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- /**
- * @author WestLangley / https://github.com/WestLangley
- * @author zz85 / https://github.com/zz85
- * @author miningold / https://github.com/miningold
- * @author jonobr1 / https://github.com/jonobr1
- *
- * Modified from the TorusKnotGeometry by @oosmoxiecode
- *
- * Creates a tube which extrudes along a 3d spline
- *
- * Uses parallel transport frames as described in
- * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
- */
- THREE.TubeGeometry = function ( path, segments, radius, radialSegments, closed, taper ) {
- THREE.Geometry.call( this );
- this.type = 'TubeGeometry';
- this.parameters = {
- path: path,
- segments: segments,
- radius: radius,
- radialSegments: radialSegments,
- closed: closed
- };
- segments = segments || 64;
- radius = radius || 1;
- radialSegments = radialSegments || 8;
- closed = closed || false;
- taper = taper || THREE.TubeGeometry.NoTaper;
- var grid = [];
- var scope = this,
- tangent,
- normal,
- binormal,
- numpoints = segments + 1,
- x, y, z,
- tx, ty, tz,
- u, v, r,
- cx, cy,
- pos, pos2 = new THREE.Vector3(),
- i, j,
- ip, jp,
- a, b, c, d,
- uva, uvb, uvc, uvd;
- var frames = new THREE.TubeGeometry.FrenetFrames( path, segments, closed ),
- tangents = frames.tangents,
- normals = frames.normals,
- binormals = frames.binormals;
- // proxy internals
- this.tangents = tangents;
- this.normals = normals;
- this.binormals = binormals;
- function vert( x, y, z ) {
- return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
- }
- // consruct the grid
- for ( i = 0; i < numpoints; i ++ ) {
- grid[ i ] = [];
- u = i / ( numpoints - 1 );
- pos = path.getPointAt( u );
- tangent = tangents[ i ];
- normal = normals[ i ];
- binormal = binormals[ i ];
- r = radius * taper(u);
- for ( j = 0; j < radialSegments; j ++ ) {
- v = j / radialSegments * 2 * Math.PI;
- cx = - r * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
- cy = r * Math.sin( v );
- pos2.copy( pos );
- pos2.x += cx * normal.x + cy * binormal.x;
- pos2.y += cx * normal.y + cy * binormal.y;
- pos2.z += cx * normal.z + cy * binormal.z;
- grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
- }
- }
- // construct the mesh
- for ( i = 0; i < segments; i ++ ) {
- for ( j = 0; j < radialSegments; j ++ ) {
- ip = ( closed ) ? (i + 1) % segments : i + 1;
- jp = (j + 1) % radialSegments;
- a = grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! ***
- b = grid[ ip ][ j ];
- c = grid[ ip ][ jp ];
- d = grid[ i ][ jp ];
- uva = new THREE.Vector2( i / segments, j / radialSegments );
- uvb = new THREE.Vector2( ( i + 1 ) / segments, j / radialSegments );
- uvc = new THREE.Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments );
- uvd = new THREE.Vector2( i / segments, ( j + 1 ) / radialSegments );
- this.faces.push( new THREE.Face3( a, b, d ) );
- this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
- this.faces.push( new THREE.Face3( b, c, d ) );
- this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
- }
- }
- this.computeFaceNormals();
- this.computeVertexNormals();
- };
- THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
- THREE.TubeGeometry.prototype.constructor = THREE.TubeGeometry;
- THREE.TubeGeometry.NoTaper = function(u) {
- return u;
- };
- THREE.TubeGeometry.SinusoidalTaper = function(u) {
- return Math.sin(Math.PI * u);
- };
- // For computing of Frenet frames, exposing the tangents, normals and binormals the spline
- THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) {
- var tangent = new THREE.Vector3(),
- normal = new THREE.Vector3(),
- binormal = new THREE.Vector3(),
- tangents = [],
- normals = [],
- binormals = [],
- vec = new THREE.Vector3(),
- mat = new THREE.Matrix4(),
- numpoints = segments + 1,
- theta,
- epsilon = 0.0001,
- smallest,
- tx, ty, tz,
- i, u, v;
- // expose internals
- this.tangents = tangents;
- this.normals = normals;
- this.binormals = binormals;
- // compute the tangent vectors for each segment on the path
- for ( i = 0; i < numpoints; i ++ ) {
- u = i / ( numpoints - 1 );
- tangents[ i ] = path.getTangentAt( u );
- tangents[ i ].normalize();
- }
- initialNormal3();
- /*
- function initialNormal1(lastBinormal) {
- // fixed start binormal. Has dangers of 0 vectors
- normals[ 0 ] = new THREE.Vector3();
- binormals[ 0 ] = new THREE.Vector3();
- if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
- normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();
- binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
- }
- function initialNormal2() {
- // This uses the Frenet-Serret formula for deriving binormal
- var t2 = path.getTangentAt( epsilon );
- normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize();
- binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );
- normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
- binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
- }
- */
- function initialNormal3() {
- // select an initial normal vector perpenicular to the first tangent vector,
- // and in the direction of the smallest tangent xyz component
- normals[ 0 ] = new THREE.Vector3();
- binormals[ 0 ] = new THREE.Vector3();
- smallest = Number.MAX_VALUE;
- tx = Math.abs( tangents[ 0 ].x );
- ty = Math.abs( tangents[ 0 ].y );
- tz = Math.abs( tangents[ 0 ].z );
- if ( tx <= smallest ) {
- smallest = tx;
- normal.set( 1, 0, 0 );
- }
- if ( ty <= smallest ) {
- smallest = ty;
- normal.set( 0, 1, 0 );
- }
- if ( tz <= smallest ) {
- normal.set( 0, 0, 1 );
- }
- vec.crossVectors( tangents[ 0 ], normal ).normalize();
- normals[ 0 ].crossVectors( tangents[ 0 ], vec );
- binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
- }
- // compute the slowly-varying normal and binormal vectors for each segment on the path
- for ( i = 1; i < numpoints; i ++ ) {
- normals[ i ] = normals[ i-1 ].clone();
- binormals[ i ] = binormals[ i-1 ].clone();
- vec.crossVectors( tangents[ i-1 ], tangents[ i ] );
- if ( vec.length() > epsilon ) {
- vec.normalize();
- theta = Math.acos( THREE.Math.clamp( tangents[ i-1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
- normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
- }
- binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
- }
- // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
- if ( closed ) {
- theta = Math.acos( THREE.Math.clamp( normals[ 0 ].dot( normals[ numpoints-1 ] ), - 1, 1 ) );
- theta /= ( numpoints - 1 );
- if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) {
- theta = - theta;
- }
- for ( i = 1; i < numpoints; i ++ ) {
- // twist a little...
- normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
- binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
- }
- }
- };
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