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@@ -25823,8 +25823,8 @@ THREE.Curve.Utils = {
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3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
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6 * t * p2 * (1-t) - 3 * t * t * p2 +
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3 * t * t * p3;
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- },
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+ },
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tangentSpline: function ( t, p0, p1, p2, p3 ) {
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@@ -27583,29 +27583,26 @@ THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
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THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
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- var tx, ty;
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+ var vector = new THREE.Vector2();
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- tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
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- ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
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+ vector.x = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
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+ vector.y = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
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- return new THREE.Vector2( tx, ty );
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+ return vector;
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};
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THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
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- var tx, ty;
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+ var vector = new THREE.Vector2();
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- tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
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- ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
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+ vector.x = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
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+ vector.y = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
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// returns unit vector
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- var tangent = new THREE.Vector2( tx, ty );
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- tangent.normalize();
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-
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- return tangent;
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+ return vector.normalize();
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};
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@@ -27659,7 +27656,7 @@ THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
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THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
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- this.points = (points == undefined) ? [] : points;
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+ this.points = ( points == undefined ) ? [] : points;
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};
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@@ -27667,23 +27664,23 @@ THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
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THREE.SplineCurve.prototype.getPoint = function ( t ) {
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- var v = new THREE.Vector2();
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- var c = [];
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- var points = this.points, point, intPoint, weight;
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- point = ( points.length - 1 ) * t;
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+ var points = this.points;
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+ var point = ( points.length - 1 ) * t;
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+
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+ var intPoint = Math.floor( point );
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+ var weight = point - intPoint;
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- intPoint = Math.floor( point );
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- weight = point - intPoint;
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+ var point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ]
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+ var point1 = points[ intPoint ]
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+ var point2 = points[ intPoint > points.length - 2 ? points.length -1 : intPoint + 1 ]
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+ var point3 = points[ intPoint > points.length - 3 ? points.length -1 : intPoint + 2 ]
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- c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
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- c[ 1 ] = intPoint;
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- c[ 2 ] = intPoint > points.length - 2 ? points.length -1 : intPoint + 1;
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- c[ 3 ] = intPoint > points.length - 3 ? points.length -1 : intPoint + 2;
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+ var vector = new THREE.Vector2();
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- v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
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- v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
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+ vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
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+ vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
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- return v;
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+ return vector;
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};
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@@ -27712,12 +27709,13 @@ THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
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THREE.EllipseCurve.prototype.getPoint = function ( t ) {
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- var angle;
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var deltaAngle = this.aEndAngle - this.aStartAngle;
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if ( deltaAngle < 0 ) deltaAngle += Math.PI * 2;
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if ( deltaAngle > Math.PI * 2 ) deltaAngle -= Math.PI * 2;
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+ var angle;
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+
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if ( this.aClockwise === true ) {
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angle = this.aEndAngle + ( 1 - t ) * ( Math.PI * 2 - deltaAngle );
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@@ -27727,11 +27725,13 @@ THREE.EllipseCurve.prototype.getPoint = function ( t ) {
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angle = this.aStartAngle + t * deltaAngle;
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}
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+
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+ var vector = new THREE.Vector2();
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- var tx = this.aX + this.xRadius * Math.cos( angle );
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- var ty = this.aY + this.yRadius * Math.sin( angle );
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+ vector.x = this.aX + this.xRadius * Math.cos( angle );
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+ vector.y = this.aY + this.yRadius * Math.sin( angle );
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- return new THREE.Vector2( tx, ty );
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+ return vector;
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};
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@@ -27765,14 +27765,13 @@ THREE.LineCurve3 = THREE.Curve.create(
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function ( t ) {
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- var r = new THREE.Vector3();
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-
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+ var vector = new THREE.Vector3();
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- r.subVectors( this.v2, this.v1 ); // diff
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- r.multiplyScalar( t );
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- r.add( this.v1 );
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+ vector.subVectors( this.v2, this.v1 ); // diff
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+ vector.multiplyScalar( t );
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+ vector.add( this.v1 );
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- return r;
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+ return vector;
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}
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@@ -27796,13 +27795,13 @@ THREE.QuadraticBezierCurve3 = THREE.Curve.create(
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function ( t ) {
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- var tx, ty, tz;
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+ var vector = new THREE.Vector3();
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- tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
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- ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
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- tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
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+ vector.x = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
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+ vector.y = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
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+ vector.z = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
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- return new THREE.Vector3( tx, ty, tz );
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+ return vector;
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}
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@@ -27827,13 +27826,13 @@ THREE.CubicBezierCurve3 = THREE.Curve.create(
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function ( t ) {
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- var tx, ty, tz;
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+ var vector = new THREE.Vector3();
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- tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
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- ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
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- tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
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+ vector.x = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
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+ vector.y = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
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+ vector.z = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
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- return new THREE.Vector3( tx, ty, tz );
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+ return vector;
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}
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@@ -27850,69 +27849,35 @@ THREE.SplineCurve3 = THREE.Curve.create(
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function ( points /* array of Vector3 */) {
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- this.points = (points == undefined) ? [] : points;
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+ this.points = ( points == undefined ) ? [] : points;
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},
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function ( t ) {
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- var v = new THREE.Vector3();
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- var c = [];
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- var points = this.points, point, intPoint, weight;
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- point = ( points.length - 1 ) * t;
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+ var points = this.points;
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+ var point = ( points.length - 1 ) * t;
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- intPoint = Math.floor( point );
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- weight = point - intPoint;
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+ var intPoint = Math.floor( point );
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+ var weight = point - intPoint;
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- c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
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- c[ 1 ] = intPoint;
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- c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
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- c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
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+ var point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ];
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+ var point1 = points[ intPoint ];
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+ var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
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+ var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
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- var pt0 = points[ c[0] ],
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- pt1 = points[ c[1] ],
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- pt2 = points[ c[2] ],
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- pt3 = points[ c[3] ];
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+ var vector = new THREE.Vector3();
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- v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight);
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- v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight);
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- v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight);
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+ vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
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+ vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
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+ vector.z = THREE.Curve.Utils.interpolate( point0.z, point1.z, point2.z, point3.z, weight );
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- return v;
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+ return vector;
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}
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);
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-
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-// THREE.SplineCurve3.prototype.getTangent = function(t) {
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-// var v = new THREE.Vector3();
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-// var c = [];
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-// var points = this.points, point, intPoint, weight;
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-// point = ( points.length - 1 ) * t;
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-
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-// intPoint = Math.floor( point );
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-// weight = point - intPoint;
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-
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-// c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
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-// c[ 1 ] = intPoint;
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-// c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
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-// c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
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-
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-// var pt0 = points[ c[0] ],
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-// pt1 = points[ c[1] ],
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-// pt2 = points[ c[2] ],
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-// pt3 = points[ c[3] ];
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-
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-// // t = weight;
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-// v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x );
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-// v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y );
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-// v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z );
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-
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-// return v;
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-
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-// }
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-
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// File:src/extras/curves/ClosedSplineCurve3.js
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/**************************************************************
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@@ -27924,34 +27889,34 @@ THREE.ClosedSplineCurve3 = THREE.Curve.create(
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function ( points /* array of Vector3 */) {
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- this.points = (points == undefined) ? [] : points;
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+ this.points = ( points == undefined ) ? [] : points;
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},
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- function ( t ) {
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+ function ( t ) {
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- var v = new THREE.Vector3();
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- var c = [];
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- var points = this.points, point, intPoint, weight;
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- point = ( points.length - 0 ) * t;
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- // This needs to be from 0-length +1
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+ var points = this.points;
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+ var point = ( points.length - 0 ) * t; // This needs to be from 0-length +1
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- intPoint = Math.floor( point );
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- weight = point - intPoint;
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+ var intPoint = Math.floor( point );
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+ var weight = point - intPoint;
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- intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
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- c[ 0 ] = ( intPoint - 1 ) % points.length;
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- c[ 1 ] = ( intPoint ) % points.length;
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- c[ 2 ] = ( intPoint + 1 ) % points.length;
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- c[ 3 ] = ( intPoint + 2 ) % points.length;
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+ intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
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- v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
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- v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
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- v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight );
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+ var point0 = points[ ( intPoint - 1 ) % points.length ];
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+ var point1 = points[ ( intPoint ) % points.length ];
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+ var point2 = points[ ( intPoint + 1 ) % points.length ];
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+ var point3 = points[ ( intPoint + 2 ) % points.length ];
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- return v;
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+ var vector = new THREE.Vector3();
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+
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+ vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
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+ vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
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+ vector.z = THREE.Curve.Utils.interpolate( point0.z, point1.z, point2.z, point3.z, weight );
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- }
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+ return vector;
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+
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+ }
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);
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