diff --git a/src/components/World/components/objects/terrain.js b/src/components/World/components/objects/terrain.js index 97c6970..09786a7 100644 --- a/src/components/World/components/objects/terrain.js +++ b/src/components/World/components/objects/terrain.js @@ -36,31 +36,6 @@ export default function createTerrain(props) { // eslint-disable-next-line @typescript-eslint/no-empty-function plane.tick = () => {}; - /** - * This makes the terrain bob up and down. - * - let frame = 0; - plane.tick = () => { - frame += 0.01; - // destructuring of the random values, the original position and the current vertex position - const { array, originalPosition, randomValues } = - plane.geometry.attributes.position; - - // Animation for loop - // In our vertex array, we have 3 coordinates: x, y and z. We are - // only going to animate on ONE coordinate: the z coordinate. - // This means we have to omit the x and y coords, hence the i+=3 in our loop. - // Also, to access that y coordinate on each vertex, we have to add 2 to our - // current i each time. - for (let i = 0; i < array.length; i += 3) { - // Accessing the z coord - array[i + 2] = - // Try switching this numbers up, or using sine instead of cosine, see how the animation changes - originalPosition[i + 2] + Math.cos(frame + randomValues[i + 2]) * 0.002; - } - plane.geometry.attributes.position.needsUpdate = true; - }; - **/ return plane; }