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732 lines
18 KiB
HTML
732 lines
18 KiB
HTML
2 months ago
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<!-- Licensed under a BSD license. See license.html for license -->
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
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<title>Three.js - Voxel Geometry - UI</title>
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<style>
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html, body {
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height: 100%;
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margin: 0;
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}
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#c {
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width: 100%;
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height: 100%;
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display: block;
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}
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#ui {
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position: absolute;
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left: 10px;
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top: 10px;
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background: rgba(0, 0, 0, 0.8);
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padding: 5px;
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}
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#ui input[type=radio] {
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width: 0;
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height: 0;
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display: none;
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}
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#ui input[type=radio] + label {
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background-image: url('resources/images/minecraft/flourish-cc-by-nc-sa.png');
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background-size: 1600% 400%;
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image-rendering: pixelated;
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width: 64px;
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height: 64px;
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display: inline-block;
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}
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#ui input[type=radio]:checked + label {
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outline: 3px solid red;
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}
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@media (max-width: 600px), (max-height: 600px) {
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#ui input[type=radio] + label {
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width: 32px;
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height: 32px;
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}
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}
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</style>
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</head>
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<body>
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<canvas id="c"></canvas>
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<div id="ui">
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<div class="tiles">
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<input type="radio" name="voxel" id="voxel1" value="1"><label for="voxel1" style="background-position: -0% -0%"></label>
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<input type="radio" name="voxel" id="voxel2" value="2"><label for="voxel2" style="background-position: -100% -0%"></label>
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<input type="radio" name="voxel" id="voxel3" value="3"><label for="voxel3" style="background-position: -200% -0%"></label>
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<input type="radio" name="voxel" id="voxel4" value="4"><label for="voxel4" style="background-position: -300% -0%"></label>
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<input type="radio" name="voxel" id="voxel5" value="5"><label for="voxel5" style="background-position: -400% -0%"></label>
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<input type="radio" name="voxel" id="voxel6" value="6"><label for="voxel6" style="background-position: -500% -0%"></label>
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<input type="radio" name="voxel" id="voxel7" value="7"><label for="voxel7" style="background-position: -600% -0%"></label>
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<input type="radio" name="voxel" id="voxel8" value="8"><label for="voxel8" style="background-position: -700% -0%"></label>
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</div>
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<div class="tiles">
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<input type="radio" name="voxel" id="voxel9" value="9" ><label for="voxel9" style="background-position: -800% -0%"></label>
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<input type="radio" name="voxel" id="voxel10" value="10"><label for="voxel10" style="background-position: -900% -0%"></label>
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<input type="radio" name="voxel" id="voxel11" value="11"><label for="voxel11" style="background-position: -1000% -0%"></label>
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<input type="radio" name="voxel" id="voxel12" value="12"><label for="voxel12" style="background-position: -1100% -0%"></label>
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<input type="radio" name="voxel" id="voxel13" value="13"><label for="voxel13" style="background-position: -1200% -0%"></label>
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<input type="radio" name="voxel" id="voxel14" value="14"><label for="voxel14" style="background-position: -1300% -0%"></label>
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<input type="radio" name="voxel" id="voxel15" value="15"><label for="voxel15" style="background-position: -1400% -0%"></label>
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<input type="radio" name="voxel" id="voxel16" value="16"><label for="voxel16" style="background-position: -1500% -0%"></label>
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</div>
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</div>
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</body>
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<script type="importmap">
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{
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"imports": {
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"three": "../../build/three.module.js",
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"three/addons/": "../../examples/jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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class VoxelWorld {
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constructor( options ) {
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this.cellSize = options.cellSize;
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this.tileSize = options.tileSize;
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this.tileTextureWidth = options.tileTextureWidth;
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this.tileTextureHeight = options.tileTextureHeight;
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const { cellSize } = this;
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this.cellSliceSize = cellSize * cellSize;
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this.cells = {};
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}
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computeVoxelOffset( x, y, z ) {
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const { cellSize, cellSliceSize } = this;
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const voxelX = THREE.MathUtils.euclideanModulo( x, cellSize ) | 0;
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const voxelY = THREE.MathUtils.euclideanModulo( y, cellSize ) | 0;
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const voxelZ = THREE.MathUtils.euclideanModulo( z, cellSize ) | 0;
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return voxelY * cellSliceSize +
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voxelZ * cellSize +
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voxelX;
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}
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computeCellId( x, y, z ) {
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const { cellSize } = this;
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const cellX = Math.floor( x / cellSize );
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const cellY = Math.floor( y / cellSize );
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const cellZ = Math.floor( z / cellSize );
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return `${cellX},${cellY},${cellZ}`;
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}
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addCellForVoxel( x, y, z ) {
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const cellId = this.computeCellId( x, y, z );
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let cell = this.cells[ cellId ];
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if ( ! cell ) {
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const { cellSize } = this;
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cell = new Uint8Array( cellSize * cellSize * cellSize );
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this.cells[ cellId ] = cell;
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}
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return cell;
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}
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getCellForVoxel( x, y, z ) {
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return this.cells[ this.computeCellId( x, y, z ) ];
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}
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setVoxel( x, y, z, v, addCell = true ) {
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let cell = this.getCellForVoxel( x, y, z );
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if ( ! cell ) {
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if ( ! addCell ) {
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return;
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}
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cell = this.addCellForVoxel( x, y, z );
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}
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const voxelOffset = this.computeVoxelOffset( x, y, z );
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cell[ voxelOffset ] = v;
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}
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getVoxel( x, y, z ) {
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const cell = this.getCellForVoxel( x, y, z );
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if ( ! cell ) {
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return 0;
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}
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const voxelOffset = this.computeVoxelOffset( x, y, z );
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return cell[ voxelOffset ];
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}
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generateGeometryDataForCell( cellX, cellY, cellZ ) {
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const { cellSize, tileSize, tileTextureWidth, tileTextureHeight } = this;
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const positions = [];
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const normals = [];
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const uvs = [];
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const indices = [];
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const startX = cellX * cellSize;
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const startY = cellY * cellSize;
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const startZ = cellZ * cellSize;
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for ( let y = 0; y < cellSize; ++ y ) {
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const voxelY = startY + y;
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for ( let z = 0; z < cellSize; ++ z ) {
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const voxelZ = startZ + z;
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for ( let x = 0; x < cellSize; ++ x ) {
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const voxelX = startX + x;
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const voxel = this.getVoxel( voxelX, voxelY, voxelZ );
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if ( voxel ) {
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// voxel 0 is sky (empty) so for UVs we start at 0
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const uvVoxel = voxel - 1;
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// There is a voxel here but do we need faces for it?
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for ( const { dir, corners, uvRow } of VoxelWorld.faces ) {
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const neighbor = this.getVoxel(
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voxelX + dir[ 0 ],
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voxelY + dir[ 1 ],
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voxelZ + dir[ 2 ] );
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if ( ! neighbor ) {
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// this voxel has no neighbor in this direction so we need a face.
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const ndx = positions.length / 3;
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for ( const { pos, uv } of corners ) {
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positions.push( pos[ 0 ] + x, pos[ 1 ] + y, pos[ 2 ] + z );
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normals.push( ...dir );
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uvs.push(
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( uvVoxel + uv[ 0 ] ) * tileSize / tileTextureWidth,
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1 - ( uvRow + 1 - uv[ 1 ] ) * tileSize / tileTextureHeight );
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}
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indices.push(
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ndx, ndx + 1, ndx + 2,
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ndx + 2, ndx + 1, ndx + 3,
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);
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}
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}
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}
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}
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}
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}
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return {
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positions,
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normals,
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uvs,
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indices,
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};
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}
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// from
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// https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.42.3443&rep=rep1&type=pdf
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intersectRay( start, end ) {
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let dx = end.x - start.x;
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let dy = end.y - start.y;
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let dz = end.z - start.z;
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const lenSq = dx * dx + dy * dy + dz * dz;
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const len = Math.sqrt( lenSq );
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dx /= len;
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dy /= len;
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dz /= len;
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let t = 0.0;
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let ix = Math.floor( start.x );
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let iy = Math.floor( start.y );
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let iz = Math.floor( start.z );
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const stepX = ( dx > 0 ) ? 1 : - 1;
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const stepY = ( dy > 0 ) ? 1 : - 1;
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const stepZ = ( dz > 0 ) ? 1 : - 1;
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const txDelta = Math.abs( 1 / dx );
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const tyDelta = Math.abs( 1 / dy );
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const tzDelta = Math.abs( 1 / dz );
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const xDist = ( stepX > 0 ) ? ( ix + 1 - start.x ) : ( start.x - ix );
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const yDist = ( stepY > 0 ) ? ( iy + 1 - start.y ) : ( start.y - iy );
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const zDist = ( stepZ > 0 ) ? ( iz + 1 - start.z ) : ( start.z - iz );
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// location of nearest voxel boundary, in units of t
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let txMax = ( txDelta < Infinity ) ? txDelta * xDist : Infinity;
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let tyMax = ( tyDelta < Infinity ) ? tyDelta * yDist : Infinity;
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let tzMax = ( tzDelta < Infinity ) ? tzDelta * zDist : Infinity;
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let steppedIndex = - 1;
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// main loop along raycast vector
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while ( t <= len ) {
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const voxel = this.getVoxel( ix, iy, iz );
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if ( voxel ) {
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return {
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position: [
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start.x + t * dx,
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start.y + t * dy,
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start.z + t * dz,
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],
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normal: [
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steppedIndex === 0 ? - stepX : 0,
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steppedIndex === 1 ? - stepY : 0,
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steppedIndex === 2 ? - stepZ : 0,
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],
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voxel,
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};
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}
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// advance t to next nearest voxel boundary
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if ( txMax < tyMax ) {
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if ( txMax < tzMax ) {
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ix += stepX;
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t = txMax;
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txMax += txDelta;
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steppedIndex = 0;
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} else {
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iz += stepZ;
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t = tzMax;
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tzMax += tzDelta;
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steppedIndex = 2;
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}
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} else {
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if ( tyMax < tzMax ) {
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iy += stepY;
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t = tyMax;
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tyMax += tyDelta;
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steppedIndex = 1;
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} else {
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iz += stepZ;
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t = tzMax;
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tzMax += tzDelta;
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steppedIndex = 2;
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}
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}
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}
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return null;
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}
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}
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VoxelWorld.faces = [
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{ // left
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uvRow: 0,
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dir: [ - 1, 0, 0, ],
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corners: [
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{ pos: [ 0, 1, 0 ], uv: [ 0, 1 ], },
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{ pos: [ 0, 0, 0 ], uv: [ 0, 0 ], },
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{ pos: [ 0, 1, 1 ], uv: [ 1, 1 ], },
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{ pos: [ 0, 0, 1 ], uv: [ 1, 0 ], },
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],
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},
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{ // right
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uvRow: 0,
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dir: [ 1, 0, 0, ],
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corners: [
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{ pos: [ 1, 1, 1 ], uv: [ 0, 1 ], },
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{ pos: [ 1, 0, 1 ], uv: [ 0, 0 ], },
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{ pos: [ 1, 1, 0 ], uv: [ 1, 1 ], },
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{ pos: [ 1, 0, 0 ], uv: [ 1, 0 ], },
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],
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},
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{ // bottom
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uvRow: 1,
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dir: [ 0, - 1, 0, ],
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corners: [
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{ pos: [ 1, 0, 1 ], uv: [ 1, 0 ], },
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{ pos: [ 0, 0, 1 ], uv: [ 0, 0 ], },
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{ pos: [ 1, 0, 0 ], uv: [ 1, 1 ], },
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{ pos: [ 0, 0, 0 ], uv: [ 0, 1 ], },
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],
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},
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{ // top
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uvRow: 2,
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dir: [ 0, 1, 0, ],
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corners: [
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{ pos: [ 0, 1, 1 ], uv: [ 1, 1 ], },
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{ pos: [ 1, 1, 1 ], uv: [ 0, 1 ], },
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{ pos: [ 0, 1, 0 ], uv: [ 1, 0 ], },
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{ pos: [ 1, 1, 0 ], uv: [ 0, 0 ], },
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],
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},
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{ // back
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uvRow: 0,
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dir: [ 0, 0, - 1, ],
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corners: [
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{ pos: [ 1, 0, 0 ], uv: [ 0, 0 ], },
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{ pos: [ 0, 0, 0 ], uv: [ 1, 0 ], },
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{ pos: [ 1, 1, 0 ], uv: [ 0, 1 ], },
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{ pos: [ 0, 1, 0 ], uv: [ 1, 1 ], },
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],
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},
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{ // front
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uvRow: 0,
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dir: [ 0, 0, 1, ],
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corners: [
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{ pos: [ 0, 0, 1 ], uv: [ 0, 0 ], },
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{ pos: [ 1, 0, 1 ], uv: [ 1, 0 ], },
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{ pos: [ 0, 1, 1 ], uv: [ 0, 1 ], },
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{ pos: [ 1, 1, 1 ], uv: [ 1, 1 ], },
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],
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},
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];
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function main() {
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const canvas = document.querySelector( '#c' );
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const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
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const cellSize = 32;
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const fov = 75;
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const aspect = 2; // the canvas default
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const near = 0.1;
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const far = 1000;
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const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
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camera.position.set( - cellSize * .3, cellSize * .8, - cellSize * .3 );
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const controls = new OrbitControls( camera, canvas );
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||
|
controls.target.set( cellSize / 2, cellSize / 3, cellSize / 2 );
|
||
|
controls.update();
|
||
|
|
||
|
const scene = new THREE.Scene();
|
||
|
scene.background = new THREE.Color( 'lightblue' );
|
||
|
|
||
|
const tileSize = 16;
|
||
|
const tileTextureWidth = 256;
|
||
|
const tileTextureHeight = 64;
|
||
|
const loader = new THREE.TextureLoader();
|
||
|
const texture = loader.load( 'resources/images/minecraft/flourish-cc-by-nc-sa.png', render );
|
||
|
texture.magFilter = THREE.NearestFilter;
|
||
|
texture.minFilter = THREE.NearestFilter;
|
||
|
texture.colorSpace = THREE.SRGBColorSpace;
|
||
|
|
||
|
function addLight( x, y, z ) {
|
||
|
|
||
|
const color = 0xFFFFFF;
|
||
|
const intensity = 3;
|
||
|
const light = new THREE.DirectionalLight( color, intensity );
|
||
|
light.position.set( x, y, z );
|
||
|
scene.add( light );
|
||
|
|
||
|
}
|
||
|
|
||
|
addLight( - 1, 2, 4 );
|
||
|
addLight( 1, - 1, - 2 );
|
||
|
|
||
|
const world = new VoxelWorld( {
|
||
|
cellSize,
|
||
|
tileSize,
|
||
|
tileTextureWidth,
|
||
|
tileTextureHeight,
|
||
|
} );
|
||
|
|
||
|
const material = new THREE.MeshLambertMaterial( {
|
||
|
map: texture,
|
||
|
side: THREE.DoubleSide,
|
||
|
alphaTest: 0.1,
|
||
|
transparent: true,
|
||
|
} );
|
||
|
|
||
|
const cellIdToMesh = {};
|
||
|
function updateCellGeometry( x, y, z ) {
|
||
|
|
||
|
const cellX = Math.floor( x / cellSize );
|
||
|
const cellY = Math.floor( y / cellSize );
|
||
|
const cellZ = Math.floor( z / cellSize );
|
||
|
const cellId = world.computeCellId( x, y, z );
|
||
|
let mesh = cellIdToMesh[ cellId ];
|
||
|
const geometry = mesh ? mesh.geometry : new THREE.BufferGeometry();
|
||
|
|
||
|
const { positions, normals, uvs, indices } = world.generateGeometryDataForCell( cellX, cellY, cellZ );
|
||
|
const positionNumComponents = 3;
|
||
|
geometry.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( positions ), positionNumComponents ) );
|
||
|
const normalNumComponents = 3;
|
||
|
geometry.setAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), normalNumComponents ) );
|
||
|
const uvNumComponents = 2;
|
||
|
geometry.setAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( uvs ), uvNumComponents ) );
|
||
|
geometry.setIndex( indices );
|
||
|
geometry.computeBoundingSphere();
|
||
|
|
||
|
if ( ! mesh ) {
|
||
|
|
||
|
mesh = new THREE.Mesh( geometry, material );
|
||
|
mesh.name = cellId;
|
||
|
cellIdToMesh[ cellId ] = mesh;
|
||
|
scene.add( mesh );
|
||
|
mesh.position.set( cellX * cellSize, cellY * cellSize, cellZ * cellSize );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
const neighborOffsets = [
|
||
|
[ 0, 0, 0 ], // self
|
||
|
[ - 1, 0, 0 ], // left
|
||
|
[ 1, 0, 0 ], // right
|
||
|
[ 0, - 1, 0 ], // down
|
||
|
[ 0, 1, 0 ], // up
|
||
|
[ 0, 0, - 1 ], // back
|
||
|
[ 0, 0, 1 ], // front
|
||
|
];
|
||
|
function updateVoxelGeometry( x, y, z ) {
|
||
|
|
||
|
const updatedCellIds = {};
|
||
|
for ( const offset of neighborOffsets ) {
|
||
|
|
||
|
const ox = x + offset[ 0 ];
|
||
|
const oy = y + offset[ 1 ];
|
||
|
const oz = z + offset[ 2 ];
|
||
|
const cellId = world.computeCellId( ox, oy, oz );
|
||
|
if ( ! updatedCellIds[ cellId ] ) {
|
||
|
|
||
|
updatedCellIds[ cellId ] = true;
|
||
|
updateCellGeometry( ox, oy, oz );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
for ( let y = 0; y < cellSize; ++ y ) {
|
||
|
|
||
|
for ( let z = 0; z < cellSize; ++ z ) {
|
||
|
|
||
|
for ( let x = 0; x < cellSize; ++ x ) {
|
||
|
|
||
|
const height = ( Math.sin( x / cellSize * Math.PI * 2 ) + Math.sin( z / cellSize * Math.PI * 3 ) ) * ( cellSize / 6 ) + ( cellSize / 2 );
|
||
|
if ( y < height ) {
|
||
|
|
||
|
world.setVoxel( x, y, z, randInt( 1, 17 ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function randInt( min, max ) {
|
||
|
|
||
|
return Math.floor( Math.random() * ( max - min ) + min );
|
||
|
|
||
|
}
|
||
|
|
||
|
updateVoxelGeometry( 1, 1, 1 ); // 0,0,0 will generate
|
||
|
|
||
|
function resizeRendererToDisplaySize( renderer ) {
|
||
|
|
||
|
const canvas = renderer.domElement;
|
||
|
const width = canvas.clientWidth;
|
||
|
const height = canvas.clientHeight;
|
||
|
const needResize = canvas.width !== width || canvas.height !== height;
|
||
|
if ( needResize ) {
|
||
|
|
||
|
renderer.setSize( width, height, false );
|
||
|
|
||
|
}
|
||
|
|
||
|
return needResize;
|
||
|
|
||
|
}
|
||
|
|
||
|
let renderRequested = false;
|
||
|
|
||
|
function render() {
|
||
|
|
||
|
renderRequested = undefined;
|
||
|
|
||
|
if ( resizeRendererToDisplaySize( renderer ) ) {
|
||
|
|
||
|
const canvas = renderer.domElement;
|
||
|
camera.aspect = canvas.clientWidth / canvas.clientHeight;
|
||
|
camera.updateProjectionMatrix();
|
||
|
|
||
|
}
|
||
|
|
||
|
controls.update();
|
||
|
renderer.render( scene, camera );
|
||
|
|
||
|
}
|
||
|
|
||
|
render();
|
||
|
|
||
|
function requestRenderIfNotRequested() {
|
||
|
|
||
|
if ( ! renderRequested ) {
|
||
|
|
||
|
renderRequested = true;
|
||
|
requestAnimationFrame( render );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
let currentVoxel = 0;
|
||
|
let currentId;
|
||
|
|
||
|
document.querySelectorAll( '#ui .tiles input[type=radio][name=voxel]' ).forEach( ( elem ) => {
|
||
|
|
||
|
elem.addEventListener( 'click', allowUncheck );
|
||
|
|
||
|
} );
|
||
|
|
||
|
function allowUncheck() {
|
||
|
|
||
|
if ( this.id === currentId ) {
|
||
|
|
||
|
this.checked = false;
|
||
|
currentId = undefined;
|
||
|
currentVoxel = 0;
|
||
|
|
||
|
} else {
|
||
|
|
||
|
currentId = this.id;
|
||
|
currentVoxel = parseInt( this.value );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function getCanvasRelativePosition( event ) {
|
||
|
|
||
|
const rect = canvas.getBoundingClientRect();
|
||
|
return {
|
||
|
x: ( event.clientX - rect.left ) * canvas.width / rect.width,
|
||
|
y: ( event.clientY - rect.top ) * canvas.height / rect.height,
|
||
|
};
|
||
|
|
||
|
}
|
||
|
|
||
|
function placeVoxel( event ) {
|
||
|
|
||
|
const pos = getCanvasRelativePosition( event );
|
||
|
const x = ( pos.x / canvas.width ) * 2 - 1;
|
||
|
const y = ( pos.y / canvas.height ) * - 2 + 1; // note we flip Y
|
||
|
|
||
|
const start = new THREE.Vector3();
|
||
|
const end = new THREE.Vector3();
|
||
|
start.setFromMatrixPosition( camera.matrixWorld );
|
||
|
end.set( x, y, 1 ).unproject( camera );
|
||
|
|
||
|
const intersection = world.intersectRay( start, end );
|
||
|
if ( intersection ) {
|
||
|
|
||
|
const voxelId = event.shiftKey ? 0 : currentVoxel;
|
||
|
// the intersection point is on the face. That means
|
||
|
// the math imprecision could put us on either side of the face.
|
||
|
// so go half a normal into the voxel if removing (currentVoxel = 0)
|
||
|
// our out of the voxel if adding (currentVoxel > 0)
|
||
|
const pos = intersection.position.map( ( v, ndx ) => {
|
||
|
|
||
|
return v + intersection.normal[ ndx ] * ( voxelId > 0 ? 0.5 : - 0.5 );
|
||
|
|
||
|
} );
|
||
|
world.setVoxel( ...pos, voxelId );
|
||
|
updateVoxelGeometry( ...pos );
|
||
|
requestRenderIfNotRequested();
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
const mouse = {
|
||
|
x: 0,
|
||
|
y: 0,
|
||
|
};
|
||
|
|
||
|
function recordStartPosition( event ) {
|
||
|
|
||
|
mouse.x = event.clientX;
|
||
|
mouse.y = event.clientY;
|
||
|
mouse.moveX = 0;
|
||
|
mouse.moveY = 0;
|
||
|
|
||
|
}
|
||
|
|
||
|
function recordMovement( event ) {
|
||
|
|
||
|
mouse.moveX += Math.abs( mouse.x - event.clientX );
|
||
|
mouse.moveY += Math.abs( mouse.y - event.clientY );
|
||
|
|
||
|
}
|
||
|
|
||
|
function placeVoxelIfNoMovement( event ) {
|
||
|
|
||
|
if ( mouse.moveX < 5 && mouse.moveY < 5 ) {
|
||
|
|
||
|
placeVoxel( event );
|
||
|
|
||
|
}
|
||
|
|
||
|
window.removeEventListener( 'pointermove', recordMovement );
|
||
|
window.removeEventListener( 'pointerup', placeVoxelIfNoMovement );
|
||
|
|
||
|
}
|
||
|
|
||
|
canvas.addEventListener( 'pointerdown', ( event ) => {
|
||
|
|
||
|
event.preventDefault();
|
||
|
recordStartPosition( event );
|
||
|
window.addEventListener( 'pointermove', recordMovement );
|
||
|
window.addEventListener( 'pointerup', placeVoxelIfNoMovement );
|
||
|
|
||
|
}, { passive: false } );
|
||
|
canvas.addEventListener( 'touchstart', ( event ) => {
|
||
|
|
||
|
// prevent scrolling
|
||
|
event.preventDefault();
|
||
|
|
||
|
}, { passive: false } );
|
||
|
|
||
|
controls.addEventListener( 'change', requestRenderIfNotRequested );
|
||
|
window.addEventListener( 'resize', requestRenderIfNotRequested );
|
||
|
|
||
|
}
|
||
|
|
||
|
main();
|
||
|
</script>
|
||
|
</html>
|