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@@ -7,65 +7,31 @@ THREE.SplineCurve3 = THREE.Curve.create(
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function ( points /* array of Vector3 */) {
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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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},
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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 - 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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);
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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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