/** * @author zz85 / http://www.lab4games.net/zz85/blog * **/ /************************************************************** * Curved Path - a curve path is simply a array of connected * curves, but retains the api of a curve **************************************************************/ THREE.CurvePath = function () { this.curves = []; this.autoClose = false; // Automatically closes the path }; THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype ); THREE.CurvePath.prototype.constructor = THREE.CurvePath; THREE.CurvePath.prototype.add = function ( curve ) { this.curves.push( curve ); }; /* THREE.CurvePath.prototype.checkConnection = function() { // TODO // If the ending of curve is not connected to the starting // or the next curve, then, this is not a real path }; */ THREE.CurvePath.prototype.closePath = function() { // TODO Test // and verify for vector3 (needs to implement equals) // Add a line curve if start and end of lines are not connected var startPoint = this.curves[ 0 ].getPoint( 0 ); var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 ); if ( ! startPoint.equals( endPoint ) ) { this.curves.push( new THREE.LineCurve( endPoint, startPoint ) ); } }; // To get accurate point with reference to // entire path distance at time t, // following has to be done: // 1. Length of each sub path have to be known // 2. Locate and identify type of curve // 3. Get t for the curve // 4. Return curve.getPointAt(t') THREE.CurvePath.prototype.getPoint = function( t ) { var d = t * this.getLength(); var curveLengths = this.getCurveLengths(); var i = 0; // To think about boundaries points. while ( i < curveLengths.length ) { if ( curveLengths[ i ] >= d ) { var diff = curveLengths[ i ] - d; var curve = this.curves[ i ]; var u = 1 - diff / curve.getLength(); return curve.getPointAt( u ); } i ++; } return null; // loop where sum != 0, sum > d , sum+1