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https://github.com/wahyd4/three.js.git
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Ported voxel painter demo to work with WebGLRenderer.
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<!DOCTYPE HTML>
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<html lang="en">
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<head>
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<title>three.js - interactive - voxel painter - webgl</title>
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<meta charset="utf-8">
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<style type="text/css">
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body {
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font-family: Monospace;
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background-color: #f0f0f0;
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margin: 0px;
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overflow: hidden;
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}
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</style>
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</head>
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<body>
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<script type="text/javascript" src="../build/Three.js"></script>
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<script type="text/javascript" src="../src/extras/primitives/Cube.js"></script>
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<script type="text/javascript" src="../src/extras/primitives/Plane.js"></script>
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<script type="text/javascript" src="../src/extras/ImageUtils.js"></script>
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<script type="text/javascript" src="js/Stats.js"></script>
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<script type="text/javascript">
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var container, stats;
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var camera, scene, renderer;
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var projector, plane, cube;
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var mouse2D, mouse3D, ray,
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rollOveredFace, isShiftDown = false,
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theta = 45, isCtrlDown = false;
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var rollOverMesh, rollOverMaterial, voxelPosition = new THREE.Vector3(), tmpVec = new THREE.Vector3();
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var cubeGeo, cubeMaterial;
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var i, intersector;
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init();
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setInterval( loop, 1000 / 60 );
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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var info = document.createElement( 'div' );
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info.style.position = 'absolute';
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info.style.top = '10px';
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info.style.width = '100%';
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info.style.textAlign = 'center';
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info.innerHTML = '<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - voxel painter - webgl<br /><strong>click</strong>: add voxel, <strong>control + click</strong>: remove voxel, <strong>shift + click</strong>: rotate, <a href="javascript:save();return false;">save .png</a>';
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container.appendChild( info );
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camera = new THREE.Camera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
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camera.position.y = 800;
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camera.target.position.y = 200;
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scene = new THREE.Scene();
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// roll-over helpers
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rollOverGeo = new Cube( 50, 50, 50 );
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rollOverMaterial = new THREE.MeshBasicMaterial( { color: 0xff0000, opacity: 0.5 } );
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rollOverMesh = new THREE.Mesh( rollOverGeo, rollOverMaterial );
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scene.addObject( rollOverMesh );
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// cubes
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cubeGeo = new Cube( 50, 50, 50 );
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cubeMaterial = new THREE.MeshLambertMaterial( { color: 0x00ff80, opacity: 1, shading: THREE.FlatShading, map: ImageUtils.loadTexture( "textures/square-outline-textured.png" ) } );
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cubeMaterial.color.setHSV( 0.1, 0.7, 1.0 );
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// picking
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projector = new THREE.Projector();
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// grid
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plane = new THREE.Mesh( new Plane( 1000, 1000, 20, 20 ), new THREE.MeshBasicMaterial( { color: 0x555555, wireframe: true } ) );
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plane.rotation.x = - 90 * Math.PI / 180;
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scene.addObject( plane );
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mouse2D = new THREE.Vector3( 0, 10000, 0.5 );
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ray = new THREE.Ray( camera.position, null );
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// Lights
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var ambientLight = new THREE.AmbientLight( 0x606060 );
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scene.addLight( ambientLight );
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var directionalLight = new THREE.DirectionalLight( 0xffffff );
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directionalLight.position.x = Math.random() - 0.5;
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directionalLight.position.y = Math.random() - 0.5;
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directionalLight.position.z = Math.random() - 0.5;
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directionalLight.position.normalize();
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scene.addLight( directionalLight );
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var directionalLight = new THREE.DirectionalLight( 0x808080 );
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directionalLight.position.x = Math.random() - 0.5;
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directionalLight.position.y = Math.random() - 0.5;
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directionalLight.position.z = Math.random() - 0.5;
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directionalLight.position.normalize();
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scene.addLight( directionalLight );
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renderer = new THREE.WebGLRenderer();
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild(renderer.domElement);
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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container.appendChild( stats.domElement );
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document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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document.addEventListener( 'mousedown', onDocumentMouseDown, false );
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document.addEventListener( 'keydown', onDocumentKeyDown, false );
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document.addEventListener( 'keyup', onDocumentKeyUp, false );
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}
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function getRealIntersector( intersects ) {
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for( i = 0; i < intersects.length; i++ ) {
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intersector = intersects[ i ];
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if ( intersector.object != rollOverMesh ) {
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return intersector;
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}
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}
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return null;
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}
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function setVoxelPosition( intersector ) {
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tmpVec.copy( intersector.face.normal );
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voxelPosition.add( intersector.point, intersector.object.rotationMatrix.multiplyVector3( tmpVec ) );
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voxelPosition.x = Math.floor( voxelPosition.x / 50 ) * 50 + 25;
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voxelPosition.y = Math.floor( voxelPosition.y / 50 ) * 50 + 25;
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voxelPosition.z = Math.floor( voxelPosition.z / 50 ) * 50 + 25;
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}
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function onDocumentMouseMove( event ) {
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event.preventDefault();
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mouse2D.x = ( event.clientX / window.innerWidth ) * 2 - 1;
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mouse2D.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
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}
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function onDocumentMouseDown( event ) {
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event.preventDefault();
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var intersects = ray.intersectScene( scene );
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if ( intersects.length > 0 ) {
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intersector = getRealIntersector( intersects );
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// delete cube
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if ( isCtrlDown ) {
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if ( intersector.object != plane ) {
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scene.removeObject( intersector.object );
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renderer.removeObject( scene, intersector.object );
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}
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// create cube
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} else {
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intersector = getRealIntersector( intersects );
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setVoxelPosition( intersector );
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var voxel = new THREE.Mesh( cubeGeo, cubeMaterial );
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voxel.position.copy( voxelPosition );
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scene.addObject( voxel );
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}
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}
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}
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function onDocumentKeyDown( event ) {
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switch( event.keyCode ) {
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case 16: isShiftDown = true; break;
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case 17: isCtrlDown = true; break;
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}
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}
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function onDocumentKeyUp( event ) {
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switch( event.keyCode ) {
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case 16: isShiftDown = false; break;
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case 17: isCtrlDown = false; break;
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}
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}
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function save() {
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window.open( renderer.domElement.toDataURL('image/png'), 'mywindow' );
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}
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function loop() {
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if ( isShiftDown ) {
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theta += mouse2D.x * 3;
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}
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mouse3D = projector.unprojectVector( mouse2D.clone(), camera );
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ray.direction = mouse3D.subSelf( camera.position ).normalize();
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var intersects = ray.intersectScene( scene );
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if ( intersects.length > 0 ) {
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intersector = getRealIntersector( intersects );
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if ( intersector ) {
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setVoxelPosition( intersector );
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rollOverMesh.position = voxelPosition;
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}
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}
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camera.position.x = 1400 * Math.sin( theta * Math.PI / 360 );
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camera.position.z = 1400 * Math.cos( theta * Math.PI / 360 );
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renderer.render( scene, camera );
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stats.update();
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}
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</script>
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</body>
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</html>
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