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

I have tried to morph a thin rectangular cube to coil by three.js and tween.js. I've searched questions that already has been ask but none of them guide me.

Which morph function should I use, and how can I create a coil shape?

cube to coil

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  1. have your tube stored as a set of N slices

    You need center point and normal vector for each (circle) slice.

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

    Init it to tube at start (aligned to 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 for such mesh representation

    You need to obtain the circumference points of each slice and join them with QUAD_STRIP or what ever primitive you are using for the tube surface. The top and bottom is best with TRIANGLE_FAN around center point.

    You can obtain the points with my glCircle3D in C++ just instead of drawing them store/use them as you need ...

  3. interpolate between tube and helix

    If the above is workung you can turn the centers position and normals into helix with variable radius r and fixed screws m. So I would 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 be computed similary but I do not have the time for testing it right now and my imagination is not that good so i would instead do 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 to unit vector
    

    Just copy the normal from slice 1 to slice 0 and you should be fine.

  4. animate

    Just animate the mesh with changing r from zero to some R. If you want continuous effect you can do r=R*sin(t) where t is increasing with some step ...

[edit1] C++ OpenGL example

If you put all the above together you should get something like 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
    for (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]);
        // get the slice points (remember 2 slices for QUAD STRIP) to actual point buffer p1
        for (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 the slice between last slice p0 and actual slice p1
        glBegin(GL_QUAD_STRIP);
        if (i) for (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. it starts from (0,0,0) and ends in (0,h,0)where:

  • r is the radius of the tube
  • R is the radius of the screws
  • h is helix height/size
  • N is number of screws per h

It generates Vertex and Normal info so you can use lighting. for animation I 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 you can see half of the sin wave is neglected so you can have time to actually see the tube without the screws. Here output with lighting:

helix

On the left is the unscrewed tube (R=0). On the right is fully morphed screw and in the middle is something in between.

PS if you want to make the morph more interesting you can also animate the N parameter from 0 to some constant.


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