i have a cylinder geometry that i'm trying to add waved surface to, i want it to look like this:
But after applying the code below, it looks very distorted like this:
second angle of my shape
I iterate all the vertices and apply sine to them like this:
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;
}
does anyone know why my weird shape is happening? and how to apply a wavy shape to the cylinder? thanks for any help
You need to find the result of sin function for a vertex, having Y-coordinate of the vertex:
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://threejs.org./build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>