/** * Spline from Tween.js, slightly optimized * http://sole.github.com/tween.js/examples/05_spline.html * * @author mrdoob / http://mrdoob.com/ */ THREE.Spline = function () { var c = [], v3 = { x: 0, y: 0, z: 0 }, point, intPoint, weight, w2, w3, pa, pb, pc, pd; this.getPoint = function ( points, k ) { 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; pa = points[ c[ 0 ] ]; pb = points[ c[ 1 ] ]; pc = points[ c[ 2 ] ]; pd = points[ c[ 3 ] ]; w2 = weight * weight; w3 = weight * w2; v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 ); v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 ); v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 ); return v3; } // Catmull-Rom function interpolate( p0, p1, p2, p3, t, t2, t3 ) { var v0 = ( p2 - p0 ) * 0.5, v1 = ( p3 - p1 ) * 0.5; return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1; } };