webgl_geometry_terrain_raycast.html 8.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320
  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<br />(left click: forward, right click: backward)</div>
  30. <script src="../build/three.min.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 shouldSphereFollowMouse = true;
  47. var checkeredSphere;
  48. init();
  49. animate();
  50. function init() {
  51. container = document.getElementById( 'container' );
  52. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 20000 );
  53. scene = new THREE.Scene();
  54. controls = new THREE.OrbitControls(camera);
  55. controls.center.set(0.0, 100.0, 0.0);
  56. controls.userPanSpeed = 100;
  57. data = generateHeight( worldWidth, worldDepth );
  58. controls.center.y = data[ worldHalfWidth + worldHalfDepth * worldWidth ] + 500;
  59. camera.position.y = controls.center.y + 2000;
  60. camera.position.x = 2000;
  61. var geometry = new THREE.PlaneGeometry( 7500, 7500, worldWidth - 1, worldDepth - 1 );
  62. geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
  63. for ( var i = 0, l = geometry.vertices.length; i < l; i ++ ) {
  64. geometry.vertices[ i ].y = data[ i ] * 10;
  65. }
  66. // PLEASE NOTE!! With raycasting faces must be planar! PlaneGeometry is made up of
  67. // quads and now that we have changed the height value of the verts, the quads are no
  68. // longer planar. We must break it down into triangles in order to preserve this information.
  69. THREE.GeometryUtils.triangulateQuads(geometry);
  70. texture = new THREE.Texture( generateTexture( data, worldWidth, worldDepth ), new THREE.UVMapping(), THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping );
  71. texture.needsUpdate = true;
  72. mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { map: texture } ) );
  73. scene.add( mesh );
  74. var sphereGeometry = new THREE.SphereGeometry(100, 20, 20);
  75. checkeredSphere = new THREE.Mesh(sphereGeometry, new THREE.MeshBasicMaterial( { map: generateCheckerTexture() } ) );
  76. checkeredSphere.position.y = 1000;
  77. scene.add( checkeredSphere );
  78. renderer = new THREE.WebGLRenderer();
  79. renderer.setSize( window.innerWidth, window.innerHeight );
  80. container.innerHTML = "";
  81. container.appendChild( renderer.domElement );
  82. container.addEventListener( 'mousemove', onMouseMove, false );
  83. stats = new Stats();
  84. stats.domElement.style.position = 'absolute';
  85. stats.domElement.style.top = '0px';
  86. container.appendChild( stats.domElement );
  87. //
  88. window.addEventListener( 'resize', onWindowResize, false );
  89. }
  90. function onWindowResize() {
  91. camera.aspect = window.innerWidth / window.innerHeight;
  92. camera.updateProjectionMatrix();
  93. renderer.setSize( window.innerWidth, window.innerHeight );
  94. controls.handleResize();
  95. }
  96. function generateHeight( width, height ) {
  97. var size = width * height, data = new Float32Array( size ),
  98. perlin = new ImprovedNoise(), quality = 1, z = Math.random() * 100;
  99. for ( var i = 0; i < size; i ++ ) {
  100. data[ i ] = 0
  101. }
  102. for ( var j = 0; j < 4; j ++ ) {
  103. for ( var i = 0; i < size; i ++ ) {
  104. var x = i % width, y = ~~ ( i / width );
  105. data[ i ] += Math.abs( perlin.noise( x / quality, y / quality, z ) * quality * 1.75 );
  106. }
  107. quality *= 5;
  108. }
  109. return data;
  110. }
  111. function generateTexture( data, width, height ) {
  112. var canvas, canvasScaled, context, image, imageData,
  113. level, diff, vector3, sun, shade;
  114. vector3 = new THREE.Vector3( 0, 0, 0 );
  115. sun = new THREE.Vector3( 1, 1, 1 );
  116. sun.normalize();
  117. canvas = document.createElement( 'canvas' );
  118. canvas.width = width;
  119. canvas.height = height;
  120. context = canvas.getContext( '2d' );
  121. context.fillStyle = '#000';
  122. context.fillRect( 0, 0, width, height );
  123. image = context.getImageData( 0, 0, canvas.width, canvas.height );
  124. imageData = image.data;
  125. for ( var i = 0, j = 0, l = imageData.length; i < l; i += 4, j ++ ) {
  126. vector3.x = data[ j - 2 ] - data[ j + 2 ];
  127. vector3.y = 2;
  128. vector3.z = data[ j - width * 2 ] - data[ j + width * 2 ];
  129. vector3.normalize();
  130. shade = vector3.dot( sun );
  131. imageData[ i ] = ( 96 + shade * 128 ) * ( 0.5 + data[ j ] * 0.007 );
  132. imageData[ i + 1 ] = ( 32 + shade * 96 ) * ( 0.5 + data[ j ] * 0.007 );
  133. imageData[ i + 2 ] = ( shade * 96 ) * ( 0.5 + data[ j ] * 0.007 );
  134. }
  135. context.putImageData( image, 0, 0 );
  136. // Scaled 4x
  137. canvasScaled = document.createElement( 'canvas' );
  138. canvasScaled.width = width * 4;
  139. canvasScaled.height = height * 4;
  140. context = canvasScaled.getContext( '2d' );
  141. context.scale( 4, 4 );
  142. context.drawImage( canvas, 0, 0 );
  143. image = context.getImageData( 0, 0, canvasScaled.width, canvasScaled.height );
  144. imageData = image.data;
  145. for ( var i = 0, l = imageData.length; i < l; i += 4 ) {
  146. var v = ~~ ( Math.random() * 5 );
  147. imageData[ i ] += v;
  148. imageData[ i + 1 ] += v;
  149. imageData[ i + 2 ] += v;
  150. }
  151. context.putImageData( image, 0, 0 );
  152. return canvasScaled;
  153. }
  154. function generateCheckerTexture() {
  155. var width = 128;
  156. var height = 128;
  157. var size = width * height;
  158. var checkerSize = 16;
  159. var checkerHalfSize = checkerSize / 2;
  160. var data = new Uint8Array( 3 * size );
  161. for ( var i = 0; i < height; ++i ) {
  162. var index = i * width * 3;
  163. var verticalShade = Math.floor((i / checkerSize) % 2);
  164. for ( var j = 0; j < width; ++j ) {
  165. var shade = Math.floor( (j / checkerSize + verticalShade) % 2);
  166. shade *= 255.0;
  167. data[ index + j * 3 ] = shade;
  168. data[ index + j * 3 + 1 ] = shade;
  169. data[ index + j * 3 + 2 ] = shade;
  170. }
  171. }
  172. var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
  173. texture.needsUpdate = true;
  174. return texture;
  175. }
  176. //
  177. function animate() {
  178. requestAnimationFrame( animate );
  179. render();
  180. stats.update();
  181. }
  182. function render() {
  183. controls.update( clock.getDelta() );
  184. renderer.render( scene, camera );
  185. }
  186. function onMouseMove( event ) {
  187. if ( shouldSphereFollowMouse ) {
  188. var mouseX = ( event.clientX / window.innerWidth ) * 2 - 1;
  189. var mouseY = -( event.clientY / window.innerHeight ) * 2 + 1;
  190. var vector = new THREE.Vector3( mouseX, mouseY, camera.near );
  191. // Convert the [-1, 1] screen coordinate into a world coordinate on the near plane
  192. var projector = new THREE.Projector();
  193. projector.unprojectVector( vector, camera );
  194. var raycaster = new THREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() );
  195. // See if the ray from the camera into the world hits one of our meshes
  196. var intersects = raycaster.intersectObject( mesh );
  197. lastIntersects = intersects;
  198. // Toggle rotation bool for meshes that we clicked
  199. if ( intersects.length > 0 ) {
  200. checkeredSphere.position = intersects[ 0 ].point;
  201. }
  202. }
  203. }
  204. </script>
  205. </body>
  206. </html>