phaser/src/curves/QuadraticBezierCurve.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = require('../utils/Class');
var Curve = require('./Curve');
var QuadraticBezierInterpolation = require('../math/interpolation/QuadraticBezierInterpolation');
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var Vector2 = require('../math/Vector2');
/**
* @classdesc
* [description]
*
* @class QuadraticBezier
* @extends Phaser.Curves.Curve
* @memberOf Phaser.Curves
* @constructor
* @since 3.2.0
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*
* @param {Phaser.Math.Vector2|Phaser.Math.Vector2[]} p0 - Start point, or an array of point pairs.
* @param {Phaser.Math.Vector2} p1 - Control Point 1.
* @param {Phaser.Math.Vector2} p2 - Control Point 2.
*/
var QuadraticBezier = new Class({
Extends: Curve,
initialize:
function QuadraticBezier (p0, p1, p2)
{
Curve.call(this, 'QuadraticBezier');
if (Array.isArray(p0))
{
p2 = new Vector2(p0[4], p0[5]);
p1 = new Vector2(p0[2], p0[3]);
p0 = new Vector2(p0[0], p0[1]);
}
/**
* [description]
*
* @name Phaser.Curves.QuadraticBezier#p0
* @type {Phaser.Math.Vector2}
* @since 3.2.0
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*/
this.p0 = p0;
/**
* [description]
*
* @name Phaser.Curves.QuadraticBezier#p1
* @type {Phaser.Math.Vector2}
* @since 3.2.0
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*/
this.p1 = p1;
/**
* [description]
*
* @name Phaser.Curves.QuadraticBezier#p2
* @type {Phaser.Math.Vector2}
* @since 3.2.0
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*/
this.p2 = p2;
},
/**
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* Gets the starting point on the curve.
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*
* @method Phaser.Curves.QuadraticBezier#getStartPoint
* @since 3.2.0
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*
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* @param {Phaser.Math.Vector2} [out] - A Vector2 object to store the result in. If not given will be created.
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*
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* @return {Phaser.Math.Vector2} The coordinates of the point on the curve. If an `out` object was given this will be returned.
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*/
getStartPoint: function (out)
{
if (out === undefined) { out = new Vector2(); }
return out.copy(this.p0);
},
/**
* [description]
*
* @method Phaser.Curves.QuadraticBezier#getResolution
* @since 3.2.0
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*
* @param {number} divisions - [description]
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*
* @return {number} [description]
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*/
getResolution: function (divisions)
{
return divisions;
},
/**
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* Get point at relative position in curve according to length.
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*
* @method Phaser.Curves.QuadraticBezier#getPoint
* @since 3.2.0
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*
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* @param {float} t - The position along the curve to return. Where 0 is the start and 1 is the end.
* @param {Phaser.Math.Vector2} [out] - A Vector2 object to store the result in. If not given will be created.
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*
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* @return {Phaser.Math.Vector2} The coordinates of the point on the curve. If an `out` object was given this will be returned.
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*/
getPoint: function (t, out)
{
if (out === undefined) { out = new Vector2(); }
var p0 = this.p0;
var p1 = this.p1;
var p2 = this.p2;
return out.set(
QuadraticBezierInterpolation(t, p0.x, p1.x, p2.x),
QuadraticBezierInterpolation(t, p0.y, p1.y, p2.y)
);
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},
/**
* [description]
*
* @method Phaser.Curves.QuadraticBezier#draw
* @since 3.2.0
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*
* @param {Phaser.GameObjects.Graphics} graphics - [description]
* @param {integer} [pointsTotal=32] - [description]
*
* @return {Phaser.GameObjects.Graphics} [description]
*/
draw: function (graphics, pointsTotal)
{
if (pointsTotal === undefined) { pointsTotal = 32; }
var points = this.getPoints(pointsTotal);
graphics.beginPath();
graphics.moveTo(this.p0.x, this.p0.y);
for (var i = 1; i < points.length; i++)
{
graphics.lineTo(points[i].x, points[i].y);
}
graphics.strokePath();
// So you can chain graphics calls
return graphics;
},
/**
* [description]
*
* @method Phaser.Curves.QuadraticBezier#toJSON
* @since 3.2.0
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*
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* @return {JSONCurve} The JSON object containing this curve data.
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*/
toJSON: function ()
{
return {
type: this.type,
points: [
this.p0.x, this.p0.y,
this.p1.x, this.p1.y,
this.p2.x, this.p2.y
]
};
}
});
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/**
* [description]
*
* @function Phaser.Curves.QuadraticBezier.fromJSON
* @since 3.2.0
*
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* @param {JSONCurve} data - The JSON object containing this curve data.
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*
* @return {Phaser.Curves.QuadraticBezier} [description]
*/
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QuadraticBezier.fromJSON = function (data)
{
var points = data.points;
var p0 = new Vector2(points[0], points[1]);
var p1 = new Vector2(points[2], points[3]);
var p2 = new Vector2(points[4], points[5]);
return new QuadraticBezier(p0, p1, p2);
};
module.exports = QuadraticBezier;