提交 73861db1 编写于 作者: M Mr.doob

Cleaned up Curves code.

上级 9c197530
......@@ -286,8 +286,8 @@ THREE.Curve.Utils = {
3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
6 * t * p2 * (1-t) - 3 * t * t * p2 +
3 * t * t * p3;
},
},
tangentSpline: function ( t, p0, p1, p2, p3 ) {
......
......@@ -7,33 +7,33 @@ THREE.ClosedSplineCurve3 = THREE.Curve.create(
function ( points /* array of Vector3 */) {
this.points = (points == undefined) ? [] : points;
this.points = ( points == undefined ) ? [] : points;
},
function ( t ) {
function ( t ) {
var v = new THREE.Vector3();
var c = [];
var points = this.points, point, intPoint, weight;
point = ( points.length - 0 ) * t;
// This needs to be from 0-length +1
var points = this.points;
var point = ( points.length - 0 ) * t; // This needs to be from 0-length +1
intPoint = Math.floor( point );
weight = point - intPoint;
var intPoint = Math.floor( point );
var weight = point - intPoint;
intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
c[ 0 ] = ( intPoint - 1 ) % points.length;
c[ 1 ] = ( intPoint ) % points.length;
c[ 2 ] = ( intPoint + 1 ) % points.length;
c[ 3 ] = ( intPoint + 2 ) % points.length;
intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight );
var point0 = points[ ( intPoint - 1 ) % points.length ];
var point1 = points[ ( intPoint ) % points.length ];
var point2 = points[ ( intPoint + 1 ) % points.length ];
var point3 = points[ ( intPoint + 2 ) % points.length ];
return v;
var vector = new THREE.Vector3();
}
vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
vector.z = THREE.Curve.Utils.interpolate( point0.z, point1.z, point2.z, point3.z, weight );
return vector;
}
);
......@@ -15,13 +15,13 @@ THREE.CubicBezierCurve3 = THREE.Curve.create(
function ( t ) {
var tx, ty, tz;
var vector = new THREE.Vector3();
tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
vector.x = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
vector.y = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
vector.z = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
return new THREE.Vector3( tx, ty, tz );
return vector;
}
......
......@@ -21,12 +21,13 @@ THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
THREE.EllipseCurve.prototype.getPoint = function ( t ) {
var angle;
var deltaAngle = this.aEndAngle - this.aStartAngle;
if ( deltaAngle < 0 ) deltaAngle += Math.PI * 2;
if ( deltaAngle > Math.PI * 2 ) deltaAngle -= Math.PI * 2;
var angle;
if ( this.aClockwise === true ) {
angle = this.aEndAngle + ( 1 - t ) * ( Math.PI * 2 - deltaAngle );
......@@ -36,10 +37,12 @@ THREE.EllipseCurve.prototype.getPoint = function ( t ) {
angle = this.aStartAngle + t * deltaAngle;
}
var vector = new THREE.Vector2();
var tx = this.aX + this.xRadius * Math.cos( angle );
var ty = this.aY + this.yRadius * Math.sin( angle );
vector.x = this.aX + this.xRadius * Math.cos( angle );
vector.y = this.aY + this.yRadius * Math.sin( angle );
return new THREE.Vector2( tx, ty );
return vector;
};
......@@ -13,14 +13,13 @@ THREE.LineCurve3 = THREE.Curve.create(
function ( t ) {
var r = new THREE.Vector3();
var vector = new THREE.Vector3();
vector.subVectors( this.v2, this.v1 ); // diff
vector.multiplyScalar( t );
vector.add( this.v1 );
r.subVectors( this.v2, this.v1 ); // diff
r.multiplyScalar( t );
r.add( this.v1 );
return r;
return vector;
}
......
......@@ -16,28 +16,25 @@ THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
var tx, ty;
var vector = new THREE.Vector2();
tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
vector.x = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
vector.y = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
return new THREE.Vector2( tx, ty );
return vector;
};
THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
var tx, ty;
var vector = new THREE.Vector2();
tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
vector.x = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
vector.y = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
// returns unit vector
var tangent = new THREE.Vector2( tx, ty );
tangent.normalize();
return tangent;
return vector.normalize();
};
......@@ -14,13 +14,13 @@ THREE.QuadraticBezierCurve3 = THREE.Curve.create(
function ( t ) {
var tx, ty, tz;
var vector = new THREE.Vector3();
tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
vector.x = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
vector.y = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
vector.z = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
return new THREE.Vector3( tx, ty, tz );
return vector;
}
......
......@@ -4,7 +4,7 @@
THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
this.points = (points == undefined) ? [] : points;
this.points = ( points == undefined ) ? [] : points;
};
......@@ -12,22 +12,22 @@ THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
THREE.SplineCurve.prototype.getPoint = function ( t ) {
var v = new THREE.Vector2();
var c = [];
var points = this.points, point, intPoint, weight;
point = ( points.length - 1 ) * t;
var points = this.points;
var point = ( points.length - 1 ) * t;
intPoint = Math.floor( point );
weight = point - intPoint;
var intPoint = Math.floor( point );
var weight = point - intPoint;
c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
c[ 1 ] = intPoint;
c[ 2 ] = intPoint > points.length - 2 ? points.length -1 : intPoint + 1;
c[ 3 ] = intPoint > points.length - 3 ? points.length -1 : intPoint + 2;
var point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ]
var point1 = points[ intPoint ]
var point2 = points[ intPoint > points.length - 2 ? points.length -1 : intPoint + 1 ]
var point3 = points[ intPoint > points.length - 3 ? points.length -1 : intPoint + 2 ]
v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
var vector = new THREE.Vector2();
return v;
vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
return vector;
};
......@@ -7,65 +7,31 @@ THREE.SplineCurve3 = THREE.Curve.create(
function ( points /* array of Vector3 */) {
this.points = (points == undefined) ? [] : points;
this.points = ( points == undefined ) ? [] : points;
},
function ( t ) {
var v = new THREE.Vector3();
var c = [];
var points = this.points, point, intPoint, weight;
point = ( points.length - 1 ) * t;
var points = this.points;
var point = ( points.length - 1 ) * t;
intPoint = Math.floor( point );
weight = point - intPoint;
var intPoint = Math.floor( point );
var weight = point - intPoint;
c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
c[ 1 ] = intPoint;
c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
var point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ];
var point1 = points[ intPoint ];
var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
var pt0 = points[ c[0] ],
pt1 = points[ c[1] ],
pt2 = points[ c[2] ],
pt3 = points[ c[3] ];
var vector = new THREE.Vector3();
v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight);
v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight);
v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight);
vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
vector.z = THREE.Curve.Utils.interpolate( point0.z, point1.z, point2.z, point3.z, weight );
return v;
return vector;
}
);
// THREE.SplineCurve3.prototype.getTangent = function(t) {
// var v = new THREE.Vector3();
// var c = [];
// var points = this.points, point, intPoint, weight;
// point = ( points.length - 1 ) * t;
// intPoint = Math.floor( point );
// weight = point - intPoint;
// c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
// c[ 1 ] = intPoint;
// c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
// c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
// var pt0 = points[ c[0] ],
// pt1 = points[ c[1] ],
// pt2 = points[ c[2] ],
// pt3 = points[ c[3] ];
// // t = weight;
// v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x );
// v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y );
// v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z );
// return v;
// }
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册