Another back post on updates of some new features added to three.js ExtrudeGeometry a couple of weeks ago.
The 2 most notable changes are
1. 3D Text Bending – This allows text to be bend or wrapped along a spline path. Curve classes shares a common API so straight lines, bezier curves and catmull-rom splines are supported. The initial inspiration for this work came from this neat article http://www.planetclegg.com/projects/WarpingTextToSplines.html
2. UV mapping – Finally, managed to add UV mapping for extrude geometries classes.
3D Text Bending
Curve classes contain methods to get tangents and normal vectors at a point t, and one use case is for path wrapping/bending. CurvePath is now a connected set of curves with the Curve interface/API. It shares the same interfaces with the base Curve class, therefore a bend parameter could take in a curve, an array of curve (curvepath), or a path (for drawing api).
To apply path bending to a shape, use shape.addWrapPath(path). Calling getTranformedPoints() would run transformation on extractAll(Spaced)Points() internally;
 one important key to how path bending works is that the text is transformed according to the tangents of the spline path. I wrote the base curve class to calculate the tangent based on gradient of a tiny difference of t (kinda like using limits to derive differential. While this potentially can calculate the tangent of any generic sub-curve, a sub-curve should overwrite itself to have faster and more accurate differentiation. I should not forget to thank Puay Bing for helping me with the derivative of the cubic bezier spline the other day!
Bend in text example (http://i53.tinypic.com/fyjgz.png)
Bend with spline (http://i55.tinypic.com/2m7vjt3.png)
Bend with connected curves (http://i54.tinypic.com/33u8xa9.png)
Cubic and Quadratic Beziers (http://i51.tinypic.com/30ws1t4.jpg)
UV mapping applies a texture onto a material to wrapped around the object.
ExtrudeGeometry now takes in material and extrudeMaterial, material for front/back faces, extrudeMaterial for extrusion and beveled faces
Using these 2 gradient textures
with sufficient subdivisions, you can get a smooth looking model..
advice learn from mrdoob to “experiment, experiment, experiment”
i think i just fell in love with uv and gradients, until some transparency came
The end of the weekends means the end of my code twinkling for the week again. A lot more exciting/crazy stuff to explore and work on, unfortunately good things may have to wait.
At least I think I have a little small checks on my never ending TODO list. (^^)
Signing off geeknotes.