I am trying to build a system that will attempt to approximate a surface between two closed lines. I am thinking of breaking up the lines into a number of vertexes, and stitching triangles between the lines. However, I see a potential for edge cases that could throw a wrench into my approach.
const bottomShape = new THREE.Shape(/*some arguments*/);
const topShape = new THREE.Shape(/*some arguments*/);
const geometry = new THREE.ShapeTransitionGeometry(bottomShape, topShape, height);
To do this, you would have to define THREE.ShapeTransitionGeometry. Right?
I think your proposed approach is just fine. What are the edge cases that you imagine could throw a wrench into it? Is it the problem of building non-convex end caps? (The solution to that one can almost surely be copied from THREE.ExtrudeBufferGeometry anyway)