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					600 lines
				
				18 KiB
			
		
		
			
		
	
	
					600 lines
				
				18 KiB
			| 
								 
											3 years ago
										 
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								<!-- Licensed under a BSD license. See license.html for license -->
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								<!DOCTYPE html>
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								<html>
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								  <head>
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								    <meta charset="utf-8">
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								    <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
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								    <title>Three.js - Voxel Geometry - UI</title>
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								    <style>
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								    html, body {
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								        height: 100%;
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								        margin: 0;
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								    }
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								    #c {
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								        width: 100%;
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								        height: 100%;
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								        display: block;
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								    }
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								    #ui {
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								        position: absolute;
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								        left: 10px;
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								        top: 10px;
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								        background: rgba(0, 0, 0, 0.8);
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								        padding: 5px;
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								    }
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								    #ui input[type=radio] {
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								      width: 0;
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								      height: 0;
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								      display: none;
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								    }
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								    #ui input[type=radio] + label {
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								      background-image: url('resources/images/minecraft/flourish-cc-by-nc-sa.png');
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								      background-size: 1600% 400%;
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								      image-rendering: pixelated;
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								      width: 64px;
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								      height: 64px;
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								      display: inline-block;
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								    }
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								    #ui input[type=radio]:checked + label {
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								      outline: 3px solid red;
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								    }
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								    @media (max-width: 600px), (max-height: 600px) {
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								      #ui input[type=radio] + label {
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								        width: 32px;
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								        height: 32px;
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								      }
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								    }
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								    </style>
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								  </head>
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								  <body>
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								    <canvas id="c"></canvas>
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								    <div id="ui">
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								      <div class="tiles">
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								        <input type="radio" name="voxel" id="voxel1" value="1"><label for="voxel1" style="background-position:   -0% -0%"></label>
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								        <input type="radio" name="voxel" id="voxel2" value="2"><label for="voxel2" style="background-position: -100% -0%"></label>
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								        <input type="radio" name="voxel" id="voxel3" value="3"><label for="voxel3" style="background-position: -200% -0%"></label>
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								        <input type="radio" name="voxel" id="voxel4" value="4"><label for="voxel4" style="background-position: -300% -0%"></label>
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								        <input type="radio" name="voxel" id="voxel5" value="5"><label for="voxel5" style="background-position: -400% -0%"></label>
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								        <input type="radio" name="voxel" id="voxel6" value="6"><label for="voxel6" style="background-position: -500% -0%"></label>
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								        <input type="radio" name="voxel" id="voxel7" value="7"><label for="voxel7" style="background-position: -600% -0%"></label>
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								        <input type="radio" name="voxel" id="voxel8" value="8"><label for="voxel8" style="background-position: -700% -0%"></label>
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								      </div>
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								      <div class="tiles">
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								        <input type="radio" name="voxel" id="voxel9"  value="9" ><label for="voxel9"  style="background-position:  -800% -0%"></label>
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								        <input type="radio" name="voxel" id="voxel10" value="10"><label for="voxel10" style="background-position:  -900% -0%"></label>
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								        <input type="radio" name="voxel" id="voxel11" value="11"><label for="voxel11" style="background-position: -1000% -0%"></label>
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								        <input type="radio" name="voxel" id="voxel12" value="12"><label for="voxel12" style="background-position: -1100% -0%"></label>
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								        <input type="radio" name="voxel" id="voxel13" value="13"><label for="voxel13" style="background-position: -1200% -0%"></label>
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								        <input type="radio" name="voxel" id="voxel14" value="14"><label for="voxel14" style="background-position: -1300% -0%"></label>
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								        <input type="radio" name="voxel" id="voxel15" value="15"><label for="voxel15" style="background-position: -1400% -0%"></label>
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								        <input type="radio" name="voxel" id="voxel16" value="16"><label for="voxel16" style="background-position: -1500% -0%"></label>
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								      </div>
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								    </div>
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								  </body>
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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/": "../../examples/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 {OrbitControls} from 'three/addons/controls/OrbitControls.js';
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								class VoxelWorld {
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								  constructor(options) {
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								    this.cellSize = options.cellSize;
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								    this.tileSize = options.tileSize;
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								    this.tileTextureWidth = options.tileTextureWidth;
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								    this.tileTextureHeight = options.tileTextureHeight;
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								    const {cellSize} = this;
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								    this.cellSliceSize = cellSize * cellSize;
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								    this.cells = {};
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								  }
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								  computeVoxelOffset(x, y, z) {
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								    const {cellSize, cellSliceSize} = 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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								    return voxelY * cellSliceSize +
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								           voxelZ * cellSize +
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								           voxelX;
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								  }
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								  computeCellId(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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								    return `${cellX},${cellY},${cellZ}`;
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								  }
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								  addCellForVoxel(x, y, z) {
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								    const cellId = this.computeCellId(x, y, z);
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								    let cell = this.cells[cellId];
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								    if (!cell) {
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								      const {cellSize} = this;
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								      cell = new Uint8Array(cellSize * cellSize * cellSize);
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								      this.cells[cellId] = cell;
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								    }
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								    return cell;
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								  }
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								  getCellForVoxel(x, y, z) {
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								    return this.cells[this.computeCellId(x, y, z)];
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								  }
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								  setVoxel(x, y, z, v, addCell = true) {
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								    let cell = this.getCellForVoxel(x, y, z);
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								    if (!cell) {
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								      if (!addCell) {
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								        return;
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								      }
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								      cell = this.addCellForVoxel(x, y, z);
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								    }
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								    const voxelOffset = this.computeVoxelOffset(x, y, z);
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								    cell[voxelOffset] = v;
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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 voxelOffset = this.computeVoxelOffset(x, y, z);
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								    return cell[voxelOffset];
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								  }
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								  generateGeometryDataForCell(cellX, cellY, cellZ) {
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								    const {cellSize, tileSize, tileTextureWidth, tileTextureHeight} = this;
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								    const positions = [];
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								    const normals = [];
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								    const uvs = [];
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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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								            // voxel 0 is sky (empty) so for UVs we start at 0
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								            const uvVoxel = voxel - 1;
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								            // There is a voxel here but do we need faces for it?
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								            for (const {dir, corners, uvRow} 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, uv} 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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								                  uvs.push(
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								                        (uvVoxel +   uv[0]) * tileSize / tileTextureWidth,
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								                    1 - (uvRow + 1 - uv[1]) * tileSize / tileTextureHeight);
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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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								      uvs,
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								      indices,
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								    };
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								  }
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								    // from
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								    // https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.42.3443&rep=rep1&type=pdf
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								    intersectRay(start, end) {
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								    let dx = end.x - start.x;
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								    let dy = end.y - start.y;
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								    let dz = end.z - start.z;
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								    const lenSq = dx * dx + dy * dy + dz * dz;
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								    const len = Math.sqrt(lenSq);
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								    dx /= len;
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								    dy /= len;
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								    dz /= len;
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								    let t = 0.0;
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								    let ix = Math.floor(start.x);
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								    let iy = Math.floor(start.y);
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								    let iz = Math.floor(start.z);
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								    const stepX = (dx > 0) ? 1 : -1;
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								    const stepY = (dy > 0) ? 1 : -1;
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								    const stepZ = (dz > 0) ? 1 : -1;
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								    const txDelta = Math.abs(1 / dx);
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								    const tyDelta = Math.abs(1 / dy);
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								    const tzDelta = Math.abs(1 / dz);
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								    const xDist = (stepX > 0) ? (ix + 1 - start.x) : (start.x - ix);
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								    const yDist = (stepY > 0) ? (iy + 1 - start.y) : (start.y - iy);
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								    const zDist = (stepZ > 0) ? (iz + 1 - start.z) : (start.z - iz);
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								    // location of nearest voxel boundary, in units of t
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								    let txMax = (txDelta < Infinity) ? txDelta * xDist : Infinity;
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								    let tyMax = (tyDelta < Infinity) ? tyDelta * yDist : Infinity;
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						||
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								    let tzMax = (tzDelta < Infinity) ? tzDelta * zDist : Infinity;
							 | 
						||
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								 | 
							
								
							 | 
						||
| 
								 | 
							
								    let steppedIndex = -1;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // main loop along raycast vector
							 | 
						||
| 
								 | 
							
								    while (t <= len) {
							 | 
						||
| 
								 | 
							
								      const voxel = this.getVoxel(ix, iy, iz);
							 | 
						||
| 
								 | 
							
								      if (voxel) {
							 | 
						||
| 
								 | 
							
								        return {
							 | 
						||
| 
								 | 
							
								          position: [
							 | 
						||
| 
								 | 
							
								            start.x + t * dx,
							 | 
						||
| 
								 | 
							
								            start.y + t * dy,
							 | 
						||
| 
								 | 
							
								            start.z + t * dz,
							 | 
						||
| 
								 | 
							
								          ],
							 | 
						||
| 
								 | 
							
								          normal: [
							 | 
						||
| 
								 | 
							
								            steppedIndex === 0 ? -stepX : 0,
							 | 
						||
| 
								 | 
							
								            steppedIndex === 1 ? -stepY : 0,
							 | 
						||
| 
								 | 
							
								            steppedIndex === 2 ? -stepZ : 0,
							 | 
						||
| 
								 | 
							
								          ],
							 | 
						||
| 
								 | 
							
								          voxel,
							 | 
						||
| 
								 | 
							
								        };
							 | 
						||
| 
								 | 
							
								      }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								      // advance t to next nearest voxel boundary
							 | 
						||
| 
								 | 
							
								      if (txMax < tyMax) {
							 | 
						||
| 
								 | 
							
								        if (txMax < tzMax) {
							 | 
						||
| 
								 | 
							
								          ix += stepX;
							 | 
						||
| 
								 | 
							
								          t = txMax;
							 | 
						||
| 
								 | 
							
								          txMax += txDelta;
							 | 
						||
| 
								 | 
							
								          steppedIndex = 0;
							 | 
						||
| 
								 | 
							
								        } else {
							 | 
						||
| 
								 | 
							
								          iz += stepZ;
							 | 
						||
| 
								 | 
							
								          t = tzMax;
							 | 
						||
| 
								 | 
							
								          tzMax += tzDelta;
							 | 
						||
| 
								 | 
							
								          steppedIndex = 2;
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								      } else {
							 | 
						||
| 
								 | 
							
								        if (tyMax < tzMax) {
							 | 
						||
| 
								 | 
							
								          iy += stepY;
							 | 
						||
| 
								 | 
							
								          t = tyMax;
							 | 
						||
| 
								 | 
							
								          tyMax += tyDelta;
							 | 
						||
| 
								 | 
							
								          steppedIndex = 1;
							 | 
						||
| 
								 | 
							
								        } else {
							 | 
						||
| 
								 | 
							
								          iz += stepZ;
							 | 
						||
| 
								 | 
							
								          t = tzMax;
							 | 
						||
| 
								 | 
							
								          tzMax += tzDelta;
							 | 
						||
| 
								 | 
							
								          steppedIndex = 2;
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								      }
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								    return null;
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								VoxelWorld.faces = [
							 | 
						||
| 
								 | 
							
								  { // left
							 | 
						||
| 
								 | 
							
								    uvRow: 0,
							 | 
						||
| 
								 | 
							
								    dir: [ -1,  0,  0, ],
							 | 
						||
| 
								 | 
							
								    corners: [
							 | 
						||
| 
								 | 
							
								      { 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: [
							 | 
						||
| 
								 | 
							
								      { 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: [
							 | 
						||
| 
								 | 
							
								      { 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: [
							 | 
						||
| 
								 | 
							
								      { 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: [
							 | 
						||
| 
								 | 
							
								      { 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: [
							 | 
						||
| 
								 | 
							
								      { 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 ], },
							 | 
						||
| 
								 | 
							
								    ],
							 | 
						||
| 
								 | 
							
								  },
							 | 
						||
| 
								 | 
							
								];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								function main() {
							 | 
						||
| 
								 | 
							
								  const canvas = document.querySelector('#c');
							 | 
						||
| 
								 | 
							
								  const renderer = new THREE.WebGLRenderer({canvas});
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  const cellSize = 32;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  const fov = 75;
							 | 
						||
| 
								 | 
							
								  const aspect = 2;  // the canvas default
							 | 
						||
| 
								 | 
							
								  const near = 0.1;
							 | 
						||
| 
								 | 
							
								  const far = 1000;
							 | 
						||
| 
								 | 
							
								  const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
							 | 
						||
| 
								 | 
							
								  camera.position.set(-cellSize * .3, cellSize * .8, -cellSize * .3);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  const controls = new OrbitControls(camera, canvas);
							 | 
						||
| 
								 | 
							
								  controls.target.set(cellSize / 2, cellSize / 3, cellSize / 2);
							 | 
						||
| 
								 | 
							
								  controls.update();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  const scene = new THREE.Scene();
							 | 
						||
| 
								 | 
							
								  scene.background = new THREE.Color('lightblue');
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  const tileSize = 16;
							 | 
						||
| 
								 | 
							
								  const tileTextureWidth = 256;
							 | 
						||
| 
								 | 
							
								  const tileTextureHeight = 64;
							 | 
						||
| 
								 | 
							
								  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;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  function addLight(x, y, z) {
							 | 
						||
| 
								 | 
							
								    const color = 0xFFFFFF;
							 | 
						||
| 
								 | 
							
								    const intensity = 1;
							 | 
						||
| 
								 | 
							
								    const light = new THREE.DirectionalLight(color, intensity);
							 | 
						||
| 
								 | 
							
								    light.position.set(x, y, z);
							 | 
						||
| 
								 | 
							
								    scene.add(light);
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								  addLight(-1,  2,  4);
							 | 
						||
| 
								 | 
							
								  addLight( 1, -1, -2);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  const world = new VoxelWorld({
							 | 
						||
| 
								 | 
							
								    cellSize,
							 | 
						||
| 
								 | 
							
								    tileSize,
							 | 
						||
| 
								 | 
							
								    tileTextureWidth,
							 | 
						||
| 
								 | 
							
								    tileTextureHeight,
							 | 
						||
| 
								 | 
							
								  });
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  const material = new THREE.MeshLambertMaterial({
							 | 
						||
| 
								 | 
							
								    map: texture,
							 | 
						||
| 
								 | 
							
								    side: THREE.DoubleSide,
							 | 
						||
| 
								 | 
							
								    alphaTest: 0.1,
							 | 
						||
| 
								 | 
							
								    transparent: true,
							 | 
						||
| 
								 | 
							
								  });
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  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);
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  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);
							 | 
						||
| 
								 | 
							
								      }
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  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, randInt(1, 17));
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								      }
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  function randInt(min, max) {
							 | 
						||
| 
								 | 
							
								    return Math.floor(Math.random() * (max - min) + min);
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  updateVoxelGeometry(1, 1, 1);  // 0,0,0 will generate
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  function resizeRendererToDisplaySize(renderer) {
							 | 
						||
| 
								 | 
							
								    const canvas = renderer.domElement;
							 | 
						||
| 
								 | 
							
								    const width = canvas.clientWidth;
							 | 
						||
| 
								 | 
							
								    const height = canvas.clientHeight;
							 | 
						||
| 
								 | 
							
								    const needResize = canvas.width !== width || canvas.height !== height;
							 | 
						||
| 
								 | 
							
								    if (needResize) {
							 | 
						||
| 
								 | 
							
								      renderer.setSize(width, height, false);
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								    return needResize;
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  let renderRequested = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  function render() {
							 | 
						||
| 
								 | 
							
								    renderRequested = undefined;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if (resizeRendererToDisplaySize(renderer)) {
							 | 
						||
| 
								 | 
							
								      const canvas = renderer.domElement;
							 | 
						||
| 
								 | 
							
								      camera.aspect = canvas.clientWidth / canvas.clientHeight;
							 | 
						||
| 
								 | 
							
								      camera.updateProjectionMatrix();
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    controls.update();
							 | 
						||
| 
								 | 
							
								    renderer.render(scene, camera);
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								  render();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  function requestRenderIfNotRequested() {
							 | 
						||
| 
								 | 
							
								    if (!renderRequested) {
							 | 
						||
| 
								 | 
							
								      renderRequested = true;
							 | 
						||
| 
								 | 
							
								      requestAnimationFrame(render);
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  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);
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  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) => {
							 | 
						||
| 
								 | 
							
								    // prevent scrolling
							 | 
						||
| 
								 | 
							
								    event.preventDefault();
							 | 
						||
| 
								 | 
							
								  }, {passive: false});
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  controls.addEventListener('change', requestRenderIfNotRequested);
							 | 
						||
| 
								 | 
							
								  window.addEventListener('resize', requestRenderIfNotRequested);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								main();
							 | 
						||
| 
								 | 
							
								</script>
							 | 
						||
| 
								 | 
							
								</html>
							 |