init
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.claude/skills/threejs
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1
.claude/skills/threejs
Submodule
Submodule .claude/skills/threejs added at b1c623076c
1
.claude/skills/webgpu
Submodule
1
.claude/skills/webgpu
Submodule
Submodule .claude/skills/webgpu added at 4adcfe8ef2
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.gitignore
vendored
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.gitignore
vendored
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# Dependencies
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node_modules/
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|
||||
# Build output
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dist/
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||||
|
||||
# IDE
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||||
.vscode/
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.idea/
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||||
*.swp
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*.swo
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*~
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||||
|
||||
# OS
|
||||
.DS_Store
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||||
Thumbs.db
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||||
|
||||
# Logs
|
||||
*.log
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||||
npm-debug.log*
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||||
|
||||
# Environment
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||||
.env
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.env.local
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.env.*.local
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212
README.md
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README.md
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# 写实无尽海洋场景
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||||
|
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一个基于 Three.js 的写实海洋场景,包含程序化生成的地形、植被、写实的水面和天空效果。
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|
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## 功能特性
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### 🌊 写实海洋
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- 使用 Three.js 官方 Water shader
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- 动态水面波纹和反射
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- 基于法线贴图的真实水面效果
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- 支持天空颜色反射
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|
||||
### 🏔️ 程序化地形
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||||
- 使用 Simplex Noise 和 FBM(分形布朗运动)生成
|
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- 多层噪声叠加创建自然起伏
|
||||
- 基于高度的颜色渐变(深海、浅滩、沙滩、草地、岩石、雪山)
|
||||
- 平滑的海岸线过渡
|
||||
|
||||
### 🌲 植被系统
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- 40,000+ 片草地(实例化渲染)
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- 400+ 棵程序化生成的树木
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||||
- 根据地形高度智能分布
|
||||
- 逼真的树木几何形状(树干 + 多层树冠)
|
||||
|
||||
### ☀️ 天空与光影
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- Three.js Sky shader(大气散射)
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- 真实的太阳位置计算
|
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- 动态雾效随太阳高度变化
|
||||
- ACES Filmic 色调映射
|
||||
- 高质量阴影
|
||||
|
||||
### 🎮 交互控制
|
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- 轨道相机控制(拖拽旋转、右键平移、滚轮缩放)
|
||||
- 太阳高度角控制(-10° 到 90°)
|
||||
- 太阳方位角控制(-180° 到 180°)
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||||
- 曝光度调节
|
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- 大气浑浊度控制
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- 瑞利散射强度控制
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|
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## 技术栈
|
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|
||||
- **Three.js r171** - 3D 渲染引擎
|
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- **Vite** - 现代化构建工具
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||||
- **ES Modules** - 模块化代码组织
|
||||
|
||||
## 项目结构
|
||||
|
||||
```
|
||||
.
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||||
├── index.html # HTML 入口
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├── package.json # 项目配置
|
||||
├── vite.config.js # Vite 配置
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||||
└── src/
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||||
├── main.js # 应用入口
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├── OceanScene.js # 主场景管理器
|
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├── TerrainGenerator.js # 地形生成器
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├── VegetationSystem.js # 植被系统
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||||
└── utils/
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└── SimplexNoise.js # Simplex Noise 实现
|
||||
```
|
||||
|
||||
## 安装与运行
|
||||
|
||||
### 安装依赖
|
||||
|
||||
```bash
|
||||
npm install
|
||||
```
|
||||
|
||||
### 启动开发服务器
|
||||
|
||||
```bash
|
||||
npm run dev
|
||||
```
|
||||
|
||||
访问 http://localhost:3000
|
||||
|
||||
### 构建生产版本
|
||||
|
||||
```bash
|
||||
npm run build
|
||||
```
|
||||
|
||||
## 使用说明
|
||||
|
||||
### 相机控制
|
||||
- **左键拖动**: 旋转视角
|
||||
- **右键拖动**: 平移相机
|
||||
- **滚轮**: 缩放
|
||||
|
||||
### 太阳控制面板
|
||||
|
||||
右上角提供完整的太阳和大气控制:
|
||||
|
||||
1. **太阳高度角 (Elevation)**
|
||||
- 范围: -10° 到 90°
|
||||
- 控制太阳在天空中的高度
|
||||
- 日出/日落效果在 0-15°
|
||||
- 正午效果在 70-90°
|
||||
|
||||
2. **太阳方位角 (Azimuth)**
|
||||
- 范围: -180° 到 180°
|
||||
- 控制太阳的水平位置
|
||||
- 180° = 正南方向
|
||||
|
||||
3. **曝光度 (Exposure)**
|
||||
- 范围: 0.1 到 2.0
|
||||
- 调节整体亮度
|
||||
- 默认 0.5 适合大多数场景
|
||||
|
||||
4. **大气浑浊度 (Turbidity)**
|
||||
- 范围: 1 到 20
|
||||
- 较低值: 清澈蓝天
|
||||
- 较高值: 雾霾/阴天效果
|
||||
|
||||
5. **瑞利散射 (Rayleigh)**
|
||||
- 范围: 0 到 4
|
||||
- 影响天空蓝色强度
|
||||
- 较高值: 更蓝的天空
|
||||
|
||||
## 性能优化
|
||||
|
||||
- 实例化渲染草地(减少 draw calls)
|
||||
- 程序化生成(无需加载外部模型)
|
||||
- 自适应像素比(限制最大 2x)
|
||||
- PCF 软阴影
|
||||
- 雾效减少远处渲染负担
|
||||
|
||||
## 浏览器要求
|
||||
|
||||
- Chrome 90+
|
||||
- Firefox 88+
|
||||
- Safari 14+
|
||||
- Edge 90+
|
||||
|
||||
需要支持 WebGL 2.0
|
||||
|
||||
## 参数调优建议
|
||||
|
||||
### 日出场景
|
||||
```
|
||||
Elevation: 5-15
|
||||
Azimuth: 90-180
|
||||
Exposure: 0.4-0.6
|
||||
Turbidity: 8-12
|
||||
Rayleigh: 2-3
|
||||
```
|
||||
|
||||
### 正午场景
|
||||
```
|
||||
Elevation: 70-85
|
||||
Azimuth: 180
|
||||
Exposure: 0.5-0.7
|
||||
Turbidity: 6-10
|
||||
Rayleigh: 1.5-2.5
|
||||
```
|
||||
|
||||
### 黄昏场景
|
||||
```
|
||||
Elevation: 0-10
|
||||
Azimuth: 270
|
||||
Exposure: 0.3-0.5
|
||||
Turbidity: 12-16
|
||||
Rayleigh: 2-4
|
||||
```
|
||||
|
||||
## 自定义修改
|
||||
|
||||
### 调整地形大小
|
||||
编辑 `src/OceanScene.js` 中的 `initTerrain()`:
|
||||
```javascript
|
||||
const terrainGen = new TerrainGenerator({
|
||||
size: 1000, // 地形尺寸
|
||||
segments: 256, // 细分程度(影响细节)
|
||||
maxHeight: 50, // 最大高度
|
||||
waterLevel: 0, // 水面高度
|
||||
seed: 42 // 随机种子
|
||||
});
|
||||
```
|
||||
|
||||
### 调整植被密度
|
||||
编辑 `src/OceanScene.js` 中的 `initVegetation()`:
|
||||
```javascript
|
||||
const vegSystem = new VegetationSystem(this.terrainGenerator, {
|
||||
grassCount: 40000, // 草地数量
|
||||
treeCount: 400, // 树木数量
|
||||
terrainSize: 1000,
|
||||
waterLevel: 0
|
||||
});
|
||||
```
|
||||
|
||||
### 调整水面效果
|
||||
编辑 `src/OceanScene.js` 中的 `initWater()`:
|
||||
```javascript
|
||||
this.water = new Water(waterGeometry, {
|
||||
textureWidth: 512,
|
||||
textureHeight: 512,
|
||||
waterColor: 0x001e0f, // 水面颜色
|
||||
distortionScale: 3.7, // 波纹扭曲强度
|
||||
// ...
|
||||
});
|
||||
```
|
||||
|
||||
## 许可证
|
||||
|
||||
MIT License
|
||||
|
||||
## 参考资源
|
||||
|
||||
- [Three.js Ocean Example](https://threejs.org/examples/webgl_shaders_ocean.html)
|
||||
- [Three.js Sky Shader](https://threejs.org/docs/#api/en/objects/Sky)
|
||||
- [Simplex Noise Algorithm](https://en.wikipedia.org/wiki/Simplex_noise)
|
||||
202
index.html
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index.html
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|
||||
<!DOCTYPE html>
|
||||
<html lang="zh-CN">
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<title>写实无尽海洋场景</title>
|
||||
<style>
|
||||
* {
|
||||
margin: 0;
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||||
padding: 0;
|
||||
box-sizing: border-box;
|
||||
}
|
||||
|
||||
body {
|
||||
overflow: hidden;
|
||||
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
|
||||
}
|
||||
|
||||
#container {
|
||||
width: 100vw;
|
||||
height: 100vh;
|
||||
position: relative;
|
||||
}
|
||||
|
||||
#loading {
|
||||
position: fixed;
|
||||
top: 0;
|
||||
left: 0;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
background: linear-gradient(135deg, #1e3a5f 0%, #2d5a87 100%);
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
z-index: 1000;
|
||||
color: white;
|
||||
}
|
||||
|
||||
#loading h1 {
|
||||
font-size: 2em;
|
||||
margin-bottom: 20px;
|
||||
text-shadow: 0 2px 10px rgba(0,0,0,0.3);
|
||||
}
|
||||
|
||||
.loader {
|
||||
width: 60px;
|
||||
height: 60px;
|
||||
border: 4px solid rgba(255,255,255,0.3);
|
||||
border-top-color: white;
|
||||
border-radius: 50%;
|
||||
animation: spin 1s linear infinite;
|
||||
}
|
||||
|
||||
@keyframes spin {
|
||||
to { transform: rotate(360deg); }
|
||||
}
|
||||
|
||||
#info {
|
||||
position: fixed;
|
||||
top: 20px;
|
||||
left: 20px;
|
||||
color: white;
|
||||
background: rgba(0, 0, 0, 0.6);
|
||||
padding: 15px 20px;
|
||||
border-radius: 10px;
|
||||
font-size: 14px;
|
||||
z-index: 100;
|
||||
backdrop-filter: blur(10px);
|
||||
max-width: 300px;
|
||||
}
|
||||
|
||||
#info h2 {
|
||||
margin-bottom: 10px;
|
||||
font-size: 16px;
|
||||
}
|
||||
|
||||
#info p {
|
||||
margin: 5px 0;
|
||||
opacity: 0.9;
|
||||
}
|
||||
|
||||
#sun-controls {
|
||||
position: fixed;
|
||||
top: 20px;
|
||||
right: 20px;
|
||||
background: rgba(0, 0, 0, 0.7);
|
||||
padding: 20px;
|
||||
border-radius: 10px;
|
||||
color: white;
|
||||
z-index: 100;
|
||||
backdrop-filter: blur(10px);
|
||||
min-width: 250px;
|
||||
}
|
||||
|
||||
#sun-controls h3 {
|
||||
margin-bottom: 15px;
|
||||
font-size: 16px;
|
||||
border-bottom: 1px solid rgba(255,255,255,0.2);
|
||||
padding-bottom: 10px;
|
||||
}
|
||||
|
||||
.control-group {
|
||||
margin-bottom: 15px;
|
||||
}
|
||||
|
||||
.control-group label {
|
||||
display: block;
|
||||
margin-bottom: 5px;
|
||||
font-size: 13px;
|
||||
opacity: 0.9;
|
||||
}
|
||||
|
||||
.control-group input[type="range"] {
|
||||
width: 100%;
|
||||
height: 6px;
|
||||
border-radius: 3px;
|
||||
background: rgba(255,255,255,0.2);
|
||||
outline: none;
|
||||
-webkit-appearance: none;
|
||||
}
|
||||
|
||||
.control-group input[type="range"]::-webkit-slider-thumb {
|
||||
-webkit-appearance: none;
|
||||
width: 16px;
|
||||
height: 16px;
|
||||
border-radius: 50%;
|
||||
background: #4a9eff;
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.control-value {
|
||||
text-align: right;
|
||||
font-size: 12px;
|
||||
opacity: 0.7;
|
||||
margin-top: 3px;
|
||||
}
|
||||
|
||||
#stats {
|
||||
position: fixed;
|
||||
bottom: 20px;
|
||||
left: 20px;
|
||||
background: rgba(0, 0, 0, 0.7);
|
||||
padding: 10px 15px;
|
||||
border-radius: 8px;
|
||||
color: white;
|
||||
font-size: 12px;
|
||||
z-index: 100;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<div id="loading">
|
||||
<h1>写实海洋场景</h1>
|
||||
<div class="loader"></div>
|
||||
<p style="margin-top: 20px; opacity: 0.8;">正在加载场景...</p>
|
||||
</div>
|
||||
|
||||
<div id="container"></div>
|
||||
|
||||
<div id="info">
|
||||
<h2>🌊 写实无尽海洋</h2>
|
||||
<p>🖱️ 左键拖动旋转视角</p>
|
||||
<p>🖱️ 右键拖动平移</p>
|
||||
<p>🖱️ 滚轮缩放</p>
|
||||
<p>☀️ 使用右上角控制太阳</p>
|
||||
</div>
|
||||
|
||||
<div id="sun-controls">
|
||||
<h3>☀️ 太阳控制</h3>
|
||||
<div class="control-group">
|
||||
<label>太阳高度角 (Elevation)</label>
|
||||
<input type="range" id="sun-elevation" min="-10" max="90" value="15" step="0.1">
|
||||
<div class="control-value" id="elevation-value">15.0°</div>
|
||||
</div>
|
||||
<div class="control-group">
|
||||
<label>太阳方位角 (Azimuth)</label>
|
||||
<input type="range" id="sun-azimuth" min="-180" max="180" value="180" step="0.1">
|
||||
<div class="control-value" id="azimuth-value">180.0°</div>
|
||||
</div>
|
||||
<div class="control-group">
|
||||
<label>曝光度 (Exposure)</label>
|
||||
<input type="range" id="exposure" min="0.1" max="2" value="0.5" step="0.01">
|
||||
<div class="control-value" id="exposure-value">0.50</div>
|
||||
</div>
|
||||
<div class="control-group">
|
||||
<label>大气浑浊度 (Turbidity)</label>
|
||||
<input type="range" id="turbidity" min="1" max="20" value="10" step="0.1">
|
||||
<div class="control-value" id="turbidity-value">10.0</div>
|
||||
</div>
|
||||
<div class="control-group">
|
||||
<label>瑞利散射 (Rayleigh)</label>
|
||||
<input type="range" id="rayleigh" min="0" max="4" value="2" step="0.01">
|
||||
<div class="control-value" id="rayleigh-value">2.00</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div id="stats">FPS: <span id="fps">60</span></div>
|
||||
|
||||
<script type="module" src="/src/main.js"></script>
|
||||
</body>
|
||||
</html>
|
||||
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package-lock.json
generated
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package-lock.json
generated
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16
package.json
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16
package.json
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|
||||
{
|
||||
"name": "realistic-ocean-scene",
|
||||
"version": "1.0.0",
|
||||
"type": "module",
|
||||
"scripts": {
|
||||
"dev": "vite",
|
||||
"build": "vite build",
|
||||
"preview": "vite preview"
|
||||
},
|
||||
"dependencies": {
|
||||
"three": "^0.171.0"
|
||||
},
|
||||
"devDependencies": {
|
||||
"vite": "^6.0.0"
|
||||
}
|
||||
}
|
||||
305
src/OceanScene.js
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305
src/OceanScene.js
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@@ -0,0 +1,305 @@
|
||||
import * as THREE from 'three';
|
||||
import { Water } from 'three/addons/objects/Water.js';
|
||||
import { Sky } from 'three/addons/objects/Sky.js';
|
||||
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
|
||||
import { TerrainGenerator } from './TerrainGenerator.js';
|
||||
import { VegetationSystem } from './VegetationSystem.js';
|
||||
|
||||
export class OceanScene {
|
||||
constructor(container) {
|
||||
this.container = container;
|
||||
this.scene = null;
|
||||
this.camera = null;
|
||||
this.renderer = null;
|
||||
this.controls = null;
|
||||
this.water = null;
|
||||
this.sky = null;
|
||||
this.sun = new THREE.Vector3();
|
||||
this.terrain = null;
|
||||
this.vegetation = null;
|
||||
this.pmremGenerator = null;
|
||||
this.renderTarget = null;
|
||||
this.sunLight = null;
|
||||
|
||||
this.params = {
|
||||
elevation: 2,
|
||||
azimuth: 180,
|
||||
exposure: 0.5,
|
||||
turbidity: 10,
|
||||
rayleigh: 2,
|
||||
mieCoefficient: 0.005,
|
||||
mieDirectionalG: 0.8
|
||||
};
|
||||
|
||||
this.clock = new THREE.Clock();
|
||||
this.frameCount = 0;
|
||||
this.lastTime = performance.now();
|
||||
}
|
||||
|
||||
async init() {
|
||||
this.initRenderer();
|
||||
this.initScene();
|
||||
this.initCamera();
|
||||
this.initControls();
|
||||
this.initLighting();
|
||||
await this.initSky();
|
||||
await this.initWater();
|
||||
await this.initTerrain();
|
||||
await this.initVegetation();
|
||||
this.initSunPosition();
|
||||
this.initEventListeners();
|
||||
}
|
||||
|
||||
initRenderer() {
|
||||
this.renderer = new THREE.WebGLRenderer({
|
||||
antialias: true,
|
||||
powerPreference: 'high-performance'
|
||||
});
|
||||
this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
|
||||
this.renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
this.renderer.toneMapping = THREE.ACESFilmicToneMapping;
|
||||
this.renderer.toneMappingExposure = this.params.exposure;
|
||||
this.renderer.shadowMap.enabled = true;
|
||||
this.renderer.shadowMap.type = THREE.PCFSoftShadowMap;
|
||||
this.container.appendChild(this.renderer.domElement);
|
||||
}
|
||||
|
||||
initScene() {
|
||||
this.scene = new THREE.Scene();
|
||||
this.scene.fog = new THREE.FogExp2(0x8cb8d4, 0.0008);
|
||||
}
|
||||
|
||||
initCamera() {
|
||||
this.camera = new THREE.PerspectiveCamera(
|
||||
60,
|
||||
window.innerWidth / window.innerHeight,
|
||||
1,
|
||||
20000
|
||||
);
|
||||
this.camera.position.set(100, 50, 200);
|
||||
}
|
||||
|
||||
initControls() {
|
||||
this.controls = new OrbitControls(this.camera, this.renderer.domElement);
|
||||
this.controls.enableDamping = true;
|
||||
this.controls.dampingFactor = 0.05;
|
||||
this.controls.maxPolarAngle = Math.PI * 0.48;
|
||||
this.controls.minDistance = 30;
|
||||
this.controls.maxDistance = 1000;
|
||||
this.controls.target.set(0, 10, 0);
|
||||
this.controls.update();
|
||||
}
|
||||
|
||||
initLighting() {
|
||||
const ambientLight = new THREE.AmbientLight(0x555555);
|
||||
this.scene.add(ambientLight);
|
||||
|
||||
this.sunLight = new THREE.DirectionalLight(0xffffff, 1.5);
|
||||
this.sunLight.castShadow = true;
|
||||
this.sunLight.shadow.mapSize.width = 2048;
|
||||
this.sunLight.shadow.mapSize.height = 2048;
|
||||
this.sunLight.shadow.camera.near = 0.5;
|
||||
this.sunLight.shadow.camera.far = 500;
|
||||
this.sunLight.shadow.camera.left = -100;
|
||||
this.sunLight.shadow.camera.right = 100;
|
||||
this.sunLight.shadow.camera.top = 100;
|
||||
this.sunLight.shadow.camera.bottom = -100;
|
||||
this.scene.add(this.sunLight);
|
||||
}
|
||||
|
||||
async initSky() {
|
||||
this.sky = new Sky();
|
||||
this.sky.scale.setScalar(10000);
|
||||
this.scene.add(this.sky);
|
||||
|
||||
const skyUniforms = this.sky.material.uniforms;
|
||||
skyUniforms['turbidity'].value = this.params.turbidity;
|
||||
skyUniforms['rayleigh'].value = this.params.rayleigh;
|
||||
skyUniforms['mieCoefficient'].value = this.params.mieCoefficient;
|
||||
skyUniforms['mieDirectionalG'].value = this.params.mieDirectionalG;
|
||||
|
||||
this.pmremGenerator = new THREE.PMREMGenerator(this.renderer);
|
||||
}
|
||||
|
||||
async initWater() {
|
||||
const waterGeometry = new THREE.PlaneGeometry(10000, 10000, 128, 128);
|
||||
|
||||
const waterNormals = await new Promise((resolve) => {
|
||||
new THREE.TextureLoader().load(
|
||||
'https://threejs.org/examples/textures/waternormals.jpg',
|
||||
(texture) => {
|
||||
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
|
||||
resolve(texture);
|
||||
}
|
||||
);
|
||||
});
|
||||
|
||||
this.water = new Water(waterGeometry, {
|
||||
textureWidth: 512,
|
||||
textureHeight: 512,
|
||||
waterNormals: waterNormals,
|
||||
sunDirection: new THREE.Vector3(),
|
||||
sunColor: 0xffffff,
|
||||
waterColor: 0x001e0f,
|
||||
distortionScale: 3.7,
|
||||
fog: true
|
||||
});
|
||||
|
||||
this.water.rotation.x = -Math.PI / 2;
|
||||
this.water.position.y = 0;
|
||||
this.scene.add(this.water);
|
||||
}
|
||||
|
||||
async initTerrain() {
|
||||
const terrainGen = new TerrainGenerator({
|
||||
size: 1200,
|
||||
segments: 200,
|
||||
maxHeight: 30,
|
||||
waterLevel: 0,
|
||||
seed: 42
|
||||
});
|
||||
|
||||
this.terrain = terrainGen.generate();
|
||||
this.scene.add(this.terrain);
|
||||
|
||||
this.terrainGenerator = terrainGen;
|
||||
}
|
||||
|
||||
async initVegetation() {
|
||||
const vegSystem = new VegetationSystem(this.terrainGenerator, {
|
||||
grassCount: 30000,
|
||||
treeCount: 300,
|
||||
terrainSize: 1200,
|
||||
waterLevel: 1
|
||||
});
|
||||
|
||||
this.vegetation = vegSystem.generate();
|
||||
vegSystem.addToScene(this.scene);
|
||||
}
|
||||
|
||||
initSunPosition() {
|
||||
this.updateSun();
|
||||
}
|
||||
|
||||
updateSun() {
|
||||
const phi = THREE.MathUtils.degToRad(90 - this.params.elevation);
|
||||
const theta = THREE.MathUtils.degToRad(this.params.azimuth);
|
||||
|
||||
this.sun.setFromSphericalCoords(1, phi, theta);
|
||||
|
||||
this.sky.material.uniforms['sunPosition'].value.copy(this.sun);
|
||||
this.water.material.uniforms['sunDirection'].value.copy(this.sun).normalize();
|
||||
|
||||
if (this.sunLight) {
|
||||
const sunDistance = 100;
|
||||
this.sunLight.position.set(
|
||||
this.sun.x * sunDistance,
|
||||
this.sun.y * sunDistance,
|
||||
this.sun.z * sunDistance
|
||||
);
|
||||
}
|
||||
|
||||
if (this.renderTarget) {
|
||||
this.renderTarget.dispose();
|
||||
}
|
||||
|
||||
const sceneEnv = new THREE.Scene();
|
||||
sceneEnv.add(this.sky);
|
||||
this.renderTarget = this.pmremGenerator.fromScene(sceneEnv);
|
||||
this.scene.environment = this.renderTarget.texture;
|
||||
this.scene.add(this.sky);
|
||||
|
||||
this.scene.fog.color.setHex(this.getFogColor());
|
||||
}
|
||||
|
||||
getFogColor() {
|
||||
const elevation = this.params.elevation;
|
||||
|
||||
if (elevation < 0) {
|
||||
return 0x1a2a3a;
|
||||
} else if (elevation < 10) {
|
||||
return 0x4a5a6a;
|
||||
} else if (elevation < 20) {
|
||||
return 0x8cb8d4;
|
||||
} else if (elevation < 45) {
|
||||
return 0x9ec5db;
|
||||
} else if (elevation < 70) {
|
||||
return 0xb8d4e8;
|
||||
} else {
|
||||
return 0xd4e8f4;
|
||||
}
|
||||
}
|
||||
|
||||
initEventListeners() {
|
||||
window.addEventListener('resize', () => this.onWindowResize());
|
||||
}
|
||||
|
||||
onWindowResize() {
|
||||
this.camera.aspect = window.innerWidth / window.innerHeight;
|
||||
this.camera.updateProjectionMatrix();
|
||||
this.renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
}
|
||||
|
||||
setSunElevation(value) {
|
||||
this.params.elevation = value;
|
||||
this.updateSun();
|
||||
}
|
||||
|
||||
setSunAzimuth(value) {
|
||||
this.params.azimuth = value;
|
||||
this.updateSun();
|
||||
}
|
||||
|
||||
setExposure(value) {
|
||||
this.params.exposure = value;
|
||||
this.renderer.toneMappingExposure = value;
|
||||
}
|
||||
|
||||
setTurbidity(value) {
|
||||
this.params.turbidity = value;
|
||||
this.sky.material.uniforms['turbidity'].value = value;
|
||||
this.updateSun();
|
||||
}
|
||||
|
||||
setRayleigh(value) {
|
||||
this.params.rayleigh = value;
|
||||
this.sky.material.uniforms['rayleigh'].value = value;
|
||||
this.updateSun();
|
||||
}
|
||||
|
||||
animate() {
|
||||
requestAnimationFrame(() => this.animate());
|
||||
|
||||
const time = this.clock.getElapsedTime();
|
||||
|
||||
if (this.water) {
|
||||
this.water.material.uniforms['time'].value += 1.0 / 60.0;
|
||||
}
|
||||
|
||||
this.controls.update();
|
||||
this.renderer.render(this.scene, this.camera);
|
||||
|
||||
this.frameCount++;
|
||||
const currentTime = performance.now();
|
||||
if (currentTime - this.lastTime >= 1000) {
|
||||
const fps = Math.round(this.frameCount * 1000 / (currentTime - this.lastTime));
|
||||
const fpsElement = document.getElementById('fps');
|
||||
if (fpsElement) {
|
||||
fpsElement.textContent = fps;
|
||||
}
|
||||
this.frameCount = 0;
|
||||
this.lastTime = currentTime;
|
||||
}
|
||||
}
|
||||
|
||||
hideLoading() {
|
||||
const loading = document.getElementById('loading');
|
||||
if (loading) {
|
||||
loading.style.opacity = '0';
|
||||
loading.style.transition = 'opacity 0.5s ease';
|
||||
setTimeout(() => {
|
||||
loading.style.display = 'none';
|
||||
}, 500);
|
||||
}
|
||||
}
|
||||
}
|
||||
142
src/TerrainGenerator.js
Normal file
142
src/TerrainGenerator.js
Normal file
@@ -0,0 +1,142 @@
|
||||
import * as THREE from 'three';
|
||||
import { SimplexNoise } from './utils/SimplexNoise.js';
|
||||
|
||||
export class TerrainGenerator {
|
||||
constructor(options = {}) {
|
||||
this.size = options.size || 1000;
|
||||
this.segments = options.segments || 256;
|
||||
this.maxHeight = options.maxHeight || 50;
|
||||
this.waterLevel = options.waterLevel || 0;
|
||||
this.beachWidth = options.beachWidth || 20;
|
||||
|
||||
this.noise = new SimplexNoise(options.seed || 42);
|
||||
this.terrain = null;
|
||||
}
|
||||
|
||||
generate() {
|
||||
const geometry = new THREE.PlaneGeometry(
|
||||
this.size,
|
||||
this.size,
|
||||
this.segments,
|
||||
this.segments
|
||||
);
|
||||
|
||||
const positions = geometry.attributes.position.array;
|
||||
const colors = new Float32Array(positions.length);
|
||||
|
||||
for (let i = 0; i < positions.length; i += 3) {
|
||||
const x = positions[i];
|
||||
const y = positions[i + 1];
|
||||
|
||||
let height = this.getHeight(x, y);
|
||||
positions[i + 2] = height;
|
||||
|
||||
const color = this.getTerrainColor(x, y, height);
|
||||
colors[i] = color.r;
|
||||
colors[i + 1] = color.g;
|
||||
colors[i + 2] = color.b;
|
||||
}
|
||||
|
||||
geometry.setAttribute('color', new THREE.BufferAttribute(colors, 3));
|
||||
geometry.computeVertexNormals();
|
||||
geometry.rotateX(-Math.PI / 2);
|
||||
|
||||
const material = new THREE.MeshStandardMaterial({
|
||||
vertexColors: true,
|
||||
roughness: 0.85,
|
||||
metalness: 0.0,
|
||||
flatShading: false
|
||||
});
|
||||
|
||||
this.terrain = new THREE.Mesh(geometry, material);
|
||||
this.terrain.receiveShadow = true;
|
||||
this.terrain.castShadow = true;
|
||||
|
||||
return this.terrain;
|
||||
}
|
||||
|
||||
getHeight(x, y) {
|
||||
const scale = 0.0008;
|
||||
|
||||
let height = this.noise.fbm(x * scale, y * scale, 3, 2.0, 0.5);
|
||||
const detail = this.noise.fbm(x * scale * 3, y * scale * 3, 2, 2.0, 0.5) * 0.2;
|
||||
height += detail;
|
||||
|
||||
const distFromCenter = Math.sqrt(x * x + y * y);
|
||||
const maxLandDist = this.size * 0.45;
|
||||
const falloffStart = this.size * 0.25;
|
||||
|
||||
let continentMask = 1.0;
|
||||
if (distFromCenter > falloffStart) {
|
||||
const t = (distFromCenter - falloffStart) / (maxLandDist - falloffStart);
|
||||
continentMask = Math.max(0, 1 - Math.pow(t, 1.5));
|
||||
}
|
||||
|
||||
height = height * continentMask;
|
||||
height = height * this.maxHeight * 0.4;
|
||||
|
||||
const beachZone = 2;
|
||||
if (height > this.waterLevel && height < this.waterLevel + beachZone) {
|
||||
const blend = Math.max(0, Math.min(1, (height - this.waterLevel) / beachZone));
|
||||
height = this.waterLevel + Math.pow(blend, 0.5) * beachZone;
|
||||
}
|
||||
|
||||
return height;
|
||||
}
|
||||
|
||||
getTerrainColor(x, y, height) {
|
||||
const normalizedHeight = (height - this.waterLevel) / this.maxHeight;
|
||||
|
||||
const deepWater = new THREE.Color(0x1a3d5c);
|
||||
const shallowWater = new THREE.Color(0x2d6b8a);
|
||||
const beach = new THREE.Color(0xc2b280);
|
||||
const grass = new THREE.Color(0x3d6b3d);
|
||||
const darkGrass = new THREE.Color(0x2d4a2d);
|
||||
const rock = new THREE.Color(0x5a5a5a);
|
||||
const snow = new THREE.Color(0xe8e8e8);
|
||||
|
||||
let color = new THREE.Color();
|
||||
|
||||
if (normalizedHeight < -0.1) {
|
||||
color.copy(deepWater);
|
||||
} else if (normalizedHeight < 0) {
|
||||
color.lerpColors(deepWater, shallowWater, (normalizedHeight + 0.1) / 0.1);
|
||||
} else if (normalizedHeight < 0.05) {
|
||||
const beachBlend = Math.min(1, normalizedHeight / 0.05);
|
||||
color.lerpColors(shallowWater, beach, beachBlend);
|
||||
} else if (normalizedHeight < 0.15) {
|
||||
const sandToGrass = (normalizedHeight - 0.05) / 0.1;
|
||||
color.lerpColors(beach, grass, sandToGrass);
|
||||
} else if (normalizedHeight < 0.4) {
|
||||
const grassBlend = (normalizedHeight - 0.15) / 0.25;
|
||||
color.lerpColors(grass, darkGrass, grassBlend);
|
||||
} else if (normalizedHeight < 0.6) {
|
||||
const rockBlend = (normalizedHeight - 0.4) / 0.2;
|
||||
color.lerpColors(darkGrass, rock, rockBlend);
|
||||
} else if (normalizedHeight < 0.8) {
|
||||
color.copy(rock);
|
||||
} else {
|
||||
const snowBlend = (normalizedHeight - 0.8) / 0.2;
|
||||
color.lerpColors(rock, snow, snowBlend);
|
||||
}
|
||||
|
||||
const noiseVariation = this.noise.noise2D(x * 0.05, y * 0.05) * 0.1;
|
||||
color.r = Math.max(0, Math.min(1, color.r + noiseVariation));
|
||||
color.g = Math.max(0, Math.min(1, color.g + noiseVariation));
|
||||
color.b = Math.max(0, Math.min(1, color.b + noiseVariation));
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
getTerrain() {
|
||||
return this.terrain;
|
||||
}
|
||||
|
||||
getHeightAt(x, z) {
|
||||
return this.getHeight(x, -z);
|
||||
}
|
||||
|
||||
isLand(x, z) {
|
||||
return this.getHeight(x, z) > this.waterLevel;
|
||||
}
|
||||
}
|
||||
195
src/VegetationSystem.js
Normal file
195
src/VegetationSystem.js
Normal file
@@ -0,0 +1,195 @@
|
||||
import * as THREE from 'three';
|
||||
import { SimplexNoise } from './utils/SimplexNoise.js';
|
||||
|
||||
export class VegetationSystem {
|
||||
constructor(terrain, options = {}) {
|
||||
this.terrain = terrain;
|
||||
this.options = {
|
||||
grassCount: options.grassCount || 50000,
|
||||
treeCount: options.treeCount || 500,
|
||||
terrainSize: options.terrainSize || 1000,
|
||||
waterLevel: options.waterLevel || 0
|
||||
};
|
||||
|
||||
this.noise = new SimplexNoise(12345);
|
||||
this.grass = null;
|
||||
this.trees = [];
|
||||
}
|
||||
|
||||
generate() {
|
||||
this.generateGrass();
|
||||
this.generateTrees();
|
||||
|
||||
return {
|
||||
grass: this.grass,
|
||||
trees: this.trees
|
||||
};
|
||||
}
|
||||
|
||||
generateGrass() {
|
||||
const geometry = new THREE.BufferGeometry();
|
||||
const positions = [];
|
||||
const colors = [];
|
||||
const uvs = [];
|
||||
const indices = [];
|
||||
|
||||
const grassBladeHeight = 0.8;
|
||||
const grassBladeWidth = 0.1;
|
||||
|
||||
let vertexIndex = 0;
|
||||
|
||||
for (let i = 0; i < this.options.grassCount; i++) {
|
||||
const x = (Math.random() - 0.5) * this.options.terrainSize * 0.7;
|
||||
const z = (Math.random() - 0.5) * this.options.terrainSize * 0.7;
|
||||
const y = this.terrain.getHeightAt(x, z);
|
||||
|
||||
if (y < this.options.waterLevel + 0.5 || y > this.options.waterLevel + 10) continue;
|
||||
|
||||
const bendX = this.noise.noise2D(x * 0.1, z * 0.1) * 0.3;
|
||||
const bendZ = this.noise.noise2D(x * 0.1 + 100, z * 0.1) * 0.3;
|
||||
|
||||
positions.push(
|
||||
x - grassBladeWidth / 2, y, z,
|
||||
x + grassBladeWidth / 2, y, z,
|
||||
x + bendX + grassBladeWidth / 4, y + grassBladeHeight, z + bendZ
|
||||
);
|
||||
|
||||
const greenVariation = 0.7 + Math.random() * 0.3;
|
||||
const baseColor = new THREE.Color().setHSL(0.3, 0.6 * greenVariation, 0.25 * greenVariation);
|
||||
|
||||
colors.push(
|
||||
baseColor.r, baseColor.g, baseColor.b,
|
||||
baseColor.r * 0.9, baseColor.g * 0.9, baseColor.b * 0.9,
|
||||
baseColor.r * 0.8, baseColor.g * 0.8, baseColor.b * 0.8
|
||||
);
|
||||
|
||||
uvs.push(0, 0, 1, 0, 0.5, 1);
|
||||
|
||||
indices.push(
|
||||
vertexIndex, vertexIndex + 1, vertexIndex + 2,
|
||||
vertexIndex + 2, vertexIndex + 1, vertexIndex
|
||||
);
|
||||
|
||||
vertexIndex += 3;
|
||||
}
|
||||
|
||||
geometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
|
||||
geometry.setAttribute('color', new THREE.Float32BufferAttribute(colors, 3));
|
||||
geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2));
|
||||
geometry.setIndex(indices);
|
||||
geometry.computeVertexNormals();
|
||||
|
||||
const material = new THREE.MeshStandardMaterial({
|
||||
vertexColors: true,
|
||||
side: THREE.DoubleSide,
|
||||
roughness: 0.9,
|
||||
metalness: 0.0
|
||||
});
|
||||
|
||||
this.grass = new THREE.Mesh(geometry, material);
|
||||
this.grass.castShadow = true;
|
||||
this.grass.receiveShadow = true;
|
||||
}
|
||||
|
||||
generateTrees() {
|
||||
const treePositions = [];
|
||||
|
||||
for (let i = 0; i < this.options.treeCount * 10; i++) {
|
||||
if (treePositions.length >= this.options.treeCount) break;
|
||||
|
||||
const x = (Math.random() - 0.5) * this.options.terrainSize * 0.6;
|
||||
const z = (Math.random() - 0.5) * this.options.terrainSize * 0.6;
|
||||
const y = this.terrain.getHeightAt(x, z);
|
||||
|
||||
if (y < this.options.waterLevel + 1 || y > this.options.waterLevel + 10) continue;
|
||||
|
||||
const densityNoise = this.noise.noise2D(x * 0.005, z * 0.005);
|
||||
if (densityNoise < 0.3) continue;
|
||||
|
||||
let tooClose = false;
|
||||
for (const pos of treePositions) {
|
||||
const dist = Math.sqrt((pos.x - x) ** 2 + (pos.z - z) ** 2);
|
||||
if (dist < 10) {
|
||||
tooClose = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!tooClose) {
|
||||
treePositions.push({ x, y, z });
|
||||
}
|
||||
}
|
||||
|
||||
for (const pos of treePositions) {
|
||||
const tree = this.createTree(pos);
|
||||
this.trees.push(tree);
|
||||
}
|
||||
}
|
||||
|
||||
createTree(pos) {
|
||||
const tree = new THREE.Group();
|
||||
|
||||
const trunkHeight = 5 + Math.random() * 5;
|
||||
const trunkRadius = 0.3 + Math.random() * 0.2;
|
||||
|
||||
const trunkGeometry = new THREE.CylinderGeometry(
|
||||
trunkRadius * 0.7,
|
||||
trunkRadius,
|
||||
trunkHeight,
|
||||
8
|
||||
);
|
||||
const trunkMaterial = new THREE.MeshStandardMaterial({
|
||||
color: 0x4a3728,
|
||||
roughness: 0.9,
|
||||
metalness: 0.0
|
||||
});
|
||||
const trunk = new THREE.Mesh(trunkGeometry, trunkMaterial);
|
||||
trunk.position.y = trunkHeight / 2;
|
||||
trunk.castShadow = true;
|
||||
trunk.receiveShadow = true;
|
||||
tree.add(trunk);
|
||||
|
||||
const foliageLayers = 3 + Math.floor(Math.random() * 2);
|
||||
let foliageY = trunkHeight;
|
||||
|
||||
for (let i = 0; i < foliageLayers; i++) {
|
||||
const foliageRadius = (2.5 - i * 0.4) + Math.random() * 0.5;
|
||||
const foliageHeight = 2 + Math.random() * 1;
|
||||
|
||||
const foliageGeometry = new THREE.ConeGeometry(
|
||||
foliageRadius,
|
||||
foliageHeight,
|
||||
8
|
||||
);
|
||||
|
||||
const greenVariation = 0.8 + Math.random() * 0.2;
|
||||
const foliageMaterial = new THREE.MeshStandardMaterial({
|
||||
color: new THREE.Color().setHSL(0.28 + Math.random() * 0.05, 0.5 * greenVariation, 0.2 * greenVariation),
|
||||
roughness: 0.8,
|
||||
metalness: 0.0
|
||||
});
|
||||
|
||||
const foliage = new THREE.Mesh(foliageGeometry, foliageMaterial);
|
||||
foliage.position.y = foliageY;
|
||||
foliage.castShadow = true;
|
||||
foliage.receiveShadow = true;
|
||||
tree.add(foliage);
|
||||
|
||||
foliageY += foliageHeight * 0.6;
|
||||
}
|
||||
|
||||
tree.position.set(pos.x, pos.y, pos.z);
|
||||
|
||||
const scale = 0.8 + Math.random() * 0.4;
|
||||
tree.scale.setScalar(scale);
|
||||
|
||||
tree.rotation.y = Math.random() * Math.PI * 2;
|
||||
|
||||
return tree;
|
||||
}
|
||||
|
||||
addToScene(scene) {
|
||||
if (this.grass) scene.add(this.grass);
|
||||
this.trees.forEach(tree => scene.add(tree));
|
||||
}
|
||||
}
|
||||
76
src/main.js
Normal file
76
src/main.js
Normal file
@@ -0,0 +1,76 @@
|
||||
import { OceanScene } from './OceanScene.js';
|
||||
|
||||
async function main() {
|
||||
const container = document.getElementById('container');
|
||||
|
||||
const oceanScene = new OceanScene(container);
|
||||
|
||||
try {
|
||||
await oceanScene.init();
|
||||
|
||||
setupControls(oceanScene);
|
||||
|
||||
oceanScene.hideLoading();
|
||||
|
||||
oceanScene.animate();
|
||||
|
||||
console.log('写实海洋场景加载完成!');
|
||||
} catch (error) {
|
||||
console.error('场景加载失败:', error);
|
||||
|
||||
const loading = document.getElementById('loading');
|
||||
if (loading) {
|
||||
loading.innerHTML = `
|
||||
<h1 style="color: #ff6b6b;">加载失败</h1>
|
||||
<p style="margin-top: 20px; opacity: 0.8;">${error.message}</p>
|
||||
<p style="margin-top: 10px; opacity: 0.6;">请刷新页面重试</p>
|
||||
`;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function setupControls(oceanScene) {
|
||||
const elevationSlider = document.getElementById('sun-elevation');
|
||||
const azimuthSlider = document.getElementById('sun-azimuth');
|
||||
const exposureSlider = document.getElementById('exposure');
|
||||
const turbiditySlider = document.getElementById('turbidity');
|
||||
const rayleighSlider = document.getElementById('rayleigh');
|
||||
|
||||
const elevationValue = document.getElementById('elevation-value');
|
||||
const azimuthValue = document.getElementById('azimuth-value');
|
||||
const exposureValue = document.getElementById('exposure-value');
|
||||
const turbidityValue = document.getElementById('turbidity-value');
|
||||
const rayleighValue = document.getElementById('rayleigh-value');
|
||||
|
||||
elevationSlider.addEventListener('input', (e) => {
|
||||
const value = parseFloat(e.target.value);
|
||||
oceanScene.setSunElevation(value);
|
||||
elevationValue.textContent = value.toFixed(1) + '°';
|
||||
});
|
||||
|
||||
azimuthSlider.addEventListener('input', (e) => {
|
||||
const value = parseFloat(e.target.value);
|
||||
oceanScene.setSunAzimuth(value);
|
||||
azimuthValue.textContent = value.toFixed(1) + '°';
|
||||
});
|
||||
|
||||
exposureSlider.addEventListener('input', (e) => {
|
||||
const value = parseFloat(e.target.value);
|
||||
oceanScene.setExposure(value);
|
||||
exposureValue.textContent = value.toFixed(2);
|
||||
});
|
||||
|
||||
turbiditySlider.addEventListener('input', (e) => {
|
||||
const value = parseFloat(e.target.value);
|
||||
oceanScene.setTurbidity(value);
|
||||
turbidityValue.textContent = value.toFixed(1);
|
||||
});
|
||||
|
||||
rayleighSlider.addEventListener('input', (e) => {
|
||||
const value = parseFloat(e.target.value);
|
||||
oceanScene.setRayleigh(value);
|
||||
rayleighValue.textContent = value.toFixed(2);
|
||||
});
|
||||
}
|
||||
|
||||
main().catch(console.error);
|
||||
131
src/utils/SimplexNoise.js
Normal file
131
src/utils/SimplexNoise.js
Normal file
@@ -0,0 +1,131 @@
|
||||
export class SimplexNoise {
|
||||
constructor(seed = Math.random()) {
|
||||
this.p = new Uint8Array(256);
|
||||
this.perm = new Uint8Array(512);
|
||||
this.permMod12 = new Uint8Array(512);
|
||||
|
||||
const random = this.seededRandom(seed);
|
||||
|
||||
for (let i = 0; i < 256; i++) {
|
||||
this.p[i] = i;
|
||||
}
|
||||
|
||||
for (let i = 255; i > 0; i--) {
|
||||
const j = Math.floor(random() * (i + 1));
|
||||
[this.p[i], this.p[j]] = [this.p[j], this.p[i]];
|
||||
}
|
||||
|
||||
for (let i = 0; i < 512; i++) {
|
||||
this.perm[i] = this.p[i & 255];
|
||||
this.permMod12[i] = this.perm[i] % 12;
|
||||
}
|
||||
|
||||
this.grad3 = new Float32Array([
|
||||
1, 1, 0, -1, 1, 0, 1, -1, 0, -1, -1, 0,
|
||||
1, 0, 1, -1, 0, 1, 1, 0, -1, -1, 0, -1,
|
||||
0, 1, 1, 0, -1, 1, 0, 1, -1, 0, -1, -1
|
||||
]);
|
||||
}
|
||||
|
||||
seededRandom(seed) {
|
||||
return function() {
|
||||
seed = (seed * 9301 + 49297) % 233280;
|
||||
return seed / 233280;
|
||||
};
|
||||
}
|
||||
|
||||
dot2(g, x, y) {
|
||||
return g[0] * x + g[1] * y;
|
||||
}
|
||||
|
||||
noise2D(xin, yin) {
|
||||
const F2 = 0.5 * (Math.sqrt(3) - 1);
|
||||
const G2 = (3 - Math.sqrt(3)) / 6;
|
||||
|
||||
const s = (xin + yin) * F2;
|
||||
const i = Math.floor(xin + s);
|
||||
const j = Math.floor(yin + s);
|
||||
|
||||
const t = (i + j) * G2;
|
||||
const X0 = i - t;
|
||||
const Y0 = j - t;
|
||||
const x0 = xin - X0;
|
||||
const y0 = yin - Y0;
|
||||
|
||||
let i1, j1;
|
||||
if (x0 > y0) {
|
||||
i1 = 1;
|
||||
j1 = 0;
|
||||
} else {
|
||||
i1 = 0;
|
||||
j1 = 1;
|
||||
}
|
||||
|
||||
const x1 = x0 - i1 + G2;
|
||||
const y1 = y0 - j1 + G2;
|
||||
const x2 = x0 - 1 + 2 * G2;
|
||||
const y2 = y0 - 1 + 2 * G2;
|
||||
|
||||
const ii = i & 255;
|
||||
const jj = j & 255;
|
||||
|
||||
let n0 = 0, n1 = 0, n2 = 0;
|
||||
|
||||
let t0 = 0.5 - x0 * x0 - y0 * y0;
|
||||
if (t0 >= 0) {
|
||||
const gi0 = this.permMod12[ii + this.perm[jj]] * 3;
|
||||
t0 *= t0;
|
||||
n0 = t0 * t0 * this.dot2([this.grad3[gi0], this.grad3[gi0 + 1]], x0, y0);
|
||||
}
|
||||
|
||||
let t1 = 0.5 - x1 * x1 - y1 * y1;
|
||||
if (t1 >= 0) {
|
||||
const gi1 = this.permMod12[ii + i1 + this.perm[jj + j1]] * 3;
|
||||
t1 *= t1;
|
||||
n1 = t1 * t1 * this.dot2([this.grad3[gi1], this.grad3[gi1 + 1]], x1, y1);
|
||||
}
|
||||
|
||||
let t2 = 0.5 - x2 * x2 - y2 * y2;
|
||||
if (t2 >= 0) {
|
||||
const gi2 = this.permMod12[ii + 1 + this.perm[jj + 1]] * 3;
|
||||
t2 *= t2;
|
||||
n2 = t2 * t2 * this.dot2([this.grad3[gi2], this.grad3[gi2 + 1]], x2, y2);
|
||||
}
|
||||
|
||||
return 70 * (n0 + n1 + n2);
|
||||
}
|
||||
|
||||
fbm(x, y, octaves = 6, lacunarity = 2, persistence = 0.5) {
|
||||
let value = 0;
|
||||
let amplitude = 1;
|
||||
let frequency = 1;
|
||||
let maxValue = 0;
|
||||
|
||||
for (let i = 0; i < octaves; i++) {
|
||||
value += amplitude * this.noise2D(x * frequency, y * frequency);
|
||||
maxValue += amplitude;
|
||||
amplitude *= persistence;
|
||||
frequency *= lacunarity;
|
||||
}
|
||||
|
||||
return value / maxValue;
|
||||
}
|
||||
|
||||
ridgedNoise(x, y, octaves = 6, lacunarity = 2, persistence = 0.5) {
|
||||
let value = 0;
|
||||
let amplitude = 1;
|
||||
let frequency = 1;
|
||||
let maxValue = 0;
|
||||
|
||||
for (let i = 0; i < octaves; i++) {
|
||||
let noise = 1 - Math.abs(this.noise2D(x * frequency, y * frequency));
|
||||
noise = noise * noise;
|
||||
value += amplitude * noise;
|
||||
maxValue += amplitude;
|
||||
amplitude *= persistence;
|
||||
frequency *= lacunarity;
|
||||
}
|
||||
|
||||
return value / maxValue;
|
||||
}
|
||||
}
|
||||
8
vite.config.js
Normal file
8
vite.config.js
Normal file
@@ -0,0 +1,8 @@
|
||||
import { defineConfig } from 'vite';
|
||||
|
||||
export default defineConfig({
|
||||
server: {
|
||||
host: '0.0.0.0',
|
||||
port: 3000
|
||||
}
|
||||
});
|
||||
Reference in New Issue
Block a user