I tried to make one
Code:
function planeCurve(g, z){
let p = g.parameters;
let hw = p.width * 0.5;
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);
let r = (ab.length() * bc.length() * ac.length()) / (2 * Math.abs(ab.cross(ac)));
let center = new THREE.Vector2(0, z - r);
let baseV = new THREE.Vector2().subVectors(a, center);
let baseAngle = baseV.angle() - (Math.PI * 0.5);
let arc = baseAngle * 2;
let uv = g.attributes.uv;
let pos = g.attributes.position;
let mainV = new THREE.Vector2();
for (let i = 0; i < uv.count; i++){
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;
}
Example: Edit fiddle - JSFiddle - Code Playground
Picture: