mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-26 07:24:57 +01:00
278 lines
6.8 KiB
HTML
278 lines
6.8 KiB
HTML
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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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<style>
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body {
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color: #61443e;
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font-family:Monospace;
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font-size:13px;
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text-align:center;
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background-color: #bfd1e5;
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margin: 0px;
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overflow: hidden;
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}
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#info {
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position: absolute;
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top: 0px; width: 100%;
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padding: 5px;
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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"><br /><br /><br /><br /><br />Generating world...</div>
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<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - webgl terrain raycasting demo</div>
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<script src="../build/three.min.js"></script>
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<script src="js/controls/OrbitControls.js"></script>
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<script src="js/ImprovedNoise.js"></script>
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<script src="js/Detector.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script>
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if ( ! Detector.webgl ) {
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Detector.addGetWebGLMessage();
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document.getElementById( 'container' ).innerHTML = "";
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}
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var container, stats;
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var camera, controls, scene, renderer;
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var mesh, texture;
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var worldWidth = 256, worldDepth = 256,
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worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2;
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var clock = new THREE.Clock();
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var helper;
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var raycaster = new THREE.Raycaster();
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var mouse = 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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camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 20000 );
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scene = new THREE.Scene();
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controls = new THREE.OrbitControls(camera);
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controls.center.set( 0.0, 100.0, 0.0 );
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controls.userPanSpeed = 100;
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data = generateHeight( worldWidth, worldDepth );
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controls.center.y = data[ worldHalfWidth + worldHalfDepth * worldWidth ] + 500;
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camera.position.y = controls.center.y + 2000;
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camera.position.x = 2000;
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var geometry = new THREE.PlaneBufferGeometry( 7500, 7500, worldWidth - 1, worldDepth - 1 );
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geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
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var vertices = geometry.attributes.position.array;
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for ( var 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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geometry.computeFaceNormals();
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texture = new THREE.Texture( generateTexture( data, worldWidth, worldDepth ), THREE.UVMapping, THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping );
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texture.needsUpdate = true;
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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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var geometry = new THREE.CylinderGeometry( 0, 20, 100, 3 );
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geometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, 50, 0 ) );
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geometry.applyMatrix( new THREE.Matrix4().makeRotationX( Math.PI / 2 ) );
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helper = new THREE.Mesh( geometry, new THREE.MeshNormalMaterial() );
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scene.add( helper );
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renderer = new THREE.WebGLRenderer();
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renderer.setClearColor( 0xbfd1e5 );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.innerHTML = "";
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container.appendChild( renderer.domElement );
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container.addEventListener( 'mousemove', onMouseMove, false );
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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container.appendChild( stats.domElement );
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//
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window.addEventListener( 'resize', onWindowResize, false );
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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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var size = width * height, data = new Uint8Array( size ),
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perlin = new ImprovedNoise(), quality = 1, z = Math.random() * 100;
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for ( var j = 0; j < 4; j ++ ) {
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for ( var i = 0; i < size; i ++ ) {
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var 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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var canvas, canvasScaled, context, image, imageData,
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level, diff, vector3, sun, shade;
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vector3 = new THREE.Vector3( 0, 0, 0 );
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sun = new THREE.Vector3( 1, 1, 1 );
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sun.normalize();
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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 ( var 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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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 ( var i = 0, l = imageData.length; i < l; i += 4 ) {
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var 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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controls.update( clock.getDelta() );
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renderer.render( scene, camera );
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}
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function onMouseMove( event ) {
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mouse.x = ( event.clientX / renderer.domElement.width ) * 2 - 1;
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mouse.y = - ( event.clientY / renderer.domElement.height ) * 2 + 1;
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raycaster.setFromCamera( mouse, camera );
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// See if the ray from the camera into the world hits one of our meshes
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var 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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