1 | /**
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2 | * @author zz85 / http://www.lab4games.net/zz85/blog
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3 | * Extensible curve object
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4 | *
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5 | * Some common of Curve methods
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6 | * .getPoint(t), getTangent(t)
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7 | * .getPointAt(u), getTagentAt(u)
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8 | * .getPoints(), .getSpacedPoints()
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9 | * .getLength()
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10 | * .updateArcLengths()
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11 | *
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12 | * This following classes subclasses THREE.Curve:
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13 | *
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14 | * -- 2d classes --
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15 | * THREE.LineCurve
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16 | * THREE.QuadraticBezierCurve
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17 | * THREE.CubicBezierCurve
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18 | * THREE.SplineCurve
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19 | * THREE.ArcCurve
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20 | * THREE.EllipseCurve
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21 | *
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22 | * -- 3d classes --
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23 | * THREE.LineCurve3
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24 | * THREE.QuadraticBezierCurve3
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25 | * THREE.CubicBezierCurve3
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26 | * THREE.SplineCurve3
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27 | * THREE.ClosedSplineCurve3
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28 | *
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29 | * A series of curves can be represented as a THREE.CurvePath
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30 | *
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31 | **/
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32 |
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33 | /**************************************************************
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34 | * Abstract Curve base class
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35 | **************************************************************/
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36 |
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37 | THREE.Curve = function () {
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38 |
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39 | };
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40 |
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41 | // Virtual base class method to overwrite and implement in subclasses
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42 | // - t [0 .. 1]
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43 |
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44 | THREE.Curve.prototype.getPoint = function ( t ) {
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45 |
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46 | console.log( "Warning, getPoint() not implemented!" );
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47 | return null;
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48 |
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49 | };
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50 |
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51 | // Get point at relative position in curve according to arc length
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52 | // - u [0 .. 1]
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53 |
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54 | THREE.Curve.prototype.getPointAt = function ( u ) {
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55 |
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56 | var t = this.getUtoTmapping( u );
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57 | return this.getPoint( t );
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58 |
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59 | };
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60 |
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61 | // Get sequence of points using getPoint( t )
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62 |
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63 | THREE.Curve.prototype.getPoints = function ( divisions ) {
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64 |
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65 | if ( !divisions ) divisions = 5;
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66 |
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67 | var d, pts = [];
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68 |
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69 | for ( d = 0; d <= divisions; d ++ ) {
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70 |
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71 | pts.push( this.getPoint( d / divisions ) );
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72 |
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73 | }
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74 |
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75 | return pts;
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76 |
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77 | };
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78 |
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79 | // Get sequence of points using getPointAt( u )
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80 |
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81 | THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
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82 |
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83 | if ( !divisions ) divisions = 5;
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84 |
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85 | var d, pts = [];
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86 |
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87 | for ( d = 0; d <= divisions; d ++ ) {
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88 |
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89 | pts.push( this.getPointAt( d / divisions ) );
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90 |
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91 | }
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92 |
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93 | return pts;
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94 |
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95 | };
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96 |
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97 | // Get total curve arc length
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98 |
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99 | THREE.Curve.prototype.getLength = function () {
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100 |
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101 | var lengths = this.getLengths();
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102 | return lengths[ lengths.length - 1 ];
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103 |
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104 | };
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105 |
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106 | // Get list of cumulative segment lengths
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107 |
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108 | THREE.Curve.prototype.getLengths = function ( divisions ) {
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109 |
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110 | if ( !divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;
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111 |
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112 | if ( this.cacheArcLengths
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113 | && ( this.cacheArcLengths.length == divisions + 1 )
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114 | && !this.needsUpdate) {
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115 |
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116 | //console.log( "cached", this.cacheArcLengths );
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117 | return this.cacheArcLengths;
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118 |
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119 | }
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120 |
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121 | this.needsUpdate = false;
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122 |
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123 | var cache = [];
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124 | var current, last = this.getPoint( 0 );
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125 | var p, sum = 0;
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126 |
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127 | cache.push( 0 );
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128 |
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129 | for ( p = 1; p <= divisions; p ++ ) {
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130 |
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131 | current = this.getPoint ( p / divisions );
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132 | sum += current.distanceTo( last );
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133 | cache.push( sum );
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134 | last = current;
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135 |
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136 | }
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137 |
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138 | this.cacheArcLengths = cache;
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139 |
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140 | return cache; // { sums: cache, sum:sum }; Sum is in the last element.
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141 |
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142 | };
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143 |
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144 |
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145 | THREE.Curve.prototype.updateArcLengths = function() {
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146 | this.needsUpdate = true;
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147 | this.getLengths();
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148 | };
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149 |
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150 | // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
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151 |
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152 | THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
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153 |
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154 | var arcLengths = this.getLengths();
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155 |
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156 | var i = 0, il = arcLengths.length;
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157 |
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158 | var targetArcLength; // The targeted u distance value to get
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159 |
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160 | if ( distance ) {
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161 |
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162 | targetArcLength = distance;
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163 |
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164 | } else {
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165 |
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166 | targetArcLength = u * arcLengths[ il - 1 ];
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167 |
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168 | }
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169 |
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170 | //var time = Date.now();
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171 |
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172 | // binary search for the index with largest value smaller than target u distance
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173 |
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174 | var low = 0, high = il - 1, comparison;
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175 |
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176 | while ( low <= high ) {
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177 |
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178 | i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
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179 |
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180 | comparison = arcLengths[ i ] - targetArcLength;
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181 |
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182 | if ( comparison < 0 ) {
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183 |
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184 | low = i + 1;
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185 | continue;
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186 |
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187 | } else if ( comparison > 0 ) {
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188 |
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189 | high = i - 1;
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190 | continue;
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191 |
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192 | } else {
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193 |
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194 | high = i;
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195 | break;
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196 |
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197 | // DONE
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198 |
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199 | }
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200 |
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201 | }
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202 |
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203 | i = high;
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204 |
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205 | //console.log('b' , i, low, high, Date.now()- time);
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206 |
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207 | if ( arcLengths[ i ] == targetArcLength ) {
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208 |
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209 | var t = i / ( il - 1 );
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210 | return t;
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211 |
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212 | }
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213 |
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214 | // we could get finer grain at lengths, or use simple interpolatation between two points
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215 |
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216 | var lengthBefore = arcLengths[ i ];
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217 | var lengthAfter = arcLengths[ i + 1 ];
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218 |
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219 | var segmentLength = lengthAfter - lengthBefore;
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220 |
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221 | // determine where we are between the 'before' and 'after' points
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222 |
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223 | var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
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224 |
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225 | // add that fractional amount to t
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226 |
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227 | var t = ( i + segmentFraction ) / ( il -1 );
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228 |
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229 | return t;
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230 |
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231 | };
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232 |
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233 | // Returns a unit vector tangent at t
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234 | // In case any sub curve does not implement its tangent derivation,
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235 | // 2 points a small delta apart will be used to find its gradient
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236 | // which seems to give a reasonable approximation
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237 |
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238 | THREE.Curve.prototype.getTangent = function( t ) {
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239 |
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240 | var delta = 0.0001;
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241 | var t1 = t - delta;
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242 | var t2 = t + delta;
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243 |
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244 | // Capping in case of danger
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245 |
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246 | if ( t1 < 0 ) t1 = 0;
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247 | if ( t2 > 1 ) t2 = 1;
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248 |
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249 | var pt1 = this.getPoint( t1 );
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250 | var pt2 = this.getPoint( t2 );
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251 |
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252 | var vec = pt2.clone().sub(pt1);
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253 | return vec.normalize();
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254 |
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255 | };
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256 |
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257 |
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258 | THREE.Curve.prototype.getTangentAt = function ( u ) {
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259 |
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260 | var t = this.getUtoTmapping( u );
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261 | return this.getTangent( t );
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262 |
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263 | };
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264 |
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265 |
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266 |
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267 |
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268 |
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269 | /**************************************************************
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270 | * Utils
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271 | **************************************************************/
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272 |
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273 | THREE.Curve.Utils = {
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274 |
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275 | tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
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276 |
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277 | return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
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278 |
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279 | },
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280 |
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281 | // Puay Bing, thanks for helping with this derivative!
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282 |
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283 | tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
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284 |
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285 | return -3 * p0 * (1 - t) * (1 - t) +
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286 | 3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
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287 | 6 * t * p2 * (1-t) - 3 * t * t * p2 +
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288 | 3 * t * t * p3;
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289 | },
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290 |
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291 |
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292 | tangentSpline: function ( t, p0, p1, p2, p3 ) {
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293 |
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294 | // To check if my formulas are correct
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295 |
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296 | var h00 = 6 * t * t - 6 * t; // derived from 2t^3 â 3t^2 + 1
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297 | var h10 = 3 * t * t - 4 * t + 1; // t^3 â 2t^2 + t
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298 | var h01 = -6 * t * t + 6 * t; // â 2t3 + 3t2
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299 | var h11 = 3 * t * t - 2 * t; // t3 â t2
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300 |
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301 | return h00 + h10 + h01 + h11;
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302 |
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303 | },
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304 |
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305 | // Catmull-Rom
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306 |
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307 | interpolate: function( p0, p1, p2, p3, t ) {
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308 |
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309 | var v0 = ( p2 - p0 ) * 0.5;
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310 | var v1 = ( p3 - p1 ) * 0.5;
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311 | var t2 = t * t;
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312 | var t3 = t * t2;
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313 | return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
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314 |
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315 | }
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316 |
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317 | };
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318 |
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319 |
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320 | // TODO: Transformation for Curves?
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321 |
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322 | /**************************************************************
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323 | * 3D Curves
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324 | **************************************************************/
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325 |
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326 | // A Factory method for creating new curve subclasses
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327 |
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328 | THREE.Curve.create = function ( constructor, getPointFunc ) {
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329 |
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330 | constructor.prototype = Object.create( THREE.Curve.prototype );
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331 | constructor.prototype.getPoint = getPointFunc;
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332 |
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333 | return constructor;
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334 |
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335 | };
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