经过一番尝试和错误,我找到了解决方案:添加一个平面,然后转换单个顶点。
// need to setup 'step', 'xStart', 'xEnd', 'yStart', 'yEnd'
// calc the variables
var width = Math.abs(-xStart+xEnd),
height = Math.abs(-yStart+yEnd);
var stepsX = width*step, stepsY = height*step;
var posX = (xStart+xEnd)/2;
var posZ = (yStart+yEnd)/2;
// add a plane and morph it to a function
var geometry = new THREE.PlaneGeometry( width, height, stepsX - 1, stepsY - 1 );
geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
var size = stepsX * (stepsY),
data = new Float32Array( size );
var count = 0, scope = {};
mesh = new THREE.Mesh( geometry, new THREE.MeshNormalMaterial( {
side : THREE.DoubleSide,
transparent: true,
shading: THREE.SmoothShading,
opacity : _opacity }));
mesh.updateMatrixWorld();
// calc y value for every vertice
for ( var i = 0; i < size; i ++ ) {
// calculate the current values
// http://stackoverflow.com/questions/11495089/how-to-get-the-absolute-position-of-a-vertex-in-three-js
var vector = mesh.geometry.vertices[i].clone();
vector.applyMatrix4(
mesh.matrixWorld
);
// set them into the scope
scope.x = vector.x + posX;
scope.y = vector.z + posZ;
// calculate point and write it in a temp array
data[i] = math.eval(term, scope);
}
// push the new vertice data
for ( var i = 0, l = geometry.vertices.length; i < l; i ++ ) {
geometry.vertices[ i ].y = data[ i ];
}
// update the new normals
geometry.computeFaceNormals();
geometry.computeVertexNormals();
// add to scene
scene.add( mesh );
唯一的问题是它不适用于非静态函数,例如tan(x)
. 此代码段使用math.js来计算术语。
问候垫