Added Paths.Curve and Curves.Line for linear paths.

This commit is contained in:
Richard Davey 2017-09-20 16:51:49 +01:00
parent 31c05d2138
commit 9d3c80ab0c
5 changed files with 427 additions and 1 deletions

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var Clamp = require('../../math/Clamp');
var Vector3 = require('../../math/Vector3');
var Matrix4 = require('../../math/Matrix4');
var Class = require('../../utils/Class');
/**
* @author zz85 / http://www.lab4games.net/zz85/blog
* Extensible curve object
*
* Some common of Curve methods
* .getPoint(t), getTangent(t)
* .getPointAt(u), getTangentAt(u)
* .getPoints(), .getSpacedPoints()
* .getLength()
* .updateArcLengths()
*
* This following classes subclasses THREE.Curve:
*
* -- 2d classes --
* THREE.LineCurve
* THREE.QuadraticBezierCurve
* THREE.CubicBezierCurve
* THREE.SplineCurve
* THREE.ArcCurve
* THREE.EllipseCurve
*
* -- 3d classes --
* THREE.LineCurve3
* THREE.QuadraticBezierCurve3
* THREE.CubicBezierCurve3
* THREE.SplineCurve3
*
* A series of curves can be represented as a THREE.CurvePath
*
**/
/**************************************************************
* Abstract Curve base class
**************************************************************/
var Curve = new Class({
initialize:
function Curve ()
{
},
// Get point at relative position in curve according to arc length
// - u [0 .. 1]
getPointAt: function (u)
{
var t = this.getUtoTmapping(u);
return this.getPoint(t);
},
// Get sequence of points using getPoint( t )
getPoints: function (divisions)
{
if (!divisions)
{
divisions = 5;
}
var points = [];
for (var d = 0; d <= divisions; d++)
{
points.push(this.getPoint(d / divisions));
}
return points;
},
// Get sequence of points using getPointAt( u )
getSpacedPoints: function (divisions)
{
if (!divisions)
{
divisions = 5;
}
var points = [];
for (var d = 0; d <= divisions; d++)
{
points.push(this.getPointAt(d / divisions));
}
return points;
},
// Get total curve arc length
getLength: function ()
{
var lengths = this.getLengths();
return lengths[lengths.length - 1];
},
// Get list of cumulative segment lengths
getLengths: function (divisions)
{
if (!divisions)
{
divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions) : 200;
}
if (this.cacheArcLengths &&
(this.cacheArcLengths.length === divisions + 1) &&
!this.needsUpdate)
{
return this.cacheArcLengths;
}
this.needsUpdate = false;
var cache = [];
var current;
var last = this.getPoint(0);
var sum = 0;
cache.push(0);
for (var 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.
},
updateArcLengths: function ()
{
this.needsUpdate = true;
this.getLengths();
},
// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
getUtoTmapping: function (u, distance)
{
var arcLengths = this.getLengths();
var i = 0;
var il = arcLengths.length;
var targetArcLength; // The targeted u distance value to get
if (distance)
{
targetArcLength = distance;
}
else
{
targetArcLength = u * arcLengths[il - 1];
}
// binary search for the index with largest value smaller than target u distance
var low = 0;
var high = il - 1;
var 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;
}
else if (comparison > 0)
{
high = i - 1;
}
else
{
high = i;
break;
}
}
i = high;
if (arcLengths[i] === targetArcLength)
{
var t = i / (il - 1);
return t;
}
// we could get finer grain at lengths, or use simple interpolation 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
return (i + segmentFraction) / (il - 1);
},
// Returns a unit vector tangent at t
// In case any sub curve does not implement its tangent derivation,
// 2 points a small delta apart will be used to find its gradient
// which seems to give a reasonable approximation
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().sub(pt1);
return vec.normalize();
},
getTangentAt: function (u)
{
var t = this.getUtoTmapping(u);
return this.getTangent(t);
},
computeFrenetFrames: function (segments, closed)
{
// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
var normal = new Vector3();
var tangents = [];
var normals = [];
var binormals = [];
var vec = new Vector3();
var mat = new Matrix4();
var i;
var u;
var theta;
// compute the tangent vectors for each segment on the curve
for (i = 0; i <= segments; i++)
{
u = i / segments;
tangents[i] = this.getTangentAt(u);
tangents[i].normalize();
}
// select an initial normal vector perpendicular to the first tangent vector,
// and in the direction of the minimum tangent xyz component
normals[0] = new Vector3();
binormals[0] = new Vector3();
var min = Number.MAX_VALUE;
var tx = Math.abs(tangents[0].x);
var ty = Math.abs(tangents[0].y);
var tz = Math.abs(tangents[0].z);
if (tx <= min)
{
min = tx;
normal.set(1, 0, 0);
}
if (ty <= min)
{
min = ty;
normal.set(0, 1, 0);
}
if (tz <= min)
{
normal.set(0, 0, 1);
}
vec.crossVectors(tangents[0], normal).normalize();
normals[0].crossVectors(tangents[0], vec);
binormals[0].crossVectors(tangents[0], normals[0]);
// compute the slowly-varying normal and binormal vectors for each segment on the curve
for (i = 1; i <= segments; i++)
{
normals[i] = normals[i - 1].clone();
binormals[i] = binormals[i - 1].clone();
vec.crossVectors(tangents[i - 1], tangents[i]);
if (vec.length() > Number.EPSILON)
{
vec.normalize();
theta = Math.acos(Clamp(tangents[i - 1].dot(tangents[i]), -1, 1)); // clamp for floating pt errors
normals[i].transformMat4(mat.makeRotationAxis(vec, theta));
}
binormals[i].crossVectors(tangents[i], normals[i]);
}
// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
if (closed)
{
theta = Math.acos(Clamp(normals[0].dot(normals[segments]), -1, 1));
theta /= segments;
if (tangents[0].dot(vec.crossVectors(normals[0], normals[segments])) > 0)
{
theta = - theta;
}
for (i = 1; i <= segments; i++)
{
// twist a little...
normals[i].transformMat4(mat.makeRotationAxis(tangents[i], theta * i));
binormals[i].crossVectors(tangents[i], normals[i]);
}
}
return {
tangents: tangents,
normals: normals,
binormals: binormals
};
}
});
module.exports = Curve;

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var Curve = require('../Curve');
var Class = require('../../../utils/Class');
var Line = new Class({
Extends: Curve,
initialize:
// vec3
function Line (v1, v2)
{
this.v1 = v1;
this.v2 = v2;
},
getPoint: function (t)
{
if (t === 1)
{
return this.v2.clone();
}
var point = this.v2.clone().sub(this.v1);
point.scale(t).add(this.v1);
return point;
},
// Line curve is linear, so we can overwrite default getPointAt
getPointAt: function (u)
{
return this.getPoint(u);
},
getTangent: function ()
{
var tangent = this.v2.clone().sub(this.v1);
return tangent.normalize();
}
});
module.exports = Line;

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module.exports = {
Hermite: require('./hermite')
Line: require('./curves/line/Line')
// Curves: {
// Line: require('./curves/line/Line'),
// Hermite: require('./curves/hermite')
// }
};

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@ -49,6 +49,8 @@ var Phaser = {
Sound: require('./sound'),
Structs: require('./structs'),
Paths: require('./paths'),
// Physics: require('./physics'),