提交 efdcb275 编写于 作者: M Mr.doob

Examples: Added geometry generation to VOXLoader example.

上级 3fea7a65
......@@ -34,53 +34,33 @@
// light
const hemiLight = new THREE.HemisphereLight( 0x888888, 0x000000, 1 );
const hemiLight = new THREE.HemisphereLight( 0x888888, 0x444444, 1 );
scene.add( hemiLight );
const dirLight = new THREE.DirectionalLight( 0xffffff, 0.75 );
dirLight.position.set( 1.5, 3, 2.5 );
scene.add( dirLight );
const dirLight2 = new THREE.DirectionalLight( 0xffffff, 0.5 );
dirLight2.position.set( - 1.5, - 3, - 2.5 );
scene.add( dirLight2 );
const loader = new VOXLoader();
loader.load( 'models/vox/monu10.vox', function ( chunks ) {
const geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
const material = new THREE.MeshStandardMaterial();
const color = new THREE.Color();
const matrix = new THREE.Matrix4();
for ( let i = 0; i < chunks.length; i ++ ) {
const chunk = chunks[ i ];
const size = chunk.size;
const data = chunk.data;
const palette = chunk.palette;
const geometry = buildGeometry( chunk );
const material = new THREE.MeshStandardMaterial( {
vertexColors: geometry.hasAttribute( 'color' )
} );
// displayPalette( palette );
const mesh = new THREE.InstancedMesh( geometry, material, data.length / 4 );
const mesh = new THREE.Mesh( geometry, material );
mesh.scale.setScalar( 0.0015 );
scene.add( mesh );
for ( let j = 0, k = 0; j < data.length; j += 4, k ++ ) {
const x = data[ j + 0 ] - size.x / 2;
const y = data[ j + 1 ] - size.y / 2;
const z = data[ j + 2 ] - size.z / 2;
const c = data[ j + 3 ];
const hex = palette[ c ];
const r = ( hex >> 0 & 0xff ) / 0xff;
const g = ( hex >> 8 & 0xff ) / 0xff;
const b = ( hex >> 16 & 0xff ) / 0xff;
mesh.setColorAt( k, color.setRGB( r, g, b ) );
mesh.setMatrixAt( k, matrix.setPosition( x, z, - y ) );
}
}
} );
......@@ -90,10 +70,7 @@
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
const container = document.createElement( 'div' );
document.body.appendChild( container );
container.appendChild( renderer.domElement );
document.body.appendChild( renderer.domElement );
// controls
......@@ -107,6 +84,97 @@
}
function buildGeometry( chunk ) {
const data = chunk.data;
const size = chunk.size;
const palette = chunk.palette;
// displayPalette( palette );
const vertices = [];
const colors = [];
const nx = [ 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 1, 1, 0, 1, 0, 0, 0, 1 ];
const px = [ 1, 0, 0, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 0 ];
const py = [ 0, 0, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 0, 1 ];
const ny = [ 0, 0, 0, 0, 1, 0, 1, 0, 0, 1, 1, 0, 1, 0, 0, 0, 1, 0 ];
const nz = [ 0, 0, 1, 0, 0, 0, 1, 0, 1, 1, 0, 0, 1, 0, 1, 0, 0, 0 ];
const pz = [ 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 0, 0, 1, 0, 1, 1, 1 ];
function add( tile, x, y, z, r, g, b ) {
x -= size.x / 2;
y -= size.z / 2;
z += size.y / 2;
for ( let i = 0; i < 18; i += 3 ) {
vertices.push( tile[ i + 0 ] + x, tile[ i + 1 ] + y, tile[ i + 2 ] + z );
colors.push( r, g, b );
}
}
// Store data in a volume for sampling
const offsety = size.x;
const offsetz = size.x * size.y;
const array = new Uint8Array( size.x * size.y * size.z );
for ( let j = 0; j < data.length; j += 4 ) {
const x = data[ j + 0 ];
const y = data[ j + 1 ];
const z = data[ j + 2 ];
const index = x + ( y * offsety ) + ( z * offsetz );
array[ index ] = 255;
}
// Construct geometry
let hasColors = false;
for ( let j = 0; j < data.length; j += 4 ) {
const x = data[ j + 0 ];
const y = data[ j + 1 ];
const z = data[ j + 2 ];
const c = data[ j + 3 ];
const hex = palette[ c ];
const r = ( hex >> 0 & 0xff ) / 0xff;
const g = ( hex >> 8 & 0xff ) / 0xff;
const b = ( hex >> 16 & 0xff ) / 0xff;
if ( r > 0 || g > 0 || b > 0 ) hasColors = true;
const index = x + ( y * offsety ) + ( z * offsetz );
if ( array[ index + 1 ] === 0 || x === size.x - 1 ) add( px, x, z, - y, r, g, b );
if ( array[ index - 1 ] === 0 || x === 0 ) add( nx, x, z, - y, r, g, b );
if ( array[ index + offsety ] === 0 || y === size.y - 1 ) add( ny, x, z, - y, r, g, b );
if ( array[ index - offsety ] === 0 || y === 0 ) add( py, x, z, - y, r, g, b );
if ( array[ index + offsetz ] === 0 || z === size.z - 1 ) add( pz, x, z, - y, r, g, b );
if ( array[ index - offsetz ] === 0 || z === 0 ) add( nz, x, z, - y, r, g, b );
}
const geometry = new THREE.BufferGeometry();
geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
geometry.computeVertexNormals();
if ( hasColors ) geometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
return geometry;
}
/*
function displayPalette( palette ) {
......
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