# Controling vertex connections

I have a large array of 3D points. My plan is to draw a shape, and map the vertices of the shape to the points in my array. Unfortunately when I do this I get undesirable results.

If instead of drawing a shape, I create a plane, and map its vertices to my 3d Points then it looks great. The problem is, I will want to cut a hole out of my shape eventually, which is easily done with a three.shape. and not easily done with a plane.

I believe my issue is due to how the vertices connect (not sure if that’s the right terminology)

So my question, is there anyway I can control how the vertices connect?

here is a fiddle

you will see i have created a shape and a plane. however in wireframe you can see the vertices connect differently.

please bare in mind this is a really basic example. I may be working with 500 points, so in reality my plane.shape will need that amount of vertices too.

many thanks

Hi!

Hi and thanks for your response. Its actually a continuation of a problem you helped me with previously (to do with creating a helix).

I am actually wanting to create a 3D arrow shape from any given set of points (e.g. a straight line, helix, “random” spline shape which the user has drawn (within reason) etc). The arrow should have a thickness to it, and a consistent (at least visibly)head size no matter what shape it is.

from my initial array of points (the centreline) I create an offset array of points that effectively define my arrow shape. I found this in itself abit tricky, but seems to work ok. If I connect all my points with a curve It looks good. here it is with a plane geometry mapped to it. heres two quick examples

the shape isnt perfect yet, but its getting there

Ultimately I want to my arrow to have a fat, consistent border and there doesn’t really seem to be any nice solutions for this.

Previously for a pure straight arrow I used THREE.Shape to draw and arrow, then cut a smaller offset arrow out of it (hence leaving me with a border shape) then created another shape the same as the hole. That way I could colour the border different to the main fill of the arrow this worked and looked really good, I could also control the thickness of the border easily. My plan was to do the same, but then map all the vertices to my 3d array of points.

I havnt got the the cutout yet, was just testing the inital shape

My other potential approach (i think??) is to continue to use a plane, but then apply a custom shader which gives it a border, but I have no experience writing them

hopefully this makes sense?