webgl_geometry_minecraft.html 6.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - geometry - minecraft</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> - <a href="http://www.minecraft.net/" target="_blank" rel="noopener">minecraft</a> demo. featuring <a href="http://painterlypack.net/" target="_blank" rel="noopener">painterly pack</a><br />(left click: forward, right click: backward)</div>
  21. <script type="module">
  22. import {
  23. AmbientLight,
  24. Clock,
  25. Color,
  26. DirectionalLight,
  27. DoubleSide,
  28. Matrix4,
  29. Mesh,
  30. MeshLambertMaterial,
  31. NearestFilter,
  32. PerspectiveCamera,
  33. PlaneBufferGeometry,
  34. Scene,
  35. TextureLoader,
  36. WebGLRenderer
  37. } from "../build/three.module.js";
  38. import Stats from './jsm/libs/stats.module.js';
  39. import { FirstPersonControls } from './jsm/controls/FirstPersonControls.js';
  40. import { ImprovedNoise } from './jsm/math/ImprovedNoise.js';
  41. import { BufferGeometryUtils } from './jsm/utils/BufferGeometryUtils.js';
  42. var container, stats;
  43. var camera, controls, scene, renderer;
  44. var worldWidth = 128, worldDepth = 128;
  45. var worldHalfWidth = worldWidth / 2;
  46. var worldHalfDepth = worldDepth / 2;
  47. var data = generateHeight( worldWidth, worldDepth );
  48. var clock = new Clock();
  49. init();
  50. animate();
  51. function init() {
  52. container = document.getElementById( 'container' );
  53. camera = new PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 20000 );
  54. camera.position.y = getY( worldHalfWidth, worldHalfDepth ) * 100 + 100;
  55. controls = new FirstPersonControls( camera );
  56. controls.movementSpeed = 1000;
  57. controls.lookSpeed = 0.125;
  58. controls.lookVertical = true;
  59. scene = new Scene();
  60. scene.background = new Color( 0xbfd1e5 );
  61. // sides
  62. var matrix = new Matrix4();
  63. var pxGeometry = new PlaneBufferGeometry( 100, 100 );
  64. pxGeometry.attributes.uv.array[ 1 ] = 0.5;
  65. pxGeometry.attributes.uv.array[ 3 ] = 0.5;
  66. pxGeometry.rotateY( Math.PI / 2 );
  67. pxGeometry.translate( 50, 0, 0 );
  68. var nxGeometry = new PlaneBufferGeometry( 100, 100 );
  69. nxGeometry.attributes.uv.array[ 1 ] = 0.5;
  70. nxGeometry.attributes.uv.array[ 3 ] = 0.5;
  71. nxGeometry.rotateY( - Math.PI / 2 );
  72. nxGeometry.translate( - 50, 0, 0 );
  73. var pyGeometry = new PlaneBufferGeometry( 100, 100 );
  74. pyGeometry.attributes.uv.array[ 5 ] = 0.5;
  75. pyGeometry.attributes.uv.array[ 7 ] = 0.5;
  76. pyGeometry.rotateX( - Math.PI / 2 );
  77. pyGeometry.translate( 0, 50, 0 );
  78. var pzGeometry = new PlaneBufferGeometry( 100, 100 );
  79. pzGeometry.attributes.uv.array[ 1 ] = 0.5;
  80. pzGeometry.attributes.uv.array[ 3 ] = 0.5;
  81. pzGeometry.translate( 0, 0, 50 );
  82. var nzGeometry = new PlaneBufferGeometry( 100, 100 );
  83. nzGeometry.attributes.uv.array[ 1 ] = 0.5;
  84. nzGeometry.attributes.uv.array[ 3 ] = 0.5;
  85. nzGeometry.rotateY( Math.PI );
  86. nzGeometry.translate( 0, 0, - 50 );
  87. //
  88. var geometries = [];
  89. for ( var z = 0; z < worldDepth; z ++ ) {
  90. for ( var x = 0; x < worldWidth; x ++ ) {
  91. var h = getY( x, z );
  92. matrix.makeTranslation(
  93. x * 100 - worldHalfWidth * 100,
  94. h * 100,
  95. z * 100 - worldHalfDepth * 100
  96. );
  97. var px = getY( x + 1, z );
  98. var nx = getY( x - 1, z );
  99. var pz = getY( x, z + 1 );
  100. var nz = getY( x, z - 1 );
  101. geometries.push( pyGeometry.clone().applyMatrix( matrix ) );
  102. if ( ( px !== h && px !== h + 1 ) || x === 0 ) {
  103. geometries.push( pxGeometry.clone().applyMatrix( matrix ) );
  104. }
  105. if ( ( nx !== h && nx !== h + 1 ) || x === worldWidth - 1 ) {
  106. geometries.push( nxGeometry.clone().applyMatrix( matrix ) );
  107. }
  108. if ( ( pz !== h && pz !== h + 1 ) || z === worldDepth - 1 ) {
  109. geometries.push( pzGeometry.clone().applyMatrix( matrix ) );
  110. }
  111. if ( ( nz !== h && nz !== h + 1 ) || z === 0 ) {
  112. geometries.push( nzGeometry.clone().applyMatrix( matrix ) );
  113. }
  114. }
  115. }
  116. var geometry = BufferGeometryUtils.mergeBufferGeometries( geometries );
  117. geometry.computeBoundingSphere();
  118. var texture = new TextureLoader().load( 'textures/minecraft/atlas.png' );
  119. texture.magFilter = NearestFilter;
  120. var mesh = new Mesh( geometry, new MeshLambertMaterial( { map: texture, side: DoubleSide } ) );
  121. scene.add( mesh );
  122. var ambientLight = new AmbientLight( 0xcccccc );
  123. scene.add( ambientLight );
  124. var directionalLight = new DirectionalLight( 0xffffff, 2 );
  125. directionalLight.position.set( 1, 1, 0.5 ).normalize();
  126. scene.add( directionalLight );
  127. renderer = new WebGLRenderer( { antialias: true } );
  128. renderer.setPixelRatio( window.devicePixelRatio );
  129. renderer.setSize( window.innerWidth, window.innerHeight );
  130. container.appendChild( renderer.domElement );
  131. stats = new Stats();
  132. container.appendChild( stats.dom );
  133. //
  134. window.addEventListener( 'resize', onWindowResize, false );
  135. }
  136. function onWindowResize() {
  137. camera.aspect = window.innerWidth / window.innerHeight;
  138. camera.updateProjectionMatrix();
  139. renderer.setSize( window.innerWidth, window.innerHeight );
  140. controls.handleResize();
  141. }
  142. function generateHeight( width, height ) {
  143. var data = [], perlin = new ImprovedNoise(),
  144. size = width * height, quality = 2, z = Math.random() * 100;
  145. for ( var j = 0; j < 4; j ++ ) {
  146. if ( j === 0 ) for ( var i = 0; i < size; i ++ ) data[ i ] = 0;
  147. for ( var i = 0; i < size; i ++ ) {
  148. var x = i % width, y = ( i / width ) | 0;
  149. data[ i ] += perlin.noise( x / quality, y / quality, z ) * quality;
  150. }
  151. quality *= 4;
  152. }
  153. return data;
  154. }
  155. function getY( x, z ) {
  156. return ( data[ x + z * worldWidth ] * 0.2 ) | 0;
  157. }
  158. //
  159. function animate() {
  160. requestAnimationFrame( animate );
  161. render();
  162. stats.update();
  163. }
  164. function render() {
  165. controls.update( clock.getDelta() );
  166. renderer.render( scene, camera );
  167. }
  168. </script>
  169. </body>
  170. </html>