webgl_geometry_terrain_raycast.html 6.6 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. <style>
  8. body {
  9. color: #61443e;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. background-color: #bfd1e5;
  14. margin: 0px;
  15. overflow: hidden;
  16. }
  17. #info {
  18. position: absolute;
  19. top: 0px; width: 100%;
  20. padding: 5px;
  21. }
  22. a {
  23. color: #a06851;
  24. }
  25. </style>
  26. </head>
  27. <body>
  28. <div id="container"><br /><br /><br /><br /><br />Generating world...</div>
  29. <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - webgl terrain raycasting demo</div>
  30. <script src="../build/three.js"></script>
  31. <script src="js/controls/OrbitControls.js"></script>
  32. <script src="js/ImprovedNoise.js"></script>
  33. <script src="js/Detector.js"></script>
  34. <script src="js/libs/stats.min.js"></script>
  35. <script>
  36. if ( ! Detector.webgl ) {
  37. Detector.addGetWebGLMessage();
  38. document.getElementById( 'container' ).innerHTML = "";
  39. }
  40. var container, stats;
  41. var camera, controls, scene, renderer;
  42. var mesh, texture;
  43. var worldWidth = 256, worldDepth = 256,
  44. worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2;
  45. var clock = new THREE.Clock();
  46. var helper;
  47. var raycaster = new THREE.Raycaster();
  48. var mouse = new THREE.Vector2();
  49. init();
  50. animate();
  51. function init() {
  52. container = document.getElementById( 'container' );
  53. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 20000 );
  54. scene = new THREE.Scene();
  55. controls = new THREE.OrbitControls(camera);
  56. controls.target.set( 0.0, 100.0, 0.0 );
  57. controls.userPanSpeed = 100;
  58. data = generateHeight( worldWidth, worldDepth );
  59. controls.target.y = data[ worldHalfWidth + worldHalfDepth * worldWidth ] + 500;
  60. camera.position.y = controls.target.y + 2000;
  61. camera.position.x = 2000;
  62. var geometry = new THREE.PlaneBufferGeometry( 7500, 7500, worldWidth - 1, worldDepth - 1 );
  63. geometry.rotateX( - Math.PI / 2 );
  64. var vertices = geometry.attributes.position.array;
  65. for ( var i = 0, j = 0, l = vertices.length; i < l; i ++, j += 3 ) {
  66. vertices[ j + 1 ] = data[ i ] * 10;
  67. }
  68. geometry.computeFaceNormals();
  69. texture = new THREE.CanvasTexture( generateTexture( data, worldWidth, worldDepth ) );
  70. texture.wrapS = THREE.ClampToEdgeWrapping;
  71. texture.wrapT = THREE.ClampToEdgeWrapping;
  72. mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { map: texture } ) );
  73. scene.add( mesh );
  74. var geometry = new THREE.CylinderGeometry( 0, 20, 100, 3 );
  75. geometry.translate( 0, 50, 0 );
  76. geometry.rotateX( Math.PI / 2 );
  77. helper = new THREE.Mesh( geometry, new THREE.MeshNormalMaterial() );
  78. scene.add( helper );
  79. renderer = new THREE.WebGLRenderer();
  80. renderer.setClearColor( 0xbfd1e5 );
  81. renderer.setPixelRatio( window.devicePixelRatio );
  82. renderer.setSize( window.innerWidth, window.innerHeight );
  83. container.innerHTML = "";
  84. container.appendChild( renderer.domElement );
  85. container.addEventListener( 'mousemove', onMouseMove, false );
  86. stats = new Stats();
  87. container.appendChild( stats.dom );
  88. //
  89. window.addEventListener( 'resize', onWindowResize, false );
  90. }
  91. function onWindowResize() {
  92. camera.aspect = window.innerWidth / window.innerHeight;
  93. camera.updateProjectionMatrix();
  94. renderer.setSize( window.innerWidth, window.innerHeight );
  95. }
  96. function generateHeight( width, height ) {
  97. var size = width * height, data = new Uint8Array( size ),
  98. perlin = new ImprovedNoise(), quality = 1, z = Math.random() * 100;
  99. for ( var j = 0; j < 4; j ++ ) {
  100. for ( var i = 0; i < size; i ++ ) {
  101. var x = i % width, y = ~~ ( i / width );
  102. data[ i ] += Math.abs( perlin.noise( x / quality, y / quality, z ) * quality * 1.75 );
  103. }
  104. quality *= 5;
  105. }
  106. return data;
  107. }
  108. function generateTexture( data, width, height ) {
  109. var canvas, canvasScaled, context, image, imageData,
  110. level, diff, vector3, sun, shade;
  111. vector3 = new THREE.Vector3( 0, 0, 0 );
  112. sun = new THREE.Vector3( 1, 1, 1 );
  113. sun.normalize();
  114. canvas = document.createElement( 'canvas' );
  115. canvas.width = width;
  116. canvas.height = height;
  117. context = canvas.getContext( '2d' );
  118. context.fillStyle = '#000';
  119. context.fillRect( 0, 0, width, height );
  120. image = context.getImageData( 0, 0, canvas.width, canvas.height );
  121. imageData = image.data;
  122. for ( var i = 0, j = 0, l = imageData.length; i < l; i += 4, j ++ ) {
  123. vector3.x = data[ j - 2 ] - data[ j + 2 ];
  124. vector3.y = 2;
  125. vector3.z = data[ j - width * 2 ] - data[ j + width * 2 ];
  126. vector3.normalize();
  127. shade = vector3.dot( sun );
  128. imageData[ i ] = ( 96 + shade * 128 ) * ( 0.5 + data[ j ] * 0.007 );
  129. imageData[ i + 1 ] = ( 32 + shade * 96 ) * ( 0.5 + data[ j ] * 0.007 );
  130. imageData[ i + 2 ] = ( shade * 96 ) * ( 0.5 + data[ j ] * 0.007 );
  131. }
  132. context.putImageData( image, 0, 0 );
  133. // Scaled 4x
  134. canvasScaled = document.createElement( 'canvas' );
  135. canvasScaled.width = width * 4;
  136. canvasScaled.height = height * 4;
  137. context = canvasScaled.getContext( '2d' );
  138. context.scale( 4, 4 );
  139. context.drawImage( canvas, 0, 0 );
  140. image = context.getImageData( 0, 0, canvasScaled.width, canvasScaled.height );
  141. imageData = image.data;
  142. for ( var i = 0, l = imageData.length; i < l; i += 4 ) {
  143. var v = ~~ ( Math.random() * 5 );
  144. imageData[ i ] += v;
  145. imageData[ i + 1 ] += v;
  146. imageData[ i + 2 ] += v;
  147. }
  148. context.putImageData( image, 0, 0 );
  149. return canvasScaled;
  150. }
  151. //
  152. function animate() {
  153. requestAnimationFrame( animate );
  154. render();
  155. stats.update();
  156. }
  157. function render() {
  158. controls.update( clock.getDelta() );
  159. renderer.render( scene, camera );
  160. }
  161. function onMouseMove( event ) {
  162. mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
  163. mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
  164. raycaster.setFromCamera( mouse, camera );
  165. // See if the ray from the camera into the world hits one of our meshes
  166. var intersects = raycaster.intersectObject( mesh );
  167. // Toggle rotation bool for meshes that we clicked
  168. if ( intersects.length > 0 ) {
  169. helper.position.set( 0, 0, 0 );
  170. helper.lookAt( intersects[ 0 ].face.normal );
  171. helper.position.copy( intersects[ 0 ].point );
  172. }
  173. }
  174. </script>
  175. </body>
  176. </html>