three.js - Morph a cube to coil in three js -


i have tried morph thin rectangular cube coil three.js , tween.js. i've searched questions has been ask none of them guide me.

which morph function should use, , how can create coil shape?

cube coil

  1. have tube stored set of n slices

    you need center point , normal vector each (circle) slice.

    const int n=128; struct slice { float p[3],n[3]; }; slice mesh[n]; 

    init tube @ start (aligned y axis)

    for (int i=0;i<n;i++)  {  mesh[i].p[0]= 0.0;  mesh[i].p[1]=-1.0+2.0*float(i)/float(n-1);  mesh[i].p[2]= 0.0;  mesh[i].n[0]= 0.0;  mesh[i].n[1]=+1.0;  mesh[i].n[2]= 0.0;  } 
  2. write visualization code such mesh representation

    you need obtain circumference points of each slice , join them quad_strip or ever primitive using tube surface. top , bottom best triangle_fan around center point.

    you can obtain points glcircle3d in c++ instead of drawing them store/use them need ...

  3. interpolate between tube , helix

    if above workung can turn centers position , normals helix variable radius r , fixed screws m. try:

    float a=6.283185307179586476925286766559*float(i*m)/float(n-1); mesh[i].p[0] = r*cos(a); mesh[i].p[2] = r*sin(a); 

    the normal can computed similary not have time testing right , imagination not instead this:

    mesh[i].n[0] = mesh[i].p[0] - mesh[i-1].p[0]; mesh[i].n[1] = mesh[i].p[1] - mesh[i-1].p[1];  mesh[i].n[2] = mesh[i].p[2] - mesh[i-1].p[2]; normalize(mesh[i].n); // set unit vector 

    just copy normal slice 1 slice 0 , should fine.

  4. animate

    just animate mesh changing r 0 r. if want continuous effect can r=r*sin(t) t increasing step ...

[edit1] c++ opengl example

if put above should this:

//--------------------------------------------------------------------------- //         height  ,tube r  ,screw r ,screws void helix(double h,double r,double r,double n)     {     int i,j,na;     double pos[3]={ 0.0,0.0,0.0 },x[3],y[3],            nor[3]={ 0.0,1.0,0.0 },ss,dy,a,da,b,db;     na=double(n*36.0);              // 36 slices per screw     const int nb=36+1;              // 36 points per circle slice     dy=h/double(na);                // y axis step     da=2.0*m_pi*n/double(na);       // screw angle step     db=2.0*m_pi/double(nb-1);       // slice circle angle step     ss=1.0/sqrt((r*r)+(dy*dy));     // normalization scale     double pnt[nb*12],*p0=pnt,*p1=pnt+(nb*6),*pp;   // 2 slice point buffers (normal3d+vertex3d)*nb*2 = 12*nb     (a=0.0,i=0;i<na;i++,a+=da)         {         if (a>2.0*m_pi) a-=2.0*m_pi;         // slice center         pos[0]=r*cos(a);         pos[1]+=dy;         pos[2]=r*sin(a);         // slice normal         nor[0]=-ss*r*sin(a);         nor[1]=+ss*dy;         nor[2]=+ss*r*cos(a);         // slice basis vectors x,y         x[0]=cos(a);         x[1]=0.0;         x[2]=sin(a);         // y = cross(x,nor)         y[0]=             -(x[2]*nor[1]);         y[1]=(x[2]*nor[0])-(x[0]*nor[2]);         y[2]=(x[0]*nor[1]);         // slice points (remember 2 slices quad strip) actual point buffer p1         (pp=p1,b=0.0,j=0;j<nb;j++,b+=db,pp+=6)             {             // normal             pp[0]=(x[0]*cos(b))+(y[0]*sin(b));             pp[1]=(x[1]*cos(b))+(y[1]*sin(b));             pp[2]=(x[2]*cos(b))+(y[2]*sin(b));             // position             pp[3]=pos[0]+(pp[0]*r);             pp[4]=pos[1]+(pp[1]*r);             pp[5]=pos[2]+(pp[2]*r);             }         // if 2 slices done render slice between last slice p0 , actual slice p1         glbegin(gl_quad_strip);         if (i) (j=0;j<6*nb;j+=6)             {             glnormal3dv(p0+j+0);             glvertex3dv(p0+j+3);             glnormal3dv(p1+j+0);             glvertex3dv(p1+j+3);             }         glend();         // swap last,actual slice point buffers p0 <-> p1         pp=p0; p0=p1; p1=pp;         }     } //--------------------------------------------------------------------------- 

which renders helix in opengl. starts (0,0,0) , ends in (0,h,0)where:

  • r radius of tube
  • r radius of screws
  • h helix height/size
  • n number of screws per h

it generates vertex , normal info can use lighting. animation use this:

static double t=0.0; t+=0.1; if (t>=pi2) t-=pi2; double r=sin(t); if (r<0.0) r=0.0; glcolor3f(1.0,1.0,1.0); helix(1.0,0.05,0.3*r,6.0); 

as can see half of sin wave neglected can have time see tube without screws. here output lighting:

helix

on left unscrewed tube (r=0). on right morphed screw , in middle in between.

ps if want make morph more interesting can animate n parameter 0 constant.


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