Controlling The Scaling Of Custom Geometries In Three.js
I have a custom object which is a subtraction of two meshes. This subtraction creates a frame-like object. createFrame (x, y, z) { const frameMesh = new THREE.Mesh(new THREE.Bo
Solution 1:
The scale()
method transforms every vertex equally by multiplying their positions. So if you have the inner edge of the frame at x=6
, and the outer edge at x=10
, scaling it by 2 would give you inner: x=12
, outer: x=20
, making the frame 8 units wide.
To alleviate this, you could separate your frame into 4 different boxes: top, bottom, left and right. When you want to scale it in the x-axis, you can stretch top & bottom, and simply move the left and right edges. That way you maintain the thickness of 4:
The inverse can be done when you want to scale on the y-axis. You stretch the left & right boxes, then move the top & bottom so they line up.
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