// Based on the three.js Curve classes created by [zz85](http://www.lab4games.net/zz85/blog) var Curve = require('../Curve'); var Class = require('../../../utils/Class'); // Phaser.Paths.Curves.Ellipse var EllipseCurve = new Class({ Extends: Curve, initialize: function EllipseCurve (aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) { this.aX = aX; this.aY = aY; this.xRadius = xRadius; this.yRadius = yRadius; this.aStartAngle = aStartAngle; this.aEndAngle = aEndAngle; this.aClockwise = aClockwise; this.aRotation = aRotation || 0; }, getPoint: function (t) { var twoPi = Math.PI * 2; var deltaAngle = this.aEndAngle - this.aStartAngle; var samePoints = Math.abs( deltaAngle ) < Number.EPSILON; // ensures that deltaAngle is 0 .. 2 PI while (deltaAngle < 0) { deltaAngle += twoPi; } while (deltaAngle > twoPi) { deltaAngle -= twoPi; } if (deltaAngle < Number.EPSILON) { if (samePoints) { deltaAngle = 0; } else { deltaAngle = twoPi; } } if (this.aClockwise === true && ! samePoints) { if (deltaAngle === twoPi) { deltaAngle = - twoPi; } else { deltaAngle = deltaAngle - twoPi; } } var angle = this.aStartAngle + t * deltaAngle; var x = this.aX + this.xRadius * Math.cos(angle); var y = this.aY + this.yRadius * Math.sin(angle); if (this.aRotation !== 0) { var cos = Math.cos(this.aRotation); var sin = Math.sin(this.aRotation); var tx = x - this.aX; var ty = y - this.aY; // Rotate the point about the center of the ellipse. x = tx * cos - ty * sin + this.aX; y = tx * sin + ty * cos + this.aY; } return new Vector2(x, y); } }); module.exports = EllipseCurve;