如何获得“;地形;在Three.js中显示为3D
How do I get the "terrain" in Three.js to appear 3D?
我正在使用Three.js和ImprovedNoise.js创建一个3D地形。使用Three..js网站上的示例,我成功地创建了看起来是地形的东西,但它是2D的(没有扩展到z轴)。
在尝试创建这个场景时,我在示例代码中遇到了错误。有些事情我不得不稍微改变一下才能让它正常工作,比如:
几何.旋转X(-Math.PI)
我换了
geometry.rotateX=路径PI
但有一件事引发了一个错误,那就是THREE.CanvasTexture不是一个函数。CanvasTexture出现在我能找到的每一个three.js示例中,但我找不到任何关于它被更改的文档。但是,CanvasTexture不在three.js网站的文档中,所以我认为它已经被弃用了。
无论如何,我现在的问题是,虽然我还没有弄清楚我的问题,但我试着逐字逐句地复制和粘贴示例代码,这样我就可以向后看,试图更好地理解代码,但即使是three.js网站上的示例代码在我的计算机上运行时也是2D的。
以下是示例代码(为了避免上述错误,稍作修改):
如果有人能告诉我这对他们是否有效,或者我错过了什么,我将不胜感激。
谢谢
我正在使用这些库:
<script src="js/three.min.js"></script>
<script src="js/PointerLockControls.js"></script>
<script src="js/OrbitControls.js"></script>
<script src="js/ImprovedNoise.js"></script>
<script src="js/FirstPersonControls.js"></script>
<script src="js/Detector.js"></script>
这是js:(我唯一改变的是,我没有包括统计库,所以下面注释了相应的代码)
var container, stats;
var camera, controls, scene, renderer;
var mesh, texture;
var worldWidth = 256, worldDepth = 256,
worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2;
var clock = new THREE.Clock();
var helper;
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
init();
animate();
function init() {
container = document.getElementById( 'blocker' );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 20000 );
scene = new THREE.Scene();
controls = new THREE.OrbitControls(camera);
controls.center.set( 0.0, 100.0, 0.0 );
controls.userPanSpeed = 100;
data = generateHeight( worldWidth, worldDepth );
controls.center.y = data[ worldHalfWidth + worldHalfDepth * worldWidth ] + 500;
camera.position.y = controls.center.y + 2000;
camera.position.x = 2000;
var geometry = new THREE.PlaneBufferGeometry( 7500, 7500, worldWidth - 1, worldDepth - 1 );
geometry.rotateX = - Math.PI / 2 ;
var vertices = geometry.attributes.position.array;
for ( var i = 0, j = 0, l = vertices.length; i < l; i ++, j += 3 ) {
vertices[ j + 1 ] = data[ i ] * 10;
}
geometry.computeFaceNormals();
texture = new THREE.Texture( 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 );
var geometry = new THREE.CylinderGeometry( 0, 20, 100, 3 );
geometry.translate = 0, 50, 0 ;
geometry.rotateX = Math.PI / 2 ;
helper = new THREE.Mesh( geometry, new THREE.MeshNormalMaterial() );
scene.add( helper );
renderer = new THREE.WebGLRenderer();
renderer.setClearColor( 0xbfd1e5 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.innerHTML = "";
container.appendChild( renderer.domElement );
container.addEventListener( 'mousemove', onMouseMove, false );
//stats = new Stats();
//stats.domElement.style.position = 'absolute';
//stats.domElement.style.top = '0px';
//container.appendChild( stats.domElement );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function generateHeight( width, height ) {
var size = width * height, data = new Uint8Array( size ),
perlin = new ImprovedNoise(), quality = 1, z = Math.random() * 100;
for ( var j = 0; j < 4; j ++ ) {
for ( var i = 0; i < size; i ++ ) {
var 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 ) {
var canvas, canvasScaled, context, image, imageData,
level, diff, vector3, sun, shade;
vector3 = new THREE.Vector3( 0, 0, 0 );
sun = new THREE.Vector3( 1, 1, 1 );
sun.normalize();
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 ( var 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
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 ( var i = 0, l = imageData.length; i < l; i += 4 ) {
var 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() {
controls.update( clock.getDelta() );
renderer.render( scene, camera );
}
function onMouseMove( event ) {
mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
// See if the ray from the camera into the world hits one of our meshes
var 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 );
}
}
它看起来像您的data
数组,只有高度信息(即y轴值)。它还应该包含与高度值相对应的x轴和z轴值。
在generateHeight()
中,循环的j
在做什么?看起来您正在重写data
数组4次。
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