<!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - geometry - terrain</title> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <style> body { color: #61443e; font-family:Monospace; font-size:13px; text-align:center; background-color: #bfd1e5; margin: 0px; overflow: hidden; } #info { position: absolute; top: 0px; width: 100%; padding: 5px; } a { color: #a06851; } </style> </head> <body> <div id="container"><br /><br /><br /><br /><br />Generating world...</div> <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - webgl terrain raycasting demo</div> <script src="../build/three.min.js"></script> <script src="js/controls/OrbitControls.js"></script> <script src="js/ImprovedNoise.js"></script> <script src="js/Detector.js"></script> <script src="js/libs/stats.min.js"></script> <script> if ( ! Detector.webgl ) { Detector.addGetWebGLMessage(); document.getElementById( 'container' ).innerHTML = ""; } var container, stats; var camera, controls, scene, renderer; var mesh, texture; var worldWidth = 256, worldDepth = 256, worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2; var clock = new THREE.Clock(); var helper; var raycaster = new THREE.Raycaster(); var mouse = new THREE.Vector2(); init(); animate(); function init() { container = document.getElementById( 'container' ); camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 20000 ); scene = new THREE.Scene(); controls = new THREE.OrbitControls(camera); controls.center.set( 0.0, 100.0, 0.0 ); controls.userPanSpeed = 100; data = generateHeight( worldWidth, worldDepth ); controls.center.y = data[ worldHalfWidth + worldHalfDepth * worldWidth ] + 500; camera.position.y = controls.center.y + 2000; camera.position.x = 2000; var geometry = new THREE.PlaneBufferGeometry( 7500, 7500, worldWidth - 1, worldDepth - 1 ); geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) ); var vertices = geometry.attributes.position.array; for ( var i = 0, j = 0, l = vertices.length; i < l; i ++, j += 3 ) { vertices[ j + 1 ] = data[ i ] * 10; } geometry.computeFaceNormals(); texture = new THREE.Texture( generateTexture( data, worldWidth, worldDepth ), THREE.UVMapping, THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping ); texture.needsUpdate = true; mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { map: texture } ) ); scene.add( mesh ); var geometry = new THREE.CylinderGeometry( 0, 20, 100, 3 ); geometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, 50, 0 ) ); geometry.applyMatrix( new THREE.Matrix4().makeRotationX( Math.PI / 2 ) ); helper = new THREE.Mesh( geometry, new THREE.MeshNormalMaterial() ); scene.add( helper ); renderer = new THREE.WebGLRenderer(); renderer.setClearColor( 0xbfd1e5 ); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); container.innerHTML = ""; container.appendChild( renderer.domElement ); container.addEventListener( 'mousemove', onMouseMove, false ); stats = new Stats(); stats.domElement.style.position = 'absolute'; stats.domElement.style.top = '0px'; container.appendChild( stats.domElement ); // window.addEventListener( 'resize', onWindowResize, false ); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } function generateHeight( width, height ) { var size = width * height, data = new Uint8Array( size ), perlin = new ImprovedNoise(), quality = 1, z = Math.random() * 100; for ( var j = 0; j < 4; j ++ ) { for ( var i = 0; i < size; i ++ ) { var x = i % width, y = ~~ ( i / width ); data[ i ] += Math.abs( perlin.noise( x / quality, y / quality, z ) * quality * 1.75 ); } quality *= 5; } return data; } function generateTexture( data, width, height ) { var canvas, canvasScaled, context, image, imageData, level, diff, vector3, sun, shade; vector3 = new THREE.Vector3( 0, 0, 0 ); sun = new THREE.Vector3( 1, 1, 1 ); sun.normalize(); canvas = document.createElement( 'canvas' ); canvas.width = width; canvas.height = height; context = canvas.getContext( '2d' ); context.fillStyle = '#000'; context.fillRect( 0, 0, width, height ); image = context.getImageData( 0, 0, canvas.width, canvas.height ); imageData = image.data; for ( var i = 0, j = 0, l = imageData.length; i < l; i += 4, j ++ ) { vector3.x = data[ j - 2 ] - data[ j + 2 ]; vector3.y = 2; vector3.z = data[ j - width * 2 ] - data[ j + width * 2 ]; vector3.normalize(); shade = vector3.dot( sun ); imageData[ i ] = ( 96 + shade * 128 ) * ( 0.5 + data[ j ] * 0.007 ); imageData[ i + 1 ] = ( 32 + shade * 96 ) * ( 0.5 + data[ j ] * 0.007 ); imageData[ i + 2 ] = ( shade * 96 ) * ( 0.5 + data[ j ] * 0.007 ); } context.putImageData( image, 0, 0 ); // Scaled 4x canvasScaled = document.createElement( 'canvas' ); canvasScaled.width = width * 4; canvasScaled.height = height * 4; context = canvasScaled.getContext( '2d' ); context.scale( 4, 4 ); context.drawImage( canvas, 0, 0 ); image = context.getImageData( 0, 0, canvasScaled.width, canvasScaled.height ); imageData = image.data; for ( var i = 0, l = imageData.length; i < l; i += 4 ) { var v = ~~ ( Math.random() * 5 ); imageData[ i ] += v; imageData[ i + 1 ] += v; imageData[ i + 2 ] += v; } context.putImageData( image, 0, 0 ); return canvasScaled; } // function animate() { requestAnimationFrame( animate ); render(); stats.update(); } function render() { controls.update( clock.getDelta() ); renderer.render( scene, camera ); } function onMouseMove( event ) { mouse.x = ( event.clientX / renderer.domElement.width ) * 2 - 1; mouse.y = - ( event.clientY / renderer.domElement.height ) * 2 + 1; raycaster.setFromCamera( mouse, camera ); // See if the ray from the camera into the world hits one of our meshes var intersects = raycaster.intersectObject( mesh ); // Toggle rotation bool for meshes that we clicked if ( intersects.length > 0 ) { helper.position.set( 0, 0, 0 ); helper.lookAt( intersects[ 0 ].face.normal ); helper.position.copy( intersects[ 0 ].point ); } } </script> </body> </html>