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https://github.com/danielesteban/softxels

Marching cubes renderer for three.js
https://github.com/danielesteban/softxels

marching-cubes threejs wasm webgl

Last synced: 4 months ago
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Marching cubes renderer for three.js

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[softxels](https://github.com/danielesteban/softxels/)
[![npm-version](https://img.shields.io/npm/v/softxels.svg)](https://www.npmjs.com/package/softxels)
==

[![screenshot](screenshot.png)](https://github.com/danielesteban/softxels)

### Examples

* Editable world:
* Demo (cave worldgen): [https://softxels.gatunes.com/#/cave](https://softxels.gatunes.com/#/cave)
* Demo (terrain worldgen): [https://softxels.gatunes.com/#/terrain](https://softxels.gatunes.com/#/terrain)
* Demo (cave worldgen with persistence): [https://softxels.gatunes.com/#/cave/persist](https://softxels.gatunes.com/#/cave/persist)
* Demo (terrain worldgen with persistence): [https://softxels.gatunes.com/#/terrain/persist](https://softxels.gatunes.com/#/terrain/persist)
* Source: [example/main.js](example/main.js)

* Random walkers:
* Demo: [https://softxels-walker.glitch.me](https://softxels-walker.glitch.me)
* Source: [https://glitch.com/edit/#!/softxels-walker](https://glitch.com/edit/#!/softxels-walker)
* Demo (react-three-fiber): [https://04s6kb.csb.app](https://04s6kb.csb.app)
* Source (react-three-fiber): [https://codesandbox.io/s/softxels-04s6kb](https://codesandbox.io/s/softxels-04s6kb)

* Studio:
* Demo: [https://softxels-studio.gatunes.com](https://softxels-studio.gatunes.com)
* Source: [https://github.com/danielesteban/softxels-studio](https://github.com/danielesteban/softxels-studio)

* Viewer:
* Demo: [https://softxels-viewer.gatunes.com](https://softxels-viewer.gatunes.com)
* Source: [https://github.com/danielesteban/softxels-viewer](https://github.com/danielesteban/softxels-viewer)

* VR sculpting:
* Demo [https://softxels-xr.glitch.me](https://softxels-xr.glitch.me)
* Source: [https://glitch.com/edit/#!/softxels-xr](https://glitch.com/edit/#!/softxels-xr)

### Installation

```bash
npm install softxels
```

### Basic usage

```js
import World, { WorldGen } from 'softxels';
import { PerspectiveCamera, Scene, sRGBEncoding, WebGLRenderer } from 'three';

const aspect = window.innerWidth / window.innerHeight;
const camera = new PerspectiveCamera(70, aspect, 0.1, 1000);
const renderer = new WebGLRenderer({ antialias: true });
renderer.outputEncoding = sRGBEncoding;
renderer.setSize(window.innerWidth, window.innerHeight);

const scene = new Scene();
const world = new World(WorldGen());
scene.add(world);

renderer.setAnimationLoop(() => {
world.updateChunks(camera.position);
renderer.render(scene, camera);
});
```

### World constructor

```js
new World({
chunkMaterial: MeshBasicMaterial({ // A ThreeJS Material instance to render all chunks (default: null)
vertexColors: true,
}),
chunkSize: 32, // An uInt8 that controls the data/render chunks size (default: 32)
renderRadius: 5, // Controls the chunk radius updateChunks loads around the anchor (default: 5)
storage: { // An optional interface to load/store the chunk data
saveInterval: 5000, // The minimum time in between chunk saves in ms (default: 0)
async get(key), // An arbitrary async function that receives a chunk key and resolves the chunk data
set(key, value), // An arbitrary function that receives a chunk key and the data to be stored
},
});
```

### WorldGen constructor

```js
new WorldGen({
generator: null, // 'cave', 'terrain' or null to disable it (default: null)
seed: 1337, // A uInt32 seed to drive the world generation noise (default: Random)
});
```

### updateChunks

```js
// This will load all the chunks around the anchor in the selected renderRadius
// passed to the constructor.
// It will also unload all the chunks further away (renderRadius + 2).
// You should call this everytime you move the anchor.
// It does remember the last chunk the anchor was in, so... It will only
// update when the anchor crosses a chunk boundary.
const anchor = new Vector3(1, 2, 3);
world.updateChunks(anchor);
```

### updateVolume

```js
world.updateVolume(
new Vector3(1, 2, 3), // A point in worldspace
2, // A uInt8 radius to update around the point
0xFF, // A uInt8 scalar where:
// 0 === OUTSIDE
// 0X80 === AT ISOSURFACE
// 0xFF === INSIDE
{ r: 0x11, g: 0x22, b: 0x33 } // An optional 24bit sRGB color
);
```

### Modifying the WASM programs

To build the C code, you'll need to install LLVM:

* Win: [https://chocolatey.org/packages/llvm](https://chocolatey.org/packages/llvm)
* Mac: [https://formulae.brew.sh/formula/llvm](https://formulae.brew.sh/formula/llvm)
* Linux: [https://releases.llvm.org/download.html](https://releases.llvm.org/download.html)

On the first build, it will complain about a missing file that you can get here:
[libclang_rt.builtins-wasm32-wasi-16.0.tar.gz](https://github.com/WebAssembly/wasi-sdk/releases/download/wasi-sdk-16/libclang_rt.builtins-wasm32-wasi-16.0.tar.gz). Just put it on the same path that the error specifies and you should be good to go.

To build [wasi-libc](https://github.com/WebAssembly/wasi-libc), you'll need to install [GNU make](https://chocolatey.org/packages/make)

```bash
# clone this repo and it's submodules
git clone --recursive https://github.com/danielesteban/softxels.git
cd softxels
# build wasi-libc
cd vendor/wasi-libc && make -j8 && cd ../..
# install dev dependencies
npm install
# start the dev environment:
npm start
# open http://localhost:8080/ in your browser
```