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Эх сурвалжийг харах

Merge pull request #16549 from Mugen87/dev32

Examples: Move ImprovedNoise into THREE namespace.
Mr.doob 6 жил өмнө
parent
commit
d9ef34f40b

+ 0 - 71
examples/js/ImprovedNoise.js

@@ -1,71 +0,0 @@
-// http://mrl.nyu.edu/~perlin/noise/
-
-var ImprovedNoise = function () {
-
-	var p = [ 151,160,137,91,90,15,131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,
-		 23,190,6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,88,237,149,56,87,
-		 174,20,125,136,171,168,68,175,74,165,71,134,139,48,27,166,77,146,158,231,83,111,229,122,60,211,
-		 133,230,220,105,92,41,55,46,245,40,244,102,143,54,65,25,63,161,1,216,80,73,209,76,132,187,208,
-		 89,18,169,200,196,135,130,116,188,159,86,164,100,109,198,173,186,3,64,52,217,226,250,124,123,5,
-		 202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,223,183,170,213,119,
-		 248,152,2,44,154,163,70,221,153,101,155,167,43,172,9,129,22,39,253,19,98,108,110,79,113,224,232,
-		 178,185,112,104,218,246,97,228,251,34,242,193,238,210,144,12,191,179,162,241,81,51,145,235,249,
-		 14,239,107,49,192,214,31,181,199,106,157,184,84,204,176,115,121,50,45,127,4,150,254,138,236,205,
-		 93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 ];
-
-	for (var i = 0; i < 256 ; i ++) {
-
-		p[256 + i] = p[i];
-
-	}
-
-	function fade(t) {
-
-		return t * t * t * (t * (t * 6 - 15) + 10);
-
-	}
-
-	function lerp(t, a, b) {
-
-		return a + t * (b - a);
-
-	}
-
-	function grad(hash, x, y, z) {
-
-		var h = hash & 15;
-		var u = h < 8 ? x : y, v = h < 4 ? y : h == 12 || h == 14 ? x : z;
-		return ((h&1) == 0 ? u : -u) + ((h&2) == 0 ? v : -v);
-
-	}
-
-	return {
-
-		noise: function (x, y, z) {
-
-			var floorX = Math.floor(x), floorY = Math.floor(y), floorZ = Math.floor(z);
-
-			var X = floorX & 255, Y = floorY & 255, Z = floorZ & 255;
-
-			x -= floorX;
-			y -= floorY;
-			z -= floorZ;
-
-			var xMinus1 = x - 1, yMinus1 = y - 1, zMinus1 = z - 1;
-
-			var u = fade(x), v = fade(y), w = fade(z);
-
-			var A = p[X] + Y, AA = p[A] + Z, AB = p[A + 1] + Z, B = p[X + 1] + Y, BA = p[B] + Z, BB = p[B + 1] + Z;
-
-			return lerp(w, lerp(v, lerp(u, grad(p[AA], x, y, z),
-							grad(p[BA], xMinus1, y, z)),
-						lerp(u, grad(p[AB], x, yMinus1, z),
-							grad(p[BB], xMinus1, yMinus1, z))),
-					lerp(v, lerp(u, grad(p[AA + 1], x, y, zMinus1),
-							grad(p[BA + 1], xMinus1, y, z - 1)),
-						lerp(u, grad(p[AB + 1], x, yMinus1, zMinus1),
-							grad(p[BB + 1], xMinus1, yMinus1, zMinus1))));
-
-		}
-	}
-};

+ 72 - 0
examples/js/math/ImprovedNoise.js

@@ -0,0 +1,72 @@
+// http://mrl.nyu.edu/~perlin/noise/
+
+THREE.ImprovedNoise = function () {
+
+	var p = [ 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10,
+		 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87,
+		 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60, 211,
+		 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208,
+		 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5,
+		 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119,
+		 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232,
+		 178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249,
+		 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205,
+		 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180 ];
+
+	for ( var i = 0; i < 256; i ++ ) {
+
+		p[ 256 + i ] = p[ i ];
+
+	}
+
+	function fade( t ) {
+
+		return t * t * t * ( t * ( t * 6 - 15 ) + 10 );
+
+	}
+
+	function lerp( t, a, b ) {
+
+		return a + t * ( b - a );
+
+	}
+
+	function grad( hash, x, y, z ) {
+
+		var h = hash & 15;
+		var u = h < 8 ? x : y, v = h < 4 ? y : h == 12 || h == 14 ? x : z;
+		return ( ( h & 1 ) == 0 ? u : - u ) + ( ( h & 2 ) == 0 ? v : - v );
+
+	}
+
+	return {
+
+		noise: function ( x, y, z ) {
+
+			var floorX = Math.floor( x ), floorY = Math.floor( y ), floorZ = Math.floor( z );
+
+			var X = floorX & 255, Y = floorY & 255, Z = floorZ & 255;
+
+			x -= floorX;
+			y -= floorY;
+			z -= floorZ;
+
+			var xMinus1 = x - 1, yMinus1 = y - 1, zMinus1 = z - 1;
+
+			var u = fade( x ), v = fade( y ), w = fade( z );
+
+			var A = p[ X ] + Y, AA = p[ A ] + Z, AB = p[ A + 1 ] + Z, B = p[ X + 1 ] + Y, BA = p[ B ] + Z, BB = p[ B + 1 ] + Z;
+
+			return lerp( w, lerp( v, lerp( u, grad( p[ AA ], x, y, z ),
+				grad( p[ BA ], xMinus1, y, z ) ),
+			lerp( u, grad( p[ AB ], x, yMinus1, z ),
+				grad( p[ BB ], xMinus1, yMinus1, z ) ) ),
+			lerp( v, lerp( u, grad( p[ AA + 1 ], x, y, zMinus1 ),
+				grad( p[ BA + 1 ], xMinus1, y, z - 1 ) ),
+			lerp( u, grad( p[ AB + 1 ], x, yMinus1, zMinus1 ),
+				grad( p[ BB + 1 ], xMinus1, yMinus1, zMinus1 ) ) ) );
+
+		}
+	};
+
+};

+ 2 - 2
examples/webgl_geometry_minecraft.html

@@ -46,7 +46,7 @@
 		<script src="js/controls/FirstPersonControls.js"></script>
 
 		<script src="js/utils/BufferGeometryUtils.js"></script>
-		<script src="js/ImprovedNoise.js"></script>
+		<script src="js/math/ImprovedNoise.js"></script>
 		<script src="js/WebGL.js"></script>
 		<script src="js/libs/stats.min.js"></script>
 
@@ -219,7 +219,7 @@
 
 			function generateHeight( width, height ) {
 
-				var data = [], perlin = new ImprovedNoise(),
+				var data = [], perlin = new THREE.ImprovedNoise(),
 					size = width * height, quality = 2, z = Math.random() * 100;
 
 				for ( var j = 0; j < 4; j ++ ) {

+ 2 - 2
examples/webgl_geometry_minecraft_ao.html

@@ -45,7 +45,7 @@
 
 		<script src="js/controls/FirstPersonControls.js"></script>
 
-		<script src="js/ImprovedNoise.js"></script>
+		<script src="js/math/ImprovedNoise.js"></script>
 
 		<script src="js/WebGL.js"></script>
 		<script src="js/libs/stats.min.js"></script>
@@ -320,7 +320,7 @@
 
 			function generateHeight( width, height ) {
 
-				var data = [], perlin = new ImprovedNoise(),
+				var data = [], perlin = new THREE.ImprovedNoise(),
 					size = width * height, quality = 2, z = Math.random() * 100;
 
 				for ( var j = 0; j < 4; j ++ ) {

+ 2 - 2
examples/webgl_geometry_terrain.html

@@ -38,7 +38,7 @@
 
 		<script src="js/controls/FirstPersonControls.js"></script>
 
-		<script src="js/ImprovedNoise.js"></script>
+		<script src="js/math/ImprovedNoise.js"></script>
 		<script src="js/WebGL.js"></script>
 		<script src="js/libs/stats.min.js"></script>
 
@@ -131,7 +131,7 @@
 			function generateHeight( width, height ) {
 
 				var size = width * height, data = new Uint8Array( size ),
-					perlin = new ImprovedNoise(), quality = 1, z = Math.random() * 100;
+					perlin = new THREE.ImprovedNoise(), quality = 1, z = Math.random() * 100;
 
 				for ( var j = 0; j < 4; j ++ ) {
 

+ 2 - 2
examples/webgl_geometry_terrain_fog.html

@@ -37,7 +37,7 @@
 
 		<script src="js/controls/FirstPersonControls.js"></script>
 		<script src="js/libs/stats.min.js"></script>
-		<script src="js/ImprovedNoise.js"></script>
+		<script src="js/math/ImprovedNoise.js"></script>
 		<script src="js/WebGL.js"></script>
 
 		<script>
@@ -132,7 +132,7 @@
 			function generateHeight( width, height ) {
 
 				var size = width * height, data = new Uint8Array( size ),
-					perlin = new ImprovedNoise(), quality = 1, z = Math.random() * 100;
+					perlin = new THREE.ImprovedNoise(), quality = 1, z = Math.random() * 100;
 
 				for ( var j = 0; j < 4; j ++ ) {
 

+ 2 - 2
examples/webgl_geometry_terrain_raycast.html

@@ -37,7 +37,7 @@
 
 		<script src="js/controls/OrbitControls.js"></script>
 
-		<script src="js/ImprovedNoise.js"></script>
+		<script src="js/math/ImprovedNoise.js"></script>
 		<script src="js/WebGL.js"></script>
 		<script src="js/libs/stats.min.js"></script>
 
@@ -146,7 +146,7 @@
 			function generateHeight( width, height ) {
 
 				var size = width * height, data = new Uint8Array( size ),
-					perlin = new ImprovedNoise(), quality = 1, z = Math.random() * 100;
+					perlin = new THREE.ImprovedNoise(), quality = 1, z = Math.random() * 100;
 
 				for ( var j = 0; j < 4; j ++ ) {