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IceCreamYou avatar IceCreamYou commented on August 25, 2024

I suggest starting from this example. The only difference is that you should use the plane geometry generated by THREE.Terrain instead of the custom one that is generated in that example.

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 avatar commented on August 25, 2024

sir it will not work for me i have done this so far

    var ground_material = THREE.Terrain.generateBlendedMaterial([
        // The first texture is the base; other textures are blended in on top.
        {
            texture: THREE.ImageUtils.loadTexture("textures/grass.jpg")
        },
        // Start blending in at height -80; opaque between -35 and 20; blend out by 50
        {
            texture: THREE.ImageUtils.loadTexture("textures/rock.jpg"),
            levels: [20, 20, 240, 250]
        }, {
            texture: THREE.ImageUtils.loadTexture("textures/grass.jpg"),
            levels: [-20, 5, 5, 10]
        }, {
            texture: THREE.ImageUtils.loadTexture("textures/snow.jpg"),
            levels: [250, 260, 290, 300]
        }, {
            texture: THREE.ImageUtils.loadTexture("textures/rock.jpg"),
            levels: [200, 210, 300, 300]
        },
        // How quickly this texture is blended in depends on its x-position.
        {
            texture: THREE.ImageUtils.loadTexture("textures/grass.jpg"),
            glsl: '1.0 - smoothstep(65.0 + smoothstep(-256.0, 256.0, vPosition.x) * 10.0, 80.0, vPosition.z)'
        },
        //Use this texture if the slope is between 27 and 45 degrees
        {
            texture: THREE.ImageUtils.loadTexture("textures/rock.jpg"),

            glsl: 'slope > 0.7853981633974483 ? 0.2 : 1.0 - smoothstep(0.47123889803846897, 0.7853981633974483, slope) + 0.2'
        },
    ]);

    var xS = 200,
        yS = 200;


    ground_geometry =
        new THREE.Terrain({
            easing: THREE.Terrain.Linear,
            frequency: 2.5,
            heightmap: THREE.Terrain.Hill,
            material: material,
            maxHeight: 1000,
            minHeight: -1000,
            steps: 10,
            useBufferGeometry: false,
            xSegments: xS,
            xSize: 90000,
            ySegments: yS,
            ySize: 90000,
        })


    // If your plane is not square as far as face count then the HeightfieldMesh
    // takes two more arguments at the end: # of x faces and # of y faces that were passed to THREE.PlaneMaterial
    ground = new Physijs.HeightfieldMesh(
        ground_geometry,
        ground_material,
        0, // mass
        50,
        50
    );

i keep getting this error geometry.computeBoundingBox is not a function

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IceCreamYou avatar IceCreamYou commented on August 25, 2024

Unfortunately this is not a support forum and I can't help you write code for a third party library. I suggest posting on Stack Overflow or somewhere similar. However I can tell you that your ground_geometry variable is not a THREE.Geometry instance but rather a THREE.Object3D instance. The geometry you want is probably accessible at ground_geometry.children[0].geometry

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