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  • 01:43 (UTC +09:00)
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var simplex = new SimplexNoise();
const divNum = 50;//波の分割数
const waveNum = 5;//波の数(波の数-1)
function planeAnim(){
//var simplex = new SimplexNoise();
for (var i = 0; i < planeGeo.vertices.length; i++) {
var divNumIndex = i % divNum;//波の節のインデックス(左から0番~[divNum]番)
var waveNumIndex = Math.floor(i/(divNum+1)) ;//波の数のインデックス(0番~[waveNum]番)
const divNum = 12;//波の分割数
const waveNum = 1;//波の数
//ベジェ曲線の制御点の座標
var p1 = new THREE.Vector3();
var p2 = new THREE.Vector3();
var s1 = new THREE.Vector3();
var s2 = new THREE.Vector3();
function bezer(p1,p2,s1,s2,t){//三次ベジェ曲線の座標を返す
const divNum = 12;//波の分割数
const waveNum = 1;//波の数
function planeAnim(){
for (var i = 0; i < planeGeo.vertices.length; i++) {
if(Math.floor(i/(divNum+1))==1){//列ごとに処理
planeGeo.vertices[i].y=Math.sin((clock.getElapsedTime()+(i/6))*2)*10;
}else{
planeGeo.vertices[i].y=Math.sin((clock.getElapsedTime()+(i/6))*2)*20;
@izumiikezaki
izumiikezaki / GLTFTest.js 1
Last active December 17, 2018 23:25
GLTFTest.js
var loader = new THREE.GLTFLoader();
loader.load(
'models/sakana/sakana.gltf',
function ( gltf ) {
console.log(gltf.scene);
scene.add(gltf.scene);
},