// Created for Phaser 3 // Curve class based work done in three.js by [zz85](http://www.lab4games.net/zz85/blog) var Class = require('../../../utils/Class'); var Curve = require('../Curve'); var Vector2 = require('../../../math/Vector2'); // Phaser.Curves.Hermite /** * A data representation of a Hermite Curve (see http://en.wikipedia.org/wiki/Cubic_Hermite_spline) * * A Hermite curve has a start and end point and tangent vectors for both of them. * The curve will always pass through the two control points and the shape of it is controlled * by the length and direction of the tangent vectors. At the control points the curve will * be facing exactly in the vector direction. * * As these curves change speed (speed = distance between points separated by an equal change in * 't' value - see Hermite.getPoint) this class attempts to reduce the variation by pre-calculating * the `accuracy` number of points on the curve. The straight-line distances to these points are stored * in the private 'points' array, and this information is used by Hermite.findT() to convert a pixel * distance along the curve into a 'time' value. * * Higher `accuracy` values will result in more even movement, but require more memory for the points * list. 5 works, but 10 seems to be an ideal value for the length of curves found in most games on * a desktop screen. If you use very long curves (more than 400 pixels) you may need to increase * this value further. * * @param {number} p1x - The x coordinate of the start of the curve. * @param {number} p1y - The y coordinate of the start of the curve. * @param {number} p2x - The x coordinate of the end of the curve. * @param {number} p2y - The y coordinate of the end of the curve. * @param {number} v1x - The x component of the tangent vector for the start of the curve. * @param {number} v1y - The y component of the tangent vector for the start of the curve. * @param {number} v2x - The x component of the tangent vector for the end of the curve. * @param {number} v2y - The y component of the tangent vector for the end of the curve. * @param {number} [accuracy=10] The amount of points to pre-calculate on the curve. */ var HermiteCurve = new Class({ Extends: Curve, initialize: // p0 = start point // p1 = end point // v0 = start tangent point // v1 = end tangent point function HermiteCurve (p0, p1, v0, v1) { Curve.call(this); if (Array.isArray(p0)) { v1 = new Vector2(p0[6], p0[7]); v0 = new Vector2(p0[4], p0[5]); p1 = new Vector2(p0[2], p0[3]); p0 = new Vector2(p0[0], p0[1]); } this.p0 = p0; this.p1 = p1; this.v0 = v0; this.v1 = v1; }, getStartPoint: function (out) { if (out === undefined) { out = new Vector2(); } return out.copy(this.p0); }, getResolution: function (divisions) { return divisions; }, /** * Performs the curve calculations. * * This is called automatically if you change any of the curves public properties, such as `Hermite.p1x` or `Hermite.v2y`. * * If you adjust any of the internal private values, then call this to update the points. * * @method Phaser.Hermite#recalculate * @return {Phaser.Hermite} This object. */ recalculate: function () { this._ax = (2 * this._p1x - 2 * this._p2x + this._v1x + this._v2x); this._ay = (2 * this._p1y - 2 * this._p2y + this._v1y + this._v2y); this._bx = (-3 * this._p1x + 3 * this._p2x - 2 * this._v1x - this._v2x); this._by = (-3 * this._p1y + 3 * this._p2y - 2 * this._v1y - this._v2y); this.length = this.calculateEvenPoints(); return this; }, getPoint: function (t, out) { if (out === undefined) { out = new Vector2(); } var t2 = t * t; var t3 = t * t2; var ax = (2 * this.p0.x - 2 * this.p1.x + this.v0.x + this.v1.x); var ay = (2 * this.p0.y - 2 * this.p1.y + this.v0.y + this.v1.y); var bx = (-3 * this.p0.x + 3 * this.p1.x - 2 * this.v0.x - this.v1.x); var by = (-3 * this.p0.y + 3 * this.p1.y - 2 * this.v0.y - this.v1.y); out.x = t3 * ax + t2 * bx + t * this.v0.x + this.p0.x; out.y = t3 * ay + t2 * by + t * this.v0.y + this.p0.y; return out; }, // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant getUtoTmapping: function (u, distance, divisions) { // Find the _points which bracket the distance value var ti = Math.floor(distance / this.length * divisions); while (ti > 0 && this._points[ti] > distance) { ti--; } while (ti < divisions && this._points[ti] < distance) { ti++; } // Linear interpolation to get a more accurate fix var dt = this._points[ti] - this._points[ti - 1]; var d = distance - this._points[ti - 1]; return ((ti - 1) / divisions) + d / (dt * divisions); }, }); module.exports = HermiteCurve;