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Curve.js
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executable file
·759 lines (460 loc) · 16.8 KB
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/**
* @author zz85 / http://www.lab4games.net/zz85/blog
* Extensible curve object
*
* Some common of Curve methods
* .getPoint(t), getTangent(t)
* .getPointAt(u), getTagentAt(u)
* .getPoints(), .getSpacedPoints()
* .getLength()
* .updateArcLengths()
*
* This file contains following classes:
*
* -- 2d classes --
* THREE.Curve
* THREE.LineCurve
* THREE.QuadraticBezierCurve
* THREE.CubicBezierCurve
* THREE.SplineCurve
* THREE.ArcCurve
* THREE.EllipseCurve
*
* -- 3d classes --
* THREE.LineCurve3
* THREE.QuadraticBezierCurve3
* THREE.CubicBezierCurve3
* THREE.SplineCurve3
* THREE.ClosedSplineCurve3
*
* A series of curves can be represented as a THREE.CurvePath
*
**/
/**************************************************************
* Abstract Curve base class
**************************************************************/
THREE.Curve = function () {
};
// Virtual base class method to overwrite and implement in subclasses
// - t [0 .. 1]
THREE.Curve.prototype.getPoint = function ( t ) {
console.log( "Warning, getPoint() not implemented!" );
return null;
};
// Get point at relative position in curve according to arc length
// - u [0 .. 1]
THREE.Curve.prototype.getPointAt = function ( u ) {
var t = this.getUtoTmapping( u );
return this.getPoint( t );
};
// Get sequence of points using getPoint( t )
THREE.Curve.prototype.getPoints = function ( divisions ) {
if ( !divisions ) divisions = 5;
var d, pts = [];
for ( d = 0; d <= divisions; d ++ ) {
pts.push( this.getPoint( d / divisions ) );
}
return pts;
};
// Get sequence of points using getPointAt( u )
THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
if ( !divisions ) divisions = 5;
var d, pts = [];
for ( d = 0; d <= divisions; d ++ ) {
pts.push( this.getPointAt( d / divisions ) );
}
return pts;
};
// Get total curve arc length
THREE.Curve.prototype.getLength = function () {
var lengths = this.getLengths();
return lengths[ lengths.length - 1 ];
};
// Get list of cumulative segment lengths
THREE.Curve.prototype.getLengths = function ( divisions ) {
if ( !divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;
if ( this.cacheArcLengths
&& ( this.cacheArcLengths.length == divisions + 1 )
&& !this.needsUpdate) {
//console.log( "cached", this.cacheArcLengths );
return this.cacheArcLengths;
}
this.needsUpdate = false;
var cache = [];
var current, last = this.getPoint( 0 );
var p, sum = 0;
cache.push( 0 );
for ( p = 1; p <= divisions; p ++ ) {
current = this.getPoint ( p / divisions );
sum += current.distanceTo( last );
cache.push( sum );
last = current;
}
this.cacheArcLengths = cache;
return cache; // { sums: cache, sum:sum }; Sum is in the last element.
};
THREE.Curve.prototype.updateArcLengths = function() {
this.needsUpdate = true;
this.getLengths();
};
// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
var arcLengths = this.getLengths();
var i = 0, il = arcLengths.length;
var targetArcLength; // The targeted u distance value to get
if ( distance ) {
targetArcLength = distance;
} else {
targetArcLength = u * arcLengths[ il - 1 ];
}
//var time = Date.now();
// binary search for the index with largest value smaller than target u distance
var low = 0, high = il - 1, comparison;
while ( low <= high ) {
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
comparison = arcLengths[ i ] - targetArcLength;
if ( comparison < 0 ) {
low = i + 1;
continue;
} else if ( comparison > 0 ) {
high = i - 1;
continue;
} else {
high = i;
break;
// DONE
}
}
i = high;
//console.log('b' , i, low, high, Date.now()- time);
if ( arcLengths[ i ] == targetArcLength ) {
var t = i / ( il - 1 );
return t;
}
// we could get finer grain at lengths, or use simple interpolatation between two points
var lengthBefore = arcLengths[ i ];
var lengthAfter = arcLengths[ i + 1 ];
var segmentLength = lengthAfter - lengthBefore;
// determine where we are between the 'before' and 'after' points
var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
// add that fractional amount to t
var t = ( i + segmentFraction ) / ( il -1 );
return t;
};
// In 2D space, there are actually 2 normal vectors,
// and in 3D space, infinte
// TODO this should be depreciated.
THREE.Curve.prototype.getNormalVector = function( t ) {
var vec = this.getTangent( t );
return new THREE.Vector2( -vec.y , vec.x );
};
// Returns a unit vector tangent at t
// In case any sub curve does not implement its tangent / normal finding,
// we get 2 points with a small delta and find a gradient of the 2 points
// which seems to make a reasonable approximation
THREE.Curve.prototype.getTangent = function( t ) {
var delta = 0.0001;
var t1 = t - delta;
var t2 = t + delta;
// Capping in case of danger
if ( t1 < 0 ) t1 = 0;
if ( t2 > 1 ) t2 = 1;
var pt1 = this.getPoint( t1 );
var pt2 = this.getPoint( t2 );
var vec = pt2.clone().subSelf(pt1);
return vec.normalize();
};
THREE.Curve.prototype.getTangentAt = function ( u ) {
var t = this.getUtoTmapping( u );
return this.getTangent( t );
};
/**************************************************************
* Line
**************************************************************/
THREE.LineCurve = function ( v1, v2 ) {
this.v1 = v1;
this.v2 = v2;
};
THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
THREE.LineCurve.prototype.getPoint = function ( t ) {
var point = this.v2.clone().subSelf(this.v1);
point.multiplyScalar( t ).addSelf( this.v1 );
return point;
};
// Line curve is linear, so we can overwrite default getPointAt
THREE.LineCurve.prototype.getPointAt = function ( u ) {
return this.getPoint( u );
};
THREE.LineCurve.prototype.getTangent = function( t ) {
var tangent = this.v2.clone().subSelf(this.v1);
return tangent.normalize();
};
/**************************************************************
* Quadratic Bezier curve
**************************************************************/
THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
this.v0 = v0;
this.v1 = v1;
this.v2 = v2;
};
THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
var tx, ty;
tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
return new THREE.Vector2( tx, ty );
};
THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
var tx, ty;
tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
// returns unit vector
var tangent = new THREE.Vector2( tx, ty );
tangent.normalize();
return tangent;
};
/**************************************************************
* Cubic Bezier curve
**************************************************************/
THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
this.v0 = v0;
this.v1 = v1;
this.v2 = v2;
this.v3 = v3;
};
THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
var tx, ty;
tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
return new THREE.Vector2( tx, ty );
};
THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
var tx, ty;
tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
var tangent = new THREE.Vector2( tx, ty );
tangent.normalize();
return tangent;
};
/**************************************************************
* Spline curve
**************************************************************/
THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
this.points = (points == undefined) ? [] : points;
};
THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
THREE.SplineCurve.prototype.getPoint = function ( t ) {
var v = new THREE.Vector2();
var c = [];
var points = this.points, point, intPoint, weight;
point = ( points.length - 1 ) * t;
intPoint = Math.floor( point );
weight = point - intPoint;
c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
c[ 1 ] = intPoint;
c[ 2 ] = intPoint > points.length - 2 ? points.length -1 : intPoint + 1;
c[ 3 ] = intPoint > points.length - 3 ? points.length -1 : intPoint + 2;
v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
return v;
};
/**************************************************************
* Ellipse curve
**************************************************************/
THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius,
aStartAngle, aEndAngle,
aClockwise ) {
this.aX = aX;
this.aY = aY;
this.xRadius = xRadius;
this.yRadius = yRadius;
this.aStartAngle = aStartAngle;
this.aEndAngle = aEndAngle;
this.aClockwise = aClockwise;
};
THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
THREE.EllipseCurve.prototype.getPoint = function ( t ) {
var deltaAngle = this.aEndAngle - this.aStartAngle;
if ( !this.aClockwise ) {
t = 1 - t;
}
var angle = this.aStartAngle + t * deltaAngle;
var tx = this.aX + this.xRadius * Math.cos( angle );
var ty = this.aY + this.yRadius * Math.sin( angle );
return new THREE.Vector2( tx, ty );
};
/**************************************************************
* Arc curve
**************************************************************/
THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
};
THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
/**************************************************************
* Utils
**************************************************************/
THREE.Curve.Utils = {
tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
},
// Puay Bing, thanks for helping with this derivative!
tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
return -3 * p0 * (1 - t) * (1 - t) +
3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
6 * t * p2 * (1-t) - 3 * t * t * p2 +
3 * t * t * p3;
},
tangentSpline: function ( t, p0, p1, p2, p3 ) {
// To check if my formulas are correct
var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1
var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
var h01 = -6 * t * t + 6 * t; // − 2t3 + 3t2
var h11 = 3 * t * t - 2 * t; // t3 − t2
return h00 + h10 + h01 + h11;
},
// Catmull-Rom
interpolate: function( p0, p1, p2, p3, t ) {
var v0 = ( p2 - p0 ) * 0.5;
var v1 = ( p3 - p1 ) * 0.5;
var t2 = t * t;
var t3 = t * t2;
return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
}
};
// TODO: Transformation for Curves?
/**************************************************************
* 3D Curves
**************************************************************/
// A Factory method for creating new curve subclasses
THREE.Curve.create = function ( constructor, getPointFunc ) {
constructor.prototype = Object.create( THREE.Curve.prototype );
constructor.prototype.getPoint = getPointFunc;
return constructor;
};
/**************************************************************
* Line3D
**************************************************************/
THREE.LineCurve3 = THREE.Curve.create(
function ( v1, v2 ) {
this.v1 = v1;
this.v2 = v2;
},
function ( t ) {
var r = new THREE.Vector3();
r.sub( this.v2, this.v1 ); // diff
r.multiplyScalar( t );
r.addSelf( this.v1 );
return r;
}
);
/**************************************************************
* Quadratic Bezier 3D curve
**************************************************************/
THREE.QuadraticBezierCurve3 = THREE.Curve.create(
function ( v0, v1, v2 ) {
this.v0 = v0;
this.v1 = v1;
this.v2 = v2;
},
function ( t ) {
var tx, ty, tz;
tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
return new THREE.Vector3( tx, ty, tz );
}
);
/**************************************************************
* Cubic Bezier 3D curve
**************************************************************/
THREE.CubicBezierCurve3 = THREE.Curve.create(
function ( v0, v1, v2, v3 ) {
this.v0 = v0;
this.v1 = v1;
this.v2 = v2;
this.v3 = v3;
},
function ( t ) {
var tx, ty, tz;
tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
return new THREE.Vector3( tx, ty, tz );
}
);
/**************************************************************
* Spline 3D curve
**************************************************************/
THREE.SplineCurve3 = THREE.Curve.create(
function ( points /* array of Vector3 */) {
this.points = (points == undefined) ? [] : points;
},
function ( t ) {
var v = new THREE.Vector3();
var c = [];
var points = this.points, point, intPoint, weight;
point = ( points.length - 1 ) * t;
intPoint = Math.floor( point );
weight = point - intPoint;
c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
c[ 1 ] = intPoint;
c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
var pt0 = points[ c[0] ],
pt1 = points[ c[1] ],
pt2 = points[ c[2] ],
pt3 = points[ c[3] ];
v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight);
v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight);
v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight);
return v;
}
);
// THREE.SplineCurve3.prototype.getTangent = function(t) {
// var v = new THREE.Vector3();
// var c = [];
// var points = this.points, point, intPoint, weight;
// point = ( points.length - 1 ) * t;
// intPoint = Math.floor( point );
// weight = point - intPoint;
// c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
// c[ 1 ] = intPoint;
// c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
// c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
// var pt0 = points[ c[0] ],
// pt1 = points[ c[1] ],
// pt2 = points[ c[2] ],
// pt3 = points[ c[3] ];
// // t = weight;
// v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x );
// v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y );
// v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z );
// return v;
// }
/**************************************************************
* Closed Spline 3D curve
**************************************************************/
THREE.ClosedSplineCurve3 = THREE.Curve.create(
function ( points /* array of Vector3 */) {
this.points = (points == undefined) ? [] : points;
},
function ( t ) {
var v = new THREE.Vector3();
var c = [];
var points = this.points, point, intPoint, weight;
point = ( points.length - 0 ) * t;
// This needs to be from 0-length +1
intPoint = Math.floor( point );
weight = point - intPoint;
intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
c[ 0 ] = ( intPoint - 1 ) % points.length;
c[ 1 ] = ( intPoint ) % points.length;
c[ 2 ] = ( intPoint + 1 ) % points.length;
c[ 3 ] = ( intPoint + 2 ) % points.length;
v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight );
return v;
}
);