webgl_geometry_terrain_raycast.html 6.5 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - geometry - terrain</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. body {
  10. background-color: #bfd1e5;
  11. color: #61443e;
  12. }
  13. a {
  14. color: #a06851;
  15. }
  16. </style>
  17. </head>
  18. <body>
  19. <div id="container"></div>
  20. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl terrain raycasting demo</div>
  21. <script type="module">
  22. import {
  23. CanvasTexture,
  24. ClampToEdgeWrapping,
  25. Color,
  26. ConeBufferGeometry,
  27. Mesh,
  28. MeshBasicMaterial,
  29. MeshNormalMaterial,
  30. PerspectiveCamera,
  31. PlaneBufferGeometry,
  32. Raycaster,
  33. Scene,
  34. Vector2,
  35. Vector3,
  36. WebGLRenderer
  37. } from "../build/three.module.js";
  38. import Stats from './jsm/libs/stats.module.js';
  39. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  40. import { ImprovedNoise } from './jsm/math/ImprovedNoise.js';
  41. var container, stats;
  42. var camera, controls, scene, renderer;
  43. var mesh, texture;
  44. var worldWidth = 256, worldDepth = 256,
  45. worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2;
  46. var helper;
  47. var raycaster = new Raycaster();
  48. var mouse = new Vector2();
  49. init();
  50. animate();
  51. function init() {
  52. container = document.getElementById( 'container' );
  53. container.innerHTML = "";
  54. renderer = new WebGLRenderer( { antialias: true } );
  55. renderer.setPixelRatio( window.devicePixelRatio );
  56. renderer.setSize( window.innerWidth, window.innerHeight );
  57. container.appendChild( renderer.domElement );
  58. scene = new Scene();
  59. scene.background = new Color( 0xbfd1e5 );
  60. camera = new PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 10, 20000 );
  61. controls = new OrbitControls( camera, renderer.domElement );
  62. controls.minDistance = 1000;
  63. controls.maxDistance = 10000;
  64. controls.maxPolarAngle = Math.PI / 2;
  65. //
  66. var data = generateHeight( worldWidth, worldDepth );
  67. controls.target.y = data[ worldHalfWidth + worldHalfDepth * worldWidth ] + 500;
  68. camera.position.y = controls.target.y + 2000;
  69. camera.position.x = 2000;
  70. controls.update();
  71. var geometry = new PlaneBufferGeometry( 7500, 7500, worldWidth - 1, worldDepth - 1 );
  72. geometry.rotateX( - Math.PI / 2 );
  73. var vertices = geometry.attributes.position.array;
  74. for ( var i = 0, j = 0, l = vertices.length; i < l; i ++, j += 3 ) {
  75. vertices[ j + 1 ] = data[ i ] * 10;
  76. }
  77. geometry.computeFaceNormals(); // needed for helper
  78. //
  79. texture = new CanvasTexture( generateTexture( data, worldWidth, worldDepth ) );
  80. texture.wrapS = ClampToEdgeWrapping;
  81. texture.wrapT = ClampToEdgeWrapping;
  82. mesh = new Mesh( geometry, new MeshBasicMaterial( { map: texture } ) );
  83. scene.add( mesh );
  84. var geometry = new ConeBufferGeometry( 20, 100, 3 );
  85. geometry.translate( 0, 50, 0 );
  86. geometry.rotateX( Math.PI / 2 );
  87. helper = new Mesh( geometry, new MeshNormalMaterial() );
  88. scene.add( helper );
  89. container.addEventListener( 'mousemove', onMouseMove, false );
  90. stats = new Stats();
  91. container.appendChild( stats.dom );
  92. //
  93. window.addEventListener( 'resize', onWindowResize, false );
  94. }
  95. function onWindowResize() {
  96. camera.aspect = window.innerWidth / window.innerHeight;
  97. camera.updateProjectionMatrix();
  98. renderer.setSize( window.innerWidth, window.innerHeight );
  99. }
  100. function generateHeight( width, height ) {
  101. var size = width * height, data = new Uint8Array( size ),
  102. perlin = new ImprovedNoise(), quality = 1, z = Math.random() * 100;
  103. for ( var j = 0; j < 4; j ++ ) {
  104. for ( var i = 0; i < size; i ++ ) {
  105. var x = i % width, y = ~ ~ ( i / width );
  106. data[ i ] += Math.abs( perlin.noise( x / quality, y / quality, z ) * quality * 1.75 );
  107. }
  108. quality *= 5;
  109. }
  110. return data;
  111. }
  112. function generateTexture( data, width, height ) {
  113. // bake lighting into texture
  114. var canvas, canvasScaled, context, image, imageData, vector3, sun, shade;
  115. vector3 = new Vector3( 0, 0, 0 );
  116. sun = new Vector3( 1, 1, 1 );
  117. sun.normalize();
  118. canvas = document.createElement( 'canvas' );
  119. canvas.width = width;
  120. canvas.height = height;
  121. context = canvas.getContext( '2d' );
  122. context.fillStyle = '#000';
  123. context.fillRect( 0, 0, width, height );
  124. image = context.getImageData( 0, 0, canvas.width, canvas.height );
  125. imageData = image.data;
  126. for ( var i = 0, j = 0, l = imageData.length; i < l; i += 4, j ++ ) {
  127. vector3.x = data[ j - 2 ] - data[ j + 2 ];
  128. vector3.y = 2;
  129. vector3.z = data[ j - width * 2 ] - data[ j + width * 2 ];
  130. vector3.normalize();
  131. shade = vector3.dot( sun );
  132. imageData[ i ] = ( 96 + shade * 128 ) * ( 0.5 + data[ j ] * 0.007 );
  133. imageData[ i + 1 ] = ( 32 + shade * 96 ) * ( 0.5 + data[ j ] * 0.007 );
  134. imageData[ i + 2 ] = ( shade * 96 ) * ( 0.5 + data[ j ] * 0.007 );
  135. }
  136. context.putImageData( image, 0, 0 );
  137. // Scaled 4x
  138. canvasScaled = document.createElement( 'canvas' );
  139. canvasScaled.width = width * 4;
  140. canvasScaled.height = height * 4;
  141. context = canvasScaled.getContext( '2d' );
  142. context.scale( 4, 4 );
  143. context.drawImage( canvas, 0, 0 );
  144. image = context.getImageData( 0, 0, canvasScaled.width, canvasScaled.height );
  145. imageData = image.data;
  146. for ( var i = 0, l = imageData.length; i < l; i += 4 ) {
  147. var v = ~ ~ ( Math.random() * 5 );
  148. imageData[ i ] += v;
  149. imageData[ i + 1 ] += v;
  150. imageData[ i + 2 ] += v;
  151. }
  152. context.putImageData( image, 0, 0 );
  153. return canvasScaled;
  154. }
  155. //
  156. function animate() {
  157. requestAnimationFrame( animate );
  158. render();
  159. stats.update();
  160. }
  161. function render() {
  162. renderer.render( scene, camera );
  163. }
  164. function onMouseMove( event ) {
  165. mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
  166. mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
  167. raycaster.setFromCamera( mouse, camera );
  168. // See if the ray from the camera into the world hits one of our meshes
  169. var intersects = raycaster.intersectObject( mesh );
  170. // Toggle rotation bool for meshes that we clicked
  171. if ( intersects.length > 0 ) {
  172. helper.position.set( 0, 0, 0 );
  173. helper.lookAt( intersects[ 0 ].face.normal );
  174. helper.position.copy( intersects[ 0 ].point );
  175. }
  176. }
  177. </script>
  178. </body>
  179. </html>