提交 dff36c0e 编写于 作者: M Mr.doob

Curve.Utils and Shape.Utils to CurveUtils and ShapeUtils.

上级 d0582f17
......@@ -174,8 +174,8 @@ THREE.FontUtils = {
for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
var t = i2 / divisions;
THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
THREE.ShapeUtils.b2( t, cpx0, cpx1, cpx );
THREE.ShapeUtils.b2( t, cpy0, cpy1, cpy );
}
......@@ -206,8 +206,8 @@ THREE.FontUtils = {
for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
var t = i2 / divisions;
THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
THREE.ShapeUtils.b3( t, cpx0, cpx1, cpx2, cpx );
THREE.ShapeUtils.b3( t, cpy0, cpy1, cpy2, cpy );
}
......
......@@ -253,8 +253,8 @@ THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
var t = j / divisions;
tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
tx = THREE.ShapeUtils.b2( t, cpx0, cpx1, cpx );
ty = THREE.ShapeUtils.b2( t, cpy0, cpy1, cpy );
points.push( new THREE.Vector2( tx, ty ) );
......@@ -591,7 +591,7 @@ THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
}
var holesFirst = ! THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
var holesFirst = ! THREE.ShapeUtils.isClockWise( subPaths[ 0 ].getPoints() );
holesFirst = isCCW ? ! holesFirst : holesFirst;
// console.log("Holes first", holesFirst);
......@@ -609,7 +609,7 @@ THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
tmpPath = subPaths[ i ];
tmpPoints = tmpPath.getPoints();
solid = THREE.Shape.Utils.isClockWise( tmpPoints );
solid = THREE.ShapeUtils.isClockWise( tmpPoints );
solid = isCCW ? ! solid : solid;
if ( solid ) {
......
......@@ -28,9 +28,9 @@ THREE.ClosedSplineCurve3 = THREE.Curve.create(
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 );
vector.x = THREE.CurveUtils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
vector.y = THREE.CurveUtils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
vector.z = THREE.CurveUtils.interpolate( point0.z, point1.z, point2.z, point3.z, weight );
return vector;
......
......@@ -18,8 +18,8 @@ THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
var tx, ty;
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 );
tx = THREE.ShapeUtils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
ty = THREE.ShapeUtils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
return new THREE.Vector2( tx, ty );
......@@ -29,8 +29,8 @@ THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
var tx, ty;
tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
tx = THREE.CurveUtils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
ty = THREE.CurveUtils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
var tangent = new THREE.Vector2( tx, ty );
tangent.normalize();
......
......@@ -17,9 +17,9 @@ THREE.CubicBezierCurve3 = THREE.Curve.create(
var vector = new THREE.Vector3();
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 );
vector.x = THREE.ShapeUtils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
vector.y = THREE.ShapeUtils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
vector.z = THREE.ShapeUtils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
return vector;
......
......@@ -19,8 +19,8 @@ THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
var vector = new THREE.Vector2();
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.x = THREE.ShapeUtils.b2( t, this.v0.x, this.v1.x, this.v2.x );
vector.y = THREE.ShapeUtils.b2( t, this.v0.y, this.v1.y, this.v2.y );
return vector;
......@@ -31,8 +31,8 @@ THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
var vector = new THREE.Vector2();
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 );
vector.x = THREE.CurveUtils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
vector.y = THREE.CurveUtils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
// returns unit vector
......
......@@ -16,9 +16,9 @@ THREE.QuadraticBezierCurve3 = THREE.Curve.create(
var vector = new THREE.Vector3();
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 );
vector.x = THREE.ShapeUtils.b2( t, this.v0.x, this.v1.x, this.v2.x );
vector.y = THREE.ShapeUtils.b2( t, this.v0.y, this.v1.y, this.v2.y );
vector.z = THREE.ShapeUtils.b2( t, this.v0.z, this.v1.z, this.v2.z );
return vector;
......
......@@ -26,8 +26,8 @@ THREE.SplineCurve.prototype.getPoint = function ( t ) {
var vector = new THREE.Vector2();
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.x = THREE.CurveUtils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
vector.y = THREE.CurveUtils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
return vector;
......
......@@ -27,9 +27,9 @@ THREE.SplineCurve3 = THREE.Curve.create(
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 );
vector.x = THREE.CurveUtils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
vector.y = THREE.CurveUtils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
vector.z = THREE.CurveUtils.interpolate( point0.z, point1.z, point2.z, point3.z, weight );
return vector;
......
......@@ -135,7 +135,7 @@ THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
var vertices = shapePoints.shape;
var holes = shapePoints.holes;
var reverse = ! THREE.Shape.Utils.isClockWise( vertices );
var reverse = ! THREE.ShapeUtils.isClockWise( vertices );
if ( reverse ) {
......@@ -147,7 +147,7 @@ THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
ahole = holes[ h ];
if ( THREE.Shape.Utils.isClockWise( ahole ) ) {
if ( THREE.ShapeUtils.isClockWise( ahole ) ) {
holes[ h ] = ahole.reverse();
......@@ -160,7 +160,7 @@ THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
}
var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );
var faces = THREE.ShapeUtils.triangulateShape( vertices, holes );
/* Vertices */
......
......@@ -67,7 +67,7 @@ THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
var vertices = shapePoints.shape;
var holes = shapePoints.holes;
var reverse = ! THREE.Shape.Utils.isClockWise( vertices );
var reverse = ! THREE.ShapeUtils.isClockWise( vertices );
if ( reverse ) {
......@@ -79,7 +79,7 @@ THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
hole = holes[ i ];
if ( THREE.Shape.Utils.isClockWise( hole ) ) {
if ( THREE.ShapeUtils.isClockWise( hole ) ) {
holes[ i ] = hole.reverse();
......@@ -91,7 +91,7 @@ THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
}
var faces = THREE.Shape.Utils.triangulateShape( vertices, holes );
var faces = THREE.ShapeUtils.triangulateShape( vertices, holes );
// Vertices
......
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