Mic*_*one 8 javascript vertex three.js audiocontext
我试图从Three.js中的AudioContext api映射顶点.
现在,我已成功完成了飞机(非着色器),但遇到了将其应用于气缸的问题.由于圆柱顶点是全矢量,而不是平面的0,我不知道如何将它们映射到frequencyData.
我为寻找音频上下文的未来观众提供了一些额外的功能.
音频背景
function audioLink(){
player = document.getElementById('musicPlayer'),
context = new (window.AudioContext || window.webkitAudioContext),
analyser = context.createAnalyser(),
source = context.createMediaElementSource(player);
source.connect(analyser);
analyser.connect(context.destination);
analyser.fftSize = 256;
frequencyData = new Uint8Array(analyser.frequencyBinCount);
analyser.getByteTimeDomainData(frequencyData);
}
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这是我的顶部和底部平面的代码......
function updateVertWave(){
for (var i = 0, len = waveBottom.geometry.vertices.length; i < len; i++) {
waveBottomVert[i].z = frequencyData[i]*6;
waveTopVert[i].z = frequencyData[i]*-6;
}
waveBottom.geometry.verticesNeedUpdate = true;
waveTop.geometry.verticesNeedUpdate = true;
}
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在这里
function updateVertCylinder(){
for (var i = 0, len = cylinder.geometry.vertices.length; i < len; i++) {
(STUCK)
}
cylinder.geometry.verticesNeedUpdate = true;
cylinder.geometry.computeFaceNormals();
cylinder.geometry.computeVertexNormals();
scene.getObjectByName("cylinder").rotation.y += 0.004;
}
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给予
function render() {
renderFrame = requestAnimationFrame(render);
analyser.getByteFrequencyData(frequencyData);
if (planeViz) {
updateVertWave();
} else {
updateVertCylinder();
}
renderer.render(scene, camera);
};
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我理解使用着色器这样做更有意义,但我还不知道.我想你会把频率数据作为一个统一传递但是我回到我原来的矢量操作freq问题.
在 Three.js 示例深处找到了一个着色器示例...
https://github.com/mrdoob/ Three.js/blob/master/examples/webgl_custom_attributes.html