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- /**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * Creates free form 2d path using series of points, lines or curves.
- *
- **/
- THREE.Path = function ( points ) {
- THREE.CurvePath.call(this);
- this.actions = [];
- if ( points ) {
- this.fromPoints( points );
- }
- };
- THREE.Path.prototype = new THREE.CurvePath();
- THREE.Path.prototype.constructor = THREE.Path;
- THREE.PathActions = {
- MOVE_TO: 'moveTo',
- LINE_TO: 'lineTo',
- QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
- BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve
- CSPLINE_THRU: 'splineThru', // Catmull-rom spline
- ARC: 'arc' // Circle
- };
- // TODO Clean up PATH API
- // Create path using straight lines to connect all points
- // - vectors: array of Vector2
- THREE.Path.prototype.fromPoints = function ( vectors ) {
- this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
- for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
- this.lineTo( vectors[ v ].x, vectors[ v ].y );
- };
- };
- // startPath() endPath()?
- THREE.Path.prototype.moveTo = function ( x, y ) {
- var args = Array.prototype.slice.call( arguments );
- this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
- };
- THREE.Path.prototype.lineTo = function ( x, y ) {
- var args = Array.prototype.slice.call( arguments );
- var lastargs = this.actions[ this.actions.length - 1 ].args;
- var x0 = lastargs[ lastargs.length - 2 ];
- var y0 = lastargs[ lastargs.length - 1 ];
- var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
- this.curves.push( curve );
- this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
- };
- THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
- var args = Array.prototype.slice.call( arguments );
- var lastargs = this.actions[ this.actions.length - 1 ].args;
- var x0 = lastargs[ lastargs.length - 2 ];
- var y0 = lastargs[ lastargs.length - 1 ];
- var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
- new THREE.Vector2( aCPx, aCPy ),
- new THREE.Vector2( aX, aY ) );
- this.curves.push( curve );
- this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
- };
- THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
- aCP2x, aCP2y,
- aX, aY ) {
- var args = Array.prototype.slice.call( arguments );
- var lastargs = this.actions[ this.actions.length - 1 ].args;
- var x0 = lastargs[ lastargs.length - 2 ];
- var y0 = lastargs[ lastargs.length - 1 ];
- var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
- new THREE.Vector2( aCP1x, aCP1y ),
- new THREE.Vector2( aCP2x, aCP2y ),
- new THREE.Vector2( aX, aY ) );
- this.curves.push( curve );
- this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
- };
- THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
- var args = Array.prototype.slice.call( arguments );
- var lastargs = this.actions[ this.actions.length - 1 ].args;
- var x0 = lastargs[ lastargs.length - 2 ];
- var y0 = lastargs[ lastargs.length - 1 ];
- //---
- var npts = [ new THREE.Vector2( x0, y0 ) ];
- Array.prototype.push.apply( npts, pts );
- var curve = new THREE.SplineCurve( npts );
- this.curves.push( curve );
- this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
- };
- // FUTURE: Change the API or follow canvas API?
- // TODO ARC ( x, y, x - radius, y - radius, startAngle, endAngle )
- THREE.Path.prototype.arc = function ( aX, aY, aRadius,
- aStartAngle, aEndAngle, aClockwise ) {
- var args = Array.prototype.slice.call( arguments );
- var curve = new THREE.ArcCurve( aX, aY, aRadius,
- aStartAngle, aEndAngle, aClockwise );
- this.curves.push( curve );
- // console.log( 'arc', args );
- this.actions.push( { action: THREE.PathActions.ARC, args: args } );
- };
- THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
- if ( ! divisions ) divisions = 40;
- var points = [];
- for ( var i = 0; i < divisions; i ++ ) {
- points.push( this.getPoint( i / divisions ) );
- //if( !this.getPoint( i / divisions ) ) throw "DIE";
- }
- // if ( closedPath ) {
- //
- // points.push( points[ 0 ] );
- //
- // }
- return points;
- };
- /* Return an array of vectors based on contour of the path */
- THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
- divisions = divisions || 12;
- var points = [];
- var i, il, item, action, args;
- var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
- laste, j,
- t, tx, ty;
- for ( i = 0, il = this.actions.length; i < il; i ++ ) {
- item = this.actions[ i ];
- action = item.action;
- args = item.args;
- switch( action ) {
- case THREE.PathActions.MOVE_TO:
- // points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
- break;
- case THREE.PathActions.LINE_TO:
- points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
- break;
- case THREE.PathActions.QUADRATIC_CURVE_TO:
- cpx = args[ 2 ];
- cpy = args[ 3 ];
- cpx1 = args[ 0 ];
- cpy1 = args[ 1 ];
- if ( points.length > 0 ) {
- laste = points[ points.length - 1 ];
- cpx0 = laste.x;
- cpy0 = laste.y;
- } else {
- laste = this.actions[ i - 1 ].args;
- cpx0 = laste[ laste.length - 2 ];
- cpy0 = laste[ laste.length - 1 ];
- }
- for ( j = 1; j <= divisions; j ++ ) {
- t = j / divisions;
- tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
- ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
- points.push( new THREE.Vector2( tx, ty ) );
- }
- break;
- case THREE.PathActions.BEZIER_CURVE_TO:
- cpx = args[ 4 ];
- cpy = args[ 5 ];
- cpx1 = args[ 0 ];
- cpy1 = args[ 1 ];
- cpx2 = args[ 2 ];
- cpy2 = args[ 3 ];
- if ( points.length > 0 ) {
- laste = points[ points.length - 1 ];
- cpx0 = laste.x;
- cpy0 = laste.y;
- } else {
- laste = this.actions[ i - 1 ].args;
- cpx0 = laste[ laste.length - 2 ];
- cpy0 = laste[ laste.length - 1 ];
- }
- for ( j = 1; j <= divisions; j ++ ) {
- t = j / divisions;
- tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
- ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
- points.push( new THREE.Vector2( tx, ty ) );
- }
- break;
- case THREE.PathActions.CSPLINE_THRU:
- laste = this.actions[ i - 1 ].args;
- var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
- var spts = [ last ];
- var n = divisions * args[ 0 ].length;
- spts = spts.concat( args[ 0 ] );
- var spline = new THREE.SplineCurve( spts );
- for ( j = 1; j <= n; j ++ ) {
- points.push( spline.getPointAt( j / n ) ) ;
- }
- break;
- case THREE.PathActions.ARC:
- laste = this.actions[ i - 1 ].args;
- var aX = args[ 0 ], aY = args[ 1 ],
- aRadius = args[ 2 ],
- aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
- aClockwise = !!args[ 5 ];
- var lastx = laste[ laste.length - 2 ],
- lasty = laste[ laste.length - 1 ];
- if ( laste.length == 0 ) {
- lastx = lasty = 0;
- }
- var deltaAngle = aEndAngle - aStartAngle;
- var angle;
- var tdivisions = divisions * 2;
- for ( j = 1; j <= tdivisions; j ++ ) {
- t = j / tdivisions;
- if ( ! aClockwise ) {
- t = 1 - t;
- }
- angle = aStartAngle + t * deltaAngle;
- tx = lastx + aX + aRadius * Math.cos( angle );
- ty = lasty + aY + aRadius * Math.sin( angle );
- //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
- points.push( new THREE.Vector2( tx, ty ) );
- }
- //console.log(points);
- break;
- } // end switch
- }
- if ( closedPath ) {
- points.push( points[ 0 ] );
- }
- return points;
- };
- // This was used for testing purposes. Should be removed soon.
- THREE.Path.prototype.transform = function( path, segments ) {
- var bounds = this.getBoundingBox();
- var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
- //console.log( path.cacheArcLengths() );
- //path.getLengths(400);
- //segments = 40;
- return this.getWrapPoints( oldPts, path );
- };
- // Read http://www.tinaja.com/glib/nonlingr.pdf
- // nonlinear transforms
- THREE.Path.prototype.nltransform = function( a, b, c, d, e, f ) {
- // a - horizontal size
- // b - lean
- // c - x offset
- // d - vertical size
- // e - climb
- // f - y offset
- var oldPts = this.getPoints();
- var i, il, p, oldX, oldY;
- for ( i = 0, il = oldPts.length; i < il; i ++ ) {
- p = oldPts[i];
- oldX = p.x;
- oldY = p.y;
- p.x = a * oldX + b * oldY + c;
- p.y = d * oldY + e * oldX + f;
- }
- return oldPts;
- };
- // FUTURE Export JSON Format
- /* Draws this path onto a 2d canvas easily */
- THREE.Path.prototype.debug = function( canvas ) {
- var bounds = this.getBoundingBox();
- if ( !canvas ) {
- canvas = document.createElement( "canvas" );
- canvas.setAttribute( 'width', bounds.maxX + 100 );
- canvas.setAttribute( 'height', bounds.maxY + 100 );
- document.body.appendChild( canvas );
- }
- var ctx = canvas.getContext( "2d" );
- ctx.fillStyle = "white";
- ctx.fillRect( 0, 0, canvas.width, canvas.height );
- ctx.strokeStyle = "black";
- ctx.beginPath();
- var i, il, item, action, args;
- // Debug Path
- for ( i = 0, il = this.actions.length; i < il; i ++ ) {
- item = this.actions[ i ];
- args = item.args;
- action = item.action;
- // Short hand for now
- if ( action != THREE.PathActions.CSPLINE_THRU ) {
- ctx[ action ].apply( ctx, args );
- }
- /*
- switch ( action ) {
- case THREE.PathActions.MOVE_TO:
- ctx[ action ]( args[ 0 ], args[ 1 ] );
- break;
- case THREE.PathActions.LINE_TO:
- ctx[ action ]( args[ 0 ], args[ 1 ] );
- break;
- case THREE.PathActions.QUADRATIC_CURVE_TO:
- ctx[ action ]( args[ 0 ], args[ 1 ], args[ 2 ], args[ 3 ] );
- break;
- case THREE.PathActions.CUBIC_CURVE_TO:
- ctx[ action ]( args[ 0 ], args[ 1 ], args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ] );
- break;
- }
- */
- }
- ctx.stroke();
- ctx.closePath();
- // Debug Points
- ctx.strokeStyle = "red";
- /* TO CLEAN UP */
- var p, points = this.getPoints();
- for ( i = 0, il = points.length; i < il; i ++ ) {
- p = points[ i ];
- ctx.beginPath();
- ctx.arc( p.x, p.y, 1.5, 0, Math.PI * 2, false );
- ctx.stroke();
- ctx.closePath();
- }
- };
- // Breaks path into shapes
- THREE.Path.prototype.toShapes = function() {
- var i, il, item, action, args;
- var subPaths = [], lastPath = new THREE.Path();
- for ( i = 0, il = this.actions.length; i < il; i ++ ) {
- item = this.actions[ i ];
- args = item.args;
- action = item.action;
- if ( action == THREE.PathActions.MOVE_TO ) {
- if ( lastPath.actions.length != 0 ) {
- subPaths.push( lastPath );
- lastPath = new THREE.Path();
- }
- }
- lastPath[ action ].apply( lastPath, args );
- }
- if ( lastPath.actions.length != 0 ) {
- subPaths.push( lastPath );
- }
- // console.log(subPaths);
- if ( subPaths.length == 0 ) return [];
- var tmpPath, tmpShape, shapes = [];
- var holesFirst = !THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
- // console.log("Holes first", holesFirst);
- if ( subPaths.length == 1) {
- tmpPath = subPaths[0];
- tmpShape = new THREE.Shape();
- tmpShape.actions = tmpPath.actions;
- tmpShape.curves = tmpPath.curves;
- shapes.push( tmpShape );
- return shapes;
- };
- if ( holesFirst ) {
- tmpShape = new THREE.Shape();
- for ( i = 0, il = subPaths.length; i < il; i ++ ) {
- tmpPath = subPaths[ i ];
- if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {
- tmpShape.actions = tmpPath.actions;
- tmpShape.curves = tmpPath.curves;
- shapes.push( tmpShape );
- tmpShape = new THREE.Shape();
- //console.log('cw', i);
- } else {
- tmpShape.holes.push( tmpPath );
- //console.log('ccw', i);
- }
- }
- } else {
- // Shapes first
- for ( i = 0, il = subPaths.length; i < il; i ++ ) {
- tmpPath = subPaths[ i ];
- if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {
- if ( tmpShape ) shapes.push( tmpShape );
- tmpShape = new THREE.Shape();
- tmpShape.actions = tmpPath.actions;
- tmpShape.curves = tmpPath.curves;
- } else {
- tmpShape.holes.push( tmpPath );
- }
- }
- shapes.push( tmpShape );
- }
- //console.log("shape", shapes);
- return shapes;
- };
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