mirror of
https://github.com/photonstorm/phaser
synced 2024-11-28 07:31:11 +00:00
Added getStartPoint and draw methods to all curves and paths.
This commit is contained in:
parent
6631985a3e
commit
8a4fff945c
6 changed files with 298 additions and 68 deletions
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@ -2,18 +2,20 @@
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var Class = require('../utils/Class');
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var LineCurve = require('./curves/line/LineCurve');
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var SplineCurve = require('./curves/spline/SplineCurve');
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var CubicBezierCurve = require('./curves/cubicbezier/CubicBezierCurve');
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var Vector2 = require('../math/Vector2');
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// Local cache vars
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var tmpVec2A = new Vector2();
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// var tmpVec2B = new Vector2();
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var tmpVec2B = new Vector2();
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var Path = new Class({
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initialize:
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function Path ()
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function Path (x, y)
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{
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this.curves = [];
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@ -21,29 +23,66 @@ var Path = new Class({
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// Automatically closes the path
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this.autoClose = false;
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this.startPoint = new Vector2(x, y);
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},
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// If x2/y2 are not given then it creates a line between the previous curve end point (or 0x0) and x1,y1
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addLineCurve: function (x1, y1, x2, y2)
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// Creates a line curve from the previous end point to x/y
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lineTo: function (x, y)
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{
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if (x2 === undefined && y2 === undefined)
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if (x instanceof Vector2)
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{
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// Create a line from the previous end point to x1/y1
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x2 = x1;
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y2 = y1;
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var end = this.getEndPoint(tmpVec2A);
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this.curves.push(new LineCurve([ end.x, end.y, x2, y2 ]));
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tmpVec2B.copy(x);
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}
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else
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{
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this.curves.push(new LineCurve([ x1, y1, x2, y2 ]));
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tmpVec2B.set(x, y);
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}
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return this;
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var end = this.getEndPoint(tmpVec2A);
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return this.add(new LineCurve([ end.x, end.y, tmpVec2B.x, tmpVec2B.y ]));
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},
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// Creates a spline curve starting at the previous end point, using the given parameters
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splineTo: function (points)
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{
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points.shift(this.getEndPoint());
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return this.add(new SplineCurve(points));
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},
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// Creates a cubic bezier curve starting at the previous end point and ending at p3, using p1 and p2 as control points
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cubicBezierTo: function (x, y, control1X, control1Y, control2X, control2Y)
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{
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var p0 = this.getEndPoint();
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var p1;
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var p2;
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var p3;
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// Assume they're all vec2s
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if (x instanceof Vector2)
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{
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p1 = x;
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p2 = y;
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p3 = control1X;
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}
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else
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{
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p1 = new Vector2(control1X, control1Y);
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p2 = new Vector2(control2X, control2Y);
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p3 = new Vector2(x, y);
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}
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return this.add(new CubicBezierCurve(p0, p1, p2, p3));
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},
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// Creates an ellipse curve positioned at the previous end point, using the given parameters
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// ellipseTo: function (xRadius, yRadius, startAngle, endAngle, clockwise, rotation)
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// {
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// function EllipseCurve (x, y, xRadius, yRadius, startAngle, endAngle, clockwise, rotation)
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// },
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add: function (curve)
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{
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this.curves.push(curve);
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@ -61,7 +100,7 @@ var Path = new Class({
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}
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else
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{
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out.set(0, 0);
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out.copy(this.startPoint);
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}
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return out;
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@ -227,6 +266,16 @@ var Path = new Class({
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}
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return points;
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},
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draw: function (graphics, pointsTotal)
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{
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for (var i = 0; i < this.curves.length; i++)
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{
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this.curves[i].draw(graphics, pointsTotal);
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}
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return graphics;
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}
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});
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@ -1,10 +1,7 @@
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// Based on the three.js Curve classes created by [zz85](http://www.lab4games.net/zz85/blog)
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var Clamp = require('../../math/Clamp');
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var Vector2 = require('../../math/Vector2');
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var Vector3 = require('../../math/Vector3');
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var Matrix4 = require('../../math/Matrix4');
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var Class = require('../../utils/Class');
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var Vector2 = require('../../math/Vector2');
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// Local cache vars
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@ -237,6 +234,29 @@ var Curve = new Class({
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var t = this.getUtoTmapping(u);
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return this.getTangent(t, out);
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},
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draw: function (graphics, pointsTotal)
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{
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if (pointsTotal === undefined) { pointsTotal = 32; }
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var start = this.getStartPoint();
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var points = this.getPoints(pointsTotal);
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graphics.beginPath();
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graphics.moveTo(start.x, start.y);
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for (var i = 1; i < points.length; i++)
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{
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graphics.lineTo(points[i].x, points[i].y);
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}
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graphics.strokePath();
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graphics.closePath();
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// So you can chain graphics calls
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return graphics;
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}
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});
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@ -13,14 +13,27 @@ var CubicBezierCurve = new Class({
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initialize:
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function CubicBezierCurve (v0, v1, v2, v3)
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function CubicBezierCurve (p0, p1, p2, p3)
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{
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Curve.call(this);
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this.v0 = v0;
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this.v1 = v1;
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this.v2 = v2;
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this.v3 = v3;
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if (Array.isArray(p0))
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{
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p3 = new Vector2(p0[6], p0[7]);
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p2 = new Vector2(p0[4], p0[5]);
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p1 = new Vector2(p0[2], p0[3]);
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p0 = new Vector2(p0[0], p0[1]);
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}
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this.p0 = p0;
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this.p1 = p1;
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this.p2 = p2;
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this.p3 = p3;
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},
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getStartPoint: function ()
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{
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return this.p0;
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},
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getResolution: function (divisions)
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@ -32,12 +45,33 @@ var CubicBezierCurve = new Class({
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{
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if (out === undefined) { out = new Vector2(); }
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var v0 = this.v0;
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var v1 = this.v1;
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var v2 = this.v2;
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var v3 = this.v3;
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var p0 = this.p0;
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var p1 = this.p1;
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var p2 = this.p2;
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var p3 = this.p3;
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return out.set(CubicBezier(t, v0.x, v1.x, v2.x, v3.x), CubicBezier(t, v0.y, v1.y, v2.y, v3.y));
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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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draw: function (graphics, pointsTotal)
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{
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if (pointsTotal === undefined) { pointsTotal = 32; }
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var points = this.getPoints(pointsTotal);
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graphics.beginPath();
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graphics.moveTo(this.p0.x, this.p0.y);
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for (var i = 1; i < points.length; i++)
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{
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graphics.lineTo(points[i].x, points[i].y);
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}
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graphics.strokePath();
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graphics.closePath();
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// So you can chain graphics calls
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return graphics;
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}
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});
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@ -23,21 +23,27 @@ var EllipseCurve = new Class({
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Curve.call(this);
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this.x = x;
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this.y = y;
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this.p0 = new Vector2(x, y);
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this.xRadius = xRadius;
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this.yRadius = yRadius;
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this._xRadius = xRadius;
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this._yRadius = yRadius;
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// Radians
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this.startAngle = DegToRad(startAngle);
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this.endAngle = DegToRad(endAngle);
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this._startAngle = DegToRad(startAngle);
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this._endAngle = DegToRad(endAngle);
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// Boolean (anti-clockwise direction)
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this.clockwise = clockwise;
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this._clockwise = clockwise;
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// The rotation of the arc
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this.rotation = DegToRad(rotation);
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this._rotation = DegToRad(rotation);
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this._startPoint = this.getPoint(0);
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},
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getStartPoint: function ()
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{
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return this._startPoint;
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},
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getResolution: function (divisions)
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@ -50,7 +56,7 @@ var EllipseCurve = new Class({
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if (out === undefined) { out = new Vector2(); }
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var twoPi = Math.PI * 2;
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var deltaAngle = this.endAngle - this.startAngle;
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var deltaAngle = this._endAngle - this._startAngle;
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var samePoints = Math.abs(deltaAngle) < Number.EPSILON;
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// ensures that deltaAngle is 0 .. 2 PI
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}
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}
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if (this.clockwise && ! samePoints)
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if (this._clockwise && !samePoints)
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{
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if (deltaAngle === twoPi)
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{
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}
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}
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var angle = this.startAngle + t * deltaAngle;
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var x = this.x + this.xRadius * Math.cos(angle);
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var y = this.y + this.yRadius * Math.sin(angle);
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var angle = this._startAngle + t * deltaAngle;
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var x = this.p0.x + this._xRadius * Math.cos(angle);
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var y = this.p0.y + this._yRadius * Math.sin(angle);
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if (this.rotation !== 0)
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if (this._rotation !== 0)
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{
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var cos = Math.cos(this.rotation);
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var sin = Math.sin(this.rotation);
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var cos = Math.cos(this._rotation);
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var sin = Math.sin(this._rotation);
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var tx = x - this.x;
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var ty = y - this.y;
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var tx = x - this.p0.x;
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var ty = y - this.p0.y;
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// Rotate the point about the center of the ellipse.
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x = tx * cos - ty * sin + this.x;
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y = tx * sin + ty * cos + this.y;
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x = tx * cos - ty * sin + this.p0.x;
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y = tx * sin + ty * cos + this.p0.y;
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}
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return out.set(x, y);
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},
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x: {
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get: function ()
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{
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return this.p0.x;
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},
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set: function (value)
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{
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this.p0.x = value;
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}
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},
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y: {
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get: function ()
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{
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return this.p0.y;
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},
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set: function (value)
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{
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this.p0.y = value;
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}
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},
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xRadius: {
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get: function ()
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{
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return this._xRadius;
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},
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set: function (value)
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{
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this._xRadius = value;
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this.getPoint(0, this._startPoint);
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}
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},
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yRadius: {
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get: function ()
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{
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return this._yRadius;
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},
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set: function (value)
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{
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this._yRadius = value;
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this.getPoint(0, this._startPoint);
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}
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},
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startAngle: {
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get: function ()
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{
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return this._startAngle;
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},
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set: function (value)
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{
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this._startAngle = DegToRad(value);
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this.getPoint(0, this._startPoint);
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}
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},
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endAngle: {
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get: function ()
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{
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return this._endAngle;
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},
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set: function (value)
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{
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this._endAngle = DegToRad(value);
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this.getPoint(0, this._startPoint);
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}
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},
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clockwise: {
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get: function ()
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{
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return this._clockwise;
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},
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set: function (value)
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{
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this._clockwise = value;
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this.getPoint(0, this._startPoint);
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}
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},
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rotation: {
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get: function ()
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{
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return this._rotation;
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},
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set: function (value)
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{
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this._rotation = DegToRad(value);
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this.getPoint(0, this._startPoint);
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}
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}
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});
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@ -14,22 +14,27 @@ var LineCurve = new Class({
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initialize:
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// vec2s
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function LineCurve (v1, v2)
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// vec2s or array
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function LineCurve (p0, p1)
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{
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if (Array.isArray(v1))
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{
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v2 = new Vector2(v1[2], v1[3]);
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v1 = new Vector2(v1[0], v1[1]);
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}
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Curve.call(this);
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this.v1 = v1;
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this.v2 = v2;
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if (Array.isArray(p0))
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{
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p1 = new Vector2(p0[2], p0[3]);
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p0 = new Vector2(p0[0], p0[1]);
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}
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this.p0 = p0;
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this.p1 = p1;
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},
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getResolution: function (divisions)
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getStartPoint: function ()
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{
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return this.p0;
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},
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getResolution: function ()
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{
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return 1;
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},
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@ -40,10 +45,10 @@ var LineCurve = new Class({
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if (t === 1)
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{
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return out.copy(this.v2);
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return out.copy(this.p1);
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}
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out.copy(this.v2).sub(this.v1).scale(t).add(this.v1);
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out.copy(this.p1).sub(this.p0).scale(t).add(this.p0);
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return out;
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},
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getTangent: function ()
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{
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var tangent = tmpVec2.copy(this.v2).sub(this.v1);
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var tangent = tmpVec2.copy(this.p1).sub(this.p0);
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return tangent.normalize();
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},
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// Override default Curve.draw because this is better than calling getPoints on a line!
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draw: function (graphics)
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{
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graphics.lineBetween(this.p0.x, this.p0.y, this.p1.x, this.p1.y);
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// So you can chain graphics calls
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return graphics;
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}
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});
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@ -23,6 +23,11 @@ var SplineCurve = new Class({
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this.points = points;
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},
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getStartPoint: function ()
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{
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return this.points[0];
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},
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getResolution: function (divisions)
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{
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return divisions * this.points.length;
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