I have a data structure that creates child planes within the parent plane when some threshold is met. I would like to curve all these planes such that each child plane matches its parent curvature seamlessly/evenly.

this is what my data structure looks like:

this is the curvature result I am looking to accomplish:

Hi!

*each child plane curvature matches it parents?*

By setting the same length for vectors of vertices?

yes, but how could I accomplish that?

Somehow like this:

```
var pos = geometry.attributes.position;
var v3 = new THREE.Vector3();
for(let i = 0; i < pos.count; i++) {
v3.fromBufferAttribute(pos, i).setLength( _desired_radius_ );
pos.setXYZ( i, v3.x, v3.y, v3.z);
}
```

sorry if I didnâ€™t make my problem clear but

this is the result I got.

This is the result Iâ€™m looking for. Just a curved plane and the higher resolution child plane is also curved

Itâ€™s perfectly clear. Translate your geometry `_desired_radius_`

units on Z-axis (with `.translate()`

method of `BufferGeometry`

) before deformation.

Ok, so Iâ€™m able to get the plane to curve. But I run into a problem where the plane starts to move towards the background after setting plane.geometry.translate(0,0,*desired_radius*). Iâ€™m guessing this is because Iâ€™m using the planes BufferGeometry.translate() in a for loop. Is there a workaround to this problem?

Donâ€™t call `.translate()`

in loop. Call it once before you start the loop.

I would but my algorithm needs to run in a loop. Iâ€™m checking if a distance threshold is meet every frame to create the child plane with a higher resolution so .translate() needs to be called for every plane

this code that I found you helped someone with a similar problem but I didnâ€™t want to just copy and paste the code.

function planeCurve(planeGeometry ,z){

```
let p = planeGeometry.parameters;
console.log(planeGeometry)
let hw = planeGeometry.geometry.parameters.width * 0.5;
//Here three points are defined, the left edge, right edge and the z bend in y direction.
//These three points touch the circle with radius r at its border.
let a = new THREE.Vector2(-hw,0);
let b = new THREE.Vector2(0,z);
let c = new THREE.Vector2(hw,0);
let ab = new THREE.Vector2().subVectors(a,b);
let bc = new THREE.Vector2().subVectors(b,c);
let ac = new THREE.Vector2().subVectors(a,c);
//formula for finding a circle which contains all points on its edge.
let r = (ab.length() * bc.length() * ac.length()) / (2 * Math.abs(ab.cross(ac)));
//Calculation of the center of the circle. The center of the circle has to be at z - r, because r is the radius of the circle and b is positioned on the edge of the circle with (0,z)
let center = new THREE.Vector2(0, z - r);
//Generates a vector from the central point to the point to the left bottom.
let baseV = new THREE.Vector2().subVectors(a, center);
//And this is where i fail to get your code... Why these calculations?
let baseAngle = baseV.angle() - (Math.PI * 0.5);
let arc = baseAngle * 2;
let uv = planeGeometry.geometry.attributes.uv;
let pos = planeGeometry.geometry.attributes.position;
let mainV = new THREE.Vector2();
for(let i = 0; i < uv.count; i++){
//Why the 1 - uv.getX(i)? I don't understand it.
let uvRatio = 1 - uv.getX(i);
let y = pos.getY(i);
mainV.copy(c).rotateAround(center, (arc * uvRatio));
pos.setXYZ(i, mainV.x, y, mainV.y);
}
pos.needsUpdate = true;
return planeGeometry;
```

}

here it almost works but as you can see the child plane isnâ€™t evenly (if thatâ€™s the right word to use) laying on the parents

Would dividing your arc by the mesh width work maybe?

This is called an â€śLODâ€ť problem.

And it appears, you are not talking about â€śPlanesâ€ť in the Three.js sense, but rather about â€śsurfacesâ€ť.

Try to formulate a mathematical description of the surface. Then youâ€™ll be free to compute vertices within that surface description at ever smaller intervals, as necessary.

Here is an example of how you can bend planes of different segmentation to form a spherical â€śsegmentâ€ť: https://codepen.io/prisoner849/full/ZEaVzvX

1 Like

Obviously, as soon as you know itâ€™s a **spherical** surface, you have its mathematical description right on a silver platter. I think, the OP was referring to a more generalized kind of surface. I could imagine a digital elevation model or something of that kind.

This is exactly what I was looking for, thank you. My only issue is when I brought the code over from addeventlistener function to a regular js function I run into the same issue as before where I had to use .translate() but .translate() isnâ€™t an option because my code has to run in a loop.

So, I think I have found the issue. I decided to put the code that was in btnBend.addEventListener function into use setTimeout function and it worked. Iâ€™m not sure why I had to do that, I would like to know?

is there a way to edit the z vertex position? Currently, if try to add some height (random number) at each z vertex position it becomes flattened along the curve.