Currently, I have a project where I am tasked with displaying dents on a pipeline in a 3D format. To create the pipeline, I utilized THREE.js's tube geometry which is illustrated below:
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - geometry - Tube</title>
<meta charset="utf-8">
<style>
body {
margin: 0px;
background-color: #ffffff;
overflow: hidden;
}
</style>
</head>
<body>
<script src="./three.min.js"></script>
<script src="./TrackballControls.js"></script>
<script>
var camera, scene, renderer;
var mesh,cameraControls;
var clock = new THREE.Clock();
init();
animate();
function init() {
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 0, 0, 1000 );
scene = new THREE.Scene();
var tubepath1 = [{"point" :new THREE.Vector3(0,0,0)},{"point" :new THREE.Vector3(500,0,0)}];
var actualpoints =[];
for(var i=0; i<tubepath1.length; i++)
{
actualpoints.push(tubepath1[i].point);
}
var actualextrudePath = new THREE.SplineCurve3(actualpoints);
actualextrudePath.dynamic = true;
var actualtube = new THREE.TubeGeometry(actualextrudePath, 60, 60, 30, false, false);
actualtube.dynamic = true;
actualtube.verticesNeedUpdate = true;
actualtube.dynamic = true;
var actualtubeMesh = new THREE.Mesh(actualtube, new THREE.MeshBasicMaterial(
{ color: 0x0ffff0, shading: THREE.FlatShading, side: THREE.DoubleSide, wireframe: false, transparent: false,
vertexColors: THREE.FaceColors, overdraw: false
}));
actualtubeMesh.name = "actualTube";
actualtubeMesh.dynamic = true;
actualtubeMesh.needsUpdate = true;
actualtubeMesh.useQuaternion = true;
// CONTROLS
cameraControls = new THREE.TrackballControls(camera);
cameraControls.rotateSpeed = 1.0;
cameraControls.zoomSpeed = 1.2;
cameraControls.panSpeed = 0.8;
cameraControls.noZoom = false;
cameraControls.noPan = false;
cameraControls.staticMoving = true;
cameraControls.dynamicDampingFactor = 0.3;
cameraControls.target.set(0,0,0);
scene.add( actualtubeMesh );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
window.requestAnimationFrame(animate);
render();
}
function render() {
var delta = clock.getDelta();
cameraControls.update(delta);
renderer.render(scene, camera);
}
</script>
</body>
</html>
My current challenge revolves around figuring out how to accurately depict the dents on the Tube geometry in a 3D visualization. Any guidance or suggestions would be greatly welcomed.
Thank you in advance, Pradeep