THREE.Terrain
is a procedural terrain generation engine for use with the
Three.js 3D graphics library for the web.
This is a fork of the orignal THREE.Terrain repo updated for newer versions of THREE.js and ES6 modules. For the latest versions of THREE.js, you MUST use the module version of this library. See the section on how to use the module version of the library.
SEE the ES6 Module Usage section for how to use this fork!
Original Demo
My game using THREE.Terrain using the module version of the library. See the misc settings for different terrain modes.
You can download the script normally, install it with Bower (bower install THREE.Terrain
), or install it with npm (npm install three.terrain.js
). To
include it on a page client-side without a module loader:
<!-- from a direct download or git clone -->
<script src="build/THREE.Terrain.min.js"></script>
<!-- from Bower -->
<script src="bower_components/THREE.Terrain/build/THREE.Terrain.min.js"></script>
<!-- from npm -->
<script src="node_modules/three.terrain.js/build/THREE.Terrain.min.js"></script>
You then have access to the THREE.Terrain
object. (Make sure the three.js
library is loaded first.)
The latest releases of this project have been tested with three.js r130.
In your own script, generate a terrain and add it to your scene:
// Generate a terrain
var xS = 63, yS = 63;
terrainScene = THREE.Terrain({
easing: THREE.Terrain.Linear,
frequency: 2.5,
heightmap: THREE.Terrain.DiamondSquare,
material: new THREE.MeshBasicMaterial({color: 0x5566aa}),
maxHeight: 100,
minHeight: -100,
steps: 1,
xSegments: xS,
xSize: 1024,
ySegments: yS,
ySize: 1024,
});
// Assuming you already have your global scene, add the terrain to it
scene.add(terrainScene);
// Optional:
// Get the geometry of the terrain across which you want to scatter meshes
var geo = terrainScene.children[0].geometry;
// Add randomly distributed foliage
decoScene = THREE.Terrain.ScatterMeshes(geo, {
mesh: new THREE.Mesh(new THREE.CylinderGeometry(2, 2, 12, 6)),
w: xS,
h: yS,
spread: 0.02,
randomness: Math.random,
});
terrainScene.add(decoScene);
All parameters are optional and thoroughly documented in the source code. You can play around with some of the parameters and see what happens in the demo.
Methods for generating terrain procedurally that are available by default include Cosine, Diamond-Square (a better version of Midpoint Displacement), Fault lines, Feature picking, Particle deposition, Perlin and Simplex noise, Value noise, Weierstrass functions, Worley noise (aka Cell or Voronoi noise), Brownian motion, arbitrary curves, and various combinations of those.
Make sure to get the correct build! That is the .mjs
inside of the build
folder!
When using the module version of THREE.Terrain, there are a few differences compared to the example script above:
- Use
import { Terrain } from 'pathToYour/ThreeTerrain.mjs';
instead of including the script as a <script> tag. The Terrain class is also the default export if you wish to use it that way Terrain
is now a ES6 class, meaning that you must usenew Terrain({
. All options remain the same.- Since
Terrain
is a class, you must useterrain.getScene()
to get the actual terrain scene to add to your main scene. The terrain mesh would beterrain.getScene().children[0]
. - All other methods and values of the
THREE.Terrain
class that are accessible are now static methods/values of theTerrain
class. For example, useTerrain.Linear
for easing, andTerrain.Fault
as a heightmap. Note thatTerrain.ScatterMeshes
is still a method and still returns a scene. It is not its own class.
See an example below:
const terrain = new Terrain({
easing: Terrain.Linear,
frequency: 3,
heightmap: Terrain.Fault,
material: new THREE.MeshLambertMaterial({color: "#9A9A9A"}),
maxHeight: -10,
minHeight: -200,
steps: 1,
xSegments: xS,
xSize: size,
ySegments: yS,
ySize: size,
});
const terrainMesh = terrain.getScene().children[0];
const terrainScene = terrain.getScene();
scene.add(terrainScene); // Scene is your main scene
var geo = terrainScene.children[0].geometry;
// Add randomly distributed foliage
const decoScene = Terrain.ScatterMeshes(geo, {
mesh: new THREE.Mesh(new THREE.CylinderGeometry(2, 2, 12, 6), new THREE.MeshLambertMaterial({color: "#E8E8E8"})),
w: xS,
h: yS,
spread: 0.005,
randomness: Math.random,
});
terrainScene.add(decoScene);
Export a terrain to a heightmap image:
// Returns a canvas with the heightmap drawn on it.
// Append to your document body to view; right click to save as a PNG image.
var canvas = THREE.Terrain.toHeightmap(
// terrainScene.children[0] is the most detailed version of the terrain mesh
terrainScene.children[0].geometry.attributes.position.array,
{ xSegments: 63, ySegments: 63 }
);
The result will look something like this:
If all you need is a static terrain, the easiest way to generate a heightmap is to use the demo and save the generated heightmap that appears in the upper-left corner. However, if you want to perform custom manipulations on the terrain first, you will need to export the heightmap yourself.
To import a heightmap, create a terrain as explained above, but pass the loaded
heightmap image (or a canvas containing a heightmap) to the heightmap
option
for the THREE.Terrain()
function (instead of passing a procedural generation
function).
When generating terrains procedurally, it's useful to automatically texture
terrains based on elevation/biome, slope, and location. A utility function is
provided that generates such a material (other than blending textures together,
it is the same as a MeshLambertMaterial
).
// t1, t2, t3, and t4 must be textures, e.g. loaded using `THREE.TextureLoader.load()`.
// The function takes an array specifying textures to blend together and how to do so.
// The `levels` property indicates at what height to blend the texture in and out.
// The `glsl` property allows specifying a GLSL expression for texture blending.
var material = THREE.Terrain.generateBlendedMaterial([
// The first texture is the base; other textures are blended in on top.
{ texture: t1 },
// Start blending in at height -80; opaque between -35 and 20; blend out by 50
{ texture: t2, levels: [-80, -35, 20, 50] },
{ texture: t3, levels: [20, 50, 60, 85] },
// How quickly this texture is blended in depends on its x-position.
{ texture: t4, glsl: '1.0 - smoothstep(65.0 + smoothstep(-256.0, 256.0, vPosition.x) * 10.0, 80.0, vPosition.z)' },
// Use this texture if the slope is between 27 and 45 degrees
{ texture: t3, glsl: 'slope > 0.7853981633974483 ? 0.2 : 1.0 - smoothstep(0.47123889803846897, 0.7853981633974483, slope) + 0.2' },
]);
Many other utilities are provided, for example for compositing different terrain generation methods; creating islands, cliffs, canyons, and plateaus; manually influencing the terrain's shape at different locations; different kinds of smoothing; and more. These features are all fully documented in the source code. Additionally, you can create custom methods for generating terrain or affecting other processes.
There is also a
simulation
included that calculates statistics about each major procedural terrain
generation method included in the THREE.Terrain
library.