mirror of
https://github.com/photonstorm/phaser
synced 2024-11-26 22:52:14 +00:00
Added Paths.Curve and Curves.Line for linear paths.
This commit is contained in:
parent
31c05d2138
commit
9d3c80ab0c
5 changed files with 427 additions and 1 deletions
373
v3/src/paths/curves/Curve.js
Normal file
373
v3/src/paths/curves/Curve.js
Normal file
|
@ -0,0 +1,373 @@
|
|||
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;
|
46
v3/src/paths/curves/line/Line.js
Normal file
46
v3/src/paths/curves/line/Line.js
Normal file
|
@ -0,0 +1,46 @@
|
|||
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;
|
|
@ -2,6 +2,11 @@
|
|||
|
||||
module.exports = {
|
||||
|
||||
Hermite: require('./hermite')
|
||||
Line: require('./curves/line/Line')
|
||||
|
||||
// Curves: {
|
||||
// Line: require('./curves/line/Line'),
|
||||
// Hermite: require('./curves/hermite')
|
||||
// }
|
||||
|
||||
};
|
||||
|
|
|
@ -50,6 +50,8 @@ var Phaser = {
|
|||
|
||||
Structs: require('./structs'),
|
||||
|
||||
Paths: require('./paths'),
|
||||
|
||||
// Physics: require('./physics'),
|
||||
|
||||
Class: require('./utils/Class'),
|
||||
|
|
Loading…
Reference in a new issue