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https://github.com/wahyd4/three.js.git
synced 2026-08-09 04:56:01 +10:00
inital an perhaps buggy additions of spline to path
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@@ -21,7 +21,7 @@ THREE.PathActions = {
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LINE_TO: 'lineTo',
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QUADRATIC_CURVE_TO: 'quadraticCurveTo', // BEZIER quadratic CURVE
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BEZIER_CURVE_TO: 'bezierCurveTo', // BEZIER cubic CURVE
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CSPLINE_THRU: 'cSplineTo' // TODO cardinal splines
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CSPLINE_THRU: 'splineThru' // TODO cardinal splines
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};
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@@ -194,6 +194,18 @@ THREE.Path.prototype.getPoints = function( divisions ) {
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case THREE.PathActions.CSPLINE_THRU:
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laste = this.actions[ i - 1 ].args;
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var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1]);
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var spts = args[0];
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var n = divisions * spts.length;
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spts.unshift(last);
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var j=0;
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var spline = new Spline2();
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for (;j<n;j++) {
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points.push(spline.get2DPoint(spts, j/n));
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}
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break;
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}
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@@ -204,7 +216,43 @@ THREE.Path.prototype.getPoints = function( divisions ) {
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};
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var Spline2 = function () {
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var c = [], v2 ,
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point, intPoint, weight;
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this.get2DPoint = function ( points, k ) {
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v2 = new THREE.Vector2();
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point = ( points.length - 1 ) * k;
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intPoint = Math.floor( point );
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weight = point - intPoint;
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c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
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c[ 1 ] = intPoint;
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c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
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c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
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v2.x = interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
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v2.y = interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
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//console.log('point',point, v2);
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return v2;
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}
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// Catmull-Rom
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function interpolate( p0, p1, p2, p3, t ) {
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var v0 = ( p2 - p0 ) * 0.5;
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var v1 = ( p3 - p1 ) * 0.5;
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var t2 = t * t;
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var t3 = t * t2;
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return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
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}
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};
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THREE.Path.prototype.getMinAndMax = function() {
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@@ -249,13 +297,14 @@ THREE.Path.prototype.getMinAndMax = function() {
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THREE.Path.prototype.debug = function( canvas ) {
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// JUST A STUB
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var bounds = this.getMinAndMax();
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if ( !canvas ) {
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canvas = document.createElement( "canvas" );
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canvas.setAttribute( 'width', 200 );
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canvas.setAttribute( 'height', 200 );
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canvas.setAttribute( 'width', bounds.maxX+100 );
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canvas.setAttribute( 'height', bounds.maxY+100 );
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document.body.appendChild( canvas );
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@@ -263,7 +312,7 @@ THREE.Path.prototype.debug = function( canvas ) {
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var ctx = canvas.getContext( "2d" );
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ctx.fillStyle = "white";
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ctx.fillRect( 0, 0, 200, 200 );
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ctx.fillRect( 0, 0, canvas.width, canvas.height );
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ctx.strokeStyle = "black";
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ctx.beginPath();
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@@ -281,6 +330,7 @@ THREE.Path.prototype.debug = function( canvas ) {
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// Short hand for now
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if (action!=THREE.PathActions.CSPLINE_THRU)
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ctx[ action ].apply( ctx, args );
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/*
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@@ -1039,7 +1039,7 @@ THREE.FontUtils = {
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//throw ( "Warning, unable to triangulate polygon!" );
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//return null;
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// Sometimes warning is fine, especially polygons are triangulated in reverse.
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console.log( "Warning, unable to triangulate polygon!" );
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if ( indices ) return vertIndices;
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