mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-26 15:34:57 +01:00
385 lines
11 KiB
HTML
Executable File
385 lines
11 KiB
HTML
Executable File
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - geometry - minecraft - ao</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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background-color: #ffffff;
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margin: 0px;
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overflow: hidden;
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}
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a { color: #a06851; }
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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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#oldie {
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background:rgb(100,0,0) !important;
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color:#fff !important;
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margin-top:10em !important;
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}
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#oldie a { color:#fff }
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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">
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<a href="http://threejs.org" target="_blank">three.js</a> - <a href="http://www.minecraft.net/" target="_blank">minecraft</a> demo [ambient occlusion]. featuring <a href="http://painterlypack.net/" target="_blank">painterly pack</a><br />(left click: forward, right click: backward)
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</div>
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<script src="../build/three.min.js"></script>
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<script src="js/controls/FirstPersonControls.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 fogExp2 = true;
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var container, stats;
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var camera, controls, scene, renderer;
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var mesh, mat;
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var worldWidth = 200, worldDepth = 200,
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worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2,
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data = generateHeight( worldWidth, worldDepth );
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var clock = new THREE.Clock();
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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( 50, window.innerWidth / window.innerHeight, 1, 20000 );
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camera.position.y = getY( worldHalfWidth, worldHalfDepth ) * 100 + 100;
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controls = new THREE.FirstPersonControls( camera );
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controls.movementSpeed = 1000;
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controls.lookSpeed = 0.125;
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controls.lookVertical = true;
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controls.constrainVertical = true;
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controls.verticalMin = 1.1;
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controls.verticalMax = 2.2;
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scene = new THREE.Scene();
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scene.fog = new THREE.FogExp2( 0xffffff, 0.00015 );
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// sides
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var light = new THREE.Color( 0xffffff );
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var shadow = new THREE.Color( 0x505050 );
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var matrix = new THREE.Matrix4();
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var pxGeometry = new THREE.PlaneGeometry( 100, 100 );
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pxGeometry.faces[ 0 ].vertexColors = [ light, shadow, light ];
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pxGeometry.faces[ 1 ].vertexColors = [ shadow, shadow, light ];
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pxGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
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pxGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
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pxGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
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pxGeometry.applyMatrix( matrix.makeRotationY( Math.PI / 2 ) );
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pxGeometry.applyMatrix( matrix.makeTranslation( 50, 0, 0 ) );
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var nxGeometry = new THREE.PlaneGeometry( 100, 100 );
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nxGeometry.faces[ 0 ].vertexColors = [ light, shadow, light ];
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nxGeometry.faces[ 1 ].vertexColors = [ shadow, shadow, light ];
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nxGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
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nxGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
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nxGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
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nxGeometry.applyMatrix( matrix.makeRotationY( - Math.PI / 2 ) );
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nxGeometry.applyMatrix( matrix.makeTranslation( - 50, 0, 0 ) );
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var pyGeometry = new THREE.PlaneGeometry( 100, 100 );
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pyGeometry.faces[ 0 ].vertexColors = [ light, light, light ];
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pyGeometry.faces[ 1 ].vertexColors = [ light, light, light ];
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pyGeometry.faceVertexUvs[ 0 ][ 0 ][ 1 ].y = 0.5;
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pyGeometry.faceVertexUvs[ 0 ][ 1 ][ 0 ].y = 0.5;
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pyGeometry.faceVertexUvs[ 0 ][ 1 ][ 1 ].y = 0.5;
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pyGeometry.applyMatrix( matrix.makeRotationX( - Math.PI / 2 ) );
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pyGeometry.applyMatrix( matrix.makeTranslation( 0, 50, 0 ) );
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var py2Geometry = new THREE.PlaneGeometry( 100, 100 );
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py2Geometry.faces[ 0 ].vertexColors = [ light, light, light ];
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py2Geometry.faces[ 1 ].vertexColors = [ light, light, light ];
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py2Geometry.faceVertexUvs[ 0 ][ 0 ][ 1 ].y = 0.5;
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py2Geometry.faceVertexUvs[ 0 ][ 1 ][ 0 ].y = 0.5;
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py2Geometry.faceVertexUvs[ 0 ][ 1 ][ 1 ].y = 0.5;
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py2Geometry.applyMatrix( matrix.makeRotationX( - Math.PI / 2 ) );
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py2Geometry.applyMatrix( matrix.makeRotationY( Math.PI / 2 ) );
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py2Geometry.applyMatrix( matrix.makeTranslation( 0, 50, 0 ) );
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var pzGeometry = new THREE.PlaneGeometry( 100, 100 );
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pzGeometry.faces[ 0 ].vertexColors = [ light, shadow, light ];
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pzGeometry.faces[ 1 ].vertexColors = [ shadow, shadow, light ];
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pzGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
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pzGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
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pzGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
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pzGeometry.applyMatrix( matrix.makeTranslation( 0, 0, 50 ) );
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var nzGeometry = new THREE.PlaneGeometry( 100, 100 );
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nzGeometry.faces[ 0 ].vertexColors = [ light, shadow, light ];
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nzGeometry.faces[ 1 ].vertexColors = [ shadow, shadow, light ];
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nzGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
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nzGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
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nzGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
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nzGeometry.applyMatrix( matrix.makeRotationY( Math.PI ) );
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nzGeometry.applyMatrix( matrix.makeTranslation( 0, 0, - 50 ) );
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//
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var geometry = new THREE.Geometry();
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var dummy = new THREE.Mesh();
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for ( var z = 0; z < worldDepth; z ++ ) {
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for ( var x = 0; x < worldWidth; x ++ ) {
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var h = getY( x, z );
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matrix.makeTranslation(
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x * 100 - worldHalfWidth * 100,
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h * 100,
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z * 100 - worldHalfDepth * 100
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);
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var px = getY( x + 1, z );
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var nx = getY( x - 1, z );
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var pz = getY( x, z + 1 );
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var nz = getY( x, z - 1 );
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var pxpz = getY( x + 1, z + 1 );
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var nxpz = getY( x - 1, z + 1 );
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var pxnz = getY( x + 1, z - 1 );
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var nxnz = getY( x - 1, z - 1 );
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var a = nx > h || nz > h || nxnz > h ? 0 : 1;
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var b = nx > h || pz > h || nxpz > h ? 0 : 1;
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var c = px > h || pz > h || pxpz > h ? 0 : 1;
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var d = px > h || nz > h || pxnz > h ? 0 : 1;
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if ( a + c > b + d ) {
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var colors = py2Geometry.faces[ 0 ].vertexColors;
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colors[ 0 ] = b === 0 ? shadow : light;
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colors[ 1 ] = c === 0 ? shadow : light;
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colors[ 2 ] = a === 0 ? shadow : light;
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var colors = py2Geometry.faces[ 1 ].vertexColors;
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colors[ 0 ] = c === 0 ? shadow : light;
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colors[ 1 ] = d === 0 ? shadow : light;
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colors[ 2 ] = a === 0 ? shadow : light;
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geometry.merge( py2Geometry, matrix );
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} else {
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var colors = pyGeometry.faces[ 0 ].vertexColors;
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colors[ 0 ] = a === 0 ? shadow : light;
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colors[ 1 ] = b === 0 ? shadow : light;
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colors[ 2 ] = d === 0 ? shadow : light;
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var colors = pyGeometry.faces[ 1 ].vertexColors;
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colors[ 0 ] = b === 0 ? shadow : light;
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colors[ 1 ] = c === 0 ? shadow : light;
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colors[ 2 ] = d === 0 ? shadow : light;
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geometry.merge( pyGeometry, matrix );
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}
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if ( ( px != h && px != h + 1 ) || x == 0 ) {
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var colors = pxGeometry.faces[ 0 ].vertexColors;
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colors[ 0 ] = pxpz > px && x > 0 ? shadow : light;
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colors[ 2 ] = pxnz > px && x > 0 ? shadow : light;
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var colors = pxGeometry.faces[ 1 ].vertexColors;
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colors[ 2 ] = pxnz > px && x > 0 ? shadow : light;
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geometry.merge( pxGeometry, matrix );
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}
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if ( ( nx != h && nx != h + 1 ) || x == worldWidth - 1 ) {
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var colors = nxGeometry.faces[ 0 ].vertexColors;
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colors[ 0 ] = nxnz > nx && x < worldWidth - 1 ? shadow : light;
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colors[ 2 ] = nxpz > nx && x < worldWidth - 1 ? shadow : light;
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var colors = nxGeometry.faces[ 1 ].vertexColors;
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colors[ 2 ] = nxpz > nx && x < worldWidth - 1 ? shadow : light;
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geometry.merge( nxGeometry, matrix );
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}
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if ( ( pz != h && pz != h + 1 ) || z == worldDepth - 1 ) {
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var colors = pzGeometry.faces[ 0 ].vertexColors;
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colors[ 0 ] = nxpz > pz && z < worldDepth - 1 ? shadow : light;
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colors[ 2 ] = pxpz > pz && z < worldDepth - 1 ? shadow : light;
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var colors = pzGeometry.faces[ 1 ].vertexColors;
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colors[ 2 ] = pxpz > pz && z < worldDepth - 1 ? shadow : light;
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geometry.merge( pzGeometry, matrix );
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}
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if ( ( nz != h && nz != h + 1 ) || z == 0 ) {
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var colors = nzGeometry.faces[ 0 ].vertexColors;
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colors[ 0 ] = pxnz > nz && z > 0 ? shadow : light;
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colors[ 2 ] = nxnz > nz && z > 0 ? shadow : light;
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var colors = nzGeometry.faces[ 1 ].vertexColors;
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colors[ 2 ] = nxnz > nz && z > 0 ? shadow : light;
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geometry.merge( nzGeometry, matrix );
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}
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}
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}
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var texture = THREE.ImageUtils.loadTexture( 'textures/minecraft/atlas.png' );
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texture.magFilter = THREE.NearestFilter;
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texture.minFilter = THREE.LinearMipMapLinearFilter;
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var mesh = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { map: texture, vertexColors: THREE.VertexColors } ) );
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scene.add( mesh );
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var ambientLight = new THREE.AmbientLight( 0xcccccc );
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scene.add( ambientLight );
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var directionalLight = new THREE.DirectionalLight( 0xffffff, 2 );
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directionalLight.position.set( 1, 1, 0.5 ).normalize();
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scene.add( directionalLight );
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renderer = new THREE.WebGLRenderer();
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renderer.setClearColor( 0xffffff );
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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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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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controls.handleResize();
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}
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function loadTexture( path, callback ) {
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var image = new Image();
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image.onload = function () { callback(); };
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image.src = path;
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return image;
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}
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function generateHeight( width, height ) {
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var data = [], perlin = new ImprovedNoise(),
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size = width * height, quality = 2, z = Math.random() * 100;
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for ( var j = 0; j < 4; j ++ ) {
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if ( j == 0 ) for ( var i = 0; i < size; i ++ ) data[ i ] = 0;
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for ( var i = 0; i < size; i ++ ) {
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var x = i % width, y = ( i / width ) | 0;
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data[ i ] += perlin.noise( x / quality, y / quality, z ) * quality;
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}
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quality *= 4
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}
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return data;
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}
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function getY( x, z ) {
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return ( data[ x + z * worldWidth ] * 0.2 ) | 0;
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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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</script>
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</body>
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</html>
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