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- <title>体素(类似《我的世界》)几何体</title>
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- <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 < cellSize; ++y) {
- for (let z = 0; z < cellSize; ++z) {
- for (let x = 0; x < cellSize; ++x) {
- const height = (Math.sin(x / cellSize * Math.PI * 4) + Math.sin(z / cellSize * Math.PI * 6)) * 20 + cellSize / 2;
- if (height > y && height < 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 < cellSize; ++y) {
- for (let z = 0; z < cellSize; ++z) {
- for (let x = 0; x < 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 < cellSize; ++y) {
- for (let z = 0; z < cellSize; ++z) {
- for (let x = 0; x < cellSize; ++x) {
- const height = (Math.sin(x / cellSize * Math.PI * 4) + Math.sin(z / cellSize * Math.PI * 6)) * 20 + cellSize / 2;
- - if (height > y && height < y + 1) {
- + if (height < 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 < cellSize; ++y) {
- + const voxelY = startY + y;
- + for (let z = 0; z < cellSize; ++z) {
- + const voxelZ = startZ + z;
- + for (let x = 0; x < 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 < cellSize; ++y) {
- const voxelY = startY + y;
- for (let z = 0; z < cellSize; ++z) {
- const voxelZ = startZ + z;
- for (let x = 0; x < 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 < cellSize; ++y) {
- for (let z = 0; z < cellSize; ++z) {
- for (let x = 0; x < cellSize; ++x) {
- const height = (Math.sin(x / cellSize * Math.PI * 2) + Math.sin(z / cellSize * Math.PI * 3)) * (cellSize / 6) + (cellSize / 2);
- if (y < 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 < cellSize; ++y) {
- const voxelY = startY + y;
- for (let z = 0; z < cellSize; ++z) {
- const voxelZ = startZ + z;
- for (let x = 0; x < 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 < cellSize; ++y) {
- for (let z = 0; z < cellSize; ++z) {
- for (let x = 0; x < cellSize; ++x) {
- const height = (Math.sin(x / cellSize * Math.PI * 2) + Math.sin(z / cellSize * Math.PI * 3)) * (cellSize / 6) + (cellSize / 2);
- if (y < 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"><body>
- <canvas id="c"></canvas>
- + <div id="ui">
- + <div class="tiles">
- + <input type="radio" name="voxel" id="voxel1" value="1"><label for="voxel1" style="background-position: -0% -0%"></label>
- + <input type="radio" name="voxel" id="voxel2" value="2"><label for="voxel2" style="background-position: -100% -0%"></label>
- + <input type="radio" name="voxel" id="voxel3" value="3"><label for="voxel3" style="background-position: -200% -0%"></label>
- + <input type="radio" name="voxel" id="voxel4" value="4"><label for="voxel4" style="background-position: -300% -0%"></label>
- + <input type="radio" name="voxel" id="voxel5" value="5"><label for="voxel5" style="background-position: -400% -0%"></label>
- + <input type="radio" name="voxel" id="voxel6" value="6"><label for="voxel6" style="background-position: -500% -0%"></label>
- + <input type="radio" name="voxel" id="voxel7" value="7"><label for="voxel7" style="background-position: -600% -0%"></label>
- + <input type="radio" name="voxel" id="voxel8" value="8"><label for="voxel8" style="background-position: -700% -0%"></label>
- + </div>
- + <div class="tiles">
- + <input type="radio" name="voxel" id="voxel9" value="9" ><label for="voxel9" style="background-position: -800% -0%"></label>
- + <input type="radio" name="voxel" id="voxel10" value="10"><label for="voxel10" style="background-position: -900% -0%"></label>
- + <input type="radio" name="voxel" id="voxel11" value="11"><label for="voxel11" style="background-position: -1000% -0%"></label>
- + <input type="radio" name="voxel" id="voxel12" value="12"><label for="voxel12" style="background-position: -1100% -0%"></label>
- + <input type="radio" name="voxel" id="voxel13" value="13"><label for="voxel13" style="background-position: -1200% -0%"></label>
- + <input type="radio" name="voxel" id="voxel14" value="14"><label for="voxel14" style="background-position: -1300% -0%"></label>
- + <input type="radio" name="voxel" id="voxel15" value="15"><label for="voxel15" style="background-position: -1400% -0%"></label>
- + <input type="radio" name="voxel" id="voxel16" value="16"><label for="voxel16" style="background-position: -1500% -0%"></label>
- + </div>
- + </div>
- </body>
- </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) => {
- 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) => {
- return v + intersection.normal[ndx] * (voxelId > 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 < 5 && mouse.moveY < 5) {
- placeVoxel(event);
- }
- window.removeEventListener('pointermove', recordMovement);
- window.removeEventListener('pointerup', placeVoxelIfNoMovement);
- }
- canvas.addEventListener('pointerdown', (event) => {
- event.preventDefault();
- recordStartPosition(event);
- window.addEventListener('pointermove', recordMovement);
- window.addEventListener('pointerup', placeVoxelIfNoMovement);
- }, {passive: false});
- canvas.addEventListener('touchstart', (event) => {
- // 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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