Browse Source

Got rid of Spline2

zz85 14 years ago
parent
commit
817c2dd527
2 changed files with 2 additions and 48 deletions
  1. 1 1
      src/extras/geometries/ExtrudeGeometry.js
  2. 1 47
      src/extras/geometries/Path.js

+ 1 - 1
src/extras/geometries/ExtrudeGeometry.js

@@ -30,7 +30,7 @@ THREE.ExtrudeGeometry = function( shape, options ) {
 
 	THREE.Geometry.call( this );
 
-    var vertices = shape.getSpacedPoints();
+    var vertices = shape.getPoints(); // getSpacedPoints() you can get variable divisions by dividing by total lenght
 	var reverse = THREE.FontUtils.Triangulate.area( vertices ) > 0 ;
 	if (reverse) {
 		//faces = THREE.FontUtils.Triangulate( vertices.reverse(), true );

+ 1 - 47
src/extras/geometries/Path.js

@@ -266,10 +266,7 @@ THREE.Path.prototype.getPoints = function( divisions ) {
 			var n = divisions * args[ 0 ].length;
 
 			spts = spts.concat(args[ 0 ]);
-			console.log(args[ 0 ].length,spts.length,args[ 0 ],spts );
-			//var spline = new Spline2();
-			
-			
+
 			var spline = new THREE.SplineCurve(spts);
 			for ( j = 1; j <= n; j ++ ) {
 
@@ -309,49 +306,6 @@ THREE.Path.prototype.getPoints = function( divisions ) {
 
 };
 
-var Spline2 = function () {
-
-	var c = [], v2,
-		point, intPoint, weight;
-
-	this.get2DPoint = function ( points, k ) {
-
-		v2 = new THREE.Vector2();
-		point = ( points.length - 1 ) * k;
-
-		intPoint = Math.floor( point );
-		weight = point - intPoint;
-
-		c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
-		c[ 1 ] = intPoint;
-		c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
-		c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
-
-		v2.x = interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
-		v2.y = interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
-
-		//console.log('point',point, v2);
-
-		return v2;
-
-	}
-
-	// Catmull-Rom
-
-	function interpolate( 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.Path.prototype.getMinAndMax = function() {
 
 	var points = this.getPoints();