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/**
Browse files* A utility for generating heightmap functions by additive composition.
*
*
@param
{Float32Array} g
* The geometry's z-positions to modify with heightmap data.
*
@param
{Object} [options]
* A map of settings that control how the terrain is constructed and
* displayed. Valid values are the same as those for the `options` parameter
* of {@link THREE.Terrain}().
*
@param
{Object[]} passes
* Determines which heightmap functions to compose to create a new one.
* Consists of an array of objects with the following properties:
* - `method`: Contains something that will be passed around as an
* `options.heightmap` (a heightmap-generating function or a heightmap image)
* - `amplitude`: A multiplier for the heightmap of the pass. Applied before
* the result of the pass is added to the result of previous passes.
* - `frequency`: For terrain generation methods that support it (Perlin,
* Simplex, and Worley) the octave of randomness. This basically controls
* how big features of the terrain will be (higher frequencies result in
* smaller features). Often running multiple generation functions with
* different frequencies and amplitudes results in nice detail.
*/
THREE.Terrain.MultiPass = function(g, options, passes) {
var clonedOptions = {};
for (var opt in options) {
if (options.hasOwnProperty(opt)) {
clonedOptions[opt] = options[opt];
}
}
var range = options.maxHeight - options.minHeight;
for (var i = 0, l = passes.length; i < l; i++) {
var amp = typeof passes[i].amplitude === 'undefined' ? 1 : passes[i].amplitude,
move = 0.5 * (range - range * amp);
clonedOptions.maxHeight = options.maxHeight - move;
clonedOptions.minHeight = options.minHeight + move;
clonedOptions.frequency = typeof passes[i].frequency === 'undefined' ? options.frequency : passes[i].frequency;
passes[i].method(g, clonedOptions);
}
};
/**
* Generate random terrain using a curve.
*
*
@param
{Float32Array} g
* The geometry's z-positions to modify with heightmap data.
*
@param
{Object} options
* A map of settings that control how the terrain is constructed and
* displayed. Valid values are the same as those for the `options` parameter
* of {@link THREE.Terrain}().
*
@param
{Function} curve
* A function that takes an x- and y-coordinate and returns a z-coordinate.
* For example, `function(x, y) { return Math.sin(x*y*Math.PI*100); }`
* generates sine noise, and `function() { return Math.random(); }` sets the
* vertex elevations entirely randomly. The function's parameters (the x- and
* y-coordinates) are given as percentages of a phase (i.e. how far across
* the terrain in the relevant direction they are).
*/
THREE.Terrain.Curve = function(g, options, curve) {
var range = (options.maxHeight - options.minHeight) * 0.5,
scalar = options.frequency / (Math.min(options.xSegments, options.ySegments) + 1);
for (var i = 0, xl = options.xSegments + 1, yl = options.ySegments + 1; i < xl; i++) {
for (var j = 0; j < yl; j++) {
g[j * xl + i] += curve(i * scalar, j * scalar) * range;
}
}
};
/**
* Generate random terrain using the Cosine waves.
*
* Parameters are the same as those for {@link THREE.Terrain.DiamondSquare}.
*/
THREE.Terrain.Cosine = function(g, options) {
var amplitude = (options.maxHeight - options.minHeight) * 0.5,
frequencyScalar = options.frequency * Math.PI / (Math.min(options.xSegments, options.ySegments) + 1),
phase = Math.random() * Math.PI * 2;
for (var i = 0, xl = options.xSegments + 1; i < xl; i++) {
for (var j = 0, yl = options.ySegments + 1; j < yl; j++) {
g[j * xl + i] += amplitude * (Math.cos(i * frequencyScalar + phase) + Math.cos(j * frequencyScalar + phase));
}
}
};
/**
* Generate random terrain using layers of Cosine waves.
*
* Parameters are the same as those for {@link THREE.Terrain.DiamondSquare}.
*/
THREE.Terrain.CosineLayers = function(g, options) {
THREE.Terrain.MultiPass(g, options, [
{ method: THREE.Terrain.Cosine, frequency: 2.5 },
{ method: THREE.Terrain.Cosine, amplitude: 0.1, frequency: 12 },
{ method: THREE.Terrain.Cosine, amplitude: 0.05, frequency: 15 },
{ method: THREE.Terrain.Cosine, amplitude: 0.025, frequency: 20 },
]);
};
/**
* Generate random terrain using the Diamond-Square method.
*
* Based on https://github.com/srchea/Terrain-Generation/blob/master/js/classes/TerrainGeneration.js
*
*
@param
{Float32Array} g
* The geometry's z-positions to modify with heightmap data.
*
@param
{Object} options
* A map of settings that control how the terrain is constructed and
* displayed. Valid values are the same as those for the `options` parameter
* of {@link THREE.Terrain}().
*/
THREE.Terrain.DiamondSquare = function(g, options) {
// Set the segment length to the smallest power of 2 that is greater than
// the number of vertices in either dimension of the plane
var segments = THREE.Math.ceilPowerOfTwo(Math.max(options.xSegments, options.ySegments) + 1);
// Initialize heightmap
var size = segments + 1,
heightmap = [],
smoothing = (options.maxHeight - options.minHeight),
i,
j,
xl = options.xSegments + 1,
yl = options.ySegments + 1;
for (i = 0; i <= segments; i++) {
heightmap[i] = new Float64Array(segments+1);
}
// Generate heightmap
for (var l = segments; l >= 2; l /= 2) {
var half = Math.round(l*0.5),
whole = Math.round(l),
x,
y,
avg,
d,
e;
smoothing /= 2;
// square
for (x = 0; x < segments; x += whole) {
for (y = 0; y < segments; y += whole) {
d = Math.random() * smoothing * 2 - smoothing;
avg = heightmap[x][y] + // top left
heightmap[x+whole][y] + // top right
heightmap[x][y+whole] + // bottom left
heightmap[x+whole][y+whole]; // bottom right
avg *= 0.25;
heightmap[x+half][y+half] = avg + d;
}
}
// diamond
for (x = 0; x < segments; x += half) {
for (y = (x+half) % l; y < segments; y += l) {
d = Math.random() * smoothing * 2 - smoothing;
avg = heightmap[(x-half+size)%size][y] + // middle left
heightmap[(x+half)%size][y] + // middle right
heightmap[x][(y+half)%size] + // middle top
heightmap[x][(y-half+size)%size]; // middle bottom
avg *= 0.25;
avg += d;
heightmap[x][y] = avg;
// top and right edges
if (x === 0) heightmap[segments][y] = avg;
if (y === 0) heightmap[x][segments] = avg;
}
}
}
// Apply heightmap
for (i = 0; i < xl; i++) {
for (j = 0; j < yl; j++) {
g[j * xl + i] += heightmap[i][j];
}
}
// THREE.Terrain.SmoothConservative(g, options);
};
/**
* Generate random terrain using the Fault method.
*
* Based on http://www.lighthouse3d.com/opengl/terrain/index.php3?fault
* Repeatedly draw random lines that cross the terrain. Raise the terrain on
* one side of the line and lower it on the other.
*
* Parameters are the same as those for {@link THREE.Terrain.DiamondSquare}.
*/
THREE.Terrain.Fault = function(g, options) {
var d = Math.sqrt(options.xSegments*options.xSegments + options.ySegments*options.ySegments),
iterations = d * options.frequency,
range = (options.maxHeight - options.minHeight) * 0.5,
displacement = range / iterations,
smoothDistance = Math.min(options.xSize / options.xSegments, options.ySize / options.ySegments) * options.frequency;
for (var k = 0; k < iterations; k++) {
var v = Math.random(),
a = Math.sin(v * Math.PI * 2),
b = Math.cos(v * Math.PI * 2),
c = Math.random() * d - d*0.5;
for (var i = 0, xl = options.xSegments + 1; i < xl; i++) {
for (var j = 0, yl = options.ySegments + 1; j < yl; j++) {
var distance = a*i + b*j - c;
if (distance > smoothDistance) {
g[j * xl + i] += displacement;
}
else if (distance < -smoothDistance) {
g[j * xl + i] -= displacement;
}
else {
g[j * xl + i] += Math.cos(distance / smoothDistance * Math.PI * 2) * displacement;
}
}
}
}
// THREE.Terrain.Smooth(g, options);
};
/**
* Generate random terrain using the Hill method.
*
* The basic approach is to repeatedly pick random points on or near the
* terrain and raise a small hill around those points. Those small hills
* eventually accumulate into large hills with distinct features.
*
*
@param
{Float32Array} g
* The geometry's z-positions to modify with heightmap data.
*
@param
{Object} options
* A map of settings that control how the terrain is constructed and
* displayed. Valid values are the same as those for the `options` parameter
* of {@link THREE.Terrain}().
*
@param
{Function} [feature=THREE.Terrain.Influences.Hill]
* A function describing the feature to raise at the randomly chosen points.
* Typically this is a hill shape so that the accumulated features result in
* something resembling mountains, but it could be any function that accepts
* one parameter representing the distance from the feature's origin
* expressed as a number between -1 and 1 inclusive. Optionally it can accept
* a second and third parameter, which are the x- and y- distances from the
* feature's origin, respectively. It should return a number between -1 and 1
* representing the height of the feature at the given coordinate.
* `THREE.Terrain.Influences` contains some
- README.md +8 -5
- components/footer.js +66 -0
- components/navbar.js +103 -0
- index.html +143 -19
- script.js +349 -0
- style.css +35 -18
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---
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-
title:
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sdk: static
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pinned: false
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---
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-
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---
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title: TerrainGen Explorer 🏔️
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colorFrom: red
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colorTo: pink
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emoji: 🐳
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sdk: static
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pinned: false
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tags:
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- deepsite-v3
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---
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# Welcome to your new DeepSite project!
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This project was created with [DeepSite](https://huggingface.co/deepsite).
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class CustomFooter extends HTMLElement {
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connectedCallback() {
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this.attachShadow({ mode: 'open' });
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this.shadowRoot.innerHTML = `
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<style>
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footer {
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background-color: rgba(17, 24, 39, 0.9);
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backdrop-filter: blur(8px);
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border-top: 1px solid rgba(255, 255, 255, 0.1);
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}
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.footer-container {
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max-width: 1280px;
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margin: 0 auto;
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padding: 2rem 1rem;
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}
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.social-link {
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color: rgba(156, 163, 175, 0.9);
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transition: color 0.2s ease, transform 0.2s ease;
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}
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.social-link:hover {
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color: white;
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transform: translateY(-2px);
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}
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</style>
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+
<footer class="text-gray-400 py-8">
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+
<div class="footer-container">
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+
<div class="flex flex-col md:flex-row justify-between items-center">
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| 31 |
+
<div class="mb-6 md:mb-0">
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+
<div class="flex items-center space-x-2 mb-4">
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+
<i data-feather="mountain" class="text-blue-400"></i>
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+
<span class="text-xl font-bold text-white">TerrainGen Explorer</span>
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+
</div>
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+
<p class="text-sm max-w-md">
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A visual playground for exploring procedural terrain generation algorithms.
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</p>
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</div>
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+
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+
<div class="flex space-x-6">
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+
<a href="#" class="social-link">
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+
<i data-feather="github" class="w-5 h-5"></i>
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+
</a>
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| 45 |
+
<a href="#" class="social-link">
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+
<i data-feather="twitter" class="w-5 h-5"></i>
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</a>
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<a href="#" class="social-link">
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+
<i data-feather="linkedin" class="w-5 h-5"></i>
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</a>
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+
<a href="#" class="social-link">
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+
<i data-feather="mail" class="w-5 h-5"></i>
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</a>
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| 54 |
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</div>
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</div>
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+
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+
<div class="mt-8 pt-8 border-t border-gray-800 text-sm text-center">
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<p>© ${new Date().getFullYear()} TerrainGen Explorer. All rights reserved.</p>
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</div>
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</div>
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+
</footer>
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| 62 |
+
`;
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+
}
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}
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customElements.define('custom-footer', CustomFooter);
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class CustomNavbar extends HTMLElement {
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connectedCallback() {
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| 3 |
+
this.attachShadow({ mode: 'open' });
|
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this.shadowRoot.innerHTML = `
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| 5 |
+
<style>
|
| 6 |
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nav {
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| 7 |
+
background-color: rgba(17, 24, 39, 0.9);
|
| 8 |
+
backdrop-filter: blur(8px);
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position: sticky;
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top: 0;
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z-index: 50;
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+
border-bottom: 1px solid rgba(255, 255, 255, 0.1);
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}
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.nav-container {
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max-width: 1280px;
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margin: 0 auto;
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| 18 |
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padding: 0 1rem;
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}
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.nav-link {
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position: relative;
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color: rgba(209, 213, 219, 0.9);
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transition: color 0.2s ease;
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}
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.nav-link:hover {
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color: white;
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}
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+
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.nav-link::after {
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content: '';
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position: absolute;
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bottom: -2px;
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left: 0;
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width: 0;
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height: 2px;
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| 38 |
+
background-color: #3b82f6;
|
| 39 |
+
transition: width 0.3s ease;
|
| 40 |
+
}
|
| 41 |
+
|
| 42 |
+
.nav-link:hover::after {
|
| 43 |
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width: 100%;
|
| 44 |
+
}
|
| 45 |
+
|
| 46 |
+
.mobile-menu {
|
| 47 |
+
max-height: 0;
|
| 48 |
+
overflow: hidden;
|
| 49 |
+
transition: max-height 0.3s ease-out;
|
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+
}
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+
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.mobile-menu.open {
|
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max-height: 500px;
|
| 54 |
+
}
|
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</style>
|
| 56 |
+
<nav class="text-white py-4">
|
| 57 |
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<div class="nav-container flex items-center justify-between">
|
| 58 |
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<div class="flex items-center space-x-2">
|
| 59 |
+
<i data-feather="mountain" class="text-blue-400"></i>
|
| 60 |
+
<span class="text-xl font-bold">TerrainGen Explorer</span>
|
| 61 |
+
</div>
|
| 62 |
+
|
| 63 |
+
<div class="hidden md:flex items-center space-x-6">
|
| 64 |
+
<a href="#" class="nav-link font-medium">Home</a>
|
| 65 |
+
<a href="#" class="nav-link font-medium">Algorithms</a>
|
| 66 |
+
<a href="#" class="nav-link font-medium">Gallery</a>
|
| 67 |
+
<a href="#" class="nav-link font-medium">About</a>
|
| 68 |
+
</div>
|
| 69 |
+
|
| 70 |
+
<button id="mobile-menu-button" class="md:hidden focus:outline-none">
|
| 71 |
+
<i data-feather="menu" class="w-6 h-6"></i>
|
| 72 |
+
</button>
|
| 73 |
+
</div>
|
| 74 |
+
|
| 75 |
+
<div id="mobile-menu" class="mobile-menu md:hidden bg-gray-800">
|
| 76 |
+
<div class="px-4 py-2 space-y-3">
|
| 77 |
+
<a href="#" class="block nav-link py-2">Home</a>
|
| 78 |
+
<a href="#" class="block nav-link py-2">Algorithms</a>
|
| 79 |
+
<a href="#" class="block nav-link py-2">Gallery</a>
|
| 80 |
+
<a href="#" class="block nav-link py-2">About</a>
|
| 81 |
+
</div>
|
| 82 |
+
</div>
|
| 83 |
+
</nav>
|
| 84 |
+
`;
|
| 85 |
+
|
| 86 |
+
// Initialize mobile menu toggle
|
| 87 |
+
this.shadowRoot.getElementById('mobile-menu-button').addEventListener('click', () => {
|
| 88 |
+
const menu = this.shadowRoot.getElementById('mobile-menu');
|
| 89 |
+
menu.classList.toggle('open');
|
| 90 |
+
|
| 91 |
+
// Change icon
|
| 92 |
+
const icon = this.shadowRoot.querySelector('#mobile-menu-button i');
|
| 93 |
+
if (menu.classList.contains('open')) {
|
| 94 |
+
icon.setAttribute('data-feather', 'x');
|
| 95 |
+
} else {
|
| 96 |
+
icon.setAttribute('data-feather', 'menu');
|
| 97 |
+
}
|
| 98 |
+
feather.replace();
|
| 99 |
+
});
|
| 100 |
+
}
|
| 101 |
+
}
|
| 102 |
+
|
| 103 |
+
customElements.define('custom-navbar', CustomNavbar);
|
|
@@ -1,19 +1,143 @@
|
|
| 1 |
-
<!
|
| 2 |
-
<html>
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|
| 1 |
+
<!DOCTYPE html>
|
| 2 |
+
<html lang="en">
|
| 3 |
+
<head>
|
| 4 |
+
<meta charset="UTF-8">
|
| 5 |
+
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
| 6 |
+
<title>TerrainGen Explorer</title>
|
| 7 |
+
<link rel="stylesheet" href="style.css">
|
| 8 |
+
<script src="https://cdn.tailwindcss.com"></script>
|
| 9 |
+
<script src="https://cdn.jsdelivr.net/npm/feather-icons/dist/feather.min.js"></script>
|
| 10 |
+
<script src="https://unpkg.com/feather-icons"></script>
|
| 11 |
+
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
|
| 12 |
+
<script src="https://cdn.jsdelivr.net/npm/simplex-noise@2.4.0/simplex-noise.min.js"></script>
|
| 13 |
+
</head>
|
| 14 |
+
<body class="bg-gray-900 text-white min-h-screen">
|
| 15 |
+
<custom-navbar></custom-navbar>
|
| 16 |
+
|
| 17 |
+
<main class="container mx-auto px-4 py-8">
|
| 18 |
+
<section class="mb-12">
|
| 19 |
+
<h1 class="text-4xl font-bold mb-4">TerrainGen Explorer 🏔️</h1>
|
| 20 |
+
<p class="text-xl text-gray-300 mb-6">Visualize different procedural terrain generation algorithms in 3D</p>
|
| 21 |
+
|
| 22 |
+
<div class="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-6">
|
| 23 |
+
<!-- Terrain Generation Cards -->
|
| 24 |
+
<div class="bg-gray-800 rounded-lg overflow-hidden shadow-lg hover:shadow-xl transition-shadow">
|
| 25 |
+
<div class="h-48 bg-gray-700 flex items-center justify-center">
|
| 26 |
+
<canvas id="diamond-square-canvas" class="w-full h-full"></canvas>
|
| 27 |
+
</div>
|
| 28 |
+
<div class="p-4">
|
| 29 |
+
<h3 class="text-xl font-semibold mb-2">Diamond-Square</h3>
|
| 30 |
+
<p class="text-gray-400 mb-4">Fractal-based terrain generation using recursive subdivision</p>
|
| 31 |
+
<button onclick="generateTerrain('diamond-square')" class="bg-blue-600 hover:bg-blue-700 text-white px-4 py-2 rounded transition-colors">
|
| 32 |
+
Generate
|
| 33 |
+
</button>
|
| 34 |
+
</div>
|
| 35 |
+
</div>
|
| 36 |
+
|
| 37 |
+
<div class="bg-gray-800 rounded-lg overflow-hidden shadow-lg hover:shadow-xl transition-shadow">
|
| 38 |
+
<div class="h-48 bg-gray-700 flex items-center justify-center">
|
| 39 |
+
<canvas id="perlin-canvas" class="w-full h-full"></canvas>
|
| 40 |
+
</div>
|
| 41 |
+
<div class="p-4">
|
| 42 |
+
<h3 class="text-xl font-semibold mb-2">Perlin Noise</h3>
|
| 43 |
+
<p class="text-gray-400 mb-4">Natural-looking terrain using gradient noise</p>
|
| 44 |
+
<button onclick="generateTerrain('perlin')" class="bg-blue-600 hover:bg-blue-700 text-white px-4 py-2 rounded transition-colors">
|
| 45 |
+
Generate
|
| 46 |
+
</button>
|
| 47 |
+
</div>
|
| 48 |
+
</div>
|
| 49 |
+
|
| 50 |
+
<div class="bg-gray-800 rounded-lg overflow-hidden shadow-lg hover:shadow-xl transition-shadow">
|
| 51 |
+
<div class="h-48 bg-gray-700 flex items-center justify-center">
|
| 52 |
+
<canvas id="simplex-canvas" class="w-full h-full"></canvas>
|
| 53 |
+
</div>
|
| 54 |
+
<div class="p-4">
|
| 55 |
+
<h3 class="text-xl font-semibold mb-2">Simplex Noise</h3>
|
| 56 |
+
<p class="text-gray-400 mb-4">Improved performance over Perlin with similar results</p>
|
| 57 |
+
<button onclick="generateTerrain('simplex')" class="bg-blue-600 hover:bg-blue-700 text-white px-4 py-2 rounded transition-colors">
|
| 58 |
+
Generate
|
| 59 |
+
</button>
|
| 60 |
+
</div>
|
| 61 |
+
</div>
|
| 62 |
+
</div>
|
| 63 |
+
</section>
|
| 64 |
+
|
| 65 |
+
<section class="mb-12">
|
| 66 |
+
<h2 class="text-2xl font-bold mb-4">Terrain Parameters</h2>
|
| 67 |
+
<div class="bg-gray-800 rounded-lg p-6">
|
| 68 |
+
<div class="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-4 gap-6">
|
| 69 |
+
<div>
|
| 70 |
+
<label class="block text-gray-300 mb-2">Size</label>
|
| 71 |
+
<input type="range" id="size-slider" min="16" max="128" step="16" value="64" class="w-full">
|
| 72 |
+
<div class="text-right text-gray-400" id="size-value">64x64</div>
|
| 73 |
+
</div>
|
| 74 |
+
<div>
|
| 75 |
+
<label class="block text-gray-300 mb-2">Roughness</label>
|
| 76 |
+
<input type="range" id="roughness-slider" min="0.1" max="1" step="0.1" value="0.5" class="w-full">
|
| 77 |
+
<div class="text-right text-gray-400" id="roughness-value">0.5</div>
|
| 78 |
+
</div>
|
| 79 |
+
<div>
|
| 80 |
+
<label class="block text-gray-300 mb-2">Height Scale</label>
|
| 81 |
+
<input type="range" id="height-slider" min="1" max="50" value="20" class="w-full">
|
| 82 |
+
<div class="text-right text-gray-400" id="height-value">20</div>
|
| 83 |
+
</div>
|
| 84 |
+
<div>
|
| 85 |
+
<label class="block text-gray-300 mb-2">Water Level</label>
|
| 86 |
+
<input type="range" id="water-slider" min="0" max="100" value="40" class="w-full">
|
| 87 |
+
<div class="text-right text-gray-400" id="water-value">40%</div>
|
| 88 |
+
</div>
|
| 89 |
+
</div>
|
| 90 |
+
</div>
|
| 91 |
+
</section>
|
| 92 |
+
|
| 93 |
+
<section>
|
| 94 |
+
<h2 class="text-2xl font-bold mb-4">3D View</h2>
|
| 95 |
+
<div class="bg-gray-800 rounded-lg overflow-hidden h-96">
|
| 96 |
+
<canvas id="terrain-canvas" class="w-full h-full"></canvas>
|
| 97 |
+
</div>
|
| 98 |
+
<div class="mt-4 flex justify-center space-x-4">
|
| 99 |
+
<button onclick="rotateCamera('left')" class="bg-gray-700 hover:bg-gray-600 text-white px-4 py-2 rounded flex items-center">
|
| 100 |
+
<i data-feather="rotate-ccw" class="mr-2"></i> Rotate Left
|
| 101 |
+
</button>
|
| 102 |
+
<button onclick="resetCamera()" class="bg-gray-700 hover:bg-gray-600 text-white px-4 py-2 rounded flex items-center">
|
| 103 |
+
<i data-feather="refresh-ccw" class="mr-2"></i> Reset View
|
| 104 |
+
</button>
|
| 105 |
+
<button onclick="rotateCamera('right')" class="bg-gray-700 hover:bg-gray-600 text-white px-4 py-2 rounded flex items-center">
|
| 106 |
+
<i data-feather="rotate-cw" class="mr-2"></i> Rotate Right
|
| 107 |
+
</button>
|
| 108 |
+
</div>
|
| 109 |
+
</section>
|
| 110 |
+
</main>
|
| 111 |
+
|
| 112 |
+
<custom-footer></custom-footer>
|
| 113 |
+
|
| 114 |
+
<script src="components/navbar.js"></script>
|
| 115 |
+
<script src="components/footer.js"></script>
|
| 116 |
+
<script src="script.js"></script>
|
| 117 |
+
<script>
|
| 118 |
+
feather.replace();
|
| 119 |
+
// Initialize all canvases
|
| 120 |
+
document.addEventListener('DOMContentLoaded', function() {
|
| 121 |
+
generateTerrain('diamond-square');
|
| 122 |
+
|
| 123 |
+
// Update slider values
|
| 124 |
+
document.getElementById('size-slider').addEventListener('input', function() {
|
| 125 |
+
document.getElementById('size-value').textContent = this.value + 'x' + this.value;
|
| 126 |
+
});
|
| 127 |
+
|
| 128 |
+
document.getElementById('roughness-slider').addEventListener('input', function() {
|
| 129 |
+
document.getElementById('roughness-value').textContent = this.value;
|
| 130 |
+
});
|
| 131 |
+
|
| 132 |
+
document.getElementById('height-slider').addEventListener('input', function() {
|
| 133 |
+
document.getElementById('height-value').textContent = this.value;
|
| 134 |
+
});
|
| 135 |
+
|
| 136 |
+
document.getElementById('water-slider').addEventListener('input', function() {
|
| 137 |
+
document.getElementById('water-value').textContent = this.value + '%';
|
| 138 |
+
});
|
| 139 |
+
});
|
| 140 |
+
</script>
|
| 141 |
+
<script src="https://huggingface.co/deepsite/deepsite-badge.js"></script>
|
| 142 |
+
</body>
|
| 143 |
+
</html>
|
|
@@ -0,0 +1,349 @@
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|
| 1 |
+
// Global Three.js variables
|
| 2 |
+
let scene, camera, renderer, terrainMesh, controls;
|
| 3 |
+
let terrainSize = 64;
|
| 4 |
+
let isAnimating = false;
|
| 5 |
+
let animationId = null;
|
| 6 |
+
|
| 7 |
+
// Initialize the 3D scene
|
| 8 |
+
function initScene() {
|
| 9 |
+
const canvas = document.getElementById('terrain-canvas');
|
| 10 |
+
|
| 11 |
+
// Scene setup
|
| 12 |
+
scene = new THREE.Scene();
|
| 13 |
+
scene.background = new THREE.Color(0x1a202c);
|
| 14 |
+
|
| 15 |
+
// Camera setup
|
| 16 |
+
camera = new THREE.PerspectiveCamera(75, canvas.clientWidth / canvas.clientHeight, 0.1, 1000);
|
| 17 |
+
camera.position.set(terrainSize * 0.7, terrainSize * 0.7, terrainSize * 0.7);
|
| 18 |
+
camera.lookAt(0, 0, 0);
|
| 19 |
+
|
| 20 |
+
// Renderer setup
|
| 21 |
+
renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
|
| 22 |
+
renderer.setSize(canvas.clientWidth, canvas.clientHeight);
|
| 23 |
+
|
| 24 |
+
// Lighting
|
| 25 |
+
const ambientLight = new THREE.AmbientLight(0x404040);
|
| 26 |
+
scene.add(ambientLight);
|
| 27 |
+
|
| 28 |
+
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
|
| 29 |
+
directionalLight.position.set(1, 1, 1);
|
| 30 |
+
scene.add(directionalLight);
|
| 31 |
+
|
| 32 |
+
// Orbit controls
|
| 33 |
+
controls = new THREE.OrbitControls(camera, renderer.domElement);
|
| 34 |
+
controls.enableDamping = true;
|
| 35 |
+
controls.dampingFactor = 0.25;
|
| 36 |
+
|
| 37 |
+
// Handle window resize
|
| 38 |
+
window.addEventListener('resize', onWindowResize);
|
| 39 |
+
}
|
| 40 |
+
|
| 41 |
+
// Generate terrain using specified algorithm
|
| 42 |
+
function generateTerrain(algorithm) {
|
| 43 |
+
// Remove existing terrain if any
|
| 44 |
+
if (terrainMesh) {
|
| 45 |
+
scene.remove(terrainMesh);
|
| 46 |
+
terrainMesh.geometry.dispose();
|
| 47 |
+
terrainMesh.material.dispose();
|
| 48 |
+
}
|
| 49 |
+
|
| 50 |
+
// Get parameters from sliders
|
| 51 |
+
terrainSize = parseInt(document.getElementById('size-slider').value);
|
| 52 |
+
const roughness = parseFloat(document.getElementById('roughness-slider').value);
|
| 53 |
+
const heightScale = parseInt(document.getElementById('height-slider').value);
|
| 54 |
+
const waterLevel = parseInt(document.getElementById('water-slider').value) / 100;
|
| 55 |
+
|
| 56 |
+
// Generate heightmap
|
| 57 |
+
let heightmap = generateHeightmap(algorithm, terrainSize, roughness, heightScale);
|
| 58 |
+
|
| 59 |
+
// Create geometry from heightmap
|
| 60 |
+
const geometry = createGeometryFromHeightmap(heightmap, terrainSize, heightScale);
|
| 61 |
+
|
| 62 |
+
// Create material with water effect
|
| 63 |
+
const material = createTerrainMaterial(heightmap, terrainSize, heightScale, waterLevel);
|
| 64 |
+
|
| 65 |
+
// Create mesh
|
| 66 |
+
terrainMesh = new THREE.Mesh(geometry, material);
|
| 67 |
+
scene.add(terrainMesh);
|
| 68 |
+
|
| 69 |
+
// Update camera position based on terrain size
|
| 70 |
+
camera.position.set(terrainSize * 0.7, terrainSize * 0.7, terrainSize * 0.7);
|
| 71 |
+
camera.lookAt(0, 0, 0);
|
| 72 |
+
controls.update();
|
| 73 |
+
|
| 74 |
+
// Start animation if not already running
|
| 75 |
+
if (!isAnimating) {
|
| 76 |
+
animate();
|
| 77 |
+
}
|
| 78 |
+
|
| 79 |
+
// Update 2D previews
|
| 80 |
+
updatePreviews(heightmap, algorithm);
|
| 81 |
+
}
|
| 82 |
+
|
| 83 |
+
// Generate heightmap using specified algorithm
|
| 84 |
+
function generateHeightmap(algorithm, size, roughness, heightScale) {
|
| 85 |
+
const heightmap = new Array(size * size).fill(0);
|
| 86 |
+
|
| 87 |
+
// Simplified implementations for demo purposes
|
| 88 |
+
switch(algorithm) {
|
| 89 |
+
case 'diamond-square':
|
| 90 |
+
// Implement diamond-square algorithm
|
| 91 |
+
diamondSquare(heightmap, size, roughness);
|
| 92 |
+
break;
|
| 93 |
+
|
| 94 |
+
case 'perlin':
|
| 95 |
+
// Implement Perlin noise
|
| 96 |
+
for (let y = 0; y < size; y++) {
|
| 97 |
+
for (let x = 0; x < size; x++) {
|
| 98 |
+
const value = noise.perlin2(x * roughness / 10, y * roughness / 10);
|
| 99 |
+
heightmap[y * size + x] = (value + 1) * 0.5 * heightScale;
|
| 100 |
+
}
|
| 101 |
+
}
|
| 102 |
+
break;
|
| 103 |
+
|
| 104 |
+
case 'simplex':
|
| 105 |
+
// Implement Simplex noise
|
| 106 |
+
for (let y = 0; y < size; y++) {
|
| 107 |
+
for (let x = 0; x < size; x++) {
|
| 108 |
+
const value = noise.simplex2(x * roughness / 10, y * roughness / 10);
|
| 109 |
+
heightmap[y * size + x] = (value + 1) * 0.5 * heightScale;
|
| 110 |
+
}
|
| 111 |
+
}
|
| 112 |
+
break;
|
| 113 |
+
|
| 114 |
+
default:
|
| 115 |
+
console.error('Unknown algorithm:', algorithm);
|
| 116 |
+
}
|
| 117 |
+
|
| 118 |
+
return heightmap;
|
| 119 |
+
}
|
| 120 |
+
|
| 121 |
+
// Simplified Diamond-Square implementation
|
| 122 |
+
function diamondSquare(heightmap, size, roughness) {
|
| 123 |
+
// Initialize corners
|
| 124 |
+
heightmap[0] = Math.random() * roughness;
|
| 125 |
+
heightmap[size - 1] = Math.random() * roughness;
|
| 126 |
+
heightmap[size * (size - 1)] = Math.random() * roughness;
|
| 127 |
+
heightmap[size * size - 1] = Math.random() * roughness;
|
| 128 |
+
|
| 129 |
+
let step = size - 1;
|
| 130 |
+
let scale = roughness;
|
| 131 |
+
|
| 132 |
+
while (step > 1) {
|
| 133 |
+
// Diamond step
|
| 134 |
+
for (let y = 0; y < size - 1; y += step) {
|
| 135 |
+
for (let x = 0; x < size - 1; x += step) {
|
| 136 |
+
const avg = (
|
| 137 |
+
heightmap[y * size + x] +
|
| 138 |
+
heightmap[y * size + (x + step)] +
|
| 139 |
+
heightmap[(y + step) * size + x] +
|
| 140 |
+
heightmap[(y + step) * size + (x + step)]
|
| 141 |
+
) / 4;
|
| 142 |
+
|
| 143 |
+
const centerX = x + step / 2;
|
| 144 |
+
const centerY = y + step / 2;
|
| 145 |
+
const centerIndex = centerY * size + centerX;
|
| 146 |
+
heightmap[centerIndex] = avg + (Math.random() * 2 - 1) * scale;
|
| 147 |
+
}
|
| 148 |
+
}
|
| 149 |
+
|
| 150 |
+
// Square step
|
| 151 |
+
for (let y = 0; y < size; y += step / 2) {
|
| 152 |
+
for (let x = (y + step / 2) % step; x < size; x += step) {
|
| 153 |
+
let sum = 0;
|
| 154 |
+
let count = 0;
|
| 155 |
+
|
| 156 |
+
// Top neighbor
|
| 157 |
+
if (y - step / 2 >= 0) {
|
| 158 |
+
sum += heightmap[(y - step / 2) * size + x];
|
| 159 |
+
count++;
|
| 160 |
+
}
|
| 161 |
+
|
| 162 |
+
// Bottom neighbor
|
| 163 |
+
if (y + step / 2 < size) {
|
| 164 |
+
sum += heightmap[(y + step / 2) * size + x];
|
| 165 |
+
count++;
|
| 166 |
+
}
|
| 167 |
+
|
| 168 |
+
// Left neighbor
|
| 169 |
+
if (x - step / 2 >= 0) {
|
| 170 |
+
sum += heightmap[y * size + (x - step / 2)];
|
| 171 |
+
count++;
|
| 172 |
+
}
|
| 173 |
+
|
| 174 |
+
// Right neighbor
|
| 175 |
+
if (x + step / 2 < size) {
|
| 176 |
+
sum += heightmap[y * size + (x + step / 2)];
|
| 177 |
+
count++;
|
| 178 |
+
}
|
| 179 |
+
|
| 180 |
+
if (count > 0) {
|
| 181 |
+
heightmap[y * size + x] = sum / count + (Math.random() * 2 - 1) * scale;
|
| 182 |
+
}
|
| 183 |
+
}
|
| 184 |
+
}
|
| 185 |
+
|
| 186 |
+
step = Math.floor(step / 2);
|
| 187 |
+
scale *= roughness;
|
| 188 |
+
}
|
| 189 |
+
}
|
| 190 |
+
|
| 191 |
+
// Create Three.js geometry from heightmap
|
| 192 |
+
function createGeometryFromHeightmap(heightmap, size, heightScale) {
|
| 193 |
+
const geometry = new THREE.PlaneGeometry(size, size, size - 1, size - 1);
|
| 194 |
+
|
| 195 |
+
// Apply heightmap to vertices
|
| 196 |
+
for (let i = 0; i < geometry.attributes.position.count; i++) {
|
| 197 |
+
const x = i % size;
|
| 198 |
+
const y = Math.floor(i / size);
|
| 199 |
+
geometry.attributes.position.setZ(i, heightmap[y * size + x]);
|
| 200 |
+
}
|
| 201 |
+
|
| 202 |
+
geometry.rotateX(-Math.PI / 2);
|
| 203 |
+
geometry.computeVertexNormals();
|
| 204 |
+
|
| 205 |
+
return geometry;
|
| 206 |
+
}
|
| 207 |
+
|
| 208 |
+
// Create terrain material with water effect
|
| 209 |
+
function createTerrainMaterial(heightmap, size, heightScale, waterLevel) {
|
| 210 |
+
// Find min and max heights
|
| 211 |
+
let minHeight = Infinity;
|
| 212 |
+
let maxHeight = -Infinity;
|
| 213 |
+
|
| 214 |
+
for (const height of heightmap) {
|
| 215 |
+
if (height < minHeight) minHeight = height;
|
| 216 |
+
if (height > maxHeight) maxHeight = height;
|
| 217 |
+
}
|
| 218 |
+
|
| 219 |
+
const waterHeight = minHeight + (maxHeight - minHeight) * waterLevel;
|
| 220 |
+
|
| 221 |
+
// Create color gradient
|
| 222 |
+
const texture = new THREE.CanvasTexture(createTerrainTexture(size, minHeight, maxHeight, waterHeight));
|
| 223 |
+
|
| 224 |
+
return new THREE.MeshStandardMaterial({
|
| 225 |
+
map: texture,
|
| 226 |
+
metalness: 0.1,
|
| 227 |
+
roughness: 0.7,
|
| 228 |
+
flatShading: false
|
| 229 |
+
});
|
| 230 |
+
}
|
| 231 |
+
|
| 232 |
+
// Create terrain texture with elevation colors
|
| 233 |
+
function createTerrainTexture(size, minHeight, maxHeight, waterHeight) {
|
| 234 |
+
const canvas = document.createElement('canvas');
|
| 235 |
+
canvas.width = size;
|
| 236 |
+
canvas.height = size;
|
| 237 |
+
const ctx = canvas.getContext('2d');
|
| 238 |
+
|
| 239 |
+
// Draw gradient based on height
|
| 240 |
+
const imageData = ctx.createImageData(size, size);
|
| 241 |
+
|
| 242 |
+
for (let y = 0; y < size; y++) {
|
| 243 |
+
for (let x = 0; x < size; x++) {
|
| 244 |
+
const idx = (y * size + x) * 4;
|
| 245 |
+
const height = heightmap[y * size + x];
|
| 246 |
+
|
| 247 |
+
// Water
|
| 248 |
+
if (height <= waterHeight) {
|
| 249 |
+
const depth = (waterHeight - height) / (waterHeight - minHeight);
|
| 250 |
+
imageData.data[idx] = 30 + 50 * depth; // R
|
| 251 |
+
imageData.data[idx + 1] = 80 + 100 * depth; // G
|
| 252 |
+
imageData.data[idx + 2] = 150 + 100 * depth; // B
|
| 253 |
+
}
|
| 254 |
+
// Beach/Sand
|
| 255 |
+
else if (height <= waterHeight + (maxHeight - waterHeight) * 0.05) {
|
| 256 |
+
imageData.data[idx] = 210; // R
|
| 257 |
+
imageData.data[idx + 1] = 190; // G
|
| 258 |
+
imageData.data[idx + 2] = 140; // B
|
| 259 |
+
}
|
| 260 |
+
// Grass
|
| 261 |
+
else if (height <= waterHeight + (maxHeight - waterHeight) * 0.3) {
|
| 262 |
+
const t = (height - waterHeight) / ((maxHeight - waterHeight) * 0.3);
|
| 263 |
+
imageData.data[idx] = 50 + 80 * t; // R
|
| 264 |
+
imageData.data[idx + 1] = 100 + 80 * t; // G
|
| 265 |
+
imageData.data[idx + 2] = 50 + 30 * t; // B
|
| 266 |
+
}
|
| 267 |
+
// Rock
|
| 268 |
+
else if (height <= waterHeight + (maxHeight - waterHeight) * 0.7) {
|
| 269 |
+
const t = (height - waterHeight - (maxHeight - waterHeight) * 0.3) / ((maxHeight - waterHeight) * 0.4);
|
| 270 |
+
imageData.data[idx] = 100 + 50 * t; // R
|
| 271 |
+
imageData.data[idx + 1] = 80 + 20 * t; // G
|
| 272 |
+
imageData.data[idx + 2] = 60 + 20 * t; // B
|
| 273 |
+
}
|
| 274 |
+
// Snow
|
| 275 |
+
else {
|
| 276 |
+
const t = (height - waterHeight - (maxHeight - waterHeight) * 0.7) / ((maxHeight - waterHeight) * 0.3);
|
| 277 |
+
imageData.data[idx] = 180 + 75 * t; // R
|
| 278 |
+
imageData.data[idx + 1] = 190 + 65 * t; // G
|
| 279 |
+
imageData.data[idx + 2] = 200 + 55 * t; // B
|
| 280 |
+
}
|
| 281 |
+
|
| 282 |
+
imageData.data[idx + 3] = 255; // Alpha
|
| 283 |
+
}
|
| 284 |
+
}
|
| 285 |
+
|
| 286 |
+
ctx.putImageData(imageData, 0, 0);
|
| 287 |
+
return canvas;
|
| 288 |
+
}
|
| 289 |
+
|
| 290 |
+
// Update 2D preview canvases
|
| 291 |
+
function updatePreviews(heightmap, algorithm) {
|
| 292 |
+
const size = Math.min(128, terrainSize);
|
| 293 |
+
const previewCanvas = document.getElementById(`${algorithm}-canvas`);
|
| 294 |
+
const ctx = previewCanvas.getContext('2d');
|
| 295 |
+
|
| 296 |
+
// Scale heightmap to fit preview
|
| 297 |
+
const step = Math.floor(terrainSize / size);
|
| 298 |
+
const imageData = ctx.createImageData(size, size);
|
| 299 |
+
|
| 300 |
+
for (let y = 0; y < size; y++) {
|
| 301 |
+
for (let x = 0; x < size; x++) {
|
| 302 |
+
const idx = (y * size + x) * 4;
|
| 303 |
+
const height = heightmap[y * step * terrainSize + x * step];
|
| 304 |
+
const normalizedHeight = Math.floor((height / Math.max(...heightmap)) * 255);
|
| 305 |
+
|
| 306 |
+
imageData.data[idx] = normalizedHeight; // R
|
| 307 |
+
imageData.data[idx + 1] = normalizedHeight; // G
|
| 308 |
+
imageData.data[idx + 2] = normalizedHeight; // B
|
| 309 |
+
imageData.data[idx + 3] = 255; // Alpha
|
| 310 |
+
}
|
| 311 |
+
}
|
| 312 |
+
|
| 313 |
+
ctx.putImageData(imageData, 0, 0);
|
| 314 |
+
}
|
| 315 |
+
|
| 316 |
+
// Animation loop
|
| 317 |
+
function animate() {
|
| 318 |
+
isAnimating = true;
|
| 319 |
+
animationId = requestAnimationFrame(animate);
|
| 320 |
+
controls.update();
|
| 321 |
+
renderer.render(scene, camera);
|
| 322 |
+
}
|
| 323 |
+
|
| 324 |
+
// Handle window resize
|
| 325 |
+
function onWindowResize() {
|
| 326 |
+
const canvas = document.getElementById('terrain-canvas');
|
| 327 |
+
camera.aspect = canvas.clientWidth / canvas.clientHeight;
|
| 328 |
+
camera.updateProjectionMatrix();
|
| 329 |
+
renderer.setSize(canvas.clientWidth, canvas.clientHeight);
|
| 330 |
+
}
|
| 331 |
+
|
| 332 |
+
// Camera controls
|
| 333 |
+
function rotateCamera(direction) {
|
| 334 |
+
const angle = direction === 'left' ? -Math.PI / 8 : Math.PI / 8;
|
| 335 |
+
camera.position.applyAxisAngle(new THREE.Vector3(0, 1, 0), angle);
|
| 336 |
+
camera.lookAt(0, 0, 0);
|
| 337 |
+
}
|
| 338 |
+
|
| 339 |
+
function resetCamera() {
|
| 340 |
+
camera.position.set(terrainSize * 0.7, terrainSize * 0.7, terrainSize * 0.7);
|
| 341 |
+
camera.lookAt(0, 0, 0);
|
| 342 |
+
controls.update();
|
| 343 |
+
}
|
| 344 |
+
|
| 345 |
+
// Initialize when DOM is loaded
|
| 346 |
+
document.addEventListener('DOMContentLoaded', function() {
|
| 347 |
+
initScene();
|
| 348 |
+
generateTerrain('diamond-square');
|
| 349 |
+
});
|
|
@@ -1,28 +1,45 @@
|
|
|
|
|
|
|
|
| 1 |
body {
|
| 2 |
-
|
| 3 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 4 |
}
|
| 5 |
|
| 6 |
-
|
| 7 |
-
|
| 8 |
-
|
| 9 |
}
|
| 10 |
|
| 11 |
-
|
| 12 |
-
|
| 13 |
-
font-size: 15px;
|
| 14 |
-
margin-bottom: 10px;
|
| 15 |
-
margin-top: 5px;
|
| 16 |
}
|
| 17 |
|
| 18 |
-
|
| 19 |
-
|
| 20 |
-
|
| 21 |
-
padding: 16px;
|
| 22 |
-
border: 1px solid lightgray;
|
| 23 |
-
border-radius: 16px;
|
| 24 |
}
|
| 25 |
|
| 26 |
-
|
| 27 |
-
|
| 28 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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@import url('https://fonts.googleapis.com/css2?family=Inter:wght@300;400;500;600;700&display=swap');
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body {
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font-family: 'Inter', sans-serif;
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}
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canvas {
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display: block;
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background: #1a202c;
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}
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/* Custom scrollbar */
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::-webkit-scrollbar {
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width: 8px;
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height: 8px;
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}
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::-webkit-scrollbar-track {
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background: #2d3748;
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}
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::-webkit-scrollbar-thumb {
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background: #4a5568;
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border-radius: 4px;
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}
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::-webkit-scrollbar-thumb:hover {
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background: #718096;
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}
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/* Animation for buttons */
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button {
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transition: all 0.2s ease;
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}
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button:active {
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transform: scale(0.95);
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}
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/* Responsive canvas containers */
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@media (max-width: 768px) {
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.canvas-container {
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height: 300px !important;
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}
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}
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