Learn how to create a camera that effortlessly follows the height of the terrain in the following demonstration: http://threejs.org/examples/#webgl_terrain_dynamic

I am eager to learn how to make the camera in a three js example follow the height of the terrain. Specifically, I want the camera to move up and down according to the hills and valleys of the terrain as it moves.

Essentially, I am looking for a way to obtain the terrain's height, considering that it is constructed using an heightmap.

My initial attempt involved using a Raycaster:

var raycaster = new THREE.Raycaster( camera.position, new THREE.Vector3(0, -1, 0) );
var intersects = raycaster.intersectObject( terrain, false );
var intersect_point = intersetcs[0].point;

However, the value of intersect_point did not change according to the camera's position, as the terrain's geometry remains flat due to the use of an heightmap.

If you have any suggestions on a different approach to determine the terrain's height based on a given position, I would greatly appreciate your guidance.

Thank you for your assistance.

Answer №1

Within the given scenario, determine the camera's position in relation to the "heightmap" texture and retrieve the height data (you may need to examine the shader utilized by the heightmap to understand how to interpret it, as I am uncertain of the specifics).

Here is a potential approach that could be employed.

Step 1: Duplicate the terrain shader (the one responsible for applying color, not constructing the physical terrain) and adjust it so that instead of generating terrain color, it generates color based on distance from the camera (similar to MeshDepthMaterial or MeshDistanceMaterial). Some conversion between float values and colors is necessary to ensure complete retrieval of the float value later on. This modified shader can be referred to as the "Distance Shader," designed to showcase the distances between objects and your camera.

Step 2: Integrate a camera positioned directly above (in alignment with the terrain); this camera must move synchronously with your primary camera. Maintaining positional alignment can be achieved within the rendering cycle by copying the position vector. A minimal field of view for this added camera, such as 1 degree, suffices. Referred to as the "Height Camera," its purpose is to analyze heights within the scene.

Step 3: During the rendering process, start by rendering the terrain utilizing the "Distance Shader" and "Height Camera" to create a textured output (even a single pixel resolution can suffice).

Step 4: Extract the color details from the textured output generated in Step 3, reversing the color manipulation process to convert RGBA back into float format. Subsequently, you will have access to the height information collected.

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