Tuesday 26 February 2019

How can I create a 3D cubic-bezier curved triangle from 3D points in Three.js?

Following this topic, I am trying to generate a 3D curved triangle as a NURBS surface, but I don't understand how to set up my 3D points to do that.

Here is the current implementation :

var edges = this.getEdges(), // An edge is a line following 4 dots as a bezier curve.
    dots = self.getDotsFromEdges(edges), // Get all dots in order for building the surface.

    ctrlPoints = [ // Is generated only once before, but copy-pasted here for this sample code.
        [
            new THREE.Vector4(0, 0, 0, 1),
            new THREE.Vector4(0, 0, 0, 1),
            new THREE.Vector4(0, 0, 0, 1),
            new THREE.Vector4(0, 0, 0, 1)
        ],
        [
            new THREE.Vector4(0, 0, 0, 1),
            new THREE.Vector4(0, 0, 0, 1),
            new THREE.Vector4(0, 0, 0, 1),
            new THREE.Vector4(0, 0, 0, 1)
        ],
        [
            new THREE.Vector4(0, 0, 0, 1),
            new THREE.Vector4(0, 0, 0, 1),
            new THREE.Vector4(0, 0, 0, 1),
            new THREE.Vector4(0, 0, 0, 1)
        ]
    ],

    nc,
    deg1 = ctrlPoints.length - 1,
    knots1 = [],
    deg2 = 3,                           // Cubic bezier
    knots2 = [0, 0, 0, 0, 1, 1, 1, 1],  // <-
    cpts,
    nurbs ;

nc = ctrlPoints.length ;
while (nc-- > 0) knots1.push(0) ;
nc = ctrlPoints.length ;
while (nc-- > 0) knots1.push(1) ;


// The following seems to be the problem... :

cpts = ctrlPoints[0] ;
cpts[0].set(dots[0].x, dots[0].y, dots[0].z, 1) ;
cpts[1].set(dots[1].x, dots[1].y, dots[1].z, 1) ;
cpts[2].set(dots[2].x, dots[2].y, dots[2].z, 1) ;
cpts[3].set(dots[3].x, dots[3].y, dots[3].z, 1) ;

cpts = ctrlPoints[1] ;
cpts[0].set(dots[6].x, dots[6].y, dots[6].z, 1) ;
cpts[1].set(dots[5].x, dots[5].y, dots[5].z, 1) ;
cpts[2].set(dots[4].x, dots[4].y, dots[4].z, 1) ;
cpts[3].set(dots[3].x, dots[3].y, dots[3].z, 1) ;

cpts = ctrlPoints[2] ;
cpts[0].set(dots[6].x, dots[6].y, dots[6].z, 1) ;
cpts[1].set(dots[7].x, dots[7].y, dots[7].z, 1) ;
cpts[2].set(dots[8].x, dots[8].y, dots[8].z, 1) ;
cpts[3].set(dots[0].x, dots[0].y, dots[0].z, 1) ;



nurbs = new THREE.NURBSSurface(deg1, deg2, knots1, knots2, ctrlPoints) ;

this.mesh.geometry.dispose() ;
this.mesh.geometry = new THREE.ParametricBufferGeometry(function(u, v, target) {
    return nurbs.getPoint(u, v, target) ;
}, 10, 10) ;

And here is the result:

enter image description here

I tried many different settings but can't find any working well.

Note: The white points are the edges ends ; The red points are the bezier curve middle points.
Note 2: dots[0] refers to the point 0 in the sample picture, and so on.

Here is working snippet (and fiddle version here)

const
                PI = Math.PI,
    sin = Math.sin,
    cos = Math.cos,
                W = 480,
    H = 400,
    log = console.log,
    DISTANCE = 100 ;

let renderer = new THREE.WebGLRenderer({
      canvas : document.querySelector('canvas'),
      antialias : true,
      alpha : true
    }),
    camera = new THREE.PerspectiveCamera(25, W/H),
    scene = new THREE.Scene(),
    center = new THREE.Vector3(0, 0, 0),

                pts = [] ;

renderer.setClearColor(0x000000, 0) ;

renderer.setSize(W, H) ;
// camera.position.set(-48, 32, 80) ;
camera.position.set(0, 0, DISTANCE) ;
camera.lookAt(center) ;

function createPoint(x, y, z, color) {
                let pt = new THREE.Mesh(
      new THREE.SphereGeometry(1, 10, 10),
      new THREE.MeshBasicMaterial({ color })
    ) ;
    pt.position.set(x, y, z) ;
    pt.x = x ;
    pt.y = y ;
    pt.z = z ;
    pts.push(pt) ;
    
    scene.add(pt) ;
}

function createEdge(pt1, pt2, pt3, pt4) {
                let curve = new THREE.CubicBezierCurve3(
          pt1.position,
          pt2.position,
          pt3.position,
          pt4.position
        ),
                mesh = new THREE.Mesh(
          new THREE.TubeGeometry(curve, 8, 0.5, 8, false),
          new THREE.MeshBasicMaterial({
            color : 0x203040
          })
        ) ;
        
    scene.add(mesh) ;
}

///////////////////////////////////////////////

// POINTS //
createPoint(-16, -8, 0, 0xcc0000) ; // RED
createPoint(-8, -12, 0, 0x999999) ;
createPoint(8, -12, 0, 0x888888) ;
createPoint(16, -8, 0, 0x00cc00) ; // GREEN
createPoint(12, -6, -8, 0x777777) ;
createPoint(8, 6, -8, 0x666666) ;
createPoint(0, 12, 0, 0x0000cc) ; // BLUE
createPoint(-8, 6, -8, 0x555555) ;
createPoint(-12, -6, -8, 0x444444) ;

// EDGES //
createEdge(pts[0], pts[1], pts[2], pts[3]) ;
createEdge(pts[3], pts[4], pts[5], pts[6]) ;
createEdge(pts[6], pts[7], pts[8], pts[0]) ;

// SURFACE //
let ctrlPoints = [
        [
            new THREE.Vector4(pts[0].x, pts[0].y, pts[0].z, 1),
            new THREE.Vector4(pts[1].x, pts[1].y, pts[1].z, 1),
            new THREE.Vector4(pts[2].x, pts[2].y, pts[2].z, 1),
            new THREE.Vector4(pts[3].x, pts[3].y, pts[3].z, 1)
        ],
        [
            new THREE.Vector4(pts[6].x, pts[6].y, pts[6].z, 1),
            new THREE.Vector4(pts[5].x, pts[5].y, pts[5].z, 1),
            new THREE.Vector4(pts[4].x, pts[4].y, pts[4].z, 1),
            new THREE.Vector4(pts[3].x, pts[3].y, pts[3].z, 1)
        ],
        [
            new THREE.Vector4(pts[6].x, pts[6].y, pts[6].z, 1),
            new THREE.Vector4(pts[7].x, pts[7].y, pts[7].z, 1),
            new THREE.Vector4(pts[8].x, pts[8].y, pts[8].z, 1),
            new THREE.Vector4(pts[0].x, pts[0].y, pts[0].z, 1)
        ]
    ],

    nc,
    deg1 = ctrlPoints.length - 1,
    knots1 = [],
    deg2 = 3,                           // Cubic bezier
    knots2 = [0, 0, 0, 0, 1, 1, 1, 1],  // <-
    cpts,
    nurbs ;

nc = ctrlPoints.length ;
while (nc-- > 0) knots1.push(0) ;
nc = ctrlPoints.length ;
while (nc-- > 0) knots1.push(1) ;

nurbs = new THREE.NURBSSurface(deg1, deg2, knots1, knots2, ctrlPoints) ;

let surfaceMesh = new THREE.Mesh(
    new THREE.ParametricBufferGeometry(function(u, v, target) {
        return nurbs.getPoint(u, v, target) ;
    }, 10, 10),
    new THREE.MeshBasicMaterial({
        side : THREE.DoubleSide,
        opacity : 0.9,
        transparent : true,
        color : 0x405060
    })
) ;

scene.add(surfaceMesh) ;



///////////////////////////////////////////////

let azimut = 0,
          pitch = 90,
    isDown = false,
    prevEv ;

function down(de) {
                prevEv = de ;
    isDown = true ;
}

function move(me) {
                if (!isDown) return ;
    
                azimut -= (me.clientX - prevEv.clientX) * 0.5 ;
    azimut %= 360 ;
    if (azimut < 0) azimut = 360 - azimut ;
    
                pitch -= (me.clientY - prevEv.clientY) * 0.5 ;
    if (pitch < 1) pitch = 1 ;
    if (pitch > 180) pitch = 180 ;
    
    prevEv = me ;
    
    let theta = pitch / 180 * PI,
        phi = azimut / 180 * PI,
        radius = DISTANCE ;
    
    camera.position.set(
        radius * sin(theta) * sin(phi),
        radius * cos(theta),
        radius * sin(theta) * cos(phi),
    ) ;
        camera.lookAt(center) ;
    
    renderer.render(scene, camera) ;
}

function up(ue) {
                isDown = false ;
}

renderer.domElement.onmousedown = down ;
window.onmousemove = move ;
window.onmouseup = up ;

renderer.render(scene, camera) ;
body {
  display: flex;
  flex-direction: row;
  justify-content: center;
  align-items: center;
  height: 100vh;
  margin: 0;
  background: #1c2228;
  overflow: hidden;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/101/three.min.js"></script>
<script src="https://threejs.org/examples/js/curves/NURBSUtils.js"></script>
<script src="https://threejs.org/examples/js/curves/NURBSCurve.js"></script>
<script src="https://threejs.org/examples/js/curves/NURBSSurface.js"></script>

<canvas></canvas>


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