<!-- example
https://threejs.org/examples/webgl_geometry_spline_editor.html
the chordal has the most smplistic smoothing
-->
<script src="https://cdn.jsdelivr.net/npm/[email protected]/build/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/controls/OrbitControls.js"></script>
CSS
/* fix mouse click offset errors when doing drags */
body {
margin: 0;
}
JavaScript
var scene, renderer, camera;
var cube;
var controls;
var umbrellaMesh;
init();
lightSetup();
animate();
function getPerspectiveCamera(width, height){
const cam = new THREE.PerspectiveCamera(45, width / height, 1, 10000);
cam.position.y = 160;
cam.position.z = 400;
cam.lookAt(new THREE.Vector3(0, 0, 0));
return {cam: cam}
}
function getOrthoCamera(width, height, visualHelper = false) {
const cam = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 10000
);
let camH = null;
if(visualHelper) {
camH = new THREE.CameraHelper(camera);
}
return {cam: cam, camH: camH}
}
function init() {
renderer = new THREE.WebGLRenderer({
antialias: true
});
const width = window.innerWidth;
const height = window.innerHeight;
renderer.setSize(width, height);
document.body.appendChild(renderer.domElement);
scene = new THREE.Scene();
var gridXZ = new THREE.GridHelper(1000, 100);
//gridXZ.rotateX(THREE.Math.degToRad(90));
scene.add(gridXZ);
var axes = new THREE.AxesHelper(1000);
scene.add(axes);
camera = getPerspectiveCamera(width, height).cam;
//camera = getOrthoCamera(width, height, true);
scene.add(camera)
controls = new THREE.OrbitControls(camera, renderer.domElement);
lightSetup();
createScene();
}
function createScene() {
const geo = new THREE.BoxGeometry( 1, 1, 1 );
const mesh = new THREE.Mesh(geo);
scene.add(mesh);
displaySplineCurve();
}
// smoothness will take every X points and register it as a new curve
function pointsReduction(points, incrementalIndexForKeeps) {
const smoothPoints = [];
if(points && points.length > 1) {
for(i=0; i<points.length; i+=incrementalIndexForKeeps) {
smoothPoints.push(points[i]);
}
if(smoothPoints.length === 1) {
// push the last point if this curve only has 2 points.
smoothPoints.push(points[1]);
}
//console.log(points.length);
//console.log(smoothPoints.length);
} else...
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