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Mover Curve.Utils to CurveUtils.

Mr.doob 9 年之前
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共有 2 個文件被更改,包括 50 次插入50 次删除
  1. 49 0
      src/extras/CurveUtils.js
  2. 1 50
      src/extras/core/Curve.js

+ 49 - 0
src/extras/CurveUtils.js

@@ -0,0 +1,49 @@
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ */
+
+THREE.CurveUtils = {
+
+	tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
+
+		return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
+
+	},
+
+	// Puay Bing, thanks for helping with this derivative!
+
+	tangentCubicBezier: function ( t, p0, p1, p2, p3 ) {
+
+		return - 3 * p0 * ( 1 - t ) * ( 1 - t )  +
+			3 * p1 * ( 1 - t ) * ( 1 - t ) - 6 * t * p1 * ( 1 - t ) +
+			6 * t *  p2 * ( 1 - t ) - 3 * t * t * p2 +
+			3 * t * t * p3;
+
+	},
+
+	tangentSpline: function ( t, p0, p1, p2, p3 ) {
+
+		// To check if my formulas are correct
+
+		var h00 = 6 * t * t - 6 * t; 	// derived from 2t^3 − 3t^2 + 1
+		var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
+		var h01 = - 6 * t * t + 6 * t; 	// − 2t3 + 3t2
+		var h11 = 3 * t * t - 2 * t;	// t3 − t2
+
+		return h00 + h10 + h01 + h11;
+
+	},
+
+	// Catmull-Rom
+
+	interpolate: function( 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;
+
+	}
+
+};

+ 1 - 50
src/extras/core/Curve.js

@@ -266,56 +266,7 @@ THREE.Curve.prototype = {
 
 
 }
 }
 
 
-/**************************************************************
- *	Utils
- **************************************************************/
-
-THREE.Curve.Utils = {
-
-	tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
-
-		return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
-
-	},
-
-	// Puay Bing, thanks for helping with this derivative!
-
-	tangentCubicBezier: function ( t, p0, p1, p2, p3 ) {
-
-		return - 3 * p0 * ( 1 - t ) * ( 1 - t )  +
-			3 * p1 * ( 1 - t ) * ( 1 - t ) - 6 * t * p1 * ( 1 - t ) +
-			6 * t *  p2 * ( 1 - t ) - 3 * t * t * p2 +
-			3 * t * t * p3;
-
-	},
-
-	tangentSpline: function ( t, p0, p1, p2, p3 ) {
-
-		// To check if my formulas are correct
-
-		var h00 = 6 * t * t - 6 * t; 	// derived from 2t^3 − 3t^2 + 1
-		var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
-		var h01 = - 6 * t * t + 6 * t; 	// − 2t3 + 3t2
-		var h11 = 3 * t * t - 2 * t;	// t3 − t2
-
-		return h00 + h10 + h01 + h11;
-
-	},
-
-	// Catmull-Rom
-
-	interpolate: function( 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.Curve.Utils = THREE.CurveUtils; // backwards compatibility
 
 
 // TODO: Transformation for Curves?
 // TODO: Transformation for Curves?