See raw JS.
//ported from threejs examples //https://github.com/mrdoob/three.js/blob/master/examples/webgl_geometry_terrain_raycast.html //https://threejs.org/examples/#webgl_geometry_terrain_raycast AB.loadCSS ( '/uploads/threeport/main.css' ); AB.newDiv ('container'); AB.loadCSSstring ( ` body { background-color: #bfd1e5; color: #61443e; } a { color: #a06851; }` ); // path edits: import * as THREE from '/api/threemodule/libs/three.module.js'; import Stats from '/uploads/threeport/stats.module.js'; import { FirstPersonControls } from '/uploads/threejs/FirstPersonControls.js'; import { ImprovedNoise } from '/uploads/threejs/ImprovedNoise.js'; let container, stats; let camera, controls, scene, renderer; let mesh, texture; const worldWidth = 256, worldDepth = 256, worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2; let helper; const raycaster = new THREE.Raycaster(); const pointer = new THREE.Vector2(); init(); animate(); function init() { container = document.getElementById( 'container' ); container.innerHTML = ''; renderer = new THREE.WebGLRenderer( { antialias: true } ); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); container.appendChild( renderer.domElement ); scene = new THREE.Scene(); scene.background = new THREE.Color( 0xbfd1e5 ); camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 10, 20000 ); controls = new OrbitControls( camera, renderer.domElement ); controls.minDistance = 1000; controls.maxDistance = 10000; controls.maxPolarAngle = Math.PI / 2; // const data = generateHeight( worldWidth, worldDepth ); controls.target.y = data[ worldHalfWidth + worldHalfDepth * worldWidth ] + 500; camera.position.y = controls.target.y + 2000; camera.position.x = 2000; controls.update(); const geometry = new THREE.PlaneGeometry( 7500, 7500, worldWidth - 1, worldDepth - 1 ); geometry.rotateX( - Math.PI / 2 ); const vertices = geometry.attributes.position.array; for ( let i = 0, j = 0, l = vertices.length; i < l; i ++, j += 3 ) { vertices[ j + 1 ] = data[ i ] * 10; } // texture = new THREE.CanvasTexture( generateTexture( data, worldWidth, worldDepth ) ); texture.wrapS = THREE.ClampToEdgeWrapping; texture.wrapT = THREE.ClampToEdgeWrapping; mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { map: texture } ) ); scene.add( mesh ); const geometryHelper = new THREE.ConeGeometry( 20, 100, 3 ); geometryHelper.translate( 0, 50, 0 ); geometryHelper.rotateX( Math.PI / 2 ); helper = new THREE.Mesh( geometryHelper, new THREE.MeshNormalMaterial() ); scene.add( helper ); container.addEventListener( 'pointermove', onPointerMove ); stats = new Stats(); container.appendChild( stats.dom ); // window.addEventListener( 'resize', onWindowResize ); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } function generateHeight( width, height ) { const size = width * height, data = new Uint8Array( size ), perlin = new ImprovedNoise(), z = Math.random() * 100; let quality = 1; for ( let j = 0; j < 4; j ++ ) { for ( let i = 0; i < size; i ++ ) { const x = i % width, y = ~ ~ ( i / width ); data[ i ] += Math.abs( perlin.noise( x / quality, y / quality, z ) * quality * 1.75 ); } quality *= 5; } return data; } function generateTexture( data, width, height ) { // bake lighting into texture let context, image, imageData, shade; const vector3 = new THREE.Vector3( 0, 0, 0 ); const sun = new THREE.Vector3( 1, 1, 1 ); sun.normalize(); const canvas = document.createElement( 'canvas' ); canvas.width = width; canvas.height = height; context = canvas.getContext( '2d' ); context.fillStyle = '#000'; context.fillRect( 0, 0, width, height ); image = context.getImageData( 0, 0, canvas.width, canvas.height ); imageData = image.data; for ( let i = 0, j = 0, l = imageData.length; i < l; i += 4, j ++ ) { vector3.x = data[ j - 2 ] - data[ j + 2 ]; vector3.y = 2; vector3.z = data[ j - width * 2 ] - data[ j + width * 2 ]; vector3.normalize(); shade = vector3.dot( sun ); imageData[ i ] = ( 96 + shade * 128 ) * ( 0.5 + data[ j ] * 0.007 ); imageData[ i + 1 ] = ( 32 + shade * 96 ) * ( 0.5 + data[ j ] * 0.007 ); imageData[ i + 2 ] = ( shade * 96 ) * ( 0.5 + data[ j ] * 0.007 ); } context.putImageData( image, 0, 0 ); // Scaled 4x const canvasScaled = document.createElement( 'canvas' ); canvasScaled.width = width * 4; canvasScaled.height = height * 4; context = canvasScaled.getContext( '2d' ); context.scale( 4, 4 ); context.drawImage( canvas, 0, 0 ); image = context.getImageData( 0, 0, canvasScaled.width, canvasScaled.height ); imageData = image.data; for ( let i = 0, l = imageData.length; i < l; i += 4 ) { const v = ~ ~ ( Math.random() * 5 ); imageData[ i ] += v; imageData[ i + 1 ] += v; imageData[ i + 2 ] += v; } context.putImageData( image, 0, 0 ); return canvasScaled; } // function animate() { requestAnimationFrame( animate ); render(); stats.update(); } function render() { renderer.render( scene, camera ); } function onPointerMove( event ) { pointer.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1; pointer.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1; raycaster.setFromCamera( pointer, camera ); // See if the ray from the camera into the world hits one of our meshes const intersects = raycaster.intersectObject( mesh ); // Toggle rotation bool for meshes that we clicked if ( intersects.length > 0 ) { helper.position.set( 0, 0, 0 ); helper.lookAt( intersects[ 0 ].face.normal ); helper.position.copy( intersects[ 0 ].point ); } }