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earthquake_3d_viewer_front/three/manual/examples/voxel-geometry-culled-faces...

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<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<title>Three.js - Voxel Geometry - UI</title>
<style>
html, body {
height: 100%;
margin: 0;
}
#c {
width: 100%;
height: 100%;
display: block;
}
#ui {
position: absolute;
left: 10px;
top: 10px;
background: rgba(0, 0, 0, 0.8);
padding: 5px;
}
#ui input[type=radio] {
width: 0;
height: 0;
display: none;
}
#ui input[type=radio] + label {
background-image: url('resources/images/minecraft/flourish-cc-by-nc-sa.png');
background-size: 1600% 400%;
image-rendering: pixelated;
width: 64px;
height: 64px;
display: inline-block;
}
#ui input[type=radio]:checked + label {
outline: 3px solid red;
}
@media (max-width: 600px), (max-height: 600px) {
#ui input[type=radio] + label {
width: 32px;
height: 32px;
}
}
</style>
</head>
<body>
<canvas id="c"></canvas>
<div id="ui">
<div class="tiles">
<input type="radio" name="voxel" id="voxel1" value="1"><label for="voxel1" style="background-position: -0% -0%"></label>
<input type="radio" name="voxel" id="voxel2" value="2"><label for="voxel2" style="background-position: -100% -0%"></label>
<input type="radio" name="voxel" id="voxel3" value="3"><label for="voxel3" style="background-position: -200% -0%"></label>
<input type="radio" name="voxel" id="voxel4" value="4"><label for="voxel4" style="background-position: -300% -0%"></label>
<input type="radio" name="voxel" id="voxel5" value="5"><label for="voxel5" style="background-position: -400% -0%"></label>
<input type="radio" name="voxel" id="voxel6" value="6"><label for="voxel6" style="background-position: -500% -0%"></label>
<input type="radio" name="voxel" id="voxel7" value="7"><label for="voxel7" style="background-position: -600% -0%"></label>
<input type="radio" name="voxel" id="voxel8" value="8"><label for="voxel8" style="background-position: -700% -0%"></label>
</div>
<div class="tiles">
<input type="radio" name="voxel" id="voxel9" value="9" ><label for="voxel9" style="background-position: -800% -0%"></label>
<input type="radio" name="voxel" id="voxel10" value="10"><label for="voxel10" style="background-position: -900% -0%"></label>
<input type="radio" name="voxel" id="voxel11" value="11"><label for="voxel11" style="background-position: -1000% -0%"></label>
<input type="radio" name="voxel" id="voxel12" value="12"><label for="voxel12" style="background-position: -1100% -0%"></label>
<input type="radio" name="voxel" id="voxel13" value="13"><label for="voxel13" style="background-position: -1200% -0%"></label>
<input type="radio" name="voxel" id="voxel14" value="14"><label for="voxel14" style="background-position: -1300% -0%"></label>
<input type="radio" name="voxel" id="voxel15" value="15"><label for="voxel15" style="background-position: -1400% -0%"></label>
<input type="radio" name="voxel" id="voxel16" value="16"><label for="voxel16" style="background-position: -1500% -0%"></label>
</div>
</div>
</body>
<script type="importmap">
{
"imports": {
"three": "../../build/three.module.js",
"three/addons/": "../../examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
class VoxelWorld {
constructor( options ) {
this.cellSize = options.cellSize;
this.tileSize = options.tileSize;
this.tileTextureWidth = options.tileTextureWidth;
this.tileTextureHeight = options.tileTextureHeight;
const { cellSize } = this;
this.cellSliceSize = cellSize * cellSize;
this.cells = {};
}
computeVoxelOffset( x, y, z ) {
const { cellSize, cellSliceSize } = this;
const voxelX = THREE.MathUtils.euclideanModulo( x, cellSize ) | 0;
const voxelY = THREE.MathUtils.euclideanModulo( y, cellSize ) | 0;
const voxelZ = THREE.MathUtils.euclideanModulo( z, cellSize ) | 0;
return voxelY * cellSliceSize +
voxelZ * cellSize +
voxelX;
}
computeCellId( x, y, z ) {
const { cellSize } = this;
const cellX = Math.floor( x / cellSize );
const cellY = Math.floor( y / cellSize );
const cellZ = Math.floor( z / cellSize );
return `${cellX},${cellY},${cellZ}`;
}
addCellForVoxel( x, y, z ) {
const cellId = this.computeCellId( x, y, z );
let cell = this.cells[ cellId ];
if ( ! cell ) {
const { cellSize } = this;
cell = new Uint8Array( cellSize * cellSize * cellSize );
this.cells[ cellId ] = cell;
}
return cell;
}
getCellForVoxel( x, y, z ) {
return this.cells[ this.computeCellId( x, y, z ) ];
}
setVoxel( x, y, z, v, addCell = true ) {
let cell = this.getCellForVoxel( x, y, z );
if ( ! cell ) {
if ( ! addCell ) {
return;
}
cell = this.addCellForVoxel( x, y, z );
}
const voxelOffset = this.computeVoxelOffset( x, y, z );
cell[ voxelOffset ] = v;
}
getVoxel( x, y, z ) {
const cell = this.getCellForVoxel( x, y, z );
if ( ! cell ) {
return 0;
}
const voxelOffset = this.computeVoxelOffset( x, y, z );
return cell[ voxelOffset ];
}
generateGeometryDataForCell( cellX, cellY, cellZ ) {
const { cellSize, tileSize, tileTextureWidth, tileTextureHeight } = this;
const positions = [];
const normals = [];
const uvs = [];
const indices = [];
const startX = cellX * cellSize;
const startY = cellY * cellSize;
const startZ = cellZ * cellSize;
for ( let y = 0; y < cellSize; ++ y ) {
const voxelY = startY + y;
for ( let z = 0; z < cellSize; ++ z ) {
const voxelZ = startZ + z;
for ( let x = 0; x < cellSize; ++ x ) {
const voxelX = startX + x;
const voxel = this.getVoxel( voxelX, voxelY, voxelZ );
if ( voxel ) {
// voxel 0 is sky (empty) so for UVs we start at 0
const uvVoxel = voxel - 1;
// There is a voxel here but do we need faces for it?
for ( const { dir, corners, uvRow } of VoxelWorld.faces ) {
const neighbor = this.getVoxel(
voxelX + dir[ 0 ],
voxelY + dir[ 1 ],
voxelZ + dir[ 2 ] );
if ( ! neighbor ) {
// this voxel has no neighbor in this direction so we need a face.
const ndx = positions.length / 3;
for ( const { pos, uv } of corners ) {
positions.push( pos[ 0 ] + x, pos[ 1 ] + y, pos[ 2 ] + z );
normals.push( ...dir );
uvs.push(
( uvVoxel + uv[ 0 ] ) * tileSize / tileTextureWidth,
1 - ( uvRow + 1 - uv[ 1 ] ) * tileSize / tileTextureHeight );
}
indices.push(
ndx, ndx + 1, ndx + 2,
ndx + 2, ndx + 1, ndx + 3,
);
}
}
}
}
}
}
return {
positions,
normals,
uvs,
indices,
};
}
// from
// https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.42.3443&rep=rep1&type=pdf
intersectRay( start, end ) {
let dx = end.x - start.x;
let dy = end.y - start.y;
let dz = end.z - start.z;
const lenSq = dx * dx + dy * dy + dz * dz;
const len = Math.sqrt( lenSq );
dx /= len;
dy /= len;
dz /= len;
let t = 0.0;
let ix = Math.floor( start.x );
let iy = Math.floor( start.y );
let iz = Math.floor( start.z );
const stepX = ( dx > 0 ) ? 1 : - 1;
const stepY = ( dy > 0 ) ? 1 : - 1;
const stepZ = ( dz > 0 ) ? 1 : - 1;
const txDelta = Math.abs( 1 / dx );
const tyDelta = Math.abs( 1 / dy );
const tzDelta = Math.abs( 1 / dz );
const xDist = ( stepX > 0 ) ? ( ix + 1 - start.x ) : ( start.x - ix );
const yDist = ( stepY > 0 ) ? ( iy + 1 - start.y ) : ( start.y - iy );
const zDist = ( stepZ > 0 ) ? ( iz + 1 - start.z ) : ( start.z - iz );
// location of nearest voxel boundary, in units of t
let txMax = ( txDelta < Infinity ) ? txDelta * xDist : Infinity;
let tyMax = ( tyDelta < Infinity ) ? tyDelta * yDist : Infinity;
let tzMax = ( tzDelta < Infinity ) ? tzDelta * zDist : Infinity;
let steppedIndex = - 1;
// main loop along raycast vector
while ( t <= len ) {
const voxel = this.getVoxel( ix, iy, iz );
if ( voxel ) {
return {
position: [
start.x + t * dx,
start.y + t * dy,
start.z + t * dz,
],
normal: [
steppedIndex === 0 ? - stepX : 0,
steppedIndex === 1 ? - stepY : 0,
steppedIndex === 2 ? - stepZ : 0,
],
voxel,
};
}
// advance t to next nearest voxel boundary
if ( txMax < tyMax ) {
if ( txMax < tzMax ) {
ix += stepX;
t = txMax;
txMax += txDelta;
steppedIndex = 0;
} else {
iz += stepZ;
t = tzMax;
tzMax += tzDelta;
steppedIndex = 2;
}
} else {
if ( tyMax < tzMax ) {
iy += stepY;
t = tyMax;
tyMax += tyDelta;
steppedIndex = 1;
} else {
iz += stepZ;
t = tzMax;
tzMax += tzDelta;
steppedIndex = 2;
}
}
}
return null;
}
}
VoxelWorld.faces = [
{ // left
uvRow: 0,
dir: [ - 1, 0, 0, ],
corners: [
{ pos: [ 0, 1, 0 ], uv: [ 0, 1 ], },
{ pos: [ 0, 0, 0 ], uv: [ 0, 0 ], },
{ pos: [ 0, 1, 1 ], uv: [ 1, 1 ], },
{ pos: [ 0, 0, 1 ], uv: [ 1, 0 ], },
],
},
{ // right
uvRow: 0,
dir: [ 1, 0, 0, ],
corners: [
{ pos: [ 1, 1, 1 ], uv: [ 0, 1 ], },
{ pos: [ 1, 0, 1 ], uv: [ 0, 0 ], },
{ pos: [ 1, 1, 0 ], uv: [ 1, 1 ], },
{ pos: [ 1, 0, 0 ], uv: [ 1, 0 ], },
],
},
{ // bottom
uvRow: 1,
dir: [ 0, - 1, 0, ],
corners: [
{ pos: [ 1, 0, 1 ], uv: [ 1, 0 ], },
{ pos: [ 0, 0, 1 ], uv: [ 0, 0 ], },
{ pos: [ 1, 0, 0 ], uv: [ 1, 1 ], },
{ pos: [ 0, 0, 0 ], uv: [ 0, 1 ], },
],
},
{ // top
uvRow: 2,
dir: [ 0, 1, 0, ],
corners: [
{ pos: [ 0, 1, 1 ], uv: [ 1, 1 ], },
{ pos: [ 1, 1, 1 ], uv: [ 0, 1 ], },
{ pos: [ 0, 1, 0 ], uv: [ 1, 0 ], },
{ pos: [ 1, 1, 0 ], uv: [ 0, 0 ], },
],
},
{ // back
uvRow: 0,
dir: [ 0, 0, - 1, ],
corners: [
{ pos: [ 1, 0, 0 ], uv: [ 0, 0 ], },
{ pos: [ 0, 0, 0 ], uv: [ 1, 0 ], },
{ pos: [ 1, 1, 0 ], uv: [ 0, 1 ], },
{ pos: [ 0, 1, 0 ], uv: [ 1, 1 ], },
],
},
{ // front
uvRow: 0,
dir: [ 0, 0, 1, ],
corners: [
{ pos: [ 0, 0, 1 ], uv: [ 0, 0 ], },
{ pos: [ 1, 0, 1 ], uv: [ 1, 0 ], },
{ pos: [ 0, 1, 1 ], uv: [ 0, 1 ], },
{ pos: [ 1, 1, 1 ], uv: [ 1, 1 ], },
],
},
];
function main() {
const canvas = document.querySelector( '#c' );
const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
const cellSize = 32;
const fov = 75;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 1000;
const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
camera.position.set( - cellSize * .3, cellSize * .8, - cellSize * .3 );
const controls = new OrbitControls( camera, canvas );
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>