├── 3dminecraft.html
├── FileSaver.js
├── LICENSE
├── PointerLockControls.js
├── README.md
├── cursor.png
├── minecraftfont.woff
├── minecraftlogo.png
├── perlin.js
├── stats.js
├── texture
├── brick
│ └── brick.png
├── cobblestone
│ └── cobblestone.png
├── dirt
│ ├── customdirt.png
│ └── dirt.png
├── glass
│ └── glass.png
├── grass
│ ├── bottom.jpg
│ ├── side.jpg
│ └── top.jpg
├── oakLeaves
│ ├── oakLeaves.png
│ └── oakLeavesTransparent.png
├── oakLog
│ ├── bottom.jpg
│ ├── side.png
│ └── top.jpg
├── plank
│ └── plank.png
├── sand
│ └── sand.png
├── stone
│ └── stone.png
├── texture.png
└── water
│ └── water.jpeg
├── three.js
└── titleScreen
├── five.jpeg
├── four.jpeg
├── one.jpeg
├── six.jpeg
├── three.jpeg
└── two.jpeg
/3dminecraft.html:
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/FileSaver.js:
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1 | /*
2 | * FileSaver.js
3 | * A saveAs() FileSaver implementation.
4 | *
5 | * By Eli Grey, http://eligrey.com
6 | *
7 | * License : https://github.com/eligrey/FileSaver.js/blob/master/LICENSE.md (MIT)
8 | * source : http://purl.eligrey.com/github/FileSaver.js
9 | */
10 |
11 | // The one and only way of getting global scope in all environments
12 | // https://stackoverflow.com/q/3277182/1008999
13 | var _global = typeof window === 'object' && window.window === window
14 | ? window : typeof self === 'object' && self.self === self
15 | ? self : typeof global === 'object' && global.global === global
16 | ? global
17 | : this
18 |
19 | function bom (blob, opts) {
20 | if (typeof opts === 'undefined') opts = { autoBom: false }
21 | else if (typeof opts !== 'object') {
22 | console.warn('Deprecated: Expected third argument to be a object')
23 | opts = { autoBom: !opts }
24 | }
25 |
26 | // prepend BOM for UTF-8 XML and text/* types (including HTML)
27 | // note: your browser will automatically convert UTF-16 U+FEFF to EF BB BF
28 | if (opts.autoBom && /^\s*(?:text\/\S*|application\/xml|\S*\/\S*\+xml)\s*;.*charset\s*=\s*utf-8/i.test(blob.type)) {
29 | return new Blob([String.fromCharCode(0xFEFF), blob], { type: blob.type })
30 | }
31 | return blob
32 | }
33 |
34 | function download (url, name, opts) {
35 | var xhr = new XMLHttpRequest()
36 | xhr.open('GET', url)
37 | xhr.responseType = 'blob'
38 | xhr.onload = function () {
39 | saveAs(xhr.response, name, opts)
40 | }
41 | xhr.onerror = function () {
42 | console.error('could not download file')
43 | }
44 | xhr.send()
45 | }
46 |
47 | function corsEnabled (url) {
48 | var xhr = new XMLHttpRequest()
49 | // use sync to avoid popup blocker
50 | xhr.open('HEAD', url, false)
51 | try {
52 | xhr.send()
53 | } catch (e) {}
54 | return xhr.status >= 200 && xhr.status <= 299
55 | }
56 |
57 | // `a.click()` doesn't work for all browsers (#465)
58 | function click (node) {
59 | try {
60 | node.dispatchEvent(new MouseEvent('click'))
61 | } catch (e) {
62 | var evt = document.createEvent('MouseEvents')
63 | evt.initMouseEvent('click', true, true, window, 0, 0, 0, 80,
64 | 20, false, false, false, false, 0, null)
65 | node.dispatchEvent(evt)
66 | }
67 | }
68 |
69 | // Detect WebView inside a native macOS app by ruling out all browsers
70 | // We just need to check for 'Safari' because all other browsers (besides Firefox) include that too
71 | // https://www.whatismybrowser.com/guides/the-latest-user-agent/macos
72 | var isMacOSWebView = _global.navigator && /Macintosh/.test(navigator.userAgent) && /AppleWebKit/.test(navigator.userAgent) && !/Safari/.test(navigator.userAgent)
73 |
74 | var saveAs = _global.saveAs || (
75 | // probably in some web worker
76 | (typeof window !== 'object' || window !== _global)
77 | ? function saveAs () { /* noop */ }
78 |
79 | // Use download attribute first if possible (#193 Lumia mobile) unless this is a macOS WebView
80 | : ('download' in HTMLAnchorElement.prototype && !isMacOSWebView)
81 | ? function saveAs (blob, name, opts) {
82 | var URL = _global.URL || _global.webkitURL
83 | var a = document.createElement('a')
84 | name = name || blob.name || 'download'
85 |
86 | a.download = name
87 | a.rel = 'noopener' // tabnabbing
88 |
89 | // TODO: detect chrome extensions & packaged apps
90 | // a.target = '_blank'
91 |
92 | if (typeof blob === 'string') {
93 | // Support regular links
94 | a.href = blob
95 | if (a.origin !== location.origin) {
96 | corsEnabled(a.href)
97 | ? download(blob, name, opts)
98 | : click(a, a.target = '_blank')
99 | } else {
100 | click(a)
101 | }
102 | } else {
103 | // Support blobs
104 | a.href = URL.createObjectURL(blob)
105 | setTimeout(function () { URL.revokeObjectURL(a.href) }, 4E4) // 40s
106 | setTimeout(function () { click(a) }, 0)
107 | }
108 | }
109 |
110 | // Use msSaveOrOpenBlob as a second approach
111 | : 'msSaveOrOpenBlob' in navigator
112 | ? function saveAs (blob, name, opts) {
113 | name = name || blob.name || 'download'
114 |
115 | if (typeof blob === 'string') {
116 | if (corsEnabled(blob)) {
117 | download(blob, name, opts)
118 | } else {
119 | var a = document.createElement('a')
120 | a.href = blob
121 | a.target = '_blank'
122 | setTimeout(function () { click(a) })
123 | }
124 | } else {
125 | navigator.msSaveOrOpenBlob(bom(blob, opts), name)
126 | }
127 | }
128 |
129 | // Fallback to using FileReader and a popup
130 | : function saveAs (blob, name, opts, popup) {
131 | // Open a popup immediately do go around popup blocker
132 | // Mostly only available on user interaction and the fileReader is async so...
133 | popup = popup || open('', '_blank')
134 | if (popup) {
135 | popup.document.title =
136 | popup.document.body.innerText = 'downloading...'
137 | }
138 |
139 | if (typeof blob === 'string') return download(blob, name, opts)
140 |
141 | var force = blob.type === 'application/octet-stream'
142 | var isSafari = /constructor/i.test(_global.HTMLElement) || _global.safari
143 | var isChromeIOS = /CriOS\/[\d]+/.test(navigator.userAgent)
144 |
145 | if ((isChromeIOS || (force && isSafari) || isMacOSWebView) && typeof FileReader !== 'undefined') {
146 | // Safari doesn't allow downloading of blob URLs
147 | var reader = new FileReader()
148 | reader.onloadend = function () {
149 | var url = reader.result
150 | url = isChromeIOS ? url : url.replace(/^data:[^;]*;/, 'data:attachment/file;')
151 | if (popup) popup.location.href = url
152 | else location = url
153 | popup = null // reverse-tabnabbing #460
154 | }
155 | reader.readAsDataURL(blob)
156 | } else {
157 | var URL = _global.URL || _global.webkitURL
158 | var url = URL.createObjectURL(blob)
159 | if (popup) popup.location = url
160 | else location.href = url
161 | popup = null // reverse-tabnabbing #460
162 | setTimeout(function () { URL.revokeObjectURL(url) }, 4E4) // 40s
163 | }
164 | }
165 | )
166 |
167 | _global.saveAs = saveAs.saveAs = saveAs
168 |
169 | if (typeof module !== 'undefined') {
170 | module.exports = saveAs;
171 | }
172 |
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/LICENSE:
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1 | MIT License
2 |
3 | Copyright (c) 2021 HritikRC
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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/PointerLockControls.js:
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1 | /**
2 | * @author mrdoob / http://mrdoob.com/
3 | * @author Mugen87 / https://github.com/Mugen87
4 | */
5 |
6 | THREE.PointerLockControls = function ( camera, domElement ) {
7 |
8 | if ( domElement === undefined ) {
9 |
10 | console.warn( 'THREE.PointerLockControls: The second parameter "domElement" is now mandatory.' );
11 | domElement = document.body;
12 |
13 | }
14 |
15 | this.domElement = domElement;
16 | this.isLocked = false;
17 |
18 | //
19 | // internals
20 | //
21 |
22 | var scope = this;
23 |
24 | var changeEvent = { type: 'change' };
25 | var lockEvent = { type: 'lock' };
26 | var unlockEvent = { type: 'unlock' };
27 |
28 | var euler = new THREE.Euler( 0, 0, 0, 'YXZ' );
29 |
30 | var PI_2 = Math.PI / 2;
31 |
32 | var vec = new THREE.Vector3();
33 |
34 | function onMouseMove( event ) {
35 |
36 | if ( scope.isLocked === false ) return;
37 |
38 | var movementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0;
39 | var movementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0;
40 |
41 | euler.setFromQuaternion( camera.quaternion );
42 |
43 | euler.y -= movementX * 0.002;
44 | euler.x -= movementY * 0.002;
45 |
46 | euler.x = Math.max( - PI_2, Math.min( PI_2, euler.x ) );
47 |
48 | camera.quaternion.setFromEuler( euler );
49 |
50 | scope.dispatchEvent( changeEvent );
51 |
52 | }
53 |
54 | function onPointerlockChange() {
55 |
56 | if ( document.pointerLockElement === scope.domElement ) {
57 |
58 | scope.dispatchEvent( lockEvent );
59 |
60 | scope.isLocked = true;
61 |
62 | } else {
63 |
64 | scope.dispatchEvent( unlockEvent );
65 |
66 | scope.isLocked = false;
67 |
68 | }
69 |
70 | }
71 |
72 | function onPointerlockError() {
73 |
74 | console.error( 'THREE.PointerLockControls: Unable to use Pointer Lock API' );
75 |
76 | }
77 |
78 | this.connect = function () {
79 |
80 | document.addEventListener( 'mousemove', onMouseMove, false );
81 | document.addEventListener( 'pointerlockchange', onPointerlockChange, false );
82 | document.addEventListener( 'pointerlockerror', onPointerlockError, false );
83 |
84 | };
85 |
86 | this.disconnect = function () {
87 |
88 | document.removeEventListener( 'mousemove', onMouseMove, false );
89 | document.removeEventListener( 'pointerlockchange', onPointerlockChange, false );
90 | document.removeEventListener( 'pointerlockerror', onPointerlockError, false );
91 |
92 | };
93 |
94 | this.dispose = function () {
95 |
96 | this.disconnect();
97 |
98 | };
99 |
100 | this.getObject = function () { // retaining this method for backward compatibility
101 |
102 | return camera;
103 |
104 | };
105 |
106 | this.getDirection = function () {
107 |
108 | var direction = new THREE.Vector3( 0, 0, - 1 );
109 |
110 | return function ( v ) {
111 |
112 | return vec.copy( direction ).applyQuaternion( camera.quaternion );
113 |
114 | };
115 |
116 | }();
117 |
118 | this.moveForward = function ( distance ) {
119 |
120 | // move forward parallel to the xz-plane
121 | // assumes camera.up is y-up
122 |
123 | vec.setFromMatrixColumn( camera.matrix, 0 );
124 |
125 | vec.crossVectors( camera.up, vec );
126 |
127 | camera.position.addScaledVector( vec, distance );
128 |
129 | };
130 |
131 | this.moveRight = function ( distance ) {
132 |
133 | vec.setFromMatrixColumn( camera.matrix, 0 );
134 |
135 | camera.position.addScaledVector( vec, distance );
136 |
137 | };
138 |
139 | this.lock = function () {
140 |
141 | this.domElement.requestPointerLock();
142 |
143 | };
144 |
145 | this.unlock = function () {
146 |
147 | document.exitPointerLock();
148 |
149 | };
150 |
151 | this.connect();
152 |
153 | };
154 |
155 | THREE.PointerLockControls.prototype = Object.create( THREE.EventDispatcher.prototype );
156 | THREE.PointerLockControls.prototype.constructor = THREE.PointerLockControls;
157 |
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/README.md:
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1 | # Minecraft
2 | All the files for the youtube series, "How to Code Minecraft in Javascript" are located here!
3 |
4 | Goal: Build a spinoff of Minecraft in the web, using HTML, CSS and Javascript, from scratch. This project involves some really interesting algorithms and concepts, some of which are listed below.
5 | - Procedural Terrain Generation
6 | - Perlin Noise
7 | - THREE.js
8 | - Infinite Terrain Generation
9 | - Raycasting
10 | - 3D Character Movement
11 | - 3D Collision Detection
12 | - Loading and Saving Files
13 |
14 | Info:
15 | - Over 2 year project
16 | - Youtube series of tutorials starting from the very beginning
17 | - Has gained a lot of views and promotion
18 |
19 |
20 | Steps:
21 | 1) You can download the latest code from the series from here.
22 | 2) Download the whole repository as a zip or just as a folder.
23 | 3) If you download it as a ZIP, you will need to extract it.
24 | 4) Then, just open the folder and click on the 3dminecraft.html to open the minecraft program.
25 | 5) If you also want to play with textures, you have to run the file as a server. For that, watch part 4 of the youtube series (link below)!
26 |
27 | NOTE!
28 | - Make sure to open the minecraft.html file as a server!
29 | - Inlcude the license or credit this project for any commerical use!
30 |
31 | If you have any questions, please ask either here, discord or in youtube.
32 | - Find me in youtube at Hritik RC: https://www.youtube.com/c/hritikrc
33 | - Playlist for the minecraft series: https://www.youtube.com/playlist?list=PLEtXCX1lakbhq_01JKJILx90wLfdwrJig
34 | - Discord Server: https://discord.gg/tCEhtAwVvS
35 |
36 | Thanks for the support! :)
37 |
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/cursor.png:
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https://raw.githubusercontent.com/HritikRC/Minecraft/cd18949c2bcc2169cd143be3623e663ecc16a5c2/cursor.png
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/minecraftfont.woff:
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https://raw.githubusercontent.com/HritikRC/Minecraft/cd18949c2bcc2169cd143be3623e663ecc16a5c2/minecraftfont.woff
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/minecraftlogo.png:
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https://raw.githubusercontent.com/HritikRC/Minecraft/cd18949c2bcc2169cd143be3623e663ecc16a5c2/minecraftlogo.png
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/perlin.js:
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1 | /*
2 | * A speed-improved perlin and simplex noise algorithms for 2D.
3 | *
4 | * Based on example code by Stefan Gustavson (stegu@itn.liu.se).
5 | * Optimisations by Peter Eastman (peastman@drizzle.stanford.edu).
6 | * Better rank ordering method by Stefan Gustavson in 2012.
7 | * Converted to Javascript by Joseph Gentle.
8 | *
9 | * Version 2012-03-09
10 | *
11 | * This code was placed in the public domain by its original author,
12 | * Stefan Gustavson. You may use it as you see fit, but
13 | * attribution is appreciated.
14 | *
15 | */
16 |
17 | (function(global){
18 | var module = global.noise = {};
19 |
20 | function Grad(x, y, z) {
21 | this.x = x; this.y = y; this.z = z;
22 | }
23 |
24 | Grad.prototype.dot2 = function(x, y) {
25 | return this.x*x + this.y*y;
26 | };
27 |
28 | Grad.prototype.dot3 = function(x, y, z) {
29 | return this.x*x + this.y*y + this.z*z;
30 | };
31 |
32 | var grad3 = [new Grad(1,1,0),new Grad(-1,1,0),new Grad(1,-1,0),new Grad(-1,-1,0),
33 | new Grad(1,0,1),new Grad(-1,0,1),new Grad(1,0,-1),new Grad(-1,0,-1),
34 | new Grad(0,1,1),new Grad(0,-1,1),new Grad(0,1,-1),new Grad(0,-1,-1)];
35 |
36 | var p = [151,160,137,91,90,15,
37 | 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
38 | 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
39 | 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
40 | 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
41 | 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
42 | 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
43 | 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
44 | 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
45 | 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
46 | 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
47 | 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
48 | 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180];
49 | // To remove the need for index wrapping, double the permutation table length
50 | var perm = new Array(512);
51 | var gradP = new Array(512);
52 |
53 | // This isn't a very good seeding function, but it works ok. It supports 2^16
54 | // different seed values. Write something better if you need more seeds.
55 | module.seed = function(seed) {
56 | if(seed > 0 && seed < 1) {
57 | // Scale the seed out
58 | seed *= 65536;
59 | }
60 |
61 | seed = Math.floor(seed);
62 | if(seed < 256) {
63 | seed |= seed << 8;
64 | }
65 |
66 | for(var i = 0; i < 256; i++) {
67 | var v;
68 | if (i & 1) {
69 | v = p[i] ^ (seed & 255);
70 | } else {
71 | v = p[i] ^ ((seed>>8) & 255);
72 | }
73 |
74 | perm[i] = perm[i + 256] = v;
75 | gradP[i] = gradP[i + 256] = grad3[v % 12];
76 | }
77 | };
78 |
79 | module.seed(0);
80 |
81 | /*
82 | for(var i=0; i<256; i++) {
83 | perm[i] = perm[i + 256] = p[i];
84 | gradP[i] = gradP[i + 256] = grad3[perm[i] % 12];
85 | }*/
86 |
87 | // Skewing and unskewing factors for 2, 3, and 4 dimensions
88 | var F2 = 0.5*(Math.sqrt(3)-1);
89 | var G2 = (3-Math.sqrt(3))/6;
90 |
91 | var F3 = 1/3;
92 | var G3 = 1/6;
93 |
94 | // 2D simplex noise
95 | module.simplex2 = function(xin, yin) {
96 | var n0, n1, n2; // Noise contributions from the three corners
97 | // Skew the input space to determine which simplex cell we're in
98 | var s = (xin+yin)*F2; // Hairy factor for 2D
99 | var i = Math.floor(xin+s);
100 | var j = Math.floor(yin+s);
101 | var t = (i+j)*G2;
102 | var x0 = xin-i+t; // The x,y distances from the cell origin, unskewed.
103 | var y0 = yin-j+t;
104 | // For the 2D case, the simplex shape is an equilateral triangle.
105 | // Determine which simplex we are in.
106 | var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
107 | if(x0>y0) { // lower triangle, XY order: (0,0)->(1,0)->(1,1)
108 | i1=1; j1=0;
109 | } else { // upper triangle, YX order: (0,0)->(0,1)->(1,1)
110 | i1=0; j1=1;
111 | }
112 | // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
113 | // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
114 | // c = (3-sqrt(3))/6
115 | var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
116 | var y1 = y0 - j1 + G2;
117 | var x2 = x0 - 1 + 2 * G2; // Offsets for last corner in (x,y) unskewed coords
118 | var y2 = y0 - 1 + 2 * G2;
119 | // Work out the hashed gradient indices of the three simplex corners
120 | i &= 255;
121 | j &= 255;
122 | var gi0 = gradP[i+perm[j]];
123 | var gi1 = gradP[i+i1+perm[j+j1]];
124 | var gi2 = gradP[i+1+perm[j+1]];
125 | // Calculate the contribution from the three corners
126 | var t0 = 0.5 - x0*x0-y0*y0;
127 | if(t0<0) {
128 | n0 = 0;
129 | } else {
130 | t0 *= t0;
131 | n0 = t0 * t0 * gi0.dot2(x0, y0); // (x,y) of grad3 used for 2D gradient
132 | }
133 | var t1 = 0.5 - x1*x1-y1*y1;
134 | if(t1<0) {
135 | n1 = 0;
136 | } else {
137 | t1 *= t1;
138 | n1 = t1 * t1 * gi1.dot2(x1, y1);
139 | }
140 | var t2 = 0.5 - x2*x2-y2*y2;
141 | if(t2<0) {
142 | n2 = 0;
143 | } else {
144 | t2 *= t2;
145 | n2 = t2 * t2 * gi2.dot2(x2, y2);
146 | }
147 | // Add contributions from each corner to get the final noise value.
148 | // The result is scaled to return values in the interval [-1,1].
149 | return 70 * (n0 + n1 + n2);
150 | };
151 |
152 | // 3D simplex noise
153 | module.simplex3 = function(xin, yin, zin) {
154 | var n0, n1, n2, n3; // Noise contributions from the four corners
155 |
156 | // Skew the input space to determine which simplex cell we're in
157 | var s = (xin+yin+zin)*F3; // Hairy factor for 2D
158 | var i = Math.floor(xin+s);
159 | var j = Math.floor(yin+s);
160 | var k = Math.floor(zin+s);
161 |
162 | var t = (i+j+k)*G3;
163 | var x0 = xin-i+t; // The x,y distances from the cell origin, unskewed.
164 | var y0 = yin-j+t;
165 | var z0 = zin-k+t;
166 |
167 | // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
168 | // Determine which simplex we are in.
169 | var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
170 | var i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
171 | if(x0 >= y0) {
172 | if(y0 >= z0) { i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; }
173 | else if(x0 >= z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; }
174 | else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; }
175 | } else {
176 | if(y0 < z0) { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; }
177 | else if(x0 < z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; }
178 | else { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; }
179 | }
180 | // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
181 | // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
182 | // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
183 | // c = 1/6.
184 | var x1 = x0 - i1 + G3; // Offsets for second corner
185 | var y1 = y0 - j1 + G3;
186 | var z1 = z0 - k1 + G3;
187 |
188 | var x2 = x0 - i2 + 2 * G3; // Offsets for third corner
189 | var y2 = y0 - j2 + 2 * G3;
190 | var z2 = z0 - k2 + 2 * G3;
191 |
192 | var x3 = x0 - 1 + 3 * G3; // Offsets for fourth corner
193 | var y3 = y0 - 1 + 3 * G3;
194 | var z3 = z0 - 1 + 3 * G3;
195 |
196 | // Work out the hashed gradient indices of the four simplex corners
197 | i &= 255;
198 | j &= 255;
199 | k &= 255;
200 | var gi0 = gradP[i+ perm[j+ perm[k ]]];
201 | var gi1 = gradP[i+i1+perm[j+j1+perm[k+k1]]];
202 | var gi2 = gradP[i+i2+perm[j+j2+perm[k+k2]]];
203 | var gi3 = gradP[i+ 1+perm[j+ 1+perm[k+ 1]]];
204 |
205 | // Calculate the contribution from the four corners
206 | var t0 = 0.6 - x0*x0 - y0*y0 - z0*z0;
207 | if(t0<0) {
208 | n0 = 0;
209 | } else {
210 | t0 *= t0;
211 | n0 = t0 * t0 * gi0.dot3(x0, y0, z0); // (x,y) of grad3 used for 2D gradient
212 | }
213 | var t1 = 0.6 - x1*x1 - y1*y1 - z1*z1;
214 | if(t1<0) {
215 | n1 = 0;
216 | } else {
217 | t1 *= t1;
218 | n1 = t1 * t1 * gi1.dot3(x1, y1, z1);
219 | }
220 | var t2 = 0.6 - x2*x2 - y2*y2 - z2*z2;
221 | if(t2<0) {
222 | n2 = 0;
223 | } else {
224 | t2 *= t2;
225 | n2 = t2 * t2 * gi2.dot3(x2, y2, z2);
226 | }
227 | var t3 = 0.6 - x3*x3 - y3*y3 - z3*z3;
228 | if(t3<0) {
229 | n3 = 0;
230 | } else {
231 | t3 *= t3;
232 | n3 = t3 * t3 * gi3.dot3(x3, y3, z3);
233 | }
234 | // Add contributions from each corner to get the final noise value.
235 | // The result is scaled to return values in the interval [-1,1].
236 | return 32 * (n0 + n1 + n2 + n3);
237 |
238 | };
239 |
240 | // ##### Perlin noise stuff
241 |
242 | function fade(t) {
243 | return t*t*t*(t*(t*6-15)+10);
244 | }
245 |
246 | function lerp(a, b, t) {
247 | return (1-t)*a + t*b;
248 | }
249 |
250 | // 2D Perlin Noise
251 | module.perlin2 = function(x, y) {
252 | // Find unit grid cell containing point
253 | var X = Math.floor(x), Y = Math.floor(y);
254 | // Get relative xy coordinates of point within that cell
255 | x = x - X; y = y - Y;
256 | // Wrap the integer cells at 255 (smaller integer period can be introduced here)
257 | X = X & 255; Y = Y & 255;
258 |
259 | // Calculate noise contributions from each of the four corners
260 | var n00 = gradP[X+perm[Y]].dot2(x, y);
261 | var n01 = gradP[X+perm[Y+1]].dot2(x, y-1);
262 | var n10 = gradP[X+1+perm[Y]].dot2(x-1, y);
263 | var n11 = gradP[X+1+perm[Y+1]].dot2(x-1, y-1);
264 |
265 | // Compute the fade curve value for x
266 | var u = fade(x);
267 |
268 | // Interpolate the four results
269 | return lerp(
270 | lerp(n00, n10, u),
271 | lerp(n01, n11, u),
272 | fade(y));
273 | };
274 |
275 | // 3D Perlin Noise
276 | module.perlin3 = function(x, y, z) {
277 | // Find unit grid cell containing point
278 | var X = Math.floor(x), Y = Math.floor(y), Z = Math.floor(z);
279 | // Get relative xyz coordinates of point within that cell
280 | x = x - X; y = y - Y; z = z - Z;
281 | // Wrap the integer cells at 255 (smaller integer period can be introduced here)
282 | X = X & 255; Y = Y & 255; Z = Z & 255;
283 |
284 | // Calculate noise contributions from each of the eight corners
285 | var n000 = gradP[X+ perm[Y+ perm[Z ]]].dot3(x, y, z);
286 | var n001 = gradP[X+ perm[Y+ perm[Z+1]]].dot3(x, y, z-1);
287 | var n010 = gradP[X+ perm[Y+1+perm[Z ]]].dot3(x, y-1, z);
288 | var n011 = gradP[X+ perm[Y+1+perm[Z+1]]].dot3(x, y-1, z-1);
289 | var n100 = gradP[X+1+perm[Y+ perm[Z ]]].dot3(x-1, y, z);
290 | var n101 = gradP[X+1+perm[Y+ perm[Z+1]]].dot3(x-1, y, z-1);
291 | var n110 = gradP[X+1+perm[Y+1+perm[Z ]]].dot3(x-1, y-1, z);
292 | var n111 = gradP[X+1+perm[Y+1+perm[Z+1]]].dot3(x-1, y-1, z-1);
293 |
294 | // Compute the fade curve value for x, y, z
295 | var u = fade(x);
296 | var v = fade(y);
297 | var w = fade(z);
298 |
299 | // Interpolate
300 | return lerp(
301 | lerp(
302 | lerp(n000, n100, u),
303 | lerp(n001, n101, u), w),
304 | lerp(
305 | lerp(n010, n110, u),
306 | lerp(n011, n111, u), w),
307 | v);
308 | };
309 |
310 | })(this);
311 |
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/stats.js:
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1 | (function (global, factory) {
2 | typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
3 | typeof define === 'function' && define.amd ? define(factory) :
4 | (global.Stats = factory());
5 | }(this, (function () { 'use strict';
6 |
7 | /**
8 | * @author mrdoob / http://mrdoob.com/
9 | */
10 |
11 | var Stats = function () {
12 |
13 | var mode = 0;
14 |
15 | var container = document.createElement( 'div' );
16 | container.style.cssText = 'position:fixed;top:0;left:0;cursor:pointer;opacity:0.9;z-index:10000';
17 | container.addEventListener( 'click', function ( event ) {
18 |
19 | event.preventDefault();
20 | showPanel( ++ mode % container.children.length );
21 |
22 | }, false );
23 |
24 | //
25 |
26 | function addPanel( panel ) {
27 |
28 | container.appendChild( panel.dom );
29 | return panel;
30 |
31 | }
32 |
33 | function showPanel( id ) {
34 |
35 | for ( var i = 0; i < container.children.length; i ++ ) {
36 |
37 | container.children[ i ].style.display = i === id ? 'block' : 'none';
38 |
39 | }
40 |
41 | mode = id;
42 |
43 | }
44 |
45 | //
46 |
47 | var beginTime = ( performance || Date ).now(), prevTime = beginTime, frames = 0;
48 |
49 | var fpsPanel = addPanel( new Stats.Panel( 'FPS', '#0ff', '#002' ) );
50 | var msPanel = addPanel( new Stats.Panel( 'MS', '#0f0', '#020' ) );
51 |
52 | if ( self.performance && self.performance.memory ) {
53 |
54 | var memPanel = addPanel( new Stats.Panel( 'MB', '#f08', '#201' ) );
55 |
56 | }
57 |
58 | showPanel( 0 );
59 |
60 | return {
61 |
62 | REVISION: 16,
63 |
64 | dom: container,
65 |
66 | addPanel: addPanel,
67 | showPanel: showPanel,
68 |
69 | begin: function () {
70 |
71 | beginTime = ( performance || Date ).now();
72 |
73 | },
74 |
75 | end: function () {
76 |
77 | frames ++;
78 |
79 | var time = ( performance || Date ).now();
80 |
81 | msPanel.update( time - beginTime, 200 );
82 |
83 | if ( time >= prevTime + 1000 ) {
84 |
85 | fpsPanel.update( ( frames * 1000 ) / ( time - prevTime ), 100 );
86 |
87 | prevTime = time;
88 | frames = 0;
89 |
90 | if ( memPanel ) {
91 |
92 | var memory = performance.memory;
93 | memPanel.update( memory.usedJSHeapSize / 1048576, memory.jsHeapSizeLimit / 1048576 );
94 |
95 | }
96 |
97 | }
98 |
99 | return time;
100 |
101 | },
102 |
103 | update: function () {
104 |
105 | beginTime = this.end();
106 |
107 | },
108 |
109 | // Backwards Compatibility
110 |
111 | domElement: container,
112 | setMode: showPanel
113 |
114 | };
115 |
116 | };
117 |
118 | Stats.Panel = function ( name, fg, bg ) {
119 |
120 | var min = Infinity, max = 0, round = Math.round;
121 | var PR = round( window.devicePixelRatio || 1 );
122 |
123 | var WIDTH = 80 * PR, HEIGHT = 48 * PR,
124 | TEXT_X = 3 * PR, TEXT_Y = 2 * PR,
125 | GRAPH_X = 3 * PR, GRAPH_Y = 15 * PR,
126 | GRAPH_WIDTH = 74 * PR, GRAPH_HEIGHT = 30 * PR;
127 |
128 | var canvas = document.createElement( 'canvas' );
129 | canvas.width = WIDTH;
130 | canvas.height = HEIGHT;
131 | canvas.style.cssText = 'width:80px;height:48px';
132 |
133 | var context = canvas.getContext( '2d' );
134 | context.font = 'bold ' + ( 9 * PR ) + 'px Helvetica,Arial,sans-serif';
135 | context.textBaseline = 'top';
136 |
137 | context.fillStyle = bg;
138 | context.fillRect( 0, 0, WIDTH, HEIGHT );
139 |
140 | context.fillStyle = fg;
141 | context.fillText( name, TEXT_X, TEXT_Y );
142 | context.fillRect( GRAPH_X, GRAPH_Y, GRAPH_WIDTH, GRAPH_HEIGHT );
143 |
144 | context.fillStyle = bg;
145 | context.globalAlpha = 0.9;
146 | context.fillRect( GRAPH_X, GRAPH_Y, GRAPH_WIDTH, GRAPH_HEIGHT );
147 |
148 | return {
149 |
150 | dom: canvas,
151 |
152 | update: function ( value, maxValue ) {
153 |
154 | min = Math.min( min, value );
155 | max = Math.max( max, value );
156 |
157 | context.fillStyle = bg;
158 | context.globalAlpha = 1;
159 | context.fillRect( 0, 0, WIDTH, GRAPH_Y );
160 | context.fillStyle = fg;
161 | context.fillText( round( value ) + ' ' + name + ' (' + round( min ) + '-' + round( max ) + ')', TEXT_X, TEXT_Y );
162 |
163 | context.drawImage( canvas, GRAPH_X + PR, GRAPH_Y, GRAPH_WIDTH - PR, GRAPH_HEIGHT, GRAPH_X, GRAPH_Y, GRAPH_WIDTH - PR, GRAPH_HEIGHT );
164 |
165 | context.fillRect( GRAPH_X + GRAPH_WIDTH - PR, GRAPH_Y, PR, GRAPH_HEIGHT );
166 |
167 | context.fillStyle = bg;
168 | context.globalAlpha = 0.9;
169 | context.fillRect( GRAPH_X + GRAPH_WIDTH - PR, GRAPH_Y, PR, round( ( 1 - ( value / maxValue ) ) * GRAPH_HEIGHT ) );
170 |
171 | }
172 |
173 | };
174 |
175 | };
176 |
177 | return Stats;
178 |
179 | })));
180 |
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