Hi,
I'm trying to extrude a path in 3d. Nothing fancy yet, just following some points and using a regular polygon for 'tubing'. I'm using Processing for now to quickly prototype, but will later turn the code into OpenGL.
My problem is rotating the 'joints' at the right angles. I think I have a rough idea how to get the angles, not sure.
I've started from a sample by Simon Greenwold(Processing > File > Examples > 3D > Form > Vertices).Here's my attempt so far:
UPDATE > REFACTORED/SIMPLIFIED CODE
Here is the main sketch code:
int pointsNum = 10;
Extrusion star;
int zoom = 0;
void setup() {
size(500, 500, P3D);
PVector[] points = new PVector[pointsNum+1];
for(int i = 0 ; i <= pointsNum ; i++){
float angle = TWO_PI/pointsNum * i;
if(i % 2 == 0)
points[i] = new PVector(cos(angle) * 100,sin(angle) * 100,0);
else
points[i] = new PVector(cos(angle) * 50,sin(angle) * 50,0);
}
star = new Extrusion(10,10,points,3);
}
void draw() {
background(0);
lights();
translate(width / 2, height / 2,zoom);
rotateY(map(mouseX, 0, width, 0, PI));
rotateX(map(mouseY, 0, height, 0, PI));
rotateZ(-HALF_PI);
noStroke();
fill(255, 255, 255);
translate(0, -40, 0);
star.draw();
}
void keyPressed(){
if(key == 'a') zoom += 5;
if(key == 's') zoom -= 5;
}
And here is the Extrusion class:
import processing.core.PMatrix3D;
class Extrusion{
float topRadius,bottomRadius,tall,sides;
int pointsNum;
PVector[] points;
Extrusion(){}
Extrusion(float topRadius, float bottomRadius, PVector[] points, int sides) {
this.topRadius = topRadius;
this.bottomRadius = bottomRadius;
this.points = points;
this.pointsNum = points.length;
this.sides = sides;
}
void draw() {
if(pointsNum >= 2){
float angle = 0;
float angleIncrement = TWO_PI / sides;
//begin draw segments between caps
angle = 0;
for(int i = 1; i < pointsNum ; ++i){
beginShape(QUAD_STRIP);
for(int j = 0; j < sides + 1; j++){
vertex(points[i-1].x + cos(angle) * topRadius, points[i-1].y, points[i-1].z + sin(angle) * topRadius);
vertex(points[i].x + cos(angle) * bottomRadius, points[i].y, points[i].z + sin(angle) * bottomRadius);
angle += angleIncrement;
}
endShape();
}
//begin draw segments between caps
}else println("Not enough points: " + pointsNum);
}
}
UPDATE
Here is how my sketch looks like:
The problem is the joints aren't at the right angle, so the extrude looks wrong. This isn't a very good example, as this could be achieved with a lathe. If I can get a lathe to work with an arbitrary set of points and an axis that will be great. I am using extrusion because I am trying to create geometric bodies based on the art of Liviu Stoicoviciu.
Here are some samples:
Sorry about the poor quality.
As you can see in the triangles image, that would be achieved with extrusions.
UPDATE
Here's my attempt to use drhirsch's help in the draw method:
void draw() {
if(pointsNum >= 2){
float angle = 0;
float angleIncrement = TWO_PI / sides;
//begin draw segments between caps
angle = 0;
for(int i = 1; i < pointsNum ; ++i){
beginShape(QUAD_STRIP);
for(int j = 0; j < sides + 1; j++){
PVector s = new PVector(0,0,1);
PVector cn = new PVector();
points[i].normalize(cn);
PVector r = s.cross(cn);
float a = acos(s.dot(cn));
PMatrix3D rot = new PMatrix3D(1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1);
rot.rotate(a,r.x,r.y,r.z);
PVector rotVec = new PVector();
rot.mult(points[i],rotVec);
rotVec.add(new PVector(cos(angle) * topRadius,0,sin(angle) * topRadius));
vertex(points[i-1].x + cos(angle) * topRadius, points[i-1].y, points[i-1].z + sin(angle) * topRadius);
vertex(rotVec.x,rotVec.y,rotVec.y);
//vertex(points[i-1].x + cos(angle) * topRadius, points[i-1].y, points[i-1].z + sin(angle) * topRadius);
//vertex(points[i].x + cos(angle) * bottomRadius, points[i].y, points[i].z + sin(angle) * bottomRadius);
angle += angleIncrement;
}
endShape();
}
//begin draw segments between caps
}else println("Not enough points: " + pointsNum);
}
I've refactored the code so now the class that used to be called CShape is called Extrude, the code is less and hopefully simples, and I use an array of PVector objects instead of a Vector of PVector objects which might be confusing.
Here is my yet another attempt with some escher-esque results:
upated draw
void draw() {
if(pointsNum >= 2){
float angle = 0;
float angleIncrement = TWO_PI / sides;
//begin draw segments between caps
angle = 0;
for(int i = 1; i < pointsNum ; ++i){
beginShape(QUAD_STRIP);
float angleBetweenNextAndPrevious = 0.0;
if(i < pointsNum - 1) angleBetweenNextAndPrevious = PVector.angleBetween(points[i],points[i+1]);
for(int j = 0; j < sides + 1; j++){
PVector s = new PVector(0,0,1);
PVector s2 = new PVector(0,0,1);
PVector cn = new PVector();
PVector cn2 = new PVector();
points[i-1].normalize(cn);
points[i].normalize(cn);
PVector r = s.cross(cn);
PVector r2 = s.cross(cn2);
PMatrix3D rot = new PMatrix3D(1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1);
PMatrix3D rot2 = new PMatrix3D(1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1);
rot.rotate(angleBetweenNextAndPrevious,r.x,r.y,r.z);
rot2.rotate(angleBetweenNextAndPrevious,r2.x,r2.y,r2.z);
PVector rotVec = new PVector();
rot.mult(points[i-1],rotVec);
rotVec.add(new PVector(cos(angle) * topRadius,0,sin(angle) * topRadius));
PVector rotVec2 = new PVector();
rot2.mult(points[i],rotVec2);
rotVec2.add(new PVector(cos(angle) * topRadius,0,sin(angle) * topRadius));
vertex(rotVec.x,rotVec.y,rotVec.z);
vertex(rotVec2.x,rotVec2.y,rotVec2.z);
//vertex(points[i-1].x + cos(angle) * topRadius, points[i-1].y, points[i-1].z + sin(angle) * topRadius);
//vertex(points[i].x + cos(angle) * bottomRadius, points[i].y, points[i].z + sin(angle) * bottomRadius);
angle += angleIncrement;
}
endShape();
}
//begin draw segments between caps
}else println("Not enough points: " + pointsNum);
}
}
Edit by drhirsch This should work:
void draw() {
if(pointsNum >= 2){
float angle = 0;
float angleIncrement = TWO_PI / sides;
//begin draw segments between caps
angle = 0;
for(int i = 1; i < pointsNum ; ++i){
beginShape(QUAD_STRIP);
float angleBetweenNextAndPrevious = 0.0;
if(i < pointsNum - 1) angleBetweenNextAndPrevious = PVector.angleBetween(points[i],points[i+1]);
PVector s = new PVector(0,0,1);
PVector s2 = new PVector(0,0,1);
PVector cn = new PVector();
PVector cn2 = new PVector();
points[i-1].normalize(cn);
points[i].normalize(cn2);
PVector r = s.cross(cn);
PVector r2 = s.cross(cn2);
PMatrix3D rot = new PMatrix3D(1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1);
PMatrix3D rot2 = new PMatrix3D(1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1);
rot.rotate(angleBetweenNextAndPrevious,r.x,r.y,r.z);
rot2.rotate(angleBetweenNextAndPrevious,r2.x,r2.y,r2.z);
PVector rotVec = new PVector();
PVector rotVec2 = new PVector();
for(int j = 0; j < sides + 1; j++){
// I am still not sure about this. Should the shape be in the xy plane
// if the extrusion is mainly along the z axis? If the shape is now in
// the xz plane, you need to use (0,1,0) as normal vector of the shape
// (this would be s and s2 above, don't use the short names I have
// used, sorry)
PVector shape = new PVector(cos(angle) * topRadius,0,sin(angle) * topRadius);
rot.mult(shape, rotVec);
rot2.mult(shape,rotVec2);
rotVec.add(points[i-1]);
rotVec2.add(points[i]);
vertex(rotVec.x,rotVec.y,rotVec.z);
vertex(rotVec2.x,rotVec2.y,rotVec2.z);
//vertex(points[i-1].x + cos(angle) * topRadius, points[i-1].y, points[i-1].z + sin(angle) * topRadius);
//vertex(points[i].x + cos(angle) * bottomRadius, points[i].y, points[i].z + sin(angle) * bottomRadius);
angle += angleIncrement;
}
endShape();
}
//begin draw segments between caps
}else println("Not enough points: " + pointsNum);
}
}
UPDATE
Here is a simple illustration of my problem:
The blue path is equivalent to the points[] PVector array in my code, if pointsNum = 6. The red path is what I'm struggling to solve, the green path is what I want to achieve.
UPDATE
Some minor issues with the order of vertices I think. Here are some print screens using 6 points and no (if/else % 2) star condition.