Doodle3D-Slicer/three.js-master/examples/webgl_geometry_minecraft.html
2015-06-12 15:58:26 +02:00

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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - geometry - minecraft</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;
}
#oldie {
background:rgb(100,0,0) !important;
color:#fff !important;
margin-top:10em !important;
}
#oldie a { color:#fff }
</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> - <a href="http://www.minecraft.net/" target="_blank">minecraft</a> demo. featuring <a href="http://painterlypack.net/" target="_blank">painterly pack</a><br />(left click: forward, right click: backward)</div>
<script src="../build/three.min.js"></script>
<script src="js/controls/FirstPersonControls.js"></script>
<script src="js/ImprovedNoise.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/wip/TypedGeometry.js"></script>
<script src="js/wip/IndexedTypedGeometry.js"></script>
<script src="js/wip/PlaneTypedGeometry.js"></script>
<script>
if ( ! Detector.webgl ) {
Detector.addGetWebGLMessage();
document.getElementById( 'container' ).innerHTML = "";
}
var container, stats;
var camera, controls, scene, renderer;
var mesh;
var worldWidth = 128, worldDepth = 128,
worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2,
data = generateHeight( worldWidth, worldDepth );
var clock = new THREE.Clock();
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 20000 );
camera.position.y = getY( worldHalfWidth, worldHalfDepth ) * 100 + 100;
controls = new THREE.FirstPersonControls( camera );
controls.movementSpeed = 1000;
controls.lookSpeed = 0.125;
controls.lookVertical = true;
scene = new THREE.Scene();
// sides
var matrix = new THREE.Matrix4();
var pxGeometry = new THREE.PlaneTypedGeometry( 100, 100 );
pxGeometry.uvs[ 1 ] = 0.5;
pxGeometry.uvs[ 3 ] = 0.5;
pxGeometry.applyMatrix( matrix.makeRotationY( Math.PI / 2 ) );
pxGeometry.applyMatrix( matrix.makeTranslation( 50, 0, 0 ) );
var nxGeometry = new THREE.PlaneTypedGeometry( 100, 100 );
nxGeometry.uvs[ 1 ] = 0.5;
nxGeometry.uvs[ 3 ] = 0.5;
nxGeometry.applyMatrix( matrix.makeRotationY( - Math.PI / 2 ) );
nxGeometry.applyMatrix( matrix.makeTranslation( - 50, 0, 0 ) );
var pyGeometry = new THREE.PlaneTypedGeometry( 100, 100 );
pyGeometry.uvs[ 5 ] = 0.5;
pyGeometry.uvs[ 7 ] = 0.5;
pyGeometry.applyMatrix( matrix.makeRotationX( - Math.PI / 2 ) );
pyGeometry.applyMatrix( matrix.makeTranslation( 0, 50, 0 ) );
var pzGeometry = new THREE.PlaneTypedGeometry( 100, 100 );
pzGeometry.uvs[ 1 ] = 0.5;
pzGeometry.uvs[ 3 ] = 0.5;
pzGeometry.applyMatrix( matrix.makeTranslation( 0, 0, 50 ) );
var nzGeometry = new THREE.PlaneTypedGeometry( 100, 100 );
nzGeometry.uvs[ 1 ] = 0.5;
nzGeometry.uvs[ 3 ] = 0.5;
nzGeometry.applyMatrix( matrix.makeRotationY( Math.PI ) );
nzGeometry.applyMatrix( matrix.makeTranslation( 0, 0, -50 ) );
//
var geometry = new THREE.TypedGeometry( worldWidth * worldDepth * 2 * 5 ); // 2 triangles, 5 possible sides
for ( var z = 0; z < worldDepth; z ++ ) {
for ( var x = 0; x < worldWidth; x ++ ) {
var h = getY( x, z );
matrix.makeTranslation(
x * 100 - worldHalfWidth * 100,
h * 100,
z * 100 - worldHalfDepth * 100
);
var px = getY( x + 1, z );
var nx = getY( x - 1, z );
var pz = getY( x, z + 1 );
var nz = getY( x, z - 1 );
geometry.merge( pyGeometry, matrix );
if ( ( px != h && px != h + 1 ) || x == 0 ) {
geometry.merge( pxGeometry, matrix );
}
if ( ( nx != h && nx != h + 1 ) || x == worldWidth - 1 ) {
geometry.merge( nxGeometry, matrix );
}
if ( ( pz != h && pz != h + 1 ) || z == worldDepth - 1 ) {
geometry.merge( pzGeometry, matrix );
}
if ( ( nz != h && nz != h + 1 ) || z == 0 ) {
geometry.merge( nzGeometry, matrix );
}
}
}
geometry.computeBoundingSphere();
var texture = THREE.ImageUtils.loadTexture( 'textures/minecraft/atlas.png' );
texture.magFilter = THREE.NearestFilter;
texture.minFilter = THREE.LinearMipMapLinearFilter;
var mesh = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { map: texture } ) );
scene.add( mesh );
var ambientLight = new THREE.AmbientLight( 0xcccccc );
scene.add( ambientLight );
var directionalLight = new THREE.DirectionalLight( 0xffffff, 2 );
directionalLight.position.set( 1, 1, 0.5 ).normalize();
scene.add( directionalLight );
renderer = new THREE.WebGLRenderer();
renderer.setClearColor( 0xbfd1e5 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.innerHTML = "";
container.appendChild( renderer.domElement );
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 );
controls.handleResize();
}
function generateHeight( width, height ) {
var data = [], perlin = new ImprovedNoise(),
size = width * height, quality = 2, z = Math.random() * 100;
for ( var j = 0; j < 4; j ++ ) {
if ( j == 0 ) for ( var i = 0; i < size; i ++ ) data[ i ] = 0;
for ( var i = 0; i < size; i ++ ) {
var x = i % width, y = ( i / width ) | 0;
data[ i ] += perlin.noise( x / quality, y / quality, z ) * quality;
}
quality *= 4
}
return data;
}
function getY( x, z ) {
return ( data[ x + z * worldWidth ] * 0.2 ) | 0;
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
controls.update( clock.getDelta() );
renderer.render( scene, camera );
}
</script>
</body>
</html>