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271 lines
6.7 KiB
271 lines
6.7 KiB
2 years ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - geometry - terrain</title>
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<meta charset="utf-8">
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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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<link type="text/css" rel="stylesheet" href="main.css">
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<style>
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body {
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background-color: #bfd1e5;
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color: #61443e;
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}
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a {
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color: #a06851;
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}
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</style>
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</head>
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<body>
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<div id="container"></div>
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<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl terrain raycasting demo</div>
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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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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import Stats from 'three/addons/libs/stats.module.js';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { ImprovedNoise } from 'three/addons/math/ImprovedNoise.js';
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let container, stats;
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let camera, controls, scene, renderer;
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let mesh, texture;
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const worldWidth = 256, worldDepth = 256,
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worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2;
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let helper;
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const raycaster = new THREE.Raycaster();
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const pointer = new THREE.Vector2();
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init();
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animate();
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function init() {
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container = document.getElementById( 'container' );
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container.innerHTML = '';
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0xbfd1e5 );
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camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 10, 20000 );
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controls = new OrbitControls( camera, renderer.domElement );
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controls.minDistance = 1000;
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controls.maxDistance = 10000;
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controls.maxPolarAngle = Math.PI / 2;
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//
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const data = generateHeight( worldWidth, worldDepth );
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controls.target.y = data[ worldHalfWidth + worldHalfDepth * worldWidth ] + 500;
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camera.position.y = controls.target.y + 2000;
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camera.position.x = 2000;
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controls.update();
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const geometry = new THREE.PlaneGeometry( 7500, 7500, worldWidth - 1, worldDepth - 1 );
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geometry.rotateX( - Math.PI / 2 );
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const vertices = geometry.attributes.position.array;
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for ( let i = 0, j = 0, l = vertices.length; i < l; i ++, j += 3 ) {
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vertices[ j + 1 ] = data[ i ] * 10;
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}
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//
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texture = new THREE.CanvasTexture( generateTexture( data, worldWidth, worldDepth ) );
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texture.wrapS = THREE.ClampToEdgeWrapping;
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texture.wrapT = THREE.ClampToEdgeWrapping;
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mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { map: texture } ) );
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scene.add( mesh );
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const geometryHelper = new THREE.ConeGeometry( 20, 100, 3 );
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geometryHelper.translate( 0, 50, 0 );
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geometryHelper.rotateX( Math.PI / 2 );
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helper = new THREE.Mesh( geometryHelper, new THREE.MeshNormalMaterial() );
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scene.add( helper );
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container.addEventListener( 'pointermove', onPointerMove );
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stats = new Stats();
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container.appendChild( stats.dom );
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//
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window.addEventListener( 'resize', onWindowResize );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function generateHeight( width, height ) {
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const size = width * height, data = new Uint8Array( size ),
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perlin = new ImprovedNoise(), z = Math.random() * 100;
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let quality = 1;
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for ( let j = 0; j < 4; j ++ ) {
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for ( let i = 0; i < size; i ++ ) {
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const x = i % width, y = ~ ~ ( i / width );
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data[ i ] += Math.abs( perlin.noise( x / quality, y / quality, z ) * quality * 1.75 );
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}
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quality *= 5;
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}
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return data;
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}
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function generateTexture( data, width, height ) {
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// bake lighting into texture
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let context, image, imageData, shade;
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const vector3 = new THREE.Vector3( 0, 0, 0 );
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const sun = new THREE.Vector3( 1, 1, 1 );
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sun.normalize();
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const canvas = document.createElement( 'canvas' );
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canvas.width = width;
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canvas.height = height;
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context = canvas.getContext( '2d' );
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context.fillStyle = '#000';
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context.fillRect( 0, 0, width, height );
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image = context.getImageData( 0, 0, canvas.width, canvas.height );
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imageData = image.data;
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for ( let i = 0, j = 0, l = imageData.length; i < l; i += 4, j ++ ) {
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vector3.x = data[ j - 2 ] - data[ j + 2 ];
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vector3.y = 2;
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vector3.z = data[ j - width * 2 ] - data[ j + width * 2 ];
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vector3.normalize();
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shade = vector3.dot( sun );
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imageData[ i ] = ( 96 + shade * 128 ) * ( 0.5 + data[ j ] * 0.007 );
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imageData[ i + 1 ] = ( 32 + shade * 96 ) * ( 0.5 + data[ j ] * 0.007 );
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imageData[ i + 2 ] = ( shade * 96 ) * ( 0.5 + data[ j ] * 0.007 );
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}
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context.putImageData( image, 0, 0 );
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// Scaled 4x
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const canvasScaled = document.createElement( 'canvas' );
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canvasScaled.width = width * 4;
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canvasScaled.height = height * 4;
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context = canvasScaled.getContext( '2d' );
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context.scale( 4, 4 );
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context.drawImage( canvas, 0, 0 );
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image = context.getImageData( 0, 0, canvasScaled.width, canvasScaled.height );
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imageData = image.data;
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for ( let i = 0, l = imageData.length; i < l; i += 4 ) {
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const v = ~ ~ ( Math.random() * 5 );
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imageData[ i ] += v;
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imageData[ i + 1 ] += v;
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imageData[ i + 2 ] += v;
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}
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context.putImageData( image, 0, 0 );
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return canvasScaled;
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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function render() {
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renderer.render( scene, camera );
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}
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function onPointerMove( event ) {
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pointer.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
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pointer.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
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raycaster.setFromCamera( pointer, camera );
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// See if the ray from the camera into the world hits one of our meshes
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const intersects = raycaster.intersectObject( mesh );
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// Toggle rotation bool for meshes that we clicked
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if ( intersects.length > 0 ) {
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helper.position.set( 0, 0, 0 );
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helper.lookAt( intersects[ 0 ].face.normal );
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helper.position.copy( intersects[ 0 ].point );
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}
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}
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</script>
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</body>
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</html>
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