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import info.laht.threekt.THREE
import info.laht.threekt.cameras.PerspectiveCamera
import info.laht.threekt.core.Geometry
import info.laht.threekt.external.controls.OrbitControls
import info.laht.threekt.external.libs.datgui.GUIParams
import info.laht.threekt.external.libs.datgui.NumberController
import info.laht.threekt.external.libs.datgui.dat
import info.laht.threekt.geometries.BoxGeometry
import info.laht.threekt.geometries.PlaneGeometry
import info.laht.threekt.lights.AmbientLight
import info.laht.threekt.lights.DirectionalLight
import info.laht.threekt.lights.Light
import info.laht.threekt.loaders.TextureLoader
import info.laht.threekt.materials.Material
import info.laht.threekt.materials.MeshPhongMaterial
import info.laht.threekt.math.Color
import info.laht.threekt.math.ColorConstants
import info.laht.threekt.objects.Mesh
import info.laht.threekt.renderers.WebGLRenderer
import info.laht.threekt.renderers.WebGLRendererParams
import info.laht.threekt.scenes.Scene
import info.laht.threekt.textures.Texture
import org.w3c.fetch.Request
import kotlin.browser.document
import kotlin.browser.window
import kotlin.dom.addClass
import kotlin.dom.removeClass
import kotlin.math.PI
import kotlin.math.pow
class Terrain {
private val renderer: WebGLRenderer
private val scene: Scene = Scene()
private val camera: PerspectiveCamera
private val controls: OrbitControls
private lateinit var simplexNoise: SimplexNoise
private lateinit var terrainMaterial: Material
private lateinit var terrainGeometry: PlaneGeometry
private lateinit var terrainMesh: Mesh
private lateinit var waterGeometry: Geometry
private lateinit var waterTexture: Texture
private lateinit var waterMesh: Mesh
private var light: Light
private val size: Int = 256
enum class ScalingType {
LINEAR, EXPONENTIAL
}
var options = GenerateOptions(
80,
2.9,
ScalingType.EXPONENTIAL.name,
false,
4,
16,
false)
init {
initGui()
scene.add(AmbientLight(0xeeeeee))
light = DirectionalLight(0xffffff, 0.8)
.apply {
castShadow = true
position.set(60, 170, -110)
}
.also(scene::add)
camera = PerspectiveCamera(75, window.innerWidth.toDouble() / window.innerHeight, 0.1, 1000)
camera.position.set(0, 49, 65)
renderer = WebGLRenderer(WebGLRendererParams(antialias = true))
.apply {
setClearColor(ColorConstants.skyblue, 1)
setSize(window.innerWidth, window.innerHeight)
}
controls = OrbitControls(camera, renderer.domElement)
seedNoise()
generateTerrain()
window.addEventListener("resize", {
camera.aspect = window.innerWidth.toDouble() / window.innerHeight
camera.updateProjectionMatrix()
renderer.setSize(window.innerWidth, window.innerHeight)
}, false)
document.getElementById("container")
?.apply {
appendChild(renderer.domElement)
}
}
private fun seedNoise() {
simplexNoise = js("new SimplexNoise()") as SimplexNoise
}
fun reseedNoise() {
seedNoise()
regenerateTerrain()
}
private fun regenerateTerrain() {
document.getElementById("loading-overlay")?.removeClass("hidden")
// without the setTimeout the loading overlay is never rendered
window.setTimeout({
generateTerrain()
document.getElementById("loading-overlay")?.addClass("hidden")
}, 10)
}
private fun generateTerrain() {
val genStart = window.performance.now()
if (this::terrainMesh.isInitialized) {
terrainMaterial.dispose()
terrainGeometry.dispose()
scene.remove(terrainMesh)
}
terrainGeometry = PlaneGeometry(100,100, size-1, size-1)
for (x in 0 until size) {
for (y in 0 until size) {
if (x == 0 || x == size-1 || y == 0 || y == size-1) {
terrainGeometry.vertices[x + (y*size)].setZ(0)
} else {
var noise = simplexNoise.noise2D(x / options.zoomFactor.toDouble(), y / options.zoomFactor.toDouble())
// add some fine noise
noise += (0.03 * simplexNoise.noise2D(x/15.toDouble(), y/15.toDouble()))
noise += 1
// have to toString here for JS interop
if (options.scalingType == ScalingType.LINEAR.toString()) {
noise *= options.scalingFactor
} else {
noise += 1
noise = noise.pow(options.scalingFactor)
}
terrainGeometry.vertices[x + (y * size)].setZ(noise)
}
}
}
applyHeightMapColour(terrainGeometry)
terrainGeometry.computeFaceNormals()
terrainGeometry.computeVertexNormals()
terrainGeometry.colorsNeedUpdate = true
terrainMaterial = MeshPhongMaterial()
.apply {
if (options.showWireframe) {
wireframe = true
wireframeLinewidth = 1.0
}
vertexColors = THREE.FaceColors
}
terrainMesh = Mesh(terrainGeometry, terrainMaterial)
.apply {
receiveShadows = true
rotation.x = -PI / 2
}
.also(scene::add)
val genEnd = window.performance.now()
println("Terrain generation took ${genEnd - genStart} ms")
generateWater()
}
private fun applyHeightMapColour(planeGeometry: PlaneGeometry) {
planeGeometry.faces.forEach { face ->
val vertexes = listOf(planeGeometry.vertices[face.a].z, planeGeometry.vertices[face.b].z, planeGeometry.vertices[face.c].z)
val min = vertexes.min()!!
if (min < options.snowHeightThreshold) {
face.color?.set(ColorConstants.forestgreen)
} else if (min >= options.snowHeightThreshold) {
face.color?.set(ColorConstants.floralwhite)
}
}
}
private fun generateWater() {
if (this::waterMesh.isInitialized) {
waterTexture.dispose()
waterGeometry.dispose()
scene.remove(waterMesh)
}
waterGeometry = BoxGeometry(99,99, options.waterHeight)
waterTexture = TextureLoader().load("waternormals.jpg", {
it.wrapS = THREE.RepeatWrapping
it.wrapT = THREE.RepeatWrapping
})
waterMesh = Water(waterGeometry,
WaterParams(
waterNormals = waterTexture,
alpha = 1.0,
sunDirection = light.position.clone().normalize(),
sunColor = Color(0xffffff),
waterColor = Color(0x001e0f),
distortionScale = 5.0
))
.apply {
receiveShadows = true
translateZ(options.waterHeight)
rotation.x = -PI / 2
position.set(0, options.waterHeight / 2 , 0)
}
.also(scene::add)
var waterMeshJsVar = waterMesh
js("waterMeshJsVar.material.uniforms.size.value = 7")
}
@Suppress("UNCHECKED_CAST_TO_EXTERNAL_INTERFACE")
fun initGui() {
window.fetch(Request("presets.json")).then { r ->
r.text().then { presets ->
dat.GUI(
GUIParams(
closed = false,
width = 250,
load = JSON.parse(presets)
)
).also {
it.remember(this.options)
(it.add(this.options, "zoomFactor") as NumberController).apply {
min(10)
.max(200)
.step(5)
.onFinishChange { regenerateTerrain() }
}
(it.add(this.options, "scalingFactor") as NumberController).apply {
min(0)
.max(50)
.step(0.1)
.onFinishChange { regenerateTerrain() }
}
(it.add(this.options, "waterHeight") as NumberController).apply {
min(0)
.max(30)
.step(1)
.onChange {
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