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Do you have plans to implement multiple edges between nodes?
Right now new edge will overwrite previous.
And this this looks like one edge. mesh = new THREE.Mesh(self.cylinderGeometry, material);
Looks like we can bend cylinder
The text was updated successfully, but these errors were encountered:
I'm probably not going to implement that any time soon - haven't been doing much work on this project. However, it should be easy enough to implement by looping the code. Something like:
deltas=[-0.15,0.15];deltas.forEach(function(dy){mesh=newTHREE.Mesh(self.cylinderGeometry,material);mesh.position.addVectors(n1.position,n2.position).divideScalar(2.0);mesh.lookAt(n2.position);mesh.translateY(dy);mag=n2.position.distanceTo(n1.position);if(edge.hasOwnProperty('size')){mesh.scale.set(edge.size,edge.size,mag);}else{mesh.scale.z=mag;}// Save array-index references to nodes, mapping from object structuremesh.source=map[edge.source.toString()];mesh.target=map[edge.target.toString()];self.scene.add(mesh);self.edges.push(mesh);});
where this would go where the current edge rendering bit is. It's untested, so it will take some finagling to get running.
Do you have plans to implement multiple edges between nodes?
Right now new edge will overwrite previous.
And this this looks like one edge.
mesh = new THREE.Mesh(self.cylinderGeometry, material);
Looks like we can bend cylinder
The text was updated successfully, but these errors were encountered: