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December 17, 2019 06:10
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smooth voxel terrain
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var createGame = require('voxel-engine') | |
var isosurface = require('isosurface') | |
var game = window.game = createGame({meshType: "wireMesh"}) | |
var THREE = game.THREE | |
// rotate camera to look straight down | |
game.controls.pitchObject.rotation.x = -1.5 | |
var container = document.body | |
game.appendTo(container) | |
game.setupPointerLock(container) | |
Object.keys(game.voxels.chunks).map(function(ckey) { | |
var chunk = game.voxels.chunks[ckey] | |
var chunkPos = ckey.split('|').map(function(c) { return +c }) | |
function lookup(x, y, z) { | |
var idx = x + y * 32 + z * 32 * 32 | |
var val = chunk.voxels[idx] | |
return val - 1 | |
} | |
var result = isosurface.surfaceNets(chunk.dims, lookup) | |
var mesh = meshIsosurface(result) | |
var w = game.cubeSize * game.chunkSize | |
mesh.position = {x: chunkPos[0] * w, y: chunkPos[1] * w, z: chunkPos[2] * w} | |
console.log(result, mesh.position) | |
game.scene.add(mesh) | |
}) | |
function meshIsosurface(result) { | |
var geometry = new THREE.Geometry(); | |
geometry.vertices.length = 0; | |
geometry.faces.length = 0; | |
for(var i=0; i<result.positions.length; ++i) { | |
var v = result.positions[i]; | |
geometry.vertices.push(new THREE.Vector3(v[0], v[1], v[2])); | |
} | |
for(var i=0; i<result.faces.length; ++i) { | |
var f = result.faces[i]; | |
if(f.length === 3) { | |
geometry.faces.push(new THREE.Face3(f[0], f[1], f[2])); | |
} else if(f.length === 4) { | |
geometry.faces.push(new THREE.Face4(f[0], f[1], f[2], f[3])); | |
} else { | |
//Polygon needs to be subdivided | |
} | |
} | |
geometry.computeFaceNormals(); | |
geometry.verticesNeedUpdate = true; | |
geometry.elementsNeedUpdate = true; | |
geometry.normalsNeedUpdate = true; | |
geometry.computeBoundingBox(); | |
geometry.computeBoundingSphere(); | |
var material = new THREE.MeshNormalMaterial(); | |
var surfacemesh = new THREE.Mesh( geometry, material ); | |
surfacemesh.material.side = THREE.DoubleSide; | |
var wirematerial = new THREE.MeshBasicMaterial({ | |
color : 0xff0000 | |
, wireframe : true | |
}); | |
wiremesh = new THREE.Mesh(geometry, wirematerial); | |
wiremesh.doubleSided = true; | |
surfacemesh.scale = {x:game.cubeSize, y:game.cubeSize, z:game.cubeSize} | |
return surfacemesh | |
} |
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