Three
<style>
html, body {
  height: 100%;
  margin: 0;
}
#c {
  width: 100%;
  height: 100%;
  display: block;
}
#ui {
  position: absolute;
  left: 10px;
  top: 10px;
  background: rgba(0, 0, 0, 0.8);
  padding: 5px;
}
#ui input[type=radio] {
  width: 0;
  height: 0;
  display: none;
}
#ui input[type=radio] + label {
  background-image: url('https://threejs.org/manual/examples/resources/images/minecraft/flourish-cc-by-nc-sa.png');
  background-size: 1600% 400%;
  image-rendering: pixelated;
  width: 64px;
  height: 64px;
  display: inline-block;
}
#ui input[type=radio]:checked + label {
  outline: 3px solid red;
}
@media (max-width: 600px), (max-height: 600px) {
  #ui input[type=radio] + label {
    width: 32px;
    height: 32px;
  }
}
</style>
 
<canvas id="c"></canvas>
    <div id="ui">
      <div class="tiles">
        <input type="radio" name="voxel" id="voxel1" value="1"><label for="voxel1" style="background-position:   -0% -0%"></label>
        <input type="radio" name="voxel" id="voxel2" value="2"><label for="voxel2" style="background-position: -100% -0%"></label>
        <input type="radio" name="voxel" id="voxel3" value="3"><label for="voxel3" style="background-position: -200% -0%"></label>
        <input type="radio" name="voxel" id="voxel4" value="4"><label for="voxel4" style="background-position: -300% -0%"></label>
        <input type="radio" name="voxel" id="voxel5" value="5"><label for="voxel5" style="background-position: -400% -0%"></label>
        <input type="radio" name="voxel" id="voxel6" value="6"><label for="voxel6" style="background-position: -500% -0%"></label>
        <input type="radio" name="voxel" id="voxel7" value="7"><label for="voxel7" style="background-position: -600% -0%"></label>
        <input type="radio" name="voxel" id="voxel8" value="8"><label for="voxel8" style="background-position: -700% -0%"></label>
      </div>
      <div class="tiles">
        <input type="radio" name="voxel" id="voxel9"  value="9" ><label for="voxel9"  style="background-position:  -800% -0%"></label>
        <input type="radio" name="voxel" id="voxel10" value="10"><label for="voxel10" style="background-position:  -900% -0%"></label>
        <input type="radio" name="voxel" id="voxel11" value="11"><label for="voxel11" style="background-position: -1000% -0%"></label>
        <input type="radio" name="voxel" id="voxel12" value="12"><label for="voxel12" style="background-position: -1100% -0%"></label>
        <input type="radio" name="voxel" id="voxel13" value="13"><label for="voxel13" style="background-position: -1200% -0%"></label>
        <input type="radio" name="voxel" id="voxel14" value="14"><label for="voxel14" style="background-position: -1300% -0%"></label>
        <input type="radio" name="voxel" id="voxel15" value="15"><label for="voxel15" style="background-position: -1400% -0%"></label>
        <input type="radio" name="voxel" id="voxel16" value="16"><label for="voxel16" style="background-position: -1500% -0%"></label>
      </div>
    </div>
  <script  type="importmap">{
    "imports": {
        "three": "https://threejs.org/build/three.module.js",
        "three/addons/": "https://threejs.org/examples/jsm/"
    }
}</script>
<script type="module">
    import * as THREE from 'three';
    import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
 
    class VoxelWorld {
 
        constructor( options ) {
 
            this.cellSize = options.cellSize;
            this.tileSize = options.tileSize;
            this.tileTextureWidth = options.tileTextureWidth;
            this.tileTextureHeight = options.tileTextureHeight;
            const { cellSize } = this;
            this.cellSliceSize = cellSize * cellSize;
            this.cells = {};
 
        }
        computeVoxelOffset( x, y, z ) {
 
            const { cellSize, cellSliceSize } = this;
            const voxelX = THREE.MathUtils.euclideanModulo( x, cellSize ) | 0;
            const voxelY = THREE.MathUtils.euclideanModulo( y, cellSize ) | 0;
            const voxelZ = THREE.MathUtils.euclideanModulo( z, cellSize ) | 0;
            return voxelY * cellSliceSize +
               voxelZ * cellSize +
               voxelX;
 
        }
        computeCellId( x, y, z ) {
 
            const { cellSize } = this;
            const cellX = Math.floor( x / cellSize );
            const cellY = Math.floor( y / cellSize );
            const cellZ = Math.floor( z / cellSize );
            return `${cellX},${cellY},${cellZ}`;
 
        }
        addCellForVoxel( x, y, z ) {
 
            const cellId = this.computeCellId( x, y, z );
            let cell = this.cells[ cellId ];
            if ( ! cell ) {
 
                const { cellSize } = this;
                cell = new Uint8Array( cellSize * cellSize * cellSize );
                this.cells[ cellId ] = cell;
 
            }
 
            return cell;
 
        }
        getCellForVoxel( x, y, z ) {
 
            return this.cells[ this.computeCellId( x, y, z ) ];
 
        }
        setVoxel( x, y, z, v, addCell = true ) {
 
            let cell = this.getCellForVoxel( x, y, z );
            if ( ! cell ) {
 
                if ( ! addCell ) {
 
                    return;
 
                }
 
                cell = this.addCellForVoxel( x, y, z );
 
            }
 
            const voxelOffset = this.computeVoxelOffset( x, y, z );
            cell[ voxelOffset ] = v;
 
        }
        getVoxel( x, y, z ) {
 
            const cell = this.getCellForVoxel( x, y, z );
            if ( ! cell ) {
 
                return 0;
 
            }
 
            const voxelOffset = this.computeVoxelOffset( x, y, z );
            return cell[ voxelOffset ];
 
        }
        generateGeometryDataForCell( cellX, cellY, cellZ ) {
 
            const { cellSize, tileSize, tileTextureWidth, tileTextureHeight } = this;
            const positions = [];
            const normals = [];
            const uvs = [];
            const indices = [];
            const startX = cellX * cellSize;
            const startY = cellY * cellSize;
            const startZ = cellZ * cellSize;
 
            for ( let y = 0; y < cellSize; ++ y ) {
 
                const voxelY = startY + y;
                for ( let z = 0; z < cellSize; ++ z ) {
 
                    const voxelZ = startZ + z;
                    for ( let x = 0; x < cellSize; ++ x ) {
 
                        const voxelX = startX + x;
                        const voxel = this.getVoxel( voxelX, voxelY, voxelZ );
                        if ( voxel ) {
 
                            // voxel 0 is sky (empty) so for UVs we start at 0
                            const uvVoxel = voxel - 1;
                            // There is a voxel here but do we need faces for it?
                            for ( const { dir, corners, uvRow } of VoxelWorld.faces ) {
 
                                const neighbor = this.getVoxel(
                                    voxelX + dir[ 0 ],
                                    voxelY + dir[ 1 ],
                                    voxelZ + dir[ 2 ] );
                                if ( ! neighbor ) {
 
                                    // this voxel has no neighbor in this direction so we need a face.
                                    const ndx = positions.length / 3;
                                    for ( const { pos, uv } of corners ) {
 
                                        positions.push( pos[ 0 ] + x, pos[ 1 ] + y, pos[ 2 ] + z );
                                        normals.push( ...dir );
                                        uvs.push(
                                            ( uvVoxel + uv[ 0 ] ) * tileSize / tileTextureWidth,
                                            1 - ( uvRow + 1 - uv[ 1 ] ) * tileSize / tileTextureHeight );
 
                                    }
 
                                    indices.push(
                                        ndx, ndx + 1, ndx + 2,
                                        ndx + 2, ndx + 1, ndx + 3,
                                    );
 
                                }
 
                            }
 
                        }
 
                    }
 
                }
 
            }
 
            return {
                positions,
                normals,
                uvs,
                indices,
            };
 
        }
 
        // from
        // https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.42.3443&rep=rep1&type=pdf
        intersectRay( start, end ) {
 
            let dx = end.x - start.x;
            let dy = end.y - start.y;
            let dz = end.z - start.z;
            const lenSq = dx * dx + dy * dy + dz * dz;
            const len = Math.sqrt( lenSq );
 
            dx /= len;
            dy /= len;
            dz /= len;
 
            let t = 0.0;
            let ix = Math.floor( start.x );
            let iy = Math.floor( start.y );
            let iz = Math.floor( start.z );
 
            const stepX = ( dx > 0 ) ? 1 : - 1;
            const stepY = ( dy > 0 ) ? 1 : - 1;
            const stepZ = ( dz > 0 ) ? 1 : - 1;
 
            const txDelta = Math.abs( 1 / dx );
            const tyDelta = Math.abs( 1 / dy );
            const tzDelta = Math.abs( 1 / dz );
 
            const xDist = ( stepX > 0 ) ? ( ix + 1 - start.x ) : ( start.x - ix );
            const yDist = ( stepY > 0 ) ? ( iy + 1 - start.y ) : ( start.y - iy );
            const zDist = ( stepZ > 0 ) ? ( iz + 1 - start.z ) : ( start.z - iz );
 
            // location of nearest voxel boundary, in units of t
            let txMax = ( txDelta < Infinity ) ? txDelta * xDist : Infinity;
            let tyMax = ( tyDelta < Infinity ) ? tyDelta * yDist : Infinity;
            let tzMax = ( tzDelta < Infinity ) ? tzDelta * zDist : Infinity;
 
            let steppedIndex = - 1;
 
            // main loop along raycast vector
            while ( t <= len ) {
 
                const voxel = this.getVoxel( ix, iy, iz );
                if ( voxel ) {
 
                    return {
                        position: [
                            start.x + t * dx,
                            start.y + t * dy,
                            start.z + t * dz,
                        ],
                        normal: [
                            steppedIndex === 0 ? - stepX : 0,
                            steppedIndex === 1 ? - stepY : 0,
                            steppedIndex === 2 ? - stepZ : 0,
                        ],
                        voxel,
                    };
 
                }
 
                // advance t to next nearest voxel boundary
                if ( txMax < tyMax ) {
 
                    if ( txMax < tzMax ) {
 
                        ix += stepX;
                        t = txMax;
                        txMax += txDelta;
                        steppedIndex = 0;
 
                    } else {
 
                        iz += stepZ;
                        t = tzMax;
                        tzMax += tzDelta;
                        steppedIndex = 2;
 
                    }
 
                } else {
 
                    if ( tyMax < tzMax ) {
 
                        iy += stepY;
                        t = tyMax;
                        tyMax += tyDelta;
                        steppedIndex = 1;
 
                    } else {
 
                        iz += stepZ;
                        t = tzMax;
                        tzMax += tzDelta;
                        steppedIndex = 2;
 
                    }
 
                }
 
            }
 
            return null;
 
        }
 
    }
 
    VoxelWorld.faces = [
        { // left
            uvRow: 0,
            dir: [ - 1, 0, 0, ],
            corners: [
                { pos: [ 0, 1, 0 ], uv: [ 0, 1 ], },
                { pos: [ 0, 0, 0 ], uv: [ 0, 0 ], },
                { pos: [ 0, 1, 1 ], uv: [ 1, 1 ], },
                { pos: [ 0, 0, 1 ], uv: [ 1, 0 ], },
            ],
        },
        { // right
            uvRow: 0,
            dir: [ 1, 0, 0, ],
            corners: [
                { pos: [ 1, 1, 1 ], uv: [ 0, 1 ], },
                { pos: [ 1, 0, 1 ], uv: [ 0, 0 ], },
                { pos: [ 1, 1, 0 ], uv: [ 1, 1 ], },
                { pos: [ 1, 0, 0 ], uv: [ 1, 0 ], },
            ],
        },
        { // bottom
            uvRow: 1,
            dir: [ 0, - 1, 0, ],
            corners: [
                { pos: [ 1, 0, 1 ], uv: [ 1, 0 ], },
                { pos: [ 0, 0, 1 ], uv: [ 0, 0 ], },
                { pos: [ 1, 0, 0 ], uv: [ 1, 1 ], },
                { pos: [ 0, 0, 0 ], uv: [ 0, 1 ], },
            ],
        },
        { // top
            uvRow: 2,
            dir: [ 0, 1, 0, ],
            corners: [
                { pos: [ 0, 1, 1 ], uv: [ 1, 1 ], },
                { pos: [ 1, 1, 1 ], uv: [ 0, 1 ], },
                { pos: [ 0, 1, 0 ], uv: [ 1, 0 ], },
                { pos: [ 1, 1, 0 ], uv: [ 0, 0 ], },
            ],
        },
        { // back
            uvRow: 0,
            dir: [ 0, 0, - 1, ],
            corners: [
                { pos: [ 1, 0, 0 ], uv: [ 0, 0 ], },
                { pos: [ 0, 0, 0 ], uv: [ 1, 0 ], },
                { pos: [ 1, 1, 0 ], uv: [ 0, 1 ], },
                { pos: [ 0, 1, 0 ], uv: [ 1, 1 ], },
            ],
        },
        { // front
            uvRow: 0,
            dir: [ 0, 0, 1, ],
            corners: [
                { pos: [ 0, 0, 1 ], uv: [ 0, 0 ], },
                { pos: [ 1, 0, 1 ], uv: [ 1, 0 ], },
                { pos: [ 0, 1, 1 ], uv: [ 0, 1 ], },
                { pos: [ 1, 1, 1 ], uv: [ 1, 1 ], },
            ],
        },
    ];
 
    function main() {
 
        const canvas = document.querySelector( '#c' );
        const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
 
        const cellSize = 32;
 
        const fov = 75;
        const aspect = 2; // the canvas default
        const near = 0.1;
        const far = 1000;
        const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
        camera.position.set( - cellSize * .3, cellSize * .8, - cellSize * .3 );
 
        const controls = new OrbitControls( camera, canvas );
        controls.target.set( cellSize / 2, cellSize / 3, cellSize / 2 );
        controls.update();
 
        const scene = new THREE.Scene();
        scene.background = new THREE.Color( 'lightblue' );
 
        const tileSize = 16;
        const tileTextureWidth = 256;
        const tileTextureHeight = 64;
        const loader = new THREE.TextureLoader();
        const texture = loader.load( 'https://threejs.org/manual/examples/resources/images/minecraft/flourish-cc-by-nc-sa.png', render );
        texture.magFilter = THREE.NearestFilter;
        texture.minFilter = THREE.NearestFilter;
        texture.colorSpace = THREE.SRGBColorSpace;
 
        function addLight( x, y, z ) {
 
            const color = 0xFFFFFF;
            const intensity = 3;
            const light = new THREE.DirectionalLight( color, intensity );
            light.position.set( x, y, z );
            scene.add( light );
 
        }
 
        addLight( - 1, 2, 4 );
        addLight( 1, - 1, - 2 );
 
        const world = new VoxelWorld( {
            cellSize,
            tileSize,
            tileTextureWidth,
            tileTextureHeight,
        } );
 
        const material = new THREE.MeshLambertMaterial( {
            map: texture,
            side: THREE.DoubleSide,
            alphaTest: 0.1,
            transparent: true,
        } );
 
        const cellIdToMesh = {};
        function updateCellGeometry( x, y, z ) {
 
            const cellX = Math.floor( x / cellSize );
            const cellY = Math.floor( y / cellSize );
            const cellZ = Math.floor( z / cellSize );
            const cellId = world.computeCellId( x, y, z );
            let mesh = cellIdToMesh[ cellId ];
            const geometry = mesh ? mesh.geometry : new THREE.BufferGeometry();
 
            const { positions, normals, uvs, indices } = world.generateGeometryDataForCell( cellX, cellY, cellZ );
            const positionNumComponents = 3;
            geometry.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( positions ), positionNumComponents ) );
            const normalNumComponents = 3;
            geometry.setAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), normalNumComponents ) );
            const uvNumComponents = 2;
            geometry.setAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( uvs ), uvNumComponents ) );
            geometry.setIndex( indices );
            geometry.computeBoundingSphere();
 
            if ( ! mesh ) {
 
                mesh = new THREE.Mesh( geometry, material );
                mesh.name = cellId;
                cellIdToMesh[ cellId ] = mesh;
                scene.add( mesh );
                mesh.position.set( cellX * cellSize, cellY * cellSize, cellZ * cellSize );
 
            }
 
        }
 
        const neighborOffsets = [
            [ 0, 0, 0 ], // self
            [ - 1, 0, 0 ], // left
            [ 1, 0, 0 ], // right
            [ 0, - 1, 0 ], // down
            [ 0, 1, 0 ], // up
            [ 0, 0, - 1 ], // back
            [ 0, 0, 1 ], // front
        ];
        function updateVoxelGeometry( x, y, z ) {
 
            const updatedCellIds = {};
            for ( const offset of neighborOffsets ) {
 
                const ox = x + offset[ 0 ];
                const oy = y + offset[ 1 ];
                const oz = z + offset[ 2 ];
                const cellId = world.computeCellId( ox, oy, oz );
                if ( ! updatedCellIds[ cellId ] ) {
 
                    updatedCellIds[ cellId ] = true;
                    updateCellGeometry( ox, oy, oz );
 
                }
 
            }
 
        }
 
        for ( let y = 0; y < cellSize; ++ y ) {
 
            for ( let z = 0; z < cellSize; ++ z ) {
 
                for ( let x = 0; x < cellSize; ++ x ) {
 
                    const height = ( Math.sin( x / cellSize * Math.PI * 2 ) + Math.sin( z / cellSize * Math.PI * 3 ) ) * ( cellSize / 6 ) + ( cellSize / 2 );
                    if ( y < height ) {
 
                        world.setVoxel( x, y, z, randInt( 1, 17 ) );
 
                    }
 
                }
 
            }
 
        }
 
        function randInt( min, max ) {
 
            return Math.floor( Math.random() * ( max - min ) + min );
 
        }
 
        updateVoxelGeometry( 1, 1, 1 ); // 0,0,0 will generate
 
        function resizeRendererToDisplaySize( renderer ) {
 
            const canvas = renderer.domElement;
            const width = canvas.clientWidth;
            const height = canvas.clientHeight;
            const needResize = canvas.width !== width || canvas.height !== height;
            if ( needResize ) {
 
                renderer.setSize( width, height, false );
 
            }
 
            return needResize;
 
        }
 
        let renderRequested = false;
 
        function render() {
 
            renderRequested = undefined;
 
            if ( resizeRendererToDisplaySize( renderer ) ) {
 
                const canvas = renderer.domElement;
                camera.aspect = canvas.clientWidth / canvas.clientHeight;
                camera.updateProjectionMatrix();
 
            }
 
            controls.update();
            renderer.render( scene, camera );
 
        }
 
        render();
 
        function requestRenderIfNotRequested() {
 
            if ( ! renderRequested ) {
 
                renderRequested = true;
                requestAnimationFrame( render );
 
            }
 
        }
 
        let currentVoxel = 0;
        let currentId;
 
        document.querySelectorAll( '#ui .tiles input[type=radio][name=voxel]' ).forEach( ( elem ) => {
 
            elem.addEventListener( 'click', allowUncheck );
 
        } );
 
        function allowUncheck() {
 
            if ( this.id === currentId ) {
 
                this.checked = false;
                currentId = undefined;
                currentVoxel = 0;
 
            } else {
 
                currentId = this.id;
                currentVoxel = parseInt( this.value );
 
            }
 
        }
 
        function getCanvasRelativePosition( event ) {
 
            const rect = canvas.getBoundingClientRect();
            return {
                x: ( event.clientX - rect.left ) * canvas.width / rect.width,
                y: ( event.clientY - rect.top ) * canvas.height / rect.height,
            };
 
        }
 
        function placeVoxel( event ) {
 
            const pos = getCanvasRelativePosition( event );
            const x = ( pos.x / canvas.width ) * 2 - 1;
            const y = ( pos.y / canvas.height ) * - 2 + 1; // note we flip Y
 
            const start = new THREE.Vector3();
            const end = new THREE.Vector3();
            start.setFromMatrixPosition( camera.matrixWorld );
            end.set( x, y, 1 ).unproject( camera );
 
            const intersection = world.intersectRay( start, end );
            if ( intersection ) {
 
                const voxelId = event.shiftKey ? 0 : currentVoxel;
                // the intersection point is on the face. That means
                // the math imprecision could put us on either side of the face.
                // so go half a normal into the voxel if removing (currentVoxel = 0)
                // our out of the voxel if adding (currentVoxel  > 0)
                const pos = intersection.position.map( ( v, ndx ) => {
 
                    return v + intersection.normal[ ndx ] * ( voxelId > 0 ? 0.5 : - 0.5 );
 
                } );
                world.setVoxel( ...pos, voxelId );
                updateVoxelGeometry( ...pos );
                requestRenderIfNotRequested();
 
            }
 
        }
 
        const mouse = {
            x: 0,
            y: 0,
        };
 
        function recordStartPosition( event ) {
 
            mouse.x = event.clientX;
            mouse.y = event.clientY;
            mouse.moveX = 0;
            mouse.moveY = 0;
 
        }
 
        function recordMovement( event ) {
 
            mouse.moveX += Math.abs( mouse.x - event.clientX );
            mouse.moveY += Math.abs( mouse.y - event.clientY );
 
        }
 
        function placeVoxelIfNoMovement( event ) {
 
            if ( mouse.moveX < 5 && mouse.moveY < 5 ) {
 
                placeVoxel( event );
 
            }
 
            window.removeEventListener( 'pointermove', recordMovement );
            window.removeEventListener( 'pointerup', placeVoxelIfNoMovement );
 
        }
 
        canvas.addEventListener( 'pointerdown', ( event ) => {
 
            event.preventDefault();
            recordStartPosition( event );
            window.addEventListener( 'pointermove', recordMovement );
            window.addEventListener( 'pointerup', placeVoxelIfNoMovement );
 
        }, { passive: false } );
        canvas.addEventListener( 'touchstart', ( event ) => {
 
            // prevent scrolling
            event.preventDefault();
 
        }, { passive: false } );
 
        controls.addEventListener( 'change', requestRenderIfNotRequested );
        window.addEventListener( 'resize', requestRenderIfNotRequested );
 
    }
 
    main();
    </script>

CC BY-SA 114514.810