我目前正在尝试使用来自Google Images的高度图,使用three.js的PlaneBufferGeometry创建一些光滑的地形:
https://forums.unrealengine.com/filedata/fetch?id=1192062&d=1471726925
但结果有点崎岖不平。
(抱歉,这是我的第一个问题,显然我需要10个声望才能发布图片,否则我会...但这里有更好的东西:实时演示!左键单击+拖动以旋转,滚动以缩放)
我想要像我说的那样一个光滑的地形,所以我做错了什么还是这只是结果,我需要之后进行某种平滑处理?
此外,这是我的代码:
const IMAGE_SRC = 'terrain2.png';
const SIZE_AMPLIFIER = 5;
const HEIGHT_AMPLIFIER = 10;
var WIDTH;
var HEIGHT;
var container = jQuery('#wrapper');
var scene, camera, renderer, controls;
var data, plane;
image();
// init();
function image() {
var image = new Image();
image.src = IMAGE_SRC;
image.onload = function() {
WIDTH = image.width;
HEIGHT = image.height;
var canvas = document.createElement('canvas');
canvas.width = WIDTH;
canvas.height = HEIGHT;
var context = canvas.getContext('2d');
console.log('image loaded');
context.drawImage(image, 0, 0);
data = context.getImageData(0, 0, WIDTH, HEIGHT).data;
console.log(data);
init();
}
}
function init() {
// initialize camera
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, .1, 100000);
camera.position.set(0, 1000, 0);
// initialize scene
scene = new THREE.Scene();
// initialize directional light (sun)
var sun = new THREE.DirectionalLight(0xFFFFFF, 1.0);
sun.position.set(300, 400, 300);
sun.distance = 1000;
scene.add(sun);
var frame = new THREE.SpotLightHelper(sun);
scene.add(frame);
// initialize renderer
renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0x000000);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.append(renderer.domElement);
// initialize controls
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = .05;
controls.rotateSpeed = .1;
// initialize plane
plane = new THREE.PlaneBufferGeometry(WIDTH * SIZE_AMPLIFIER, HEIGHT * SIZE_AMPLIFIER, WIDTH - 1, HEIGHT - 1);
plane.castShadow = true;
plane.receiveShadow = true;
var vertices = plane.attributes.position.array;
// apply height map to vertices of plane
for(i=0, j=2; i < data.length; i += 4, j += 3) {
vertices[j] = data[i] * HEIGHT_AMPLIFIER;
}
var material = new THREE.MeshPhongMaterial({color: 0xFFFFFF, side: THREE.DoubleSide, shading: THREE.FlatShading});
var mesh = new THREE.Mesh(plane, material);
mesh.rotation.x = - Math.PI / 2;
mesh.matrixAutoUpdate = false;
mesh.updateMatrix();
plane.computeFaceNormals();
plane.computeVertexNormals();
scene.add(mesh);
animate();
}
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
controls.update();
}