phaser/src/curves/CubicBezierCurve.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}
*/
// Based on the three.js Curve classes created by [zz85](http://www.lab4games.net/zz85/blog)
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var Class = require('../utils/Class');
var CubicBezier = require('../math/interpolation/CubicBezierInterpolation');
var Curve = require('./Curve');
var Vector2 = require('../math/Vector2');
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/**
* @classdesc
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* A higher-order Bézier curve constructed of four points.
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*
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* @class CubicBezier
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* @extends Phaser.Curves.Curve
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* @memberof Phaser.Curves
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* @constructor
* @since 3.0.0
*
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* @param {(Phaser.Math.Vector2|Phaser.Math.Vector2[])} p0 - Start point, or an array of point pairs.
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* @param {Phaser.Math.Vector2} p1 - Control Point 1.
* @param {Phaser.Math.Vector2} p2 - Control Point 2.
* @param {Phaser.Math.Vector2} p3 - End Point.
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*/
var CubicBezierCurve = new Class({
Extends: Curve,
initialize:
function CubicBezierCurve (p0, p1, p2, p3)
{
Curve.call(this, 'CubicBezierCurve');
if (Array.isArray(p0))
{
p3 = new Vector2(p0[6], p0[7]);
p2 = new Vector2(p0[4], p0[5]);
p1 = new Vector2(p0[2], p0[3]);
p0 = new Vector2(p0[0], p0[1]);
}
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/**
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* The start point of this curve.
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*
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* @name Phaser.Curves.CubicBezier#p0
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* @type {Phaser.Math.Vector2}
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* @since 3.0.0
*/
this.p0 = p0;
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/**
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* The first control point of this curve.
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*
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* @name Phaser.Curves.CubicBezier#p1
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* @type {Phaser.Math.Vector2}
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* @since 3.0.0
*/
this.p1 = p1;
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/**
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* The second control point of this curve.
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*
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* @name Phaser.Curves.CubicBezier#p2
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* @type {Phaser.Math.Vector2}
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* @since 3.0.0
*/
this.p2 = p2;
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/**
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* The end point of this curve.
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*
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* @name Phaser.Curves.CubicBezier#p3
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* @type {Phaser.Math.Vector2}
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* @since 3.0.0
*/
this.p3 = p3;
},
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/**
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* Gets the starting point on the curve.
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*
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* @method Phaser.Curves.CubicBezier#getStartPoint
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* @since 3.0.0
*
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* @generic {Phaser.Math.Vector2} O - [out,$return]
*
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* @param {Phaser.Math.Vector2} [out] - A Vector2 object to store the result in. If not given will be created.
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*
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* @return {Phaser.Math.Vector2} The coordinates of the point on the curve. If an `out` object was given this will be returned.
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*/
getStartPoint: function (out)
{
if (out === undefined) { out = new Vector2(); }
return out.copy(this.p0);
},
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/**
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* Returns the resolution of this curve.
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*
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* @method Phaser.Curves.CubicBezier#getResolution
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* @since 3.0.0
*
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* @param {number} divisions - The amount of divisions used by this curve.
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*
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* @return {number} The resolution of the curve.
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*/
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getResolution: function (divisions)
{
return divisions;
},
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/**
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* Get point at relative position in curve according to length.
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*
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* @method Phaser.Curves.CubicBezier#getPoint
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* @since 3.0.0
*
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* @generic {Phaser.Math.Vector2} O - [out,$return]
*
* @param {number} t - The position along the curve to return. Where 0 is the start and 1 is the end.
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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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*/
getPoint: function (t, out)
{
if (out === undefined) { out = new Vector2(); }
var p0 = this.p0;
var p1 = this.p1;
var p2 = this.p2;
var p3 = this.p3;
return out.set(CubicBezier(t, p0.x, p1.x, p2.x, p3.x), CubicBezier(t, p0.y, p1.y, p2.y, p3.y));
},
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/**
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* Draws this curve to the specified graphics object.
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*
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* @method Phaser.Curves.CubicBezier#draw
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* @since 3.0.0
*
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* @generic {Phaser.GameObjects.Graphics} G - [graphics,$return]
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*
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* @param {Phaser.GameObjects.Graphics} graphics - The graphics object this curve should be drawn to.
* @param {integer} [pointsTotal=32] - The number of intermediary points that make up this curve. A higher number of points will result in a smoother curve.
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*
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* @return {Phaser.GameObjects.Graphics} The graphics object this curve was drawn to. Useful for method chaining.
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*/
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;
},
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/**
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* Returns a JSON object that describes this curve.
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*
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* @method Phaser.Curves.CubicBezier#toJSON
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* @since 3.0.0
*
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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,
this.p3.x, this.p3.y
]
};
}
});
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/**
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* Generates a curve from a JSON object.
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*
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* @function Phaser.Curves.CubicBezier.fromJSON
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* @since 3.0.0
*
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* @param {JSONCurve} data - The JSON object containing this curve data.
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*
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* @return {Phaser.Curves.CubicBezier} The curve generated from the JSON object.
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*/
CubicBezierCurve.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]);
var p3 = new Vector2(points[6], points[7]);
return new CubicBezierCurve(p0, p1, p2, p3);
};
module.exports = CubicBezierCurve;