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https://github.com/shawn0326/three.path

three.path is a three.js extension which provides a 3D path geometry builder.
https://github.com/shawn0326/three.path

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three.path is a three.js extension which provides a 3D path geometry builder.

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README

        

three.path
===================

`three.path` is an extension for `three.js` that facilitates the creation of 3D path geometries.

![image](./examples/images/screenshot4.png)

![image](./examples/images/screenshot5.png)

### Usage

##### Step1: Create PathPointList to preprocess and store points.

````javascript

const list = new THREE.PathPointList();

/**
* set points
* @param {THREE.Vector3[]} points key points array
* @param {number} cornerRadius? the corner radius. set 0 to disable round corner. default is 0.1
* @param {number} cornerSplit? the corner split. default is 10.
* @param {number} up? force up. default is auto up (calculate by tangent).
* @param {boolean} close? close path. default is false.
*/
list.set(points, 0.1, 10, undefined, false);

````

##### Step2 Generate geometries

Generate PathGeometry.

````javascript

/**
* @param {Object|Number} initData - If initData is number, geometry init by empty data and set it as the max vertex. If initData is Object, it contains pathPointList and options.
* @param {Boolean} [generateUv2=false]
*/
// new THREE.PathGeometry()

// Init by max vertex
const geometry = new THREE.PathGeometry(2000, false);
// Init by data
const geometry = new THREE.PathGeometry({
pathPointList: pathPointList,
options: {
width: 0.1, // default is 0.1
arrow: true, // default is true
progress: 1, // default is 1
side: "both" // "left"/"right"/"both", default is "both"
},
usage: THREE.StaticDrawUsage // geometry usage
}, false);

// Update geometry when pathPointList changed
geometry.update(pathPointList, {
width: 0.1, // default is 0.1
arrow: true, // default is true
progress: 1, // default is 1
side: "both" // "left"/"right"/"both", default is "both"
});

````

Or generate PathTubeGeometry.

````javascript

/**
* @param {Object|Number} initData - If initData is number, geometry init by empty data and set it as the max vertex. If initData is Object, it contains pathPointList and options.
* @param {Boolean} [generateUv2=false]
*/
// new THREE.PathTubeGeometry()

// Init by max vertex
const geometry = new THREE.PathTubeGeometry(2000, false);
// Init by data
const geometry = new THREE.PathTubeGeometry({
pathPointList: pathPointList,
options: {
radius: 0.1, // default is 0.1
radialSegments: 8, // default is 8
progress: 1, // default is 1
startRad: 0 // default is 0
},
usage: THREE.StaticDrawUsage // geometry usage
}, false);

// update geometry when pathPointList changed
geometry.update(pathPointList, {
radius: 0.1, // default is 0.1
radialSegments: 8, // default is 8
progress: 1, // default is 1
startRad: 0 // default is 0
});

````

### demo

##### draw path

path geometry build from pathPointList. ->> [tube](https://shawn0326.github.io/three.path/examples/index.html)

![image](./examples/images/screenshot.png)

##### tube

path tube geometry build from pathPointList. ->> [tube](https://shawn0326.github.io/three.path/examples/tube.html)

![image](./examples/images/screenshot2.png)

##### city

[City](https://shawn0326.github.io/three.path/examples/city.html)

![image](./examples/images/screenshot3.png)

### build

##### first run

````
npm install
````

##### build

````
npm run b
````