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Minor clean up.

Mr.doob há 14 anos atrás
pai
commit
1faa8ab964
2 ficheiros alterados com 44 adições e 57 exclusões
  1. 43 43
      src/core/Spline.js
  2. 1 14
      src/core/Vertex.js

+ 43 - 43
src/core/Spline.js

@@ -5,27 +5,27 @@
  * @author mrdoob / http://mrdoob.com/
  * @author alteredq / http://alteredqualia.com/
  */
- 
+
 THREE.Spline = function ( points ) {
 
 	this.points = points;
-	
+
 	var c = [], v3 = { x: 0, y: 0, z: 0 },
 	point, intPoint, weight, w2, w3,
 	pa, pb, pc, pd;
 
 	this.initFromArray = function( a ) {
-		
+
 		this.points = [];
-		
+
 		for ( var i = 0; i < a.length; i++ ) {
-			
+
 			this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
-			
+
 		}
-		
+
 	};
-	
+
 	this.getPoint = function ( k ) {
 
 		point = ( this.points.length - 1 ) * k;
@@ -44,11 +44,11 @@ THREE.Spline = function ( points ) {
 
 		w2 = weight * weight;
 		w3 = weight * w2;
-		
+
 		v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
 		v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
 		v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
-		
+
 		return v3;
 
 	};
@@ -57,20 +57,20 @@ THREE.Spline = function ( points ) {
 
 		var i, p, l = this.points.length,
 			coords = [];
-		
+
 		for ( i = 0; i < l; i ++ ) {
-			
+
 			p = this.points[ i ];
 			coords[ i ] = [ p.x, p.y, p.z ];
 
 		}
-		
+
 		return coords;
 
 	};
-		
+
 	// approximate length by summing linear segments
-	
+
 	this.getLength = function ( nSubDivisions ) {
 
 		var i, index, nSamples,
@@ -79,31 +79,31 @@ THREE.Spline = function ( points ) {
 			tmpVec = new THREE.Vector3(),
 			chunkLengths = [],
 			totalLength = 0;
-	
+
 		// first point has 0 length
-		
+
 		chunkLengths[ 0 ] = 0;
-		
+
 		if ( !nSubDivisions ) nSubDivisions = 100;
-		
+
 		nSamples = this.points.length * nSubDivisions;
-		
+
 		oldPosition.copy( this.points[ 0 ] );
 
 		for ( i = 1; i < nSamples; i ++ ) {
 
 			index = i / nSamples;
-			
+
 			position = this.getPoint( index );
 			tmpVec.copy( position );
-			
+
 			totalLength += tmpVec.distanceTo( oldPosition );
-			
+
 			oldPosition.copy( position );
 
 			point = ( this.points.length - 1 ) * index;
 			intPoint = Math.floor( point );
-			
+
 			if ( intPoint != oldIntPoint ) {
 
 				chunkLengths[ intPoint ] = totalLength;
@@ -112,56 +112,56 @@ THREE.Spline = function ( points ) {
 			}
 
 		}
-		
+
 		// last point ends with total length
-		
+
 		chunkLengths[ chunkLengths.length ] = totalLength;
 
 		return { chunks: chunkLengths, total: totalLength };
 
 	};
-	
+
 	this.reparametrizeByArcLength = function ( samplingCoef ) {
-		
-		var i, j, 
+
+		var i, j,
 			index, indexCurrent, indexNext,
 			linearDistance, realDistance,
 			sampling,
 			newpoints = [],
 			tmpVec = new THREE.Vector3(),
 			sl = this.getLength();
-		
+
 		newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
-		
+
 		for ( i = 1; i < this.points.length; i++ ) {
-			
+
 			//tmpVec.copy( this.points[ i - 1 ] );
 			//linearDistance = tmpVec.distanceTo( this.points[ i ] );
 
 			realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
-			
-			sampling = Math.ceil( samplingCoef * realDistance / sl.total );			
-			
+
+			sampling = Math.ceil( samplingCoef * realDistance / sl.total );
+
 			indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
 			indexNext = i / ( this.points.length - 1 );
-			
+
 			for ( j = 1; j < sampling - 1; j++ ) {
 
 				index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
 
 				position = this.getPoint( index );
 				newpoints.push( tmpVec.copy( position ).clone() );
-				
+
 			}
-			
+
 			newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
 
 		}
-		
+
 		this.points = newpoints;
-		
-	};		
-	
+
+	};
+
 	// Catmull-Rom
 
 	function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
@@ -173,4 +173,4 @@ THREE.Spline = function ( points ) {
 
 	};
 
-};
+};

+ 1 - 14
src/core/Vertex.js

@@ -2,21 +2,8 @@
  * @author mr.doob / http://mrdoob.com/
  */
 
-THREE.Vertex = function ( position /*, normal*/ ) {
+THREE.Vertex = function ( position ) {
 
 	this.position = position || new THREE.Vector3();
 
-	/*
-	this.positionWorld = new THREE.Vector3();
-	this.positionScreen = new THREE.Vector4();
-
-	this.normal = normal || new THREE.Vector3();
-	this.normalWorld = new THREE.Vector3();
-	this.normalScreen = new THREE.Vector3();
-
-	this.tangent = new THREE.Vector4();
-
-	this.__visible = true;
-	*/
-
 };