因此,标题声明我想知道如何在y位置绘制随机生成的网格,该网格与three.js中地形相应的y位置相匹配。我查看了文档并觉得使用raycaster可能会有效,但我只能看到将检测用作鼠标事件的示例,而不是渲染之前,所以我不确定如何实现它。
这是我到目前为止的地形,高度图和网格绘图的代码。这一切都在技术上有效,但正如你可以看到的情节,因为你现在看到y位置只是坐在零位。任何见解都会非常感激,我对three.js很新。
地形:
function plotAsset(texturefile, amount, size, array) {
console.log(array);
var loader = new THREE.TextureLoader();
loader.load(
"assets/textures/objects/" + texturefile,
function(texturefile) {
var geometry = new THREE.PlaneGeometry(size, size, 10, 1);
var material = new THREE.MeshBasicMaterial({
color: 0xFFFFFF,
map: texturefile,
side: THREE.DoubleSide,
transparent: true,
depthWrite: false,
depthTest: false,
alphaTest: 0.5,
});
var uniforms = { texture: { value: texturefile } };
var vertexShader = document.getElementById( 'vertexShaderDepth' ).textContent;
var fragmentShader = document.getElementById( 'fragmentShaderDepth' ).textContent;
// add bunch o' stuff
for (var i = 0; i < amount; i++) {
var scale = Math.random() * (1 - 0.8 + 1) + 0.8;
var object = new THREE.Mesh(geometry, material);
var x = Math.random() * 400 - 400 / 2;
var z = Math.random() * 400 - 400 / 2;
object.rotation.y = 180 * Math.PI / 180;
//object.position.y = size * scale / 2;
object.position.x = x;
object.position.z = z;
object.position.y = 0;
object.castShadow = true;
object.scale.x = scale; // random scale
object.scale.y = scale;
object.scale.z = scale;
scene.add(object);
object.customDepthMaterial = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: vertexShader,
fragmentShader: fragmentShader,
side: THREE.DoubleSide
} );
}
}
);
}
绘制资产:
function getHeightData(img) {
var canvas = document.createElement('canvas');
canvas.width = 2048 / 8;
canvas.height = 2048 / 8;
var context = canvas.getContext('2d');
var size = 2048 / 8 * 2048 / 8,
data = new Float32Array(size);
context.drawImage(img, 0, 0);
for (var i = 0; i < size; i++) {
data[i] = 0
}
var imgd = context.getImageData(0, 0, 2048 / 8, 2048 / 8);
var pix = imgd.data;
var j = 0;
for (var i = 0, n = pix.length; i < n; i += (4)) {
var all = pix[i] + pix[i + 1] + pix[i + 2];
data[j++] = all / 40;
}
return data;
}
高度数据:
var site_url = '<?=base_url()?>';
var id = $(this).find("option:selected").attr('value');
$.ajax({
type : 'POST',
dataType : 'json',
url: '<?=base_url()?>'+'index.php/talika_12/get_data_by_id_ajax',
data: {user_id:id},
success: function(data) {
alert(data);
$('#inst_name').text(data.talika_12_user_name);
$('#inst_account_no').text(data.talika_12_user_account_no);
}
});
答案 0 :(得分:1)
是的,使用THREE.Raycaster()
效果很好。
raycaster采用.set(origin, direction)
方法。这里你唯一需要做的就是将原点设置为高于高度图的最高点。
var n = new THREE.Mesh(...); // the object we want to aling along y-axis
var collider = new THREE.Raycaster();
var shiftY = new THREE.Vector3();
var colliderDir = new THREE.Vector3(0, -1, 0); // down along y-axis to the mesh of height map
shiftY.set(n.position.x, 100, n.position.z); // set the point of the origin
collider.set(shiftY, colliderDir); //set the ray of the raycaster
colliderIntersects = collider.intersectObject(plane); // plane is the mesh of height map
if (colliderIntersects.length > 0){
n.position.y = colliderIntersects[0].point.y; // set the position of the object
}
jsfiddle示例