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docs: add zh translation for voxel-geometry.html (#31590)

This commit adds the Simplified Chinese translation for the voxel-geometry tutorial page.

The translated file is located at:
manual/zh/voxel-geometry.html

This helps improve accessibility for Chinese-speaking developers learning Three.js.

Related to #31573
yuangang123 5 tháng trước cách đây
mục cha
commit
e2bb865732
1 tập tin đã thay đổi với 1075 bổ sung43 xóa
  1. 1075 43
      manual/zh/voxel-geometry.html

+ 1075 - 43
manual/zh/voxel-geometry.html

@@ -1,43 +1,1075 @@
-<!DOCTYPE html><html lang="zh"><head>
-    <meta charset="utf-8">
-    <title>Voxel(Minecraft Like) Geometry</title>
-    <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
-    <meta name="twitter:card" content="summary_large_image">
-    <meta name="twitter:site" content="@threejs">
-    <meta name="twitter:title" content="Three.js – Voxel(Minecraft Like) Geometry">
-    <meta property="og:image" content="https://threejs.org/files/share.png">
-    <link rel="shortcut icon" href="../../files/favicon_white.ico" media="(prefers-color-scheme: dark)">
-    <link rel="shortcut icon" href="../../files/favicon.ico" media="(prefers-color-scheme: light)">
-
-    <link rel="stylesheet" href="../resources/lesson.css">
-    <link rel="stylesheet" href="../resources/lang.css">
-<script type="importmap">
-{
-  "imports": {
-    "three": "../../build/three.module.js"
-  }
-}
-</script>
-    <link rel="stylesheet" href="/manual/zh/lang.css">
-  </head>
-  <body>
-    <div class="container">
-      <div class="lesson-title">
-        <h1>Voxel(Minecraft Like) Geometry</h1>
-      </div>
-      <div class="lesson">
-        <div class="lesson-main">
-          <p>抱歉,还没有中文翻译哦。 <a href="https://github.com/mrdoob/three.js">欢迎加入翻译</a>! 😄</p>
-<p><a href="/manual/en/voxel-geometry.html">英文原文链接</a>.</p>
-
-        </div>
-      </div>
-    </div>
-
-  <script src="../resources/prettify.js"></script>
-  <script src="../resources/lesson.js"></script>
-
-
-
-
-</body></html>
+<!DOCTYPE html>
+<html lang="zh">
+<head>
+	<meta charset="utf-8">
+	<title>体素(类似《我的世界》)几何体</title>
+	<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+	<meta name="twitter:card" content="summary_large_image">
+	<meta name="twitter:site" content="@threejs">
+	<meta name="twitter:title" content="Three.js – 体素(类似《我的世界》)几何体">
+	<meta property="og:image" content="https://threejs.org/files/share.png">
+	<link rel="shortcut icon" href="../../files/favicon_white.ico" media="(prefers-color-scheme: dark)">
+	<link rel="shortcut icon" href="../../files/favicon.ico" media="(prefers-color-scheme: light)">
+
+	<link rel="stylesheet" href="../resources/lesson.css">
+	<link rel="stylesheet" href="../resources/lang.css">
+	<script type="importmap">
+		{
+		  "imports": {
+			"three": "../../build/three.module.js"
+		  }
+		}
+	</script>
+</head>
+<body>
+<div class="container">
+	<div class="lesson-title">
+		<h1>体素(类似《我的世界》)几何体</h1>
+	</div>
+	<div class="lesson">
+		<div class="lesson-main">
+			<p>我在多个地方都看到过这个话题:“如何实现像《我的世界》那样的体素显示”。</p>
+
+			<p>大多数人初次尝试时,会为每个体素位置创建一个立方体几何体,然后生成一个网格(mesh)。出于好奇,我也试了一下。我创建了一个包含 16777216 个元素的 <code class="notranslate" translate="no">Uint8Array</code> 数组,用来表示一个 256x256x256 的体素立方体。</p>
+
+			<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const cellSize = 256;
+const cell = new Uint8Array(cellSize * cellSize * cellSize);
+</pre>
+
+			<p>然后我用正弦波生成了一层类似小山丘的地形,如下所示:</p>
+
+			<pre class="prettyprint showlinemods notranslate lang-js" translate="no">for (let y = 0; y &lt; cellSize; ++y) {
+  for (let z = 0; z &lt; cellSize; ++z) {
+    for (let x = 0; x &lt; cellSize; ++x) {
+      const height = (Math.sin(x / cellSize * Math.PI * 4) + Math.sin(z / cellSize * Math.PI * 6)) * 20 + cellSize / 2;
+      if (height &gt; y &amp;&amp; height &lt; y + 1) {
+        const offset = y * cellSize * cellSize +
+                       z * cellSize +
+                       x;
+        cell[offset] = 1;
+      }
+    }
+  }
+}
+</pre>
+
+			<p>接着我遍历所有体素,只要值不为 0,就创建一个立方体网格:</p>
+
+			<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const geometry = new THREE.BoxGeometry(1, 1, 1);
+const material = new THREE.MeshPhongMaterial({color: 'green'});
+
+for (let y = 0; y &lt; cellSize; ++y) {
+  for (let z = 0; z &lt; cellSize; ++z) {
+    for (let x = 0; x &lt; cellSize; ++x) {
+      const offset = y * cellSize * cellSize +
+                     z * cellSize +
+                     x;
+      const block = cell[offset];
+      const mesh = new THREE.Mesh(geometry, material);
+      mesh.position.set(x, y, z);
+      scene.add(mesh);
+    }
+  }
+}
+</pre>
+
+			<p>其余代码基于 <a href="rendering-on-demand.html">“按需渲染”</a>一文中的示例。</p>
+
+			<p></p>
+			<div translate="no" class="threejs_example_container notranslate">
+				<div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/voxel-geometry-separate-cubes.html"></iframe></div>
+				<a class="threejs_center" href="/manual/examples/voxel-geometry-separate-cubes.html" target="_blank">点击此处,在新窗口中打开示例</a>
+			</div>
+			<p></p>
+
+			<p>页面加载需要较长时间,如果你尝试移动摄像机,很可能非常卡顿。就像 <a href="optimize-lots-of-objects.html">“如何优化大量对象”</a>一文中提到的,问题在于对象数量太多——仅 256x256 就有 65536 个方块!</p>
+
+			<p>使用 <a href="rendering-on-demand.html">“合并几何体”</a> 技术可以解决本例的问题。但如果不仅仅是生成单层地形,而是将地面以下的所有空间都用体素填充呢?换句话说,将填充体素的循环修改如下:</p>
+
+			<pre class="prettyprint showlinemods notranslate lang-js" translate="no">for (let y = 0; y &lt; cellSize; ++y) {
+  for (let z = 0; z &lt; cellSize; ++z) {
+    for (let x = 0; x &lt; cellSize; ++x) {
+      const height = (Math.sin(x / cellSize * Math.PI * 4) + Math.sin(z / cellSize * Math.PI * 6)) * 20 + cellSize / 2;
+-      if (height &gt; y &amp;&amp; height &lt; y + 1) {
++      if (height &lt; y + 1) {
+        const offset = y * cellSize * cellSize +
+                       z * cellSize +
+                       x;
+        cell[offset] = 1;
+      }
+    }
+  }
+}
+</pre>
+			<p>我尝试运行了一次,只是为了看看结果。程序运行了大约一分钟,然后因 <em>内存不足</em> 而崩溃了 😅</p>
+
+			<p>这里存在多个问题,但最严重的是:我们生成了大量立方体内部的面片(faces),而这些面实际上永远不可见。</p>
+
+			<p>换句话说,假设我们有一个 3x2x2 的体素方块。如果我们只是简单合并立方体,会得到如下结构:</p>
+
+			<div class="spread">
+				<div data-diagram="mergedCubes" style="height: 300px;"></div>
+			</div>
+
+			<p>但实际上我们想要的是这个:</p>
+
+			<div class="spread">
+				<div data-diagram="culledCubes" style="height: 300px;"></div>
+			</div>
+
+			<p>在上方的盒子中,体素之间存在面片。这些面是完全浪费的,因为它们永远不可见。而且不只是每个体素之间一个面,实际上是两个面——每个体素朝向其邻居的那个面都是多余的。对于大量体素来说,这些额外的面会严重拖累性能。</p>
+
+			<p>显然,我们不能简单地合并几何体。我们必须自己构建几何体,并考虑:如果一个体素有相邻的邻居,那么它就不需要朝向该邻居的那个面。</p>
+
+			<p>下一个问题是:256x256x256 太大了。16 兆字节的内存占用已经很高,而且大部分空间其实是空的,造成了大量内存浪费。同时体素总数高达 1600 万个!一次性处理这么多数据是不现实的。</p>
+
+			<p>解决方案是将区域划分为更小的区域。任何完全为空的区域都不需要存储。我们使用 32x32x32 的小区域(每个约 32KB),仅在其中有数据时才创建。我们将这种 32x32x32 的区域称为一个“单元”(cell)。</p>
+
+			<p>让我们逐步实现。首先创建一个类来管理体素数据:</p>
+
+			<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class VoxelWorld {
+  constructor(cellSize) {
+    this.cellSize = cellSize;
+  }
+}
+</pre>
+
+			<p>接下来编写一个为“单元”生成几何体的函数。假设你传入一个单元的坐标。例如,如果你想获取覆盖体素 (0-31x, 0-31y, 0-31z) 的单元的几何体,就传入 0,0,0;如果想获取覆盖 (32-63x, 0-31y, 0-31z) 的单元,则传入 1,0,0。</p>
+
+			<p>我们需要能够检查相邻体素,因此假设我们的类有一个 <code class="notranslate" translate="no">getVoxel</code> 方法,它接收体素坐标并返回该位置的体素值。例如,传入 35,0,0 且 cellSize 为 32 时,它会查找单元 (1,0,0),并在该单元中访问体素 (3,0,0)。通过这个方法,即使相邻体素位于其他单元中,我们也能正确访问。</p>
+
+			<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class VoxelWorld {
+  constructor(cellSize) {
+    this.cellSize = cellSize;
+  }
++  generateGeometryDataForCell(cellX, cellY, cellZ) {
++    const {cellSize} = this;
++    const startX = cellX * cellSize;
++    const startY = cellY * cellSize;
++    const startZ = cellZ * cellSize;
++
++    for (let y = 0; y &lt; cellSize; ++y) {
++      const voxelY = startY + y;
++      for (let z = 0; z &lt; cellSize; ++z) {
++        const voxelZ = startZ + z;
++        for (let x = 0; x &lt; cellSize; ++x) {
++          const voxelX = startX + x;
++          const voxel = this.getVoxel(voxelX, voxelY, voxelZ);
++          if (voxel) {
++            for (const {dir} of VoxelWorld.faces) {
++              const neighbor = this.getVoxel(
++                  voxelX + dir[0],
++                  voxelY + dir[1],
++                  voxelZ + dir[2]);
++              if (!neighbor) {
++                // 该体素在此方向上没有邻居,因此需要生成一个面
++              }
++            }
++          }
++        }
++      }
++    }
++  }
+}
+
++VoxelWorld.faces = [
++  { // 左侧
++    dir: [ -1,  0,  0 ],
++  },
++  { // 右侧
++    dir: [  1,  0,  0 ],
++  },
++  { // 底部
++    dir: [  0, -1,  0 ],
++  },
++  { // 顶部
++    dir: [  0,  1,  0 ],
++  },
++  { // 背面
++    dir: [  0,  0, -1 ],
++  },
++  { // 前面
++    dir: [  0,  0,  1 ],
++  },
++];
+</pre>
+
+			<p>通过上述代码,我们已经知道何时需要生成一个面。现在来实际生成这些面。</p>
+
+			<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class VoxelWorld {
+  constructor(cellSize) {
+    this.cellSize = cellSize;
+  }
+  generateGeometryDataForCell(cellX, cellY, cellZ) {
+    const {cellSize} = this;
++    const positions = [];
++    const normals = [];
++    const indices = [];
+    const startX = cellX * cellSize;
+    const startY = cellY * cellSize;
+    const startZ = cellZ * cellSize;
+
+    for (let y = 0; y &lt; cellSize; ++y) {
+      const voxelY = startY + y;
+      for (let z = 0; z &lt; cellSize; ++z) {
+        const voxelZ = startZ + z;
+        for (let x = 0; x &lt; cellSize; ++x) {
+          const voxelX = startX + x;
+          const voxel = this.getVoxel(voxelX, voxelY, voxelZ);
+          if (voxel) {
+-            for (const {dir} of VoxelWorld.faces) {
++            for (const {dir, corners} of VoxelWorld.faces) {
+              const neighbor = this.getVoxel(
+                  voxelX + dir[0],
+                  voxelY + dir[1],
+                  voxelZ + dir[2]);
+              if (!neighbor) {
+                // 该体素在此方向上没有邻居,因此需要生成一个面
++                const ndx = positions.length / 3;
++                for (const pos of corners) {
++                  positions.push(pos[0] + x, pos[1] + y, pos[2] + z);
++                  normals.push(...dir);
++                }
++                indices.push(
++                  ndx, ndx + 1, ndx + 2,
++                  ndx + 2, ndx + 1, ndx + 3
++                );
+              }
+            }
+          }
+        }
+      }
+    }
++    return {
++      positions,
++      normals,
++      indices
++    };
+  }
+}
+
+VoxelWorld.faces = [
+  { // 左侧
+    dir: [ -1,  0,  0 ],
++    corners: [
++      [ 0, 1, 0 ],
++      [ 0, 0, 0 ],
++      [ 0, 1, 1 ],
++      [ 0, 0, 1 ]
++    ]
+  },
+  { // 右侧
+    dir: [  1,  0,  0 ],
++    corners: [
++      [ 1, 1, 1 ],
++      [ 1, 0, 1 ],
++      [ 1, 1, 0 ],
++      [ 1, 0, 0 ]
++    ]
+  },
+  { // 底部
+    dir: [  0, -1,  0 ],
++    corners: [
++      [ 1, 0, 1 ],
++      [ 0, 0, 1 ],
++      [ 1, 0, 0 ],
++      [ 0, 0, 0 ]
++    ]
+  },
+  { // 顶部
+    dir: [  0,  1,  0 ],
++    corners: [
++      [ 0, 1, 1 ],
++      [ 1, 1, 1 ],
++      [ 0, 1, 0 ],
++      [ 1, 1, 0 ]
++    ]
+  },
+  { // 背面
+    dir: [  0,  0, -1 ],
++    corners: [
++      [ 1, 0, 0 ],
++      [ 0, 0, 0 ],
++      [ 1, 1, 0 ],
++      [ 0, 1, 0 ]
++    ]
+  },
+  { // 前面
+    dir: [  0,  0,  1 ],
++    corners: [
++      [ 0, 0, 1 ],
++      [ 1, 0, 1 ],
++      [ 0, 1, 1 ],
++      [ 1, 1, 1 ]
++    ]
+  }
+];
+</pre>
+			<p>上面的代码已经可以为我们生成基本的几何数据,我们只需要提供 <code class="notranslate" translate="no">getVoxel</code> 函数即可。我们先从一个硬编码的单元开始实现。</p>
+
+			<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class VoxelWorld {
+  constructor(cellSize) {
+    this.cellSize = cellSize;
++    this.cell = new Uint8Array(cellSize * cellSize * cellSize);
+  }
++  getCellForVoxel(x, y, z) {
++    const {cellSize} = this;
++    const cellX = Math.floor(x / cellSize);
++    const cellY = Math.floor(y / cellSize);
++    const cellZ = Math.floor(z / cellSize);
++    if (cellX !== 0 || cellY !== 0 || cellZ !== 0) {
++      return null;
++    }
++    return this.cell;
++  }
++  getVoxel(x, y, z) {
++    const cell = this.getCellForVoxel(x, y, z);
++    if (!cell) {
++      return 0;
++    }
++    const {cellSize} = this;
++    const voxelX = THREE.MathUtils.euclideanModulo(x, cellSize) | 0;
++    const voxelY = THREE.MathUtils.euclideanModulo(y, cellSize) | 0;
++    const voxelZ = THREE.MathUtils.euclideanModulo(z, cellSize) | 0;
++    const voxelOffset = voxelY * cellSize * cellSize +
++                        voxelZ * cellSize +
++                        voxelX;
++    return cell[voxelOffset];
++  }
+  generateGeometryDataForCell(cellX, cellY, cellZ) {
+
+  ...
+}
+</pre>
+
+			<p>这段代码看起来可以正常工作了。我们再添加一个 <code class="notranslate" translate="no">setVoxel</code> 函数,以便可以设置一些体素数据。</p>
+
+			<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class VoxelWorld {
+  constructor(cellSize) {
+    this.cellSize = cellSize;
+    this.cell = new Uint8Array(cellSize * cellSize * cellSize);
+  }
+  getCellForVoxel(x, y, z) {
+    const {cellSize} = this;
+    const cellX = Math.floor(x / cellSize);
+    const cellY = Math.floor(y / cellSize);
+    const cellZ = Math.floor(z / cellSize);    if (cellX !== 0 || cellY !== 0 || cellZ !== 0) {
+      return null;
+    }
+    return this.cell;
+  }
++  setVoxel(x, y, z, v) {
++    let cell = this.getCellForVoxel(x, y, z);
++    if (!cell) {
++      return;  // TODO: 是否应添加一个新单元?
++    }
++    const {cellSize} = this;
++    const voxelX = THREE.MathUtils.euclideanModulo(x, cellSize) | 0;
++    const voxelY = THREE.MathUtils.euclideanModulo(y, cellSize) | 0;
++    const voxelZ = THREE.MathUtils.euclideanModulo(z, cellSize) | 0;
++    const voxelOffset = voxelY * cellSize * cellSize +
++                        voxelZ * cellSize +
++                        voxelX;
++    cell[voxelOffset] = v;
++  }
+  getVoxel(x, y, z) {
+    const cell = this.getCellForVoxel(x, y, z);
+    if (!cell) {
+      return 0;
+    }
+    const {cellSize} = this;
+    const voxelX = THREE.MathUtils.euclideanModulo(x, cellSize) | 0;
+    const voxelY = THREE.MathUtils.euclideanModulo(y, cellSize) | 0;
+    const voxelZ = THREE.MathUtils.euclideanModulo(z, cellSize) | 0;
+    const voxelOffset = voxelY * cellSize * cellSize +
+                        voxelZ * cellSize +
+                        voxelX;
+    return cell[voxelOffset];
+  }
+  generateGeometryDataForCell(cellX, cellY, cellZ) {
+
+  ...
+}
+</pre>
+
+			<p>嗯……我注意到有很多重复的代码。让我们重构一下,提高代码复用性。</p>
+
+			<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class VoxelWorld {
+  constructor(cellSize) {
+    this.cellSize = cellSize;
++    this.cellSliceSize = cellSize * cellSize;
+    this.cell = new Uint8Array(cellSize * cellSize * cellSize);
+  }
+  getCellForVoxel(x, y, z) {
+    const {cellSize} = this;
+    const cellX = Math.floor(x / cellSize);
+    const cellY = Math.floor(y / cellSize);
+    const cellZ = Math.floor(z / cellSize);
+    if (cellX !== 0 || cellY !== 0 || cellZ !== 0) {
+      return null;
+    }
+    return this.cell;
+  }
++  computeVoxelOffset(x, y, z) {
++    const {cellSize, cellSliceSize} = this;
++    const voxelX = THREE.MathUtils.euclideanModulo(x, cellSize) | 0;
++    const voxelY = THREE.MathUtils.euclideanModulo(y, cellSize) | 0;
++    const voxelZ = THREE.MathUtils.euclideanModulo(z, cellSize) | 0;
++    return voxelY * cellSliceSize +
++           voxelZ * cellSize +
++           voxelX;
++  }
+  setVoxel(x, y, z, v) {
+    const cell = this.getCellForVoxel(x, y, z);
+    if (!cell) {
+      return;  // TODO: 是否应添加一个新单元?
+    }
+-    const {cellSize} = this;
+-    const voxelX = THREE.MathUtils.euclideanModulo(x, cellSize) | 0;
+-    const voxelY = THREE.MathUtils.euclideanModulo(y, cellSize) | 0;
+-    const voxelZ = THREE.MathUtils.euclideanModulo(z, cellSize) | 0;
+-    const voxelOffset = voxelY * cellSize * cellSize +
+-                        voxelZ * cellSize +
+-                        voxelX;
++    const voxelOffset = this.computeVoxelOffset(x, y, z);
+    cell[voxelOffset] = v;
+  }
+  getVoxel(x, y, z) {
+    const cell = this.getCellForVoxel(x, y, z);
+    if (!cell) {
+      return 0;
+    }
+-    const {cellSize} = this;
+-    const voxelX = THREE.MathUtils.euclideanModulo(x, cellSize) | 0;
+-    const voxelY = THREE.MathUtils.euclideanModulo(y, cellSize) | 0;
+-    const voxelZ = THREE.MathUtils.euclideanModulo(z, cellSize) | 0;
+-    const voxelOffset = voxelY * cellSize * cellSize +
+-                        voxelZ * cellSize +
+-                        voxelX;
++    const voxelOffset = this.computeVoxelOffset(x, y, z);
+    return cell[voxelOffset];
+  }
+  generateGeometryDataForCell(cellX, cellY, cellZ) {
+
+  ...
+}
+</pre>
+
+			<p>现在我们来编写代码,用体素填充第一个单元。</p>
+
+			<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const cellSize = 32;
+
+const world = new VoxelWorld(cellSize);
+
+for (let y = 0; y &lt; cellSize; ++y) {
+  for (let z = 0; z &lt; cellSize; ++z) {
+    for (let x = 0; x &lt; cellSize; ++x) {
+      const height = (Math.sin(x / cellSize * Math.PI * 2) + Math.sin(z / cellSize * Math.PI * 3)) * (cellSize / 6) + (cellSize / 2);
+      if (y &lt; height) {
+        world.setVoxel(x, y, z, 1);
+      }
+    }
+  }
+}
+</pre>
+			<p>接下来,我们编写实际生成几何体的代码,就像我们在 <a href="custom-buffergeometry.html">自定义 BufferGeometry 教程</a>中介绍的那样。</p>
+
+			<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const {positions, normals, indices} = world.generateGeometryDataForCell(0, 0, 0);
+const geometry = new THREE.BufferGeometry();
+const material = new THREE.MeshLambertMaterial({color: 'green'});
+
+const positionNumComponents = 3;
+const normalNumComponents = 3;
+geometry.setAttribute(
+    'position',
+    new THREE.BufferAttribute(new Float32Array(positions), positionNumComponents));
+geometry.setAttribute(
+    'normal',
+    new THREE.BufferAttribute(new Float32Array(normals), normalNumComponents));
+geometry.setIndex(indices);
+const mesh = new THREE.Mesh(geometry, material);
+scene.add(mesh);
+</pre>
+
+			<p>让我们试试效果:</p>
+
+			<p></p><div translate="no" class="threejs_example_container notranslate">
+			<div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/editor.html?url=/manual/examples/voxel-geometry-culled-faces.html"></iframe></div>
+			<a class="threejs_center" href="/manual/examples/voxel-geometry-culled-faces.html" target="_blank">点击此处,在新窗口中打开示例</a>
+		</div>
+
+			<p></p>
+
+			<p>看起来已经正常工作了!接下来,我们添加纹理支持。</p>
+
+			<p>在网上搜索后,我找到了一组由 <a href="https://www.minecraftforum.net/members/Joshtimus">Joshtimus</a> 制作的、采用 <a href="https://creativecommons.org/licenses/by-nc-sa/4.0/">CC-BY-NC-SA</a> 许可协议的 <a href="https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/resource-packs/1245961-16x-1-7-4-wip-flourish">Minecraft 纹理资源包</a>。我随机挑选了几张贴图,并制作了如下的 <a href="https://www.google.com/search?q=texture+atlas">纹理图集(texture atlas)</a>。</p>
+
+			<div class="threejs_center"><img class="checkerboard" src="../examples/resources/images/minecraft/flourish-cc-by-nc-sa.png" style="width: 512px; image-rendering: pixelated;"></div>
+
+			<p>为了简化使用,这些纹理按“体素类型”排列成列,其中:</p>
+			<ul>
+				<li><strong>第一行</strong>:体素的侧面(left/right/front/back)</li>
+				<li><strong>第二行</strong>:体素的顶部(top)</li>
+				<li><strong>第三行</strong>:体素的底部(bottom)</li>
+			</ul>
+
+			<p>了解了图集结构后,我们可以向 <code class="notranslate" translate="no">VoxelWorld.faces</code> 数据中添加信息,指定每个面应使用的行(uvRow)以及对应的 UV 坐标。</p>
+
+			<pre class="prettyprint showlinemods notranslate lang-js" translate="no">VoxelWorld.faces = [
+  { // 左面
++    uvRow: 0,
+    dir: [ -1,  0,  0 ],
+    corners: [
+-      [ 0, 1, 0 ],
+-      [ 0, 0, 0 ],
+-      [ 0, 1, 1 ],
+-      [ 0, 0, 1 ],
++      { pos: [ 0, 1, 0 ], uv: [ 0, 1 ] },
++      { pos: [ 0, 0, 0 ], uv: [ 0, 0 ] },
++      { pos: [ 0, 1, 1 ], uv: [ 1, 1 ] },
++      { pos: [ 0, 0, 1 ], uv: [ 1, 0 ] },
+    ],
+  },
+  { // 右面
++    uvRow: 0,
+    dir: [  1,  0,  0 ],
+    corners: [
+-      [ 1, 1, 1 ],
+-      [ 1, 0, 1 ],
+-      [ 1, 1, 0 ],
+-      [ 1, 0, 0 ],
++      { pos: [ 1, 1, 1 ], uv: [ 0, 1 ] },
++      { pos: [ 1, 0, 1 ], uv: [ 0, 0 ] },
++      { pos: [ 1, 1, 0 ], uv: [ 1, 1 ] },
++      { pos: [ 1, 0, 0 ], uv: [ 1, 0 ] },
+    ],
+  },
+  { // 底面
++    uvRow: 1,
+    dir: [  0, -1,  0 ],
+    corners: [
+-      [ 1, 0, 1 ],
+-      [ 0, 0, 1 ],
+-      [ 1, 0, 0 ],
+-      [ 0, 0, 0 ],
++      { pos: [ 1, 0, 1 ], uv: [ 1, 0 ] },
++      { pos: [ 0, 0, 1 ], uv: [ 0, 0 ] },
++      { pos: [ 1, 0, 0 ], uv: [ 1, 1 ] },
++      { pos: [ 0, 0, 0 ], uv: [ 0, 1 ] },
+    ],
+  },
+  { // 顶面
++    uvRow: 2,
+    dir: [  0,  1,  0 ],
+    corners: [
+-      [ 0, 1, 1 ],
+-      [ 1, 1, 1 ],
+-      [ 0, 1, 0 ],
+-      [ 1, 1, 0 ],
++      { pos: [ 0, 1, 1 ], uv: [ 1, 1 ] },
++      { pos: [ 1, 1, 1 ], uv: [ 0, 1 ] },
++      { pos: [ 0, 1, 0 ], uv: [ 1, 0 ] },
++      { pos: [ 1, 1, 0 ], uv: [ 0, 0 ] },
+    ],
+  },
+  { // 背面
++    uvRow: 0,
+    dir: [  0,  0, -1 ],
+    corners: [
+-      [ 1, 0, 0 ],
+-      [ 0, 0, 0 ],
+-      [ 1, 1, 0 ],
+-      [ 0, 1, 0 ],
++      { pos: [ 1, 0, 0 ], uv: [ 0, 0 ] },
++      { pos: [ 0, 0, 0 ], uv: [ 1, 0 ] },
++      { pos: [ 1, 1, 0 ], uv: [ 0, 1 ] },
++      { pos: [ 0, 1, 0 ], uv: [ 1, 1 ] },
+    ],
+  },
+  { // 前面
++    uvRow: 0,
+    dir: [  0,  0,  1 ],
+    corners: [
+-      [ 0, 0, 1 ],
+-      [ 1, 0, 1 ],
+-      [ 0, 1, 1 ],
+-      [ 1, 1, 1 ],
++      { pos: [ 0, 0, 1 ], uv: [ 0, 0 ] },
++      { pos: [ 1, 0, 1 ], uv: [ 1, 0 ] },
++      { pos: [ 0, 1, 1 ], uv: [ 0, 1 ] },
++      { pos: [ 1, 1, 1 ], uv: [ 1, 1 ] },
+    ],
+  },
+];
+</pre>
+
+			<p>然后我们更新生成几何体的代码,以使用这些 UV 数据。我们需要知道图集中每个纹理块的大小以及整个纹理图集的尺寸。</p>
+
+			<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class VoxelWorld {
+-  constructor(cellSize) {
+-    this.cellSize = cellSize;
++  constructor(options) {
++    this.cellSize = options.cellSize;
++    this.tileSize = options.tileSize;
++    this.tileTextureWidth = options.tileTextureWidth;
++    this.tileTextureHeight = options.tileTextureHeight;
++    const {cellSize} = this;
++    this.cellSliceSize = cellSize * cellSize;
++    this.cell = new Uint8Array(cellSize * cellSize * cellSize);
+  }
+
+  ...
+
+  generateGeometryDataForCell(cellX, cellY, cellZ) {
+-    const {cellSize} = this;
++    const {cellSize, tileSize, tileTextureWidth, tileTextureHeight} = this;
+    const positions = [];
+    const normals = [];
++    const uvs = [];
+    const indices = [];
+    const startX = cellX * cellSize;
+    const startY = cellY * cellSize;
+    const startZ = cellZ * cellSize;
+
+    for (let y = 0; y &lt; cellSize; ++y) {
+      const voxelY = startY + y;
+      for (let z = 0; z &lt; cellSize; ++z) {
+        const voxelZ = startZ + z;
+        for (let x = 0; x &lt; cellSize; ++x) {
+          const voxelX = startX + x;
+          const voxel = this.getVoxel(voxelX, voxelY, voxelZ);
+          if (voxel) {
+            const uvVoxel = voxel - 1;  // 体素 0 代表天空,因此 UV 从 0 开始
+            // 这里有体素,但需要为其生成面吗?
+-            for (const {dir, corners} of VoxelWorld.faces) {
++            for (const {dir, corners, uvRow} of VoxelWorld.faces) {
+              const neighbor = this.getVoxel(
+                  voxelX + dir[0],
+                  voxelY + dir[1],
+                  voxelZ + dir[2]);
+              if (!neighbor) {
+                // 该方向无相邻体素,因此需要添加一个面
+                const ndx = positions.length / 3;
+-                for (const pos of corners) {
++                for (const {pos, uv} of corners) {
+                  positions.push(pos[0] + x, pos[1] + y, pos[2] + z);
+                  normals.push(...dir);
++                  uvs.push(
++                        (uvVoxel +   uv[0]) * tileSize / tileTextureWidth,
++                    1 - (uvRow + 1 - uv[1]) * tileSize / tileTextureHeight);
+                }
+                indices.push(
+                  ndx, ndx + 1, ndx + 2,
+                  ndx + 2, ndx + 1, ndx + 3
+                );
+              }
+            }
+          }
+        }
+      }
+    }
+
+    return {
+      positions,
+      normals,
+      uvs,
+      indices
+    };
+  }
+}
+</pre>
+			<p>接下来,我们需要 <a href="textures.html">加载纹理</a>。</p>
+
+			<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const loader = new THREE.TextureLoader();
+const texture = loader.load('resources/images/minecraft/flourish-cc-by-nc-sa.png', render);
+texture.magFilter = THREE.NearestFilter;
+texture.minFilter = THREE.NearestFilter;
+texture.colorSpace = THREE.SRGBColorSpace;
+</pre>
+
+			<p>然后将相关参数传递给 <code class="notranslate" translate="no">VoxelWorld</code> 类</p>
+
+			<pre class="prettyprint showlinemods notranslate lang-js" translate="no">+const tileSize = 16;
++const tileTextureWidth = 256;
++const tileTextureHeight = 64;
+-const world = new VoxelWorld(cellSize);
++const world = new VoxelWorld({
++  cellSize,
++  tileSize,
++  tileTextureWidth,
++  tileTextureHeight,
++});
+</pre>
+
+			<p>现在,我们实际在创建几何体时使用 UV 坐标,并在创建材质时使用纹理</p>
+
+			<pre class="prettyprint showlinemods notranslate lang-js" translate="no">-const {positions, normals, indices} = world.generateGeometryDataForCell(0, 0, 0);
++const {positions, normals, uvs, indices} = world.generateGeometryDataForCell(0, 0, 0);
+const geometry = new THREE.BufferGeometry();
+-const material = new THREE.MeshLambertMaterial({color: 'green'});
++const material = new THREE.MeshLambertMaterial({
++  map: texture,
++  side: THREE.DoubleSide,
++  alphaTest: 0.1,
++  transparent: true,
++});
+
+const positionNumComponents = 3;
+const normalNumComponents = 3;
++const uvNumComponents = 2;
+geometry.setAttribute(
+    'position',
+    new THREE.BufferAttribute(new Float32Array(positions), positionNumComponents));
+geometry.setAttribute(
+    'normal',
+    new THREE.BufferAttribute(new Float32Array(normals), normalNumComponents));
++geometry.setAttribute(
++    'uv',
++    new THREE.BufferAttribute(new Float32Array(uvs), uvNumComponents));
+geometry.setIndex(indices);
+const mesh = new THREE.Mesh(geometry, material);
+scene.add(mesh);
+</pre>
+
+			<p>最后一件事:我们需要设置一些体素,使用不同的纹理。</p>
+
+			<pre class="prettyprint showlinemods notranslate lang-js" translate="no">for (let y = 0; y &lt; cellSize; ++y) {
+  for (let z = 0; z &lt; cellSize; ++z) {
+    for (let x = 0; x &lt; cellSize; ++x) {
+      const height = (Math.sin(x / cellSize * Math.PI * 2) + Math.sin(z / cellSize * Math.PI * 3)) * (cellSize / 6) + (cellSize / 2);
+      if (y &lt; height) {
+-        world.setVoxel(x, y, z, 1);
++        world.setVoxel(x, y, z, randInt(1, 17));
+      }
+    }
+  }
+}
+
++function randInt(min, max) {
++  return Math.floor(Math.random() * (max - min) + min);
++}
+</pre>
+
+			<p>这样,我们就成功应用了纹理!</p>
+
+			<p></p><div translate="no" class="threejs_example_container notranslate">
+			<div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/voxel-geometry-culled-faces-with-textures.html"></iframe></div>
+			<a class="threejs_center" href="/manual/examples/voxel-geometry-culled-faces-with-textures.html" target="_blank">点击此处,在新窗口中打开示例</a>
+		</div>
+
+			<p></p>
+
+			<p>接下来,我们让程序支持多个体素单元(cell)。</p>
+
+			<p>为此,我们将使用“单元 ID”来存储单元。单元 ID 就是单元坐标的字符串表示,用逗号分隔。例如,体素坐标 (35, 0, 0) 属于单元 (1, 0, 0),其 ID 为 <code class="notranslate" translate="no">"1,0,0"</code>。</p>
+
+			<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class VoxelWorld {
+  constructor(options) {
+    this.cellSize = options.cellSize;
+    this.tileSize = options.tileSize;
+    this.tileTextureWidth = options.tileTextureWidth;
+    this.tileTextureHeight = options.tileTextureHeight;
+    const {cellSize} = this;
+    this.cellSliceSize = cellSize * cellSize;
+-    this.cell = new Uint8Array(cellSize * cellSize * cellSize);
++    this.cells = {};
+  }
++  computeCellId(x, y, z) {
++    const {cellSize} = this;
++    const cellX = Math.floor(x / cellSize);
++    const cellY = Math.floor(y / cellSize);
++    const cellZ = Math.floor(z / cellSize);
++    return `${cellX},${cellY},${cellZ}`;
++  }
++  getCellForVoxel(x, y, z) {
+-    const cellX = Math.floor(x / cellSize);
+-    const cellY = Math.floor(y / cellSize);
+-    const cellZ = Math.floor(z / cellSize);
+-    if (cellX !== 0 || cellY !== 0 || cellZ !== 0) {
+-      return null;
+-    }
+-    return this.cell;
++    return this.cells[this.computeCellId(x, y, z)];
+  }
+
+   ...
+}
+</pre>
+
+			<p>现在我们可以修改 <code class="notranslate" translate="no">setVoxel</code> 方法:当尝试设置一个尚未存在的单元中的体素时,自动创建该单元。</p>
+
+			<pre class="prettyprint showlinemods notranslate lang-js" translate="no">  setVoxel(x, y, z, v) {
+-    const cell = this.getCellForVoxel(x, y, z);
++    let cell = this.getCellForVoxel(x, y, z);
+    if (!cell) {
+-      return 0;
++      cell = this.addCellForVoxel(x, y, z);
+    }
+    const voxelOffset = this.computeVoxelOffset(x, y, z);
+    cell[voxelOffset] = v;
+  }
++  addCellForVoxel(x, y, z) {
++    const cellId = this.computeCellId(x, y, z);
++    let cell = this.cells[cellId];
++    if (!cell) {
++      const {cellSize} = this;
++      cell = new Uint8Array(cellSize * cellSize * cellSize);
++      this.cells[cellId] = cell;
++    }
++    return cell;
++  }
+</pre>
+
+			<p>让我们为场景添加可编辑功能。</p>
+
+			<p>首先,我们添加一个用户界面(UI)。使用单选按钮(radio buttons),我们可以创建一个 8×2 的纹理选择面板:</p>
+
+			<pre class="prettyprint showlinemods notranslate lang-html" translate="no">&lt;body&gt;
+  &lt;canvas id="c"&gt;&lt;/canvas&gt;
++  &lt;div id="ui"&gt;
++    &lt;div class="tiles"&gt;
++      &lt;input type="radio" name="voxel" id="voxel1" value="1"&gt;&lt;label for="voxel1" style="background-position:   -0% -0%"&gt;&lt;/label&gt;
++      &lt;input type="radio" name="voxel" id="voxel2" value="2"&gt;&lt;label for="voxel2" style="background-position: -100% -0%"&gt;&lt;/label&gt;
++      &lt;input type="radio" name="voxel" id="voxel3" value="3"&gt;&lt;label for="voxel3" style="background-position: -200% -0%"&gt;&lt;/label&gt;
++      &lt;input type="radio" name="voxel" id="voxel4" value="4"&gt;&lt;label for="voxel4" style="background-position: -300% -0%"&gt;&lt;/label&gt;
++      &lt;input type="radio" name="voxel" id="voxel5" value="5"&gt;&lt;label for="voxel5" style="background-position: -400% -0%"&gt;&lt;/label&gt;
++      &lt;input type="radio" name="voxel" id="voxel6" value="6"&gt;&lt;label for="voxel6" style="background-position: -500% -0%"&gt;&lt;/label&gt;
++      &lt;input type="radio" name="voxel" id="voxel7" value="7"&gt;&lt;label for="voxel7" style="background-position: -600% -0%"&gt;&lt;/label&gt;
++      &lt;input type="radio" name="voxel" id="voxel8" value="8"&gt;&lt;label for="voxel8" style="background-position: -700% -0%"&gt;&lt;/label&gt;
++    &lt;/div&gt;
++    &lt;div class="tiles"&gt;
++      &lt;input type="radio" name="voxel" id="voxel9"  value="9" &gt;&lt;label for="voxel9"  style="background-position:  -800% -0%"&gt;&lt;/label&gt;
++      &lt;input type="radio" name="voxel" id="voxel10" value="10"&gt;&lt;label for="voxel10" style="background-position:  -900% -0%"&gt;&lt;/label&gt;
++      &lt;input type="radio" name="voxel" id="voxel11" value="11"&gt;&lt;label for="voxel11" style="background-position: -1000% -0%"&gt;&lt;/label&gt;
++      &lt;input type="radio" name="voxel" id="voxel12" value="12"&gt;&lt;label for="voxel12" style="background-position: -1100% -0%"&gt;&lt;/label&gt;
++      &lt;input type="radio" name="voxel" id="voxel13" value="13"&gt;&lt;label for="voxel13" style="background-position: -1200% -0%"&gt;&lt;/label&gt;
++      &lt;input type="radio" name="voxel" id="voxel14" value="14"&gt;&lt;label for="voxel14" style="background-position: -1300% -0%"&gt;&lt;/label&gt;
++      &lt;input type="radio" name="voxel" id="voxel15" value="15"&gt;&lt;label for="voxel15" style="background-position: -1400% -0%"&gt;&lt;/label&gt;
++      &lt;input type="radio" name="voxel" id="voxel16" value="16"&gt;&lt;label for="voxel16" style="background-position: -1500% -0%"&gt;&lt;/label&gt;
++    &lt;/div&gt;
++  &lt;/div&gt;
+&lt;/body&gt;
+</pre>
+
+			<p>再添加一些 CSS 样式,用于美化 UI、显示纹理图块,并高亮当前选中的项:</p>
+			<pre class="prettyprint showlinemods notranslate lang-css" translate="no">body {
+    margin: 0;
+}
+#c {
+    width: 100%;
+    height: 100%;
+    display: block;
+}
++#ui {
++    position: absolute;
++    left: 10px;
++    top: 10px;
++    background: rgba(0, 0, 0, 0.8);
++    padding: 5px;
++}
++#ui input[type=radio] {
++  width: 0;
++  height: 0;
++  display: none;
++}
++#ui input[type=radio] + label {
++  background-image: url('resources/images/minecraft/flourish-cc-by-nc-sa.png');
++  background-size: 1600% 400%;
++  image-rendering: pixelated;
++  width: 64px;
++  height: 64px;
++  display: inline-block;
++}
++#ui input[type=radio]:checked + label {
++  outline: 3px solid red;
++}
++@media (max-width: 600px), (max-height: 600px) {
++  #ui input[type=radio] + label {
++    width: 32px;
++    height: 32px;
++  }
++}
+</pre>
+			<p>用户体验将如下所示:如果没有选择任何方块并点击一个体素,该体素将被删除;或者,如果点击一个体素并按住 Shift 键,它也会被删除。否则,如果选择了一个方块,它将被添加。你可以再次点击已选中的方块类型来取消选择。</p>
+			<p>下面的代码可以让用户取消选中的单选按钮。</p>
+			<pre class="prettyprint showlinemods notranslate lang-js" translate="no">let currentVoxel = 0;
+let currentId;
+
+document.querySelectorAll('#ui .tiles input[type=radio][name=voxel]').forEach((elem) =&gt; {
+  elem.addEventListener('click', allowUncheck);
+});
+
+function allowUncheck() {
+  if (this.id === currentId) {
+    this.checked = false;
+    currentId = undefined;
+    currentVoxel = 0;
+  } else {
+    currentId = this.id;
+    currentVoxel = parseInt(this.value);
+  }
+}
+</pre>
+			<p>下面的代码会根据用户点击的位置放置体素。它使用了类似我们在 <a href="picking.html">拾取那篇文章</a> 中的代码,但不是用内置的 <code class="notranslate" translate="no">RayCaster</code>,而是用 <code class="notranslate" translate="no">VoxelWorld.intersectRay</code>,它返回交点的位置和被击中的面的法线。</p>
+			<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function getCanvasRelativePosition(event) {
+  const rect = canvas.getBoundingClientRect();
+  return {
+    x: (event.clientX - rect.left) * canvas.width  / rect.width,
+    y: (event.clientY - rect.top ) * canvas.height / rect.height,
+  };
+}
+
+function placeVoxel(event) {
+  const pos = getCanvasRelativePosition(event);
+  const x = (pos.x / canvas.width ) *  2 - 1;
+  const y = (pos.y / canvas.height) * -2 + 1;  // 注意这里 Y 要翻转
+
+  const start = new THREE.Vector3();
+  const end = new THREE.Vector3();
+  start.setFromMatrixPosition(camera.matrixWorld);
+  end.set(x, y, 1).unproject(camera);
+
+  const intersection = world.intersectRay(start, end);
+  if (intersection) {
+    const voxelId = event.shiftKey ? 0 : currentVoxel;
+    // 交点位于面上,这意味着数学精度问题可能会让我们位于面的任一侧
+    // 如果是删除(currentVoxel = 0),则沿法线方向进入体素一半
+    // 如果是添加(currentVoxel > 0),则沿法线方向离开体素一半
+    const pos = intersection.position.map((v, ndx) =&gt; {
+      return v + intersection.normal[ndx] * (voxelId &gt; 0 ? 0.5 : -0.5);
+    });
+    world.setVoxel(...pos, voxelId);
+    updateVoxelGeometry(...pos);
+    requestRenderIfNotRequested();
+  }
+}
+
+const mouse = {
+  x: 0,
+  y: 0,
+};
+
+function recordStartPosition(event) {
+  mouse.x = event.clientX;
+  mouse.y = event.clientY;
+  mouse.moveX = 0;
+  mouse.moveY = 0;
+}
+function recordMovement(event) {
+  mouse.moveX += Math.abs(mouse.x - event.clientX);
+  mouse.moveY += Math.abs(mouse.y - event.clientY);
+}
+function placeVoxelIfNoMovement(event) {
+  if (mouse.moveX &lt; 5 &amp;&amp; mouse.moveY &lt; 5) {
+    placeVoxel(event);
+  }
+  window.removeEventListener('pointermove', recordMovement);
+  window.removeEventListener('pointerup', placeVoxelIfNoMovement);
+}
+canvas.addEventListener('pointerdown', (event) =&gt; {
+  event.preventDefault();
+  recordStartPosition(event);
+  window.addEventListener('pointermove', recordMovement);
+  window.addEventListener('pointerup', placeVoxelIfNoMovement);
+}, {passive: false});
+canvas.addEventListener('touchstart', (event) =&gt; {
+  // 阻止滚动
+  event.preventDefault();
+}, {passive: false});
+</pre>
+			<p>上面的代码做了很多事。基本上,鼠标有双重用途:一是移动相机,二是编辑世界。当你松开鼠标时,如果在按下鼠标后没有移动它,就会放置/删除一个体素。这是假设如果你移动了鼠标,你是想移动相机而不是放置方块。<code class="notranslate" translate="no">moveX</code> 和 <code class="notranslate" translate="no">moveY</code> 是绝对移动距离,所以如果你向左移动 10 然后再向右移动 10,总共移动了 20 个单位。这种情况下,用户很可能只是来回旋转模型,而不想放置方块。我没有测试 <code class="notranslate" translate="no">5</code> 这个范围是否合适。</p>
+			<p>在代码中我们调用 <code class="notranslate" translate="no">world.setVoxel</code> 来设置一个体素,然后调用 <code class="notranslate" translate="no">updateVoxelGeometry</code> 来根据变化更新 three.js 的几何体。</p>
+			<p>我们现在来实现它。如果用户点击了单元格边缘的体素,那么相邻单元格的几何体可能也需要更新。这意味着我们需要检查刚刚编辑的体素所在的单元格,以及该单元格在 6 个方向上的相邻单元格。</p>
+			<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const neighborOffsets = [
+  [ 0,  0,  0], // 自身
+  [-1,  0,  0], // 左
+  [ 1,  0,  0], // 右
+  [ 0, -1,  0], // 下
+  [ 0,  1,  0], // 上
+  [ 0,  0, -1], // 后
+  [ 0,  0,  1], // 前
+];
+function updateVoxelGeometry(x, y, z) {
+  const updatedCellIds = {};
+  for (const offset of neighborOffsets) {
+    const ox = x + offset[0];
+    const oy = y + offset[1];
+    const oz = z + offset[2];
+    const cellId = world.computeCellId(ox, oy, oz);
+    if (!updatedCellIds[cellId]) {
+      updatedCellIds[cellId] = true;
+      updateCellGeometry(ox, oy, oz);
+    }
+  }
+}
+</pre>
+			<p>我本来打算这样检查相邻单元格:</p>
+			<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const voxelX = THREE.MathUtils.euclideanModulo(x, cellSize) | 0;
+if (voxelX === 0) {
+  // 更新左边的单元格
+} else if (voxelX === cellSize - 1) {
+  // 更新右边的单元格
+}
+</pre>
+			<p>并且为另外 4 个方向再加 4 次检查,但我想到直接用一个偏移数组,并保存已更新过的单元格 ID,代码会更简单。如果更新的体素不在单元格边缘,测试会很快跳过更新同一个单元格。</p>
+			<p>对于 <code class="notranslate" translate="no">updateCellGeometry</code>,我们将直接使用之前生成一个单元格几何体的代码,并让它支持处理多个单元格。</p>
+			<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const cellIdToMesh = {};
+function updateCellGeometry(x, y, z) {
+  const cellX = Math.floor(x / cellSize);
+  const cellY = Math.floor(y / cellSize);
+  const cellZ = Math.floor(z / cellSize);
+  const cellId = world.computeCellId(x, y, z);
+  let mesh = cellIdToMesh[cellId];
+  const geometry = mesh ? mesh.geometry : new THREE.BufferGeometry();
+
+  const {positions, normals, uvs, indices} = world.generateGeometryDataForCell(cellX, cellY, cellZ);
+  const positionNumComponents = 3;
+  geometry.setAttribute('position', new THREE.BufferAttribute(new Float32Array(positions), positionNumComponents));
+  const normalNumComponents = 3;
+  geometry.setAttribute('normal', new THREE.BufferAttribute(new Float32Array(normals), normalNumComponents));
+  const uvNumComponents = 2;
+  geometry.setAttribute('uv', new THREE.BufferAttribute(new Float32Array(uvs), uvNumComponents));
+  geometry.setIndex(indices);
+  geometry.computeBoundingSphere();
+
+  if (!mesh) {
+    mesh = new THREE.Mesh(geometry, material);
+    mesh.name = cellId;
+    cellIdToMesh[cellId] = mesh;
+    scene.add(mesh);
+    mesh.position.set(cellX * cellSize, cellY * cellSize, cellZ * cellSize);
+  }
+}
+</pre>
+			<p>上面的代码会检查单元格 ID 到网格的映射。如果我们请求的单元格不存在,就会创建一个新的 <a href="/docs/#api/en/objects/Mesh"><code class="notranslate" translate="no">Mesh</code></a> 并放到世界空间的正确位置。最后,我们用新数据更新属性和索引。</p>
+			<div translate="no" class="threejs_example_container notranslate">
+				<div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/voxel-geometry-culled-faces-ui.html"></iframe></div>
+				<a class="threejs_center" href="/manual/examples/voxel-geometry-culled-faces-ui.html" target="_blank">点击这里在新窗口中打开</a>
+			</div>
+
+			<p>一些注意事项:</p>
+			<p><code class="notranslate" translate="no">RayCaster</code> 可能也能很好地工作,我没试过。我找到的是一个<a href="https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.42.3443&rep=rep1&type=pdf">针对体素优化的光线投射器</a>。</p>
+			<p>我把 <code class="notranslate" translate="no">intersectRay</code> 做成了 VoxelWorld 的一部分,因为如果它太慢,我们可以先对单元格进行光线投射,再对体素进行光线投射,作为一种简单的加速方式。</p>
+			<p>你可能需要修改光线投射的长度,因为目前它会一直到 Z-far。我猜如果用户点击了很远的地方,他们并不是真的想在世界另一端的 1、2 像素大的位置放方块。</p>
+			<p>调用 <code class="notranslate" translate="no">geometry.computeBoundingSphere</code> 可能会比较慢。我们可以直接手动设置包围球以适配整个单元格。</p>
+			<p>当一个单元格里的所有体素都是 0 时,我们是否要移除这个单元格?如果要发布这个功能,这可能是一个合理的优化。</p>
+			<p>考虑这个工作的方式,最糟糕的情况是一个开关体素交错的棋盘格。我暂时不知道在性能太慢时可以用什么其他策略。也许性能慢了会促使用户不要去做超大棋盘格。</p>
+			<p>为了简单起见,纹理图集是每种方块类型占用 1 列。更好的做法是制作一个更灵活的结构,让每种方块类型可以指定它的面纹理在图集中的位置。现在这种方式浪费了很多空间。</p>
+			<p>看看真正的 Minecraft,会发现有些方块不是立方体,比如栅栏或花。这种情况下,我们需要一个方块类型表,每种方块要记录它是立方体还是其他几何形状。如果不是立方体,那么在生成几何体时的邻居检测也需要改变。例如花方块旁边的另一个方块不应该移除它们之间的面。</p>
+			<p>如果你想用 three.js 做一个类 Minecraft 的东西,希望这些内容能给你一些起步思路,以及如何生成相对高效的几何体。</p>
+			<p><canvas id="c"></canvas></p>
+			<script type="module" src="../resources/threejs-voxel-geometry.js"></script>
+
+
+
+		</div>
+	</div>
+</div>
+
+<script src="../resources/prettify.js"></script>
+<script src="../resources/lesson.js"></script>
+
+
+
+
+</body></html>

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