Spaces:
Running
Running
File size: 12,229 Bytes
eb8c123 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 |
// Global Three.js variables
let scene, camera, renderer, terrainMesh, controls;
let terrainSize = 64;
let isAnimating = false;
let animationId = null;
// Initialize the 3D scene
function initScene() {
const canvas = document.getElementById('terrain-canvas');
// Scene setup
scene = new THREE.Scene();
scene.background = new THREE.Color(0x1a202c);
// Camera setup
camera = new THREE.PerspectiveCamera(75, canvas.clientWidth / canvas.clientHeight, 0.1, 1000);
camera.position.set(terrainSize * 0.7, terrainSize * 0.7, terrainSize * 0.7);
camera.lookAt(0, 0, 0);
// Renderer setup
renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
renderer.setSize(canvas.clientWidth, canvas.clientHeight);
// Lighting
const ambientLight = new THREE.AmbientLight(0x404040);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
directionalLight.position.set(1, 1, 1);
scene.add(directionalLight);
// Orbit controls
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.25;
// Handle window resize
window.addEventListener('resize', onWindowResize);
}
// Generate terrain using specified algorithm
function generateTerrain(algorithm) {
// Remove existing terrain if any
if (terrainMesh) {
scene.remove(terrainMesh);
terrainMesh.geometry.dispose();
terrainMesh.material.dispose();
}
// Get parameters from sliders
terrainSize = parseInt(document.getElementById('size-slider').value);
const roughness = parseFloat(document.getElementById('roughness-slider').value);
const heightScale = parseInt(document.getElementById('height-slider').value);
const waterLevel = parseInt(document.getElementById('water-slider').value) / 100;
// Generate heightmap
let heightmap = generateHeightmap(algorithm, terrainSize, roughness, heightScale);
// Create geometry from heightmap
const geometry = createGeometryFromHeightmap(heightmap, terrainSize, heightScale);
// Create material with water effect
const material = createTerrainMaterial(heightmap, terrainSize, heightScale, waterLevel);
// Create mesh
terrainMesh = new THREE.Mesh(geometry, material);
scene.add(terrainMesh);
// Update camera position based on terrain size
camera.position.set(terrainSize * 0.7, terrainSize * 0.7, terrainSize * 0.7);
camera.lookAt(0, 0, 0);
controls.update();
// Start animation if not already running
if (!isAnimating) {
animate();
}
// Update 2D previews
updatePreviews(heightmap, algorithm);
}
// Generate heightmap using specified algorithm
function generateHeightmap(algorithm, size, roughness, heightScale) {
const heightmap = new Array(size * size).fill(0);
// Simplified implementations for demo purposes
switch(algorithm) {
case 'diamond-square':
// Implement diamond-square algorithm
diamondSquare(heightmap, size, roughness);
break;
case 'perlin':
// Implement Perlin noise
for (let y = 0; y < size; y++) {
for (let x = 0; x < size; x++) {
const value = noise.perlin2(x * roughness / 10, y * roughness / 10);
heightmap[y * size + x] = (value + 1) * 0.5 * heightScale;
}
}
break;
case 'simplex':
// Implement Simplex noise
for (let y = 0; y < size; y++) {
for (let x = 0; x < size; x++) {
const value = noise.simplex2(x * roughness / 10, y * roughness / 10);
heightmap[y * size + x] = (value + 1) * 0.5 * heightScale;
}
}
break;
default:
console.error('Unknown algorithm:', algorithm);
}
return heightmap;
}
// Simplified Diamond-Square implementation
function diamondSquare(heightmap, size, roughness) {
// Initialize corners
heightmap[0] = Math.random() * roughness;
heightmap[size - 1] = Math.random() * roughness;
heightmap[size * (size - 1)] = Math.random() * roughness;
heightmap[size * size - 1] = Math.random() * roughness;
let step = size - 1;
let scale = roughness;
while (step > 1) {
// Diamond step
for (let y = 0; y < size - 1; y += step) {
for (let x = 0; x < size - 1; x += step) {
const avg = (
heightmap[y * size + x] +
heightmap[y * size + (x + step)] +
heightmap[(y + step) * size + x] +
heightmap[(y + step) * size + (x + step)]
) / 4;
const centerX = x + step / 2;
const centerY = y + step / 2;
const centerIndex = centerY * size + centerX;
heightmap[centerIndex] = avg + (Math.random() * 2 - 1) * scale;
}
}
// Square step
for (let y = 0; y < size; y += step / 2) {
for (let x = (y + step / 2) % step; x < size; x += step) {
let sum = 0;
let count = 0;
// Top neighbor
if (y - step / 2 >= 0) {
sum += heightmap[(y - step / 2) * size + x];
count++;
}
// Bottom neighbor
if (y + step / 2 < size) {
sum += heightmap[(y + step / 2) * size + x];
count++;
}
// Left neighbor
if (x - step / 2 >= 0) {
sum += heightmap[y * size + (x - step / 2)];
count++;
}
// Right neighbor
if (x + step / 2 < size) {
sum += heightmap[y * size + (x + step / 2)];
count++;
}
if (count > 0) {
heightmap[y * size + x] = sum / count + (Math.random() * 2 - 1) * scale;
}
}
}
step = Math.floor(step / 2);
scale *= roughness;
}
}
// Create Three.js geometry from heightmap
function createGeometryFromHeightmap(heightmap, size, heightScale) {
const geometry = new THREE.PlaneGeometry(size, size, size - 1, size - 1);
// Apply heightmap to vertices
for (let i = 0; i < geometry.attributes.position.count; i++) {
const x = i % size;
const y = Math.floor(i / size);
geometry.attributes.position.setZ(i, heightmap[y * size + x]);
}
geometry.rotateX(-Math.PI / 2);
geometry.computeVertexNormals();
return geometry;
}
// Create terrain material with water effect
function createTerrainMaterial(heightmap, size, heightScale, waterLevel) {
// Find min and max heights
let minHeight = Infinity;
let maxHeight = -Infinity;
for (const height of heightmap) {
if (height < minHeight) minHeight = height;
if (height > maxHeight) maxHeight = height;
}
const waterHeight = minHeight + (maxHeight - minHeight) * waterLevel;
// Create color gradient
const texture = new THREE.CanvasTexture(createTerrainTexture(size, minHeight, maxHeight, waterHeight));
return new THREE.MeshStandardMaterial({
map: texture,
metalness: 0.1,
roughness: 0.7,
flatShading: false
});
}
// Create terrain texture with elevation colors
function createTerrainTexture(size, minHeight, maxHeight, waterHeight) {
const canvas = document.createElement('canvas');
canvas.width = size;
canvas.height = size;
const ctx = canvas.getContext('2d');
// Draw gradient based on height
const imageData = ctx.createImageData(size, size);
for (let y = 0; y < size; y++) {
for (let x = 0; x < size; x++) {
const idx = (y * size + x) * 4;
const height = heightmap[y * size + x];
// Water
if (height <= waterHeight) {
const depth = (waterHeight - height) / (waterHeight - minHeight);
imageData.data[idx] = 30 + 50 * depth; // R
imageData.data[idx + 1] = 80 + 100 * depth; // G
imageData.data[idx + 2] = 150 + 100 * depth; // B
}
// Beach/Sand
else if (height <= waterHeight + (maxHeight - waterHeight) * 0.05) {
imageData.data[idx] = 210; // R
imageData.data[idx + 1] = 190; // G
imageData.data[idx + 2] = 140; // B
}
// Grass
else if (height <= waterHeight + (maxHeight - waterHeight) * 0.3) {
const t = (height - waterHeight) / ((maxHeight - waterHeight) * 0.3);
imageData.data[idx] = 50 + 80 * t; // R
imageData.data[idx + 1] = 100 + 80 * t; // G
imageData.data[idx + 2] = 50 + 30 * t; // B
}
// Rock
else if (height <= waterHeight + (maxHeight - waterHeight) * 0.7) {
const t = (height - waterHeight - (maxHeight - waterHeight) * 0.3) / ((maxHeight - waterHeight) * 0.4);
imageData.data[idx] = 100 + 50 * t; // R
imageData.data[idx + 1] = 80 + 20 * t; // G
imageData.data[idx + 2] = 60 + 20 * t; // B
}
// Snow
else {
const t = (height - waterHeight - (maxHeight - waterHeight) * 0.7) / ((maxHeight - waterHeight) * 0.3);
imageData.data[idx] = 180 + 75 * t; // R
imageData.data[idx + 1] = 190 + 65 * t; // G
imageData.data[idx + 2] = 200 + 55 * t; // B
}
imageData.data[idx + 3] = 255; // Alpha
}
}
ctx.putImageData(imageData, 0, 0);
return canvas;
}
// Update 2D preview canvases
function updatePreviews(heightmap, algorithm) {
const size = Math.min(128, terrainSize);
const previewCanvas = document.getElementById(`${algorithm}-canvas`);
const ctx = previewCanvas.getContext('2d');
// Scale heightmap to fit preview
const step = Math.floor(terrainSize / size);
const imageData = ctx.createImageData(size, size);
for (let y = 0; y < size; y++) {
for (let x = 0; x < size; x++) {
const idx = (y * size + x) * 4;
const height = heightmap[y * step * terrainSize + x * step];
const normalizedHeight = Math.floor((height / Math.max(...heightmap)) * 255);
imageData.data[idx] = normalizedHeight; // R
imageData.data[idx + 1] = normalizedHeight; // G
imageData.data[idx + 2] = normalizedHeight; // B
imageData.data[idx + 3] = 255; // Alpha
}
}
ctx.putImageData(imageData, 0, 0);
}
// Animation loop
function animate() {
isAnimating = true;
animationId = requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
}
// Handle window resize
function onWindowResize() {
const canvas = document.getElementById('terrain-canvas');
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
renderer.setSize(canvas.clientWidth, canvas.clientHeight);
}
// Camera controls
function rotateCamera(direction) {
const angle = direction === 'left' ? -Math.PI / 8 : Math.PI / 8;
camera.position.applyAxisAngle(new THREE.Vector3(0, 1, 0), angle);
camera.lookAt(0, 0, 0);
}
function resetCamera() {
camera.position.set(terrainSize * 0.7, terrainSize * 0.7, terrainSize * 0.7);
camera.lookAt(0, 0, 0);
controls.update();
}
// Initialize when DOM is loaded
document.addEventListener('DOMContentLoaded', function() {
initScene();
generateTerrain('diamond-square');
}); |