3

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>
Kamil Kiełczewski
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3 Answers3

9

Here is the way how you can draw Bezier Triangle (snippet below) - algorithm is in Geometry class. Number of triangles in one side of the triangle you set in constructor. In code I made hard separation between algorithm/calculations (Geometry class) and drawing code (Draw class).

For bezier triangle we need to use 10 control points (9 for edges and one for "plane") like in below picture (src here ):

enter image description here

In this code, we don't use normals, and b points names are changed to p (eg. b003 to p003). We use following formula (for cubic Bezier triangles n=3)

enter image description here

Where p_ijk is control point (for n=3 above sum has 10 elements so we have 10 control points), and where B^n_ijk(r,s,t) are Bernstein polynomials defined for i,j,k>=0 and i+j+k=n

enter image description here

or 0 in other case. The domain of r,s,t in barycentric coordinates (where r,s,t are real numbers from [0, 1] and r+s+t=1) and where r=(r=1, s=t=0), s=(s=1, r=t=0), t=(t=1, r=s=0) looks as follows (the black points - we divide each triangle side to 5 parts - but we can change it to any number)

enter image description here

We calculate this reqular positions for black domain dots in method barycentricCoords(n) and we define which point create which triangles in method genTrianglesIndexes(n) in Geometry class. However you can change this points positions and density to any (inside triangle) to get different surface-triangle division. Below is snippet which shows domain in 2D

let pp= ((s='.myCanvas',c=document.querySelector(s),ctx=c.getContext('2d'),id=ctx.createImageData(1,1)) => (x,y,r=0,g=0,b=0,a=255)=>(id.data.set([r,g,b,a]),ctx.putImageData(id, x, y),c))()


cr=[255,0,0,255];
cg=[0,255,0,255];
cb=[0,0,255,255];

w=400;
h=400;

const p1=[0,h-1];
const p2=[w-1,h-1];
const p3=[w/2,0];

mainTriangle=[p1,p2,p3];
//mainTriangle.map(p => pp(...p,...cr));

let n=5;
let points=[];

function calcPoint(p1,p2,p3,r,s,t) {
  const px=p1[0]*r + p2[0]*s + p3[0]*t;
  const py=p1[1]*r + p2[1]*s + p3[1]*t;
  return [px,py];
}

// barycentric coordinates r,s,t of point in triangle
// the points given from triangle bottom to top line by line
// first line has n+1 pojnts, second has n, third n-1
// coordinates has property r+s+t=1
function barycentricCoords(n) {
  let rst=[];
  for(let i=0; i<=n; i++) for(let j=0; j<=n-i; j++) {
    s=(j/n);
    t=(i/n);    
    r=1-s-t;
    rst.push([r,s,t]);    
  }
  return rst;
}

// Procedure calc indexes for each triangle from 
// points list (in format returned by barycentricCoords(n) )
function genTrianglesIndexes(n) {
  let st=0; 
  let m=n;  
  let triangles=[];

  for(let j=n; j>0; j--) {    
    for(let i=0; i<m; i++) {    
      triangles.push([st+i, st+i+1, st+m+i+1]);
      if(i<m-1) triangles.push([st+i+1, st+m+i+2, st+m+i+1 ]);
    }
    m--;
    st+=j+1;  
  }
  
  return triangles;
}

function drawLine(p1,p2,c) {
  let n=Math.max(Math.abs(p1[0]-p2[0]),Math.abs(p1[1]-p2[1]))/2;
 for(let i=0; i<=n; i++) {
   let s=i/n;
    let x=p1[0]*s + p2[0]*(1-s);
    let y=p1[1]*s + p2[1]*(1-s);
    pp(x,y,...c);
  }
}

function drawTriangle(p1,p2,p3,c) {
 drawLine(p1,p2,c);
  drawLine(p2,p3,c);
  drawLine(p3,p1,c);
}

// Bernstein Polynomial, i+j+k=n
function bp(n,i,j,k, r,s,t) {
  const f=x=>x?f(x-1)*x:1 // number fractional f(4)=1*2*3*4=24
  
  return r**i * s**j * t**k * f(n) / (f(i)*f(j)*f(k));  
}

//drawTriangle(...mainTriangle,cr); // draw main triangle

let bar=barycentricCoords(n);  // each domain point barycentric coordinates

let ti=genTrianglesIndexes(n); // indexes in bar for each triangle

// triangles calculated to cartesian coordinate system
let triangles = ti.map(tr=> tr.map(x=>calcPoint(...mainTriangle,...bar[x]) ) ); 

triangles.map(t => drawTriangle(...t, cg));

// domain points calculated to cartesian coordinate system (for draw)
let dp = bar.map(x=> calcPoint(...mainTriangle,...x) );

// draw black dots (4 pixels for each dot)
dp.map(x=> pp(x[0],x[1]) )
dp.map(x=> pp(x[0],x[1]-1) )
dp.map(x=> pp(x[0]-1,x[1]) )
dp.map(x=> pp(x[0]-1,x[1]-1) )
<canvas class="myCanvas" width=400 height=400 style="background: white"></canvas>

Below is final snippet with 3D bezier cubic triangle ( algorithm starts in method genTrianglesForCubicBezierTriangle(n, controlPoints) in Geometry class) - (caution: It is strange, but in SO snippets after first run you will NOT see lines, and you need reload page and run it again to see triangles-lines)

///////////////////////////////////////////////////////
// THIS PART/CLASS IS FOR ALGORITHMS AND CALCULATIONS
///////////////////////////////////////////////////////
class Geometry {

  constructor() { this.init(); } 

  init(n) {
    this.pts = [
      { x:-16, y: -8, z:0,  color:0xcc0000 }, // p003 RED
      { x:8,   y:-12, z:0,  color:0x888888 }, // p201
      { x:-8,  y:-12, z:0,  color:0x999999 }, // p102    
      { x:16,  y:-8,  z:0,  color:0x00cc00 }, // p300 GREEN
      { x:12,  y:-6,  z:-8, color:0x777777 }, // p210
      { x:8,   y:6,   z:-8, color:0x666666 }, // p120
      { x:0,   y:12,  z:0,  color:0x0000cc }, // p030 BLUE
      { x:-8,  y:6,   z:-8, color:0x555555 }, // p021
      { x:-12, y:-6,  z:-8, color:0x444444 }, // p012
      { x:0,   y:0,   z:8,  color:0xffff00 }, // p111 YELLOW (plane control point)
    ];
    
    this.mainTriangle = [this.pts[0],this.pts[3],this.pts[6]];
    
    this.bezierCurvesPoints = [
     [ this.pts[0], this.pts[2], this.pts[1], this.pts[3] ],
        [ this.pts[3], this.pts[4], this.pts[5], this.pts[6] ],
        [ this.pts[6], this.pts[7], this.pts[8], this.pts[0] ]
    ];
    
    //this.triangles = [
    // { points: [this.pts[0], this.pts[1], this.pts[2]], color: null }, // wireframe
    // { points: [this.pts[1], this.pts[2], this.pts[3]], color: 0xffff00 } // yellow
    //]
    
    this.triangles = this.genTrianglesForCubicBezierTriangle(25, this.pts);
  }
  
  // n = number of triangles per triangle side
  genTrianglesForCubicBezierTriangle(n, controlPoints) {
    let bar= this.barycentricCoords(n);     // domain in barycentric coordinats   
    let ti = this.genTrianglesIndexes(n);   // indexes of triangles (in bar array)
        
    let val= bar.map(x => this.calcCubicBezierTriangleValue(controlPoints,...x));  // Calc Bezier triangle vertex for each domain (bar) point    
    let tv= ti.map(tr=> tr.map(x=>val[x]) );         // generate triangles using their indexes (ti) and val    
    return tv.map(t=> ({ points: t, color: null}) ); // map triangles to proper format (color=null gives wireframe)
    
    
    // Generate domain triangles
    //let td= ti.map(tr=> tr.map(x=>this.calcPointFromBar(...this.mainTriangle,...bar[x]) ) );     
    //this.trianglesDomain = td.map(t=> ({ points: t, color: null}) );
  }
  
  // more: https://www.mdpi.com/2073-8994/8/3/13/pdf
  // Bézier Triangles with G2 Continuity across Boundaries
  // Chang-Ki Lee, Hae-Do Hwang and Seung-Hyun Yoon
  calcCubicBezierTriangleValue(controlPoints, r,s,t ) {
    let p = controlPoints, b=[];  
    b[0]= this.bp(0,0,3,r,s,t); // p[0]=p003
    b[1]= this.bp(2,0,1,r,s,t); // p[1]=p201 
    b[2]= this.bp(1,0,2,r,s,t); // p[2]=p102
    b[3]= this.bp(3,0,0,r,s,t); // p[3]=p300
    b[4]= this.bp(2,1,0,r,s,t); // p[4]=p210
    b[5]= this.bp(1,2,0,r,s,t); // p[5]=p120
    b[6]= this.bp(0,3,0,r,s,t); // p[6]=p030
    b[7]= this.bp(0,2,1,r,s,t); // p[7]=p021
    b[8]= this.bp(0,1,2,r,s,t); // p[8]=p012
    b[9]= this.bp(1,1,1,r,s,t); // p[9]=p111
    
    let x=0, y=0, z=0;
    for(let i=0; i<=9; i++) {
      x+=p[i].x*b[i];
      y+=p[i].y*b[i];
      z+=p[i].z*b[i];
    }
    return { x:x, y:y, z:z };
  }
  
  // Bernstein Polynomial degree n, i+j+k=n
  bp(i,j,k, r,s,t, n=3) {
    const f=x=>x?f(x-1)*x:1 // number fractional f(4)=1*2*3*4=24    
    return r**i * s**j * t**k * f(n) / (f(i)*f(j)*f(k));  
  }
  
  coordArrToObj(p) { return { x:p[0], y:p[1], z:p[2] } } 
  
  // Calc cartesian point from barycentric coords system
  calcPointFromBar(p1,p2,p3,r,s,t) {  
    const px=p1.x*r + p2.x*s + p3.x*t;
    const py=p1.y*r + p2.y*s + p3.y*t;
    const pz=p1.z*r + p2.z*s + p3.z*t;       
    return { x:px, y:py,  z:pz};
  }

  // barycentric coordinates r,s,t of point in triangle
  // the points given from triangle bottom to top line by line
  // first line has n+1 pojnts, second has n, third n-1
  // coordinates has property r+s+t=1
  barycentricCoords(n) {
    let rst=[];
    for(let i=0; i<=n; i++) for(let j=0; j<=n-i; j++) {
      let s=(j/n);
      let t=(i/n);    
      let r=1-s-t;
      rst.push([r,s,t]);    
    }
    return rst;
  }

  // Procedure calc indexes for each triangle from 
  // points list (in format returned by barycentricCoords(n) )
  genTrianglesIndexes(n) {
    let st=0; 
    let m=n;  
    let triangles=[];

    for(let j=n; j>0; j--) {    
      for(let i=0; i<m; i++) {    
        triangles.push([st+i, st+i+1, st+m+i+1]);
        if(i<m-1) triangles.push([st+i+1, st+m+i+2, st+m+i+1 ]);
      }
      m--;
      st+=j+1;  
    }

    return triangles;
  }
  
  // This procedures are interface for Draw class 
  getPoints() { return this.pts }
  getTriangles() { return this.triangles }
  getBezierCurves() { return this.bezierCurvesPoints; }
}


///////////////////////////////////////////////
// THIS PART IS FOR DRAWING
///////////////////////////////////////////////

// init tree js and draw geometry objects
class Draw {

  constructor(geometry) { this.init(geometry); }
  
  initGeom() {
   this.geometry.getPoints().forEach(p=> this.createPoint(p));
    this.geometry.getTriangles().forEach(t=> this.createTriangle(t));
    
    this.geometry.getBezierCurves().forEach(c=> this.createEdge(...c));
  }

  init(geometry) {
    this.geometry = geometry;
    this.W = 480,
    this.H = 400,
    this.DISTANCE = 100 ;
    this.PI = Math.PI,
    
  
    this.renderer = new THREE.WebGLRenderer({
      canvas : document.querySelector('canvas'),
      antialias : true,
      alpha : true
    }),
    this.camera = new THREE.PerspectiveCamera(25, this.W/this.H),
    this.scene = new THREE.Scene(),
    this.center = new THREE.Vector3(0, 0, 0),

  this.pts = [] ;
    
    this.renderer.setClearColor(0x000000, 0) ;

    this.renderer.setSize(this.W, this.H) ;
    // camera.position.set(-48, 32, 80) ;
    this.camera.position.set(0, 0, this.DISTANCE) ;
    this.camera.lookAt(this.center) ;
    
    this.initGeom();
    
    this.azimut = 0;
    this.pitch = 90;
    this.isDown = false;
    this.prevEv = null;

    

    this.renderer.domElement.onmousedown = e => this.down(e) ;
    window.onmousemove = e => this.move(e) ;
    window.onmouseup = e => this.up(e) ;

    this.renderer.render(this.scene, this.camera) ;
    
  }
    
  createPoint(p) {
    let {x, y, z, color} = p;
  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 ;
    this.pts.push(pt) ;
    
    this.scene.add(pt) ;
 }
  
  createTriangle(t) {    
    var geom = new THREE.Geometry();
    var v1 = new THREE.Vector3(t.points[0].x, t.points[0].y, t.points[0].z);
    var v2 = new THREE.Vector3(t.points[1].x, t.points[1].y, t.points[1].z);
    var v3 = new THREE.Vector3(t.points[2].x, t.points[2].y, t.points[2].z);

    geom.vertices.push(v1);
    geom.vertices.push(v2);
    geom.vertices.push(v3);
        
    let material = new THREE.MeshNormalMaterial({wireframe: true,}) 
    if(t.color != null) material = new THREE.MeshBasicMaterial( { 
     color: t.color,
      side: THREE.DoubleSide,
      } );
    

    geom.faces.push( new THREE.Face3( 0, 1, 2 ) );
    geom.computeFaceNormals();

    var mesh= new THREE.Mesh( geom, material);
    this.scene.add(mesh) ;
  }
  
  createEdge(pt1, pt2, pt3, pt4) {
 
  let curve = new THREE.CubicBezierCurve3(
          new THREE.Vector3(pt1.x, pt1.y, pt1.z),
          new THREE.Vector3(pt2.x, pt2.y, pt2.z),
          new THREE.Vector3(pt3.x, pt3.y, pt3.z),
          new THREE.Vector3(pt4.x, pt4.y, pt4.z),
        ),
      mesh = new THREE.Mesh(
          new THREE.TubeGeometry(curve, 8, 0.5, 8, false),
          new THREE.MeshBasicMaterial({
            color : 0x203040
          })
        ) ;
        
    this.scene.add(mesh) ;
}
  
  down(de) {
        this.prevEv = de ;
        this.isDown = true ;
    }

  move(me) {
    if (!this.isDown) return ;

    this.azimut -= (me.clientX - this.prevEv.clientX) * 0.5 ;
    this.azimut %= 360 ;
    if (this.azimut < 0) this.azimut = 360 - this.azimut ;

    this.pitch -= (me.clientY - this.prevEv.clientY) * 0.5 ;
    if (this.pitch < 1) this.pitch = 1 ;
    if (this.pitch > 180) this.pitch = 180 ;

    this.prevEv = me ;

    let theta = this.pitch / 180 * this.PI,
        phi = this.azimut / 180 * this.PI,
        radius = this.DISTANCE ;

    this.camera.position.set(
      radius * Math.sin(theta) * Math.sin(phi),
      radius * Math.cos(theta),
      radius * Math.sin(theta) * Math.cos(phi),
    ) ;
    this.camera.lookAt(this.center) ;

    this.renderer.render(this.scene, this.camera) ;
  }

  up(ue) {
    this.isDown = false ;
  }
}

// SYSTEM SET UP
let geom= new Geometry();
let draw = new Draw(geom);
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>

<canvas></canvas>

Fiddle version is here . I put info in comments but algorithm is complicated and if you have questions - ask them as comments - I will answer.

Kamil Kiełczewski
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  • Man, this is absolutely amazing !!! It works really awesomely ! Thank you very much ! But! there are two issues that I noted : 1. In `calcCubicBezierTriangleValue()` you reversed b[1] and b[2] (the bottom curve is not the same as in my sample - once reversed it matches). 2. Do you think it would be possible to only have one mesh instead of multiple triangle meshes ? / I will also move the factorial function `const f=x=>x?f(x-1)*x:1` outside, and I think I could even precalculate the values for performance boost. :) – Tot Feb 27 '19 at 12:54
  • @Tot 1. I switch values of points p201 and p102 in `init(n) { this.pts=... ` (points between red and geen) and update answer - now we get your curve. 2. I don't know what do you mean by "mesh" - according to [wiki triangle mesh](https://en.wikipedia.org/wiki/Polygon_mesh) the collection of triangles which create surface is a mesh. Create she smallest number (or longest) of [triangle strip](https://en.wikipedia.org/wiki/Triangle_strip) is separate optimization problem which you can find/ask on stackoverflow. In tree.js you probably can put all triangles to one mesh (but I'm not treejs expert). – Kamil Kiełczewski Feb 27 '19 at 13:50
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    @Tot my code is not write in optimal way. The one "big" optimalization I see is that you can precalculate the all `b[i]` for each used domain point r,s,t in `calcCubicBezierTriangleValue` and use it to calculate many different cubic bezierTriangles (same domain but different p[i]). E.g in domain used in answer/snippet for n=5 we have 21 domain-points (r,s,t - green 2D triangle in answer) so you will have to cache (n+1)*(n+2)*10=21*10=210 b[i] values which you can use to calculate any cubic bezier triangle (for n=5) – Kamil Kiełczewski Feb 27 '19 at 14:16
  • Exactly ! Thanks for your answers. And by "one mesh" I meant something like when you create one "SphereMesh" which is one object with multiple polygons. But I think you're right, I could set all triangles as submeshes to another 3dObject. :) Again, thank you very much ! – Tot Feb 27 '19 at 18:27
1

I modified Kamil Kiełczewski's code and separated it into 2 classes:

  1. BarycentricBufferGeometry based on ParametricBufferGeometry
  2. BezierTriangle based on NURBSSurface

Now it functions similar to NURBSSurface.js and is more efficient.

BarycentricBufferGeometry.js

import { BufferGeometry, Float32BufferAttribute, Vector3 } from './three.module.js';

class BarycentricBufferGeometry extends BufferGeometry {

    constructor(func, slices) {

        super();

        this.type = 'BezierTriangleGeometry';

        this.parameters = {
            func: func,
            slices: slices
        };

        // buffers
        const indices = [];
        const vertices = [];
        const normals = [];
        const uvs = [];

        const EPS = 0.00001;

        const normal = new Vector3();

        const p0 = new Vector3(), p1 = new Vector3();
        const pu = new Vector3(), pv = new Vector3();

        if (func.length < 3) {

            console.error('THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.');

        }

        // generate vertices, normals and uvs
        for (let i = 0; i <= slices; i++) {

            for (let j = 0; j <= slices - i; j++) {

                const u = j / slices;
                const v = i / slices;

                // vertex
                func(u, v, p0);
                vertices.push(p0.x, p0.y, p0.z);

                // normal
                // approximate tangent vectors via finite differences
                if (u - EPS >= 0) {

                    func(u - EPS, v, p1);
                    pu.subVectors(p0, p1);

                } else {

                    func(u + EPS, v, p1);
                    pu.subVectors(p1, p0);

                }

                if (v - EPS >= 0) {

                    func(u, v - EPS, p1);
                    pv.subVectors(p0, p1);

                } else {

                    func(u, v + EPS, p1);
                    pv.subVectors(p1, p0);

                }

                // cross product of tangent vectors returns surface normal
                normal.crossVectors(pu, pv).normalize();
                normals.push(normal.x, normal.y, normal.z);

                // uv
                uvs.push(u, v);

            }

        }

        // generate indices
        let st = 0;
        let m = slices;

        for (let j = slices; j > 0; j--) {

            for (let i = 0; i < m; i++) {

                const a = st + i;
                const b = st + i + 1;
                const c = st + i + 1 + m;

                indices.push(a, b, c);

                if (i < m - 1)
                    indices.push(st + i + 1, st + m + i + 2, st + m + i + 1);
            }

            m = m - 1;
            st += j + 1;
        }

        // build geometry
        this.setIndex(indices);
        this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
        this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
        this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));

    }
}

// BarycentricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
;


export { BarycentricBufferGeometry };

BezierTriangle.js

class BezierTriangle {

    constructor(controlPoints) {

        this.controlPoints = controlPoints;
    }

    static bp(i, j, k, r, s, t, n = 3) {
        const f = x => x ? f(x - 1) * x : 1;
        return r ** i * s ** j * t ** k * f(n) / (f(i) * f(j) * f(k));
    }

    static calcSurfacePoint(p, u, v, target) {

        const t = 1 - u - v;
        let b = [];

        b[0] = BezierTriangle.bp(0, 0, 3, u, v, t);
        b[1] = BezierTriangle.bp(1, 0, 2, u, v, t);
        b[2] = BezierTriangle.bp(2, 0, 1, u, v, t);
        b[3] = BezierTriangle.bp(3, 0, 0, u, v, t);
        b[4] = BezierTriangle.bp(2, 1, 0, u, v, t);
        b[5] = BezierTriangle.bp(1, 2, 0, u, v, t);
        b[6] = BezierTriangle.bp(0, 3, 0, u, v, t);
        b[7] = BezierTriangle.bp(0, 2, 1, u, v, t);
        b[8] = BezierTriangle.bp(0, 1, 2, u, v, t);
        b[9] = BezierTriangle.bp(1, 1, 1, u, v, t);

        let x = 0,
            y = 0,
            z = 0;

        for (let i = 0; i < 10; i++) {
            x += p[i].x * b[i];
            y += p[i].y * b[i];
            z += p[i].z * b[i];
        }

        target.set(x, y, z);
    }

    getPoint(u, v, target) {

        BezierTriangle.calcSurfacePoint(this.controlPoints, u, v, target);
    }
}


export { BezierTriangle };

Example:

import * as THREE from './three.module.js';

import { BarycentricBufferGeometry } from './BarycentricBufferGeometry.js';
import { BezierTriangle } from './BezierTriangle.js';


//setup
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, .01, 10000);
camera.position.set(2, 2, 6)

const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);


// bezier triangle points
const points = [
    { x: 0, y: 0, z: 0, c: 'red' },

    { x: 0, y: 1, z: 0, c: 'grey' },
    { x: 0, y: 2, z: 0, c: 'grey' },
    { x: 0, y: 3, z: 1, c: 'green' },

    { x: 1, y: 3, z: 1, c: 'grey' },
    { x: 2, y: 3, z: 1, c: 'grey' },
    { x: 3, y: 3, z: 2, c: 'blue' },

    { x: 2, y: 2, z: 0, c: 'grey' },
    { x: 1, y: 1, z: 0, c: 'grey' },

    { x: 1, y: 2, z: 0, c: 'yellow' },
];

// add some colored spheres to help identify points
points.forEach(p => {
    const sphere = new THREE.Mesh(
        new THREE.SphereBufferGeometry(.1, 32, 32),
        new THREE.MeshBasicMaterial({ color: p.c ? p.c : 'white' })
    );
    sphere.position.set(p.x, p.y, p.z);
    scene.add(sphere);
});

// draw bezier triangle
const triangle = new BezierTriangle(points);

function getSurfacePoint(u, v, target) {
    return triangle.getPoint(u, v, target);
}

const geometry = new BarycentricBufferGeometry(getSurfacePoint, 3);
const material = new THREE.MeshBasicMaterial({ color: 'gold', wireframe: true });
const mesh = new THREE.Mesh(geometry, material);

scene.add(mesh);

renderer.render(scene, camera);
Georg
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In your code you use NURBSSurface function from NURBSSurface.js file, that function uses NURBSUtils.calcSurfacePoint function from NURBSUtils.js file. But the calcSurfacePoint calculate point for standard NUBRB surface where where parameter are from rectangle (u,v) wiki.

You will not generate "3D cubic bezier triangle" in this way - to do this you need write your own code which will use bezier-triangle formulas (where the input parameters are triangle points in Barycentric_coordinate_system).

Kamil Kiełczewski
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  • I think I could implement that formulas, but... I have no idea of how to use it in the sample I made. Could you provide an example or even edit my fiddle ? – Tot Feb 23 '19 at 12:03
  • @Tot I plan to try because I never use bezier-triangles and this is interesting for me - however currently I don't have too much time to do this. I only made a little improve of your fiddle by made HARD separation between geometry/math code and tree.js/drawing code [here](https://jsfiddle.net/Lamik/xvgs3t6a/) - in this code in class geometry `getTriangles` shoud return trangles list which are used to made bezier triangle - so algorithm shoud be placed in `Geometry` class and should to create this trangles list in `this.triangle` array. – Kamil Kiełczewski Feb 23 '19 at 12:23
  • Awesome ! Take the time you need for this. Looking forward to seeing the final result ! Then the bounty will be yours. ;) – Tot Feb 23 '19 at 13:29