Reputation: 172
I´m trying to draw some parallel curved lines, one next to other, but if I separate them by modifying/translating their position in one axis, the result is not what I am looking for.
Code is simple, a bezier to make the central path and clones with other material for the sides.
var bezier = new THREE.CubicBezierCurve3(
new THREE.Vector3(initx, inity, 0),
new THREE.Vector3(cp1x, cp1y, 0),
new THREE.Vector3( cp2x, cp2y, 0),
new THREE.Vector3(finalx, finaly, 0)
);
var curvePath = new THREE.CurvePath();
curvePath.add(bezier);
var path = curvePath.createPointsGeometry( 5 );
path.computeLineDistances();
var lineMat = new THREE.LineDashedMaterial({ color: 0xFFFFFF,
dashSize: 3,
gapSize: 2,
linewidth: 10});
var curveLine = new THREE.Line(path, lineMat);
curveLine.rotation.set(-Math.PI/2,0,0);
curveLine.position.y = 0.1;
var leftLine = curveLine.clone();
leftLine.material = matLine;
var rightLine = curveLine.clone();
rightLine.material = matLine;
leftLine.translateX(-3.5);
rightLine.position.set(3.5,0,0);
scene.add(curveLine);
scene.add(leftLine);
curveLine.add(rightLine);
And this are some examples of what I am looking for:
Last two images are from Bezier.js library.
I think that applying an offset to the curved line, or drawing another line using the normals of the first one might be the solution, but I can't find anything useful to do it in the documentation. I think that it could also be done drawing a line from a distance of the tangent axis or something like that, but it may be a easier way, any ideas?
I had a look on this but its for straight lines.
Upvotes: 2
Views: 3069
Reputation: 172
In the end, I did it by myself.
I calculated the tangent and the normal of the main curve on its points using getTangent() and rotating it 90 degrees to obtain the normal. I created more vertices for that normal multiplying its values by a scalar. Then I got the point I wanted from the normals in world coordinates and connect them creating a CatmullRomCurve3 Geometry:
for(var i = 0.0; i <= 1.0; i += 0.2){
var point = curvePath.getPointAt(i);
var tangent = curvePath.getTangent(i);
var extension1 = new THREE.Vector3(tangent.x*2, tangent.y*2, 0);
var extension2 = new THREE.Vector3(extension1.x*2, extension1.y*2, 0);
var tangentGeometry = new THREE.Geometry();
tangentGeometry.vertices.push(tangent, extension1, extension2);
var tangentLine = new THREE.Line(tangentGeometry,greenMaterial);
tangentLine.position.set(point.x, point.y, point.z);
normal.updateMatrixWorld(); // VERY IMPORTANT
var normal = tangentLine.clone();
normal.rotateZ(Math.PI/2);
var normalLastVertex = normal.geometry.vertices[2].clone();
normalLastVertex.applyMatrix4(normal.matrixWorld); //convert to world coords.
pointsArray.push(normalLastVertex); //for using them out of the loop
curveLine.add(tangentLine);
curveLine.add(normal);
}
Here I have last normals vertices in the points array, so I have to create the spline connecting them out of the loop.
var splineCurveOffsetLeft = new THREE.CatmullRomCurve3([
new THREE.Vector3((pointsArray[0].x), pointsArray[0].y, 0),
new THREE.Vector3((pointsArray[1].x), pointsArray[1].y, 0),
new THREE.Vector3((pointsArray[2].x), pointsArray[2].y, 0),
new THREE.Vector3((pointsArray[3].x), pointsArray[3].y, 0),
new THREE.Vector3((pointsArray[4].x), pointsArray[4].y, 0),
new THREE.Vector3((pointsArray[5].x), pointsArray[5].y, 0)
]);
splineCurveOffsetLeft.type = 'catmullrom';
splineCurveOffsetLeft.closed = false;
var offsetGeometry = new THREE.Geometry();
offsetGeometry.vertices = splineCurveOffsetLeft.getPoints(6);
var offsetLine = new THREE.Line(offsetGeometry, cyanMaterial);
offsetLine.rotation.set(-Math.PI/2, 0, 0);
offsetLine.position.y=0.1;
scene.add(offsetLine);
I made the same for the other offset line just inverting its rotation and this is the result:
Green = Tangents, Red = Normals, Cyan = Parallel curve
Upvotes: 5