我有一个圆柱几何,正在尝试向其添加波浪形表面,我希望它看起来像这样:
但是在应用下面的代码后,它看起来像这样非常失真: 我的形状的第二个角度
我迭代所有顶点并像这样对它们应用正弦:
STC.WarpControls.prototype.waves = function(){
var geometry = this.threeDHandler.threeD_meshes[0].geometry;
for (let i = 0; i < geometry.vertices.length; i++) {
geometry.vertices[i].y = Math.sin(( i + 0.00002)) *
(geometry.vertices[i].y);
}
geometry.verticesNeedUpdate = true;
}
有人知道为什么我的形状怪异吗?以及如何对圆柱体应用波浪形?谢谢你的帮助
答案 0 :(得分:3)
您需要找到一个具有顶点Y坐标的顶点的sin函数的结果:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 0, 6);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var cylinderGeom = new THREE.CylinderGeometry(1, 1, 4, 16, 20, true);
var vec3 = new THREE.Vector3(); // temp vector
cylinderGeom.vertices.forEach(v => {
vec3.copy(v); // copy current vertex to the temp vector
vec3.setY(0); // leave x and z (thus the vector is parallel to XZ plane)
vec3.normalize(); // normalize
vec3.multiplyScalar(Math.sin(v.y * Math.PI) * 0.25) // multiply with sin function
v.add(vec3); // add the temp vector to the current vertex
})
cylinderGeom.computeVertexNormals();
var cylinder = new THREE.Mesh(cylinderGeom, new THREE.MeshNormalMaterial({
side: THREE.DoubleSide
}));
scene.add(cylinder);
renderer.setAnimationLoop(() => {
renderer.render(scene, camera);
})
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/100/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>