How to Extrude a path?

I want to extrude this path:
roof path
to this:
roof3d
The normal way to extrude is from a shape. however, a shape automatically closes the starting point and the endpoint, which would generate undesired faces. so Is there a way to Extrude a path?

Hi!
For some ideas, have a look at this SO answer:

2 Likes

It seems to do the trick. however, when wireframe mode is set to false, the faces don’t show up properly.

var mat = new THREE.MeshBasicMaterial({
  color: "aqua",
  wireframe: true
});

wireframefalse

any ideas why?

And if you set side: THREE.DoubleSide to the material?

1 Like

Is it possible to Update the extrution depth and even the path after the geometry is created?

If you change the path, then re-build a geometry.
For the updating of depth, change .scale of a mesh on z-axis.

Depends on your goal :slight_smile:

Ok thanks. I was considering extending the Geometry class, which would take me a lot of time as i am new to computer graphics. I guess i will be using your shortcut. thank you.

You’re welcome :handshake:

I have generated a box using your method on the left and using BoxGeometry on the right.


how can I make the edges distinguishable just liKe the one on the right.

An option is to cast a geometry into a non-indexed one: three.js docs.
And then re-compute normals with .computeVertexNormals()

1 Like

I have my example RemoveTriangles modified.
( See Collection of examples from discourse.threejs.org 2021)

2021-06-16 20.49.36

Of course, you do not have to remove the triangles!

Try it: ProfileSurface


<!DOCTYPE html>
<!-- https://discourse.threejs.org/t/how-to-extrude-a-path/27248/11 -->
<head>
	<title> ProfileSurface </title>
	<meta charset="utf-8" />
	<style>
		body{
		overflow: hidden;
		margin: 0;
		}
	</style>
</head>

<body></body>

<script src="../js/three.min.129.js"></script>
<script src="../js/OrbitControls.129.js"></script>

<script>

// @author hofk
 
const scene = new THREE.Scene( );
const camera = new THREE.PerspectiveCamera( 55, innerWidth / innerHeight, 0.01, 1000 );
camera.position.set( 0, 4, 25 );
const renderer = new THREE.WebGLRenderer( );
renderer.setSize( innerWidth, innerHeight );
document.body.appendChild(renderer.domElement);

const light1 = new THREE.PointLight( );
light1.position.set( 2, 5, 10 );
scene.add( light1 );
const light2 = new THREE.PointLight( );
light2.position.set( -4, -5, -10 );
scene.add( light2 );

new THREE.OrbitControls( camera, renderer.domElement );

const material = new THREE.MeshPhongMaterial( { side: THREE.DoubleSide, color: 0xff3344, flatShading: true, wireframe: false } );

const pathCoordinates = [
	
	-5,  0,
	-2,  3,
	-1,  1,
	 0,  0,
	 1,  0.5,
	 2,  1,
	 4,  2,
	 6,  2,
	7.2, 0
]

const segPath = pathCoordinates.length / 2 - 1;
const segExtrude = 9;

const geometry = BasisGeometry( segPath, segExtrude );
 
for( let i = 0 ; i <= segPath; i++ ) {

	for( let j = 0; j <= segExtrude; j++ ) {	
	
		geometry.attributes.position.setXYZ( j * ( segPath + 1 ) + i, pathCoordinates[ i * 2 ], j,  pathCoordinates[ i * 2  + 1 ] );
		
	}
	
}

geometry.computeVertexNormals( );

console.log ( geometry.index.array ); ////////////////////
console.log( geometry.attributes.position.array ); ////////////////// 
 
const mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );

let t = 0;
let i, j;
animate( );

function animate( ) {

	requestAnimationFrame( animate );
	
	t += 0.25;	
	
	if (  t % 2 === 0 ) {
 
		i = Math.trunc( Math.random( ) * segPath );
		j = Math.trunc( Math.random( ) * segExtrude );
		
		geometry.index.array[ 3 * i * 3 * j ] = 0;
		geometry.index.array[ 3 * i * 3 * j + 1 ] = 0;
		geometry.index.array[ 3 * i * 3 * j + 2 ] = 0;
 
	}
	
	geometry.index.needsUpdate = true;
	
	renderer.render( scene, camera );
	
}

function BasisGeometry( segmentsA, segmentsB ) {
	
	const g = new THREE.BufferGeometry( );
	
	let indices = [];
	
	let index = 0;
	let indexArray = [];
	
	for ( let y = 0; y <= segmentsB; y ++ ) {
		
		let indexRow = [];		
		
		for ( let x = 0; x <= segmentsA; x ++ ) {
			
			indexRow.push( index ++ );
			
		}
		
		indexArray.push( indexRow );
		
	}
	
	let a, b, c, d;
	
	for ( let i = 0; i < segmentsA; i ++ ) {
		
		for ( let j = 0; j < segmentsB; j ++ ) {
			
			a = indexArray[ j ][ i ];
			b = indexArray[ j + 1 ] [ i ];
			c = indexArray[ j + 1 ][ i + 1 ];
			d = indexArray[ j ] [ i + 1 ];
			
			indices.push( a, b, d );
			indices.push( b, c, d );
			
		}
		
	}
	
	let verticesCount = ( segmentsA + 1 ) * ( segmentsB + 1 )
	 
	g.setIndex( new THREE.BufferAttribute( new Uint32Array( indices ), 1 ) );
	g.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( verticesCount * 3 ), 3 ) );
	
	return g;
	
}
</script>	
</html>
1 Like

not sure if this should be a separate question. but i want to apply displacement map on such surfaces. any ideas how to increase the vertices like a plane geometry?

this link shows how to do it on a plane. i want to do same on extruded path. three.js - Textures & Texture Mapping - YouTube