|
@@ -18,8 +18,8 @@ THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
|
|
|
|
|
|
var tx, ty;
|
|
|
|
|
|
- tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
|
|
|
- ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
|
|
|
+ tx = THREE.ShapeUtils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
|
|
|
+ ty = THREE.ShapeUtils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
|
|
|
|
|
|
return new THREE.Vector2( tx, ty );
|
|
|
|
|
@@ -29,8 +29,8 @@ THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
|
|
|
|
|
|
var tx, ty;
|
|
|
|
|
|
- tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
|
|
|
- ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
|
|
|
+ tx = THREE.CurveUtils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
|
|
|
+ ty = THREE.CurveUtils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
|
|
|
|
|
|
var tangent = new THREE.Vector2( tx, ty );
|
|
|
tangent.normalize();
|