parametric geometry
for sand modeling
by jmchen
HTML
<div id="info">demo page</div>
<script src="http://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js"></script>
<script src="https://dl.dropboxusercontent.com/u/3587259/Code/Threejs/OrbitControls.js">
</script>
CSS
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 10px;
text-align: center;
color: #ff0000
}
JavaScript
var camera, scene, renderer, geometry, material, mesh, light, controls;
var clock = new THREE.Clock();
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 500;
scene.add(camera);
meshFunc = function (u0, v0) {
return new THREE.Vector3(-100 + 200 * u0, 3 * Math.sin(20 * (u0 + v0)), -100 + 200 * v0);
};
geometry = new THREE.ParametricGeometry(meshFunc, 40, 40);
geometry.computeFaceNormals();
geometry.computeVertexNormals();
THREE.ImageUtils.crossOrigin = '';
var texture = THREE.ImageUtils.loadTexture('http://jyunming-chen.github.io/tutsplus/images/chia.jpg');
var bumptex = THREE.ImageUtils.loadTexture('http://jyunming-chen.github.io/tutsplus/images/wood_oak_002_bump.jpg');
material = new THREE.MeshPhongMaterial({
color: 0xff1234,
wireframe: false,
side: THREE.DoubleSide,
//map: texture,
bumpMap: bumptex,
bumpScale: 0.8
});
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
light = new THREE.PointLight(0xffffff);
light.position.set(100, 300, 200);
scene.add(light);
var axis = new THREE.AxisHelper(20);
scene.add(axis);
var gridXZ = new THREE.GridHelper(100, 10);
gridXZ.setColors(new THREE.Color(0xff0000), new THREE.Color(0xffffff));
// scene.add(gridXZ);
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x888888);
controls = new THREE.OrbitControls(camera, renderer.domElement);
document.body.appendChild(renderer.domElement);
// mesh.geometry.normalsNeedUpdate = true;
// mesh.geometry.verticesNeedUpdate = true;
}
function animate() {
var time = clock.getElapsedTime();
var nvs = mesh.geometry.vertices.length;
for (var i = 0; i < nvs; i++) {
...