updated synthwave

This commit is contained in:
2025-01-05 18:22:23 +01:00
parent d8472b2410
commit c97d17b7a6
+46 -18
View File
@@ -18,55 +18,80 @@ renderer.setClearColor(0x000000, 0)
const geometry = new THREE.BufferGeometry()
let meshVerts = [
1, 0, 1,
-1, 0, 1,
-1, 0, -1,
-1, 1, -1,
1, 1, 1,
1, 0, -1
]
let meshIndices = [
0, 1, 2,
0, 2, 3
1, 2, 3
]
geometry.setAttribute("position", new THREE.BufferAttribute(new Float32Array(meshVerts), 3))
geometry.setIndex(new THREE.BufferAttribute(new Float32Array(meshIndices), 3))
geometry.setIndex(new THREE.BufferAttribute(new Uint16Array(meshIndices), 1))
geometry.computeVertexNormals()
const material = new THREE.MeshBasicMaterial({ color: 0xff0000, wireframe: true })
const material = new THREE.MeshBasicMaterial({ color: 0xff0000, wireframe: false, side: THREE.DoubleSide })
const mesh = new THREE.Mesh(geometry, material)
scene.add(mesh)
//scene.add(mesh)
camera.position.z = 5
camera.position.y = 2
function generateHill(width, length, segments, minHeight, maxHeight, prevHillVerts) {
function hillCurve(x, width) {
return (Math.sin(Math.PI * (x + 1)) + 1) ** width
}
function generateHill(width, length, segments, maxHeight, posOffsetZ = 0, prevHillVerts = []) {
let hillVerts = []
let hillIndices = []
let startPos = -width / 2
let triCount = segments + 1
for (i = 0; i < segments; i++) {
hillVerts.push(i / (segments - 1) * width + startPos)
hillVerts.push(0)
hillVerts.push(length / 2)
let prevHillHeights = prevHillVerts.filter((_, index) => (index - 1) % 3 === 0)
hillVerts.push(i / (segments - 1) * width + startPos)
for (i = 0; i < triCount; i++) {
let height = randomFloat(0, maxHeight) * hillCurve(i / triCount, 1.2)
hillVerts.push(i / (triCount - 1) * width + startPos)
if (prevHillHeights.length / 2 != segments + 1) {
hillVerts.push(0)
hillVerts.push(-length / 2)
}
else {
hillVerts.push(prevHillHeights[i * 2 + 1])
}
hillVerts.push(length / 2 + posOffsetZ)
hillVerts.push(i / (triCount - 1) * width + startPos)
hillVerts.push(height)
hillVerts.push(-length / 2 + posOffsetZ)
}
for (let i = 0; i < hillVerts.length / 2 - (segments + 3); i++) {
hillIndices.push(i)
hillIndices.push(i + 1)
hillIndices.push(i + 2)
}
const geometry = new THREE.BufferGeometry()
geometry.setAttribute("position", new THREE.BufferAttribute(new Float32Array(hillVerts), 3))
//geometry.setIndex(new THREE.BufferAttribute(new Float32Array(hillIndices), 3))
//geometry.computeVertexNormals()
geometry.setIndex(new THREE.BufferAttribute(new Uint16Array(hillIndices), 1))
geometry.computeVertexNormals()
const material = new THREE.MeshBasicMaterial({ color: 0x00FF00, wireframe: true })
const material = new THREE.MeshBasicMaterial({ color: 0x00FF00, wireframe: true, side: THREE.DoubleSide })
const newMesh = new THREE.Mesh(geometry, material)
return newMesh
return {mesh: newMesh, verts: hillVerts, indices: hillIndices}
}
@@ -76,7 +101,10 @@ function animate() {
renderer.render(scene, camera)
}
scene.add(generateHill(2, 2, 9))
let newHill = generateHill(camera.aspect * 10, 2, 25, 4)
scene.add(newHill.mesh)
scene.add(generateHill(camera.aspect * 10, 2, 25, 4, -2, newHill.verts).mesh)
animate()