提交 f854386e 编写于 作者: M Mr.doob

Mover Curve.Utils to CurveUtils.

上级 a83c5677
/**
* @author zz85 / http://www.lab4games.net/zz85/blog
*/
THREE.CurveUtils = {
tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
},
// Puay Bing, thanks for helping with this derivative!
tangentCubicBezier: function ( t, p0, p1, p2, p3 ) {
return - 3 * p0 * ( 1 - t ) * ( 1 - t ) +
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 ) {
// To check if my formulas are correct
var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1
var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
var h01 = - 6 * t * t + 6 * t; // − 2t3 + 3t2
var h11 = 3 * t * t - 2 * t; // t3 − t2
return h00 + h10 + h01 + h11;
},
// Catmull-Rom
interpolate: function( p0, p1, p2, p3, t ) {
var v0 = ( p2 - p0 ) * 0.5;
var v1 = ( p3 - p1 ) * 0.5;
var t2 = t * t;
var t3 = t * t2;
return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
}
};
......@@ -266,56 +266,7 @@ THREE.Curve.prototype = {
}
/**************************************************************
* Utils
**************************************************************/
THREE.Curve.Utils = {
tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
},
// Puay Bing, thanks for helping with this derivative!
tangentCubicBezier: function ( t, p0, p1, p2, p3 ) {
return - 3 * p0 * ( 1 - t ) * ( 1 - t ) +
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 ) {
// To check if my formulas are correct
var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1
var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
var h01 = - 6 * t * t + 6 * t; // − 2t3 + 3t2
var h11 = 3 * t * t - 2 * t; // t3 − t2
return h00 + h10 + h01 + h11;
},
// Catmull-Rom
interpolate: function( p0, p1, p2, p3, t ) {
var v0 = ( p2 - p0 ) * 0.5;
var v1 = ( p3 - p1 ) * 0.5;
var t2 = t * t;
var t3 = t * t2;
return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
}
};
THREE.Curve.Utils = THREE.CurveUtils; // backwards compatibility
// TODO: Transformation for Curves?
......
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