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- <h1>[name]</h1>
- <div class="desc">Represents a spline.</div>
- <h2>Constructor</h2>
- <h3>[name]( [page:Array points] )</h3>
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- <div>Initialises the spline with *points*, which are the places through which the spline will go.</div>
- <h2>Properties</h2>
- <h3>.[page:Array points]</h3>
- <h2>Methods</h2>
- <h3>.initFromArray( [page:Array a] )</h3>
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- a — array of triplets containing x, y, z coordinates<br />
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- <div>Initialises using the data in the array as a series of points. Each value in *a* must be another array with three values, where a[n] is v, the value for the *nth* point, and v[0], v[1] and v[2] are the x, y and z coordinates of that point n, respectively.
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- <h3>.getPoint( [page:Integer k] )</h3>
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- k — point index
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- <div>Return the interpolated point at *k*.</div>
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- <h3>.getControlPointsArray( )</h3>
- <div>Returns an array with triplets of x, y, z coordinates that correspond to the current control points.
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- <h3>.getLength( [page:Integer nSubDivisions] )</h3>
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- nSubDivisions — number of subdivisions between control points. Default is *100*.
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- <div>Returns the length of the spline when using nSubDivisions.</div>
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- <h3>.reparametrizeByArcLength( [page:Float samplingCoef] )</h3>
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- samplingCoef — how many intermediate values to use between spline points
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- <div>Modifies the spline so that it looks similar to the original but has its points distributed in such way that moving along the spline it's done at a more or less constant speed. The points should also appear more uniformly spread along the curve.</div>
- <div>This is done by resampling the original spline, with the density of sampling controlled by *samplingCoef*. Here it's interesting to note that denser sampling is not necessarily better: if sampling is too high, you may get weird kinks in curvature.</div>
- <h2>Source</h2>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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