case is a checkerboard of on and off voxels. I don't
|
||
|
know off the top of my head what other strategies to use
|
||
|
if things get too slow. Maybe getting too slow would just
|
||
|
encourage the user not to make giant checkerboard areas.</p>
|
||
|
<p>To keep it simple the texture atlas is just 1 column
|
||
|
per voxel type. It would be better to make something more
|
||
|
flexible where we have a table of voxel types and each
|
||
|
type can specify where its face textures are in the atlas.
|
||
|
As it is lots of space is wasted.</p>
|
||
|
<p>Looking at real minecraft there are tiles that are not
|
||
|
voxels, not cubes. Like a fence tile or flowers. To do that
|
||
|
we'd again need some table of voxel types and for each
|
||
|
voxel whether it's a cube or some other geometry. If it's
|
||
|
not a cube the neighbor check when generating the geometry
|
||
|
would also need to change. A flower voxel next to another
|
||
|
voxel should not remove the faces between them.</p>
|
||
|
<p>If you want to make some minecraft like thing using three.js
|
||
|
I hope this has given you some ideas where to start and how
|
||
|
to generate some what efficient geometry.</p>
|
||
|
<p><canvas id="c"></canvas></p>
|
||
|
<script type="module" src="../resources/threejs-voxel-geometry.js"></script>
|
||
|
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
</div>
|
||
|
|
||
|
<script src="/manual/resources/prettify.js"></script>
|
||
|
<script src="/manual/resources/lesson.js"></script>
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
</body></html>
|