📄 Curve.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 15 |
🧱 Classes | 1 |
📦 Imports | 4 |
📊 Variables & Constants | 29 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 src/extras/core/Curve.js
📦 Imports¶
Name | Source |
---|---|
clamp |
../../math/MathUtils.js |
Vector2 |
../../math/Vector2.js |
Vector3 |
../../math/Vector3.js |
Matrix4 |
../../math/Matrix4.js |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
points |
any[] |
let/var | [] |
✗ |
points |
any[] |
let/var | [] |
✗ |
cache |
any[] |
let/var | [] |
✗ |
current |
any |
let/var | *not shown* |
✗ |
sum |
number |
let/var | 0 |
✗ |
i |
number |
let/var | 0 |
✗ |
il |
number |
let/var | arcLengths.length |
✗ |
targetArcLength |
any |
let/var | *not shown* |
✗ |
low |
number |
let/var | 0 |
✗ |
high |
number |
let/var | il - 1 |
✗ |
comparison |
any |
let/var | *not shown* |
✗ |
lengthBefore |
number |
let/var | arcLengths[ i ] |
✗ |
lengthAfter |
number |
let/var | arcLengths[ i + 1 ] |
✗ |
segmentLength |
number |
let/var | lengthAfter - lengthBefore |
✗ |
segmentFraction |
number |
let/var | ( targetArcLength - lengthBefore ) / segmentLength |
✗ |
t |
number |
let/var | ( i + segmentFraction ) / ( il - 1 ) |
✗ |
delta |
0.0001 |
let/var | 0.0001 |
✗ |
t1 |
number |
let/var | t - delta |
✗ |
t2 |
number |
let/var | t + delta |
✗ |
tangent |
Vector2 \| Vector3 |
let/var | optionalTarget \|\| ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() ) |
✗ |
normal |
Vector3 |
let/var | new Vector3() |
✗ |
tangents |
any[] |
let/var | [] |
✗ |
normals |
any[] |
let/var | [] |
✗ |
binormals |
any[] |
let/var | [] |
✗ |
vec |
Vector3 |
let/var | new Vector3() |
✗ |
mat |
Matrix4 |
let/var | new Matrix4() |
✗ |
u |
number |
let/var | i / segments |
✗ |
min |
number |
let/var | Number.MAX_VALUE |
✗ |
data |
{ metadata: { version: number; type: ... |
let/var | { metadata: { version: 4.7, type: 'Curve', generator: 'Curve.toJSON' } } |
✗ |
Functions¶
Curve.getPoint(): Vector2 | Vector3
¶
JSDoc:
/**
* This method returns a vector in 2D or 3D space (depending on the curve definition)
* for the given interpolation factor.
*
* @abstract
* @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
* @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
* @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
*/
Returns: Vector2 | Vector3
Calls:
console.warn
Code
Curve.getPointAt(u: number, optionalTarget: Vector2 | Vector3): Vector2 | Vector3
¶
JSDoc:
/**
* This method returns a vector in 2D or 3D space (depending on the curve definition)
* for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
* of the curve which equidistant samples.
*
* @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
* @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
* @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
*/
Parameters:
u
number
optionalTarget
Vector2 | Vector3
Returns: Vector2 | Vector3
Calls:
this.getUtoTmapping
this.getPoint
Code
Curve.getPoints(divisions: number): (Vector2 | Vector3)[]
¶
JSDoc:
/**
* This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
* the curve shape.
*
* @param {number} [divisions=5] - The number of divisions.
* @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
*/
Parameters:
divisions
number
Returns: (Vector2 | Vector3)[]
Calls:
points.push
this.getPoint
Code
Curve.getSpacedPoints(divisions: number): (Vector2 | Vector3)[]
¶
JSDoc:
/**
* This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
* the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
* curve.
*
* @param {number} [divisions=5] - The number of divisions.
* @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
*/
Parameters:
divisions
number
Returns: (Vector2 | Vector3)[]
Calls:
points.push
this.getPointAt
Code
Curve.getLength(): number
¶
JSDoc:
Returns: number
Calls:
this.getLengths
Curve.getLengths(divisions: number): number[]
¶
JSDoc:
/**
* Returns an array of cumulative segment lengths of the curve.
*
* @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
* @return {Array<number>} An array holding the cumulative segment lengths.
*/
Parameters:
divisions
number
Returns: number[]
Calls:
this.getPoint
cache.push
current.distanceTo
Code
getLengths( divisions = this.arcLengthDivisions ) {
if ( this.cacheArcLengths &&
( this.cacheArcLengths.length === divisions + 1 ) &&
! this.needsUpdate ) {
return this.cacheArcLengths;
}
this.needsUpdate = false;
const cache = [];
let current, last = this.getPoint( 0 );
let sum = 0;
cache.push( 0 );
for ( let 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.
}
Curve.updateArcLengths(): void
¶
JSDoc:
/**
* Update the cumulative segment distance cache. The method must be called
* every time curve parameters are changed. If an updated curve is part of a
* composed curve like {@link CurvePath}, this method must be called on the
* composed curve, too.
*/
Returns: void
Calls:
this.getLengths
Curve.getUtoTmapping(u: number, distance: number): number
¶
JSDoc:
/**
* Given an interpolation factor in the range `[0,1]`, this method returns an updated
* interpolation factor in the same range that can be ued to sample equidistant points
* from a curve.
*
* @param {number} u - The interpolation factor.
* @param {?number} distance - An optional distance on the curve.
* @return {number} The updated interpolation factor.
*/
Parameters:
u
number
distance
number
Returns: number
Calls:
this.getLengths
Math.floor
Internal Comments:
// binary search for the index with largest value smaller than target u distance (x2)
// we could get finer grain at lengths, or use simple interpolation between two points (x2)
// determine where we are between the 'before' and 'after' points (x2)
// add that fractional amount to t (x2)
Code
getUtoTmapping( u, distance = null ) {
const arcLengths = this.getLengths();
let i = 0;
const il = arcLengths.length;
let 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
let low = 0, high = il - 1, 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;
// DONE
}
}
i = high;
if ( arcLengths[ i ] === targetArcLength ) {
return i / ( il - 1 );
}
// we could get finer grain at lengths, or use simple interpolation between two points
const lengthBefore = arcLengths[ i ];
const lengthAfter = arcLengths[ i + 1 ];
const segmentLength = lengthAfter - lengthBefore;
// determine where we are between the 'before' and 'after' points
const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
// add that fractional amount to t
const t = ( i + segmentFraction ) / ( il - 1 );
return t;
}
Curve.getTangent(t: number, optionalTarget: Vector2 | Vector3): Vector2 | Vector3
¶
JSDoc:
/**
* Returns a unit vector tangent for the given interpolation factor.
* If the derived curve does not implement its tangent derivation,
* two points a small delta apart will be used to find its gradient
* which seems to give a reasonable approximation.
*
* @param {number} t - The interpolation factor.
* @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
* @return {(Vector2|Vector3)} The tangent vector.
*/
Parameters:
t
number
optionalTarget
Vector2 | Vector3
Returns: Vector2 | Vector3
Calls:
this.getPoint
tangent.copy( pt2 ).sub( pt1 ).normalize
Internal Comments:
Code
getTangent( t, optionalTarget ) {
const delta = 0.0001;
let t1 = t - delta;
let t2 = t + delta;
// Capping in case of danger
if ( t1 < 0 ) t1 = 0;
if ( t2 > 1 ) t2 = 1;
const pt1 = this.getPoint( t1 );
const pt2 = this.getPoint( t2 );
const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
tangent.copy( pt2 ).sub( pt1 ).normalize();
return tangent;
}
Curve.getTangentAt(u: number, optionalTarget: Vector2 | Vector3): Vector2 | Vector3
¶
JSDoc:
/**
* Same as {@link Curve#getTangent} but with equidistant samples.
*
* @param {number} u - The interpolation factor.
* @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
* @return {(Vector2|Vector3)} The tangent vector.
* @see {@link Curve#getPointAt}
*/
Parameters:
u
number
optionalTarget
Vector2 | Vector3
Returns: Vector2 | Vector3
Calls:
this.getUtoTmapping
this.getTangent
Code
Curve.computeFrenetFrames(segments: number, closed: boolean): { tangents: Vector3[]; normals: Vector3[]; binormals: Vector3[]; }
¶
JSDoc:
/**
* Generates the Frenet Frames. Requires a curve definition in 3D space. Used
* in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
*
* @param {number} segments - The number of segments.
* @param {boolean} [closed=false] - Whether the curve is closed or not.
* @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
*/
Parameters:
segments
number
closed
boolean
Returns: { tangents: Vector3[]; normals: Vector3[]; binormals: Vector3[]; }
Calls:
this.getTangentAt
Math.abs
normal.set
vec.crossVectors( tangents[ 0 ], normal ).normalize
normals[ 0 ].crossVectors
binormals[ 0 ].crossVectors
normals[ i - 1 ].clone
binormals[ i - 1 ].clone
vec.crossVectors
vec.length
vec.normalize
Math.acos
clamp (from ../../math/MathUtils.js)
tangents[ i - 1 ].dot
normals[ i ].applyMatrix4
mat.makeRotationAxis
binormals[ i ].crossVectors
normals[ 0 ].dot
tangents[ 0 ].dot
Internal Comments:
// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf (x2)
// compute the tangent vectors for each segment on the curve
// select an initial normal vector perpendicular to the first tangent vector, (x4)
// and in the direction of the minimum tangent xyz component (x4)
// compute the slowly-varying normal and binormal vectors for each segment on the curve
// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
// twist a little... (x5)
Code
computeFrenetFrames( segments, closed = false ) {
// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
const normal = new Vector3();
const tangents = [];
const normals = [];
const binormals = [];
const vec = new Vector3();
const mat = new Matrix4();
// compute the tangent vectors for each segment on the curve
for ( let i = 0; i <= segments; i ++ ) {
const u = i / segments;
tangents[ i ] = this.getTangentAt( u, new Vector3() );
}
// 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();
let min = Number.MAX_VALUE;
const tx = Math.abs( tangents[ 0 ].x );
const ty = Math.abs( tangents[ 0 ].y );
const 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 ( let 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();
const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
normals[ i ].applyMatrix4( 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 === true ) {
let 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 ( let i = 1; i <= segments; i ++ ) {
// twist a little...
normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
}
}
return {
tangents: tangents,
normals: normals,
binormals: binormals
};
}
Curve.clone(): Curve
¶
JSDoc:
/**
* Returns a new curve with copied values from this instance.
*
* @return {Curve} A clone of this instance.
*/
Returns: Curve
Calls:
new this.constructor().copy
Curve.copy(source: Curve): Curve
¶
JSDoc:
/**
* Copies the values of the given curve to this instance.
*
* @param {Curve} source - The curve to copy.
* @return {Curve} A reference to this curve.
*/
Parameters:
source
Curve
Returns: Curve
Curve.toJSON(): any
¶
JSDoc:
/**
* Serializes the curve into JSON.
*
* @return {Object} A JSON object representing the serialized curve.
* @see {@link ObjectLoader#parse}
*/
Returns: any
Code
Curve.fromJSON(json: any): Curve
¶
JSDoc:
/**
* Deserializes the curve from the given JSON.
*
* @param {Object} json - The JSON holding the serialized curve.
* @return {Curve} A reference to this curve.
*/
Parameters:
json
any
Returns: Curve
Classes¶
Curve
¶
Class Code
class Curve {
/**
* Constructs a new curve.
*/
constructor() {
/**
* The type property is used for detecting the object type
* in context of serialization/deserialization.
*
* @type {string}
* @readonly
*/
this.type = 'Curve';
/**
* This value determines the amount of divisions when calculating the
* cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
* precision when using methods like {@link Curve#getSpacedPoints}, it is
* recommended to increase the value of this property if the curve is very large.
*
* @type {number}
* @default 200
*/
this.arcLengthDivisions = 200;
/**
* Must be set to `true` if the curve parameters have changed.
*
* @type {boolean}
* @default false
*/
this.needsUpdate = false;
/**
* An internal cache that holds precomputed curve length values.
*
* @private
* @type {?Array<number>}
* @default null
*/
this.cacheArcLengths = null;
}
/**
* This method returns a vector in 2D or 3D space (depending on the curve definition)
* for the given interpolation factor.
*
* @abstract
* @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
* @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
* @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
*/
getPoint( /* t, optionalTarget */ ) {
console.warn( 'THREE.Curve: .getPoint() not implemented.' );
}
/**
* This method returns a vector in 2D or 3D space (depending on the curve definition)
* for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
* of the curve which equidistant samples.
*
* @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
* @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
* @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
*/
getPointAt( u, optionalTarget ) {
const t = this.getUtoTmapping( u );
return this.getPoint( t, optionalTarget );
}
/**
* This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
* the curve shape.
*
* @param {number} [divisions=5] - The number of divisions.
* @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
*/
getPoints( divisions = 5 ) {
const points = [];
for ( let d = 0; d <= divisions; d ++ ) {
points.push( this.getPoint( d / divisions ) );
}
return points;
}
// Get sequence of points using getPointAt( u )
/**
* This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
* the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
* curve.
*
* @param {number} [divisions=5] - The number of divisions.
* @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
*/
getSpacedPoints( divisions = 5 ) {
const points = [];
for ( let d = 0; d <= divisions; d ++ ) {
points.push( this.getPointAt( d / divisions ) );
}
return points;
}
/**
* Returns the total arc length of the curve.
*
* @return {number} The length of the curve.
*/
getLength() {
const lengths = this.getLengths();
return lengths[ lengths.length - 1 ];
}
/**
* Returns an array of cumulative segment lengths of the curve.
*
* @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
* @return {Array<number>} An array holding the cumulative segment lengths.
*/
getLengths( divisions = this.arcLengthDivisions ) {
if ( this.cacheArcLengths &&
( this.cacheArcLengths.length === divisions + 1 ) &&
! this.needsUpdate ) {
return this.cacheArcLengths;
}
this.needsUpdate = false;
const cache = [];
let current, last = this.getPoint( 0 );
let sum = 0;
cache.push( 0 );
for ( let 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.
}
/**
* Update the cumulative segment distance cache. The method must be called
* every time curve parameters are changed. If an updated curve is part of a
* composed curve like {@link CurvePath}, this method must be called on the
* composed curve, too.
*/
updateArcLengths() {
this.needsUpdate = true;
this.getLengths();
}
/**
* Given an interpolation factor in the range `[0,1]`, this method returns an updated
* interpolation factor in the same range that can be ued to sample equidistant points
* from a curve.
*
* @param {number} u - The interpolation factor.
* @param {?number} distance - An optional distance on the curve.
* @return {number} The updated interpolation factor.
*/
getUtoTmapping( u, distance = null ) {
const arcLengths = this.getLengths();
let i = 0;
const il = arcLengths.length;
let 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
let low = 0, high = il - 1, 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;
// DONE
}
}
i = high;
if ( arcLengths[ i ] === targetArcLength ) {
return i / ( il - 1 );
}
// we could get finer grain at lengths, or use simple interpolation between two points
const lengthBefore = arcLengths[ i ];
const lengthAfter = arcLengths[ i + 1 ];
const segmentLength = lengthAfter - lengthBefore;
// determine where we are between the 'before' and 'after' points
const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
// add that fractional amount to t
const t = ( i + segmentFraction ) / ( il - 1 );
return t;
}
/**
* Returns a unit vector tangent for the given interpolation factor.
* If the derived curve does not implement its tangent derivation,
* two points a small delta apart will be used to find its gradient
* which seems to give a reasonable approximation.
*
* @param {number} t - The interpolation factor.
* @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
* @return {(Vector2|Vector3)} The tangent vector.
*/
getTangent( t, optionalTarget ) {
const delta = 0.0001;
let t1 = t - delta;
let t2 = t + delta;
// Capping in case of danger
if ( t1 < 0 ) t1 = 0;
if ( t2 > 1 ) t2 = 1;
const pt1 = this.getPoint( t1 );
const pt2 = this.getPoint( t2 );
const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
tangent.copy( pt2 ).sub( pt1 ).normalize();
return tangent;
}
/**
* Same as {@link Curve#getTangent} but with equidistant samples.
*
* @param {number} u - The interpolation factor.
* @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
* @return {(Vector2|Vector3)} The tangent vector.
* @see {@link Curve#getPointAt}
*/
getTangentAt( u, optionalTarget ) {
const t = this.getUtoTmapping( u );
return this.getTangent( t, optionalTarget );
}
/**
* Generates the Frenet Frames. Requires a curve definition in 3D space. Used
* in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
*
* @param {number} segments - The number of segments.
* @param {boolean} [closed=false] - Whether the curve is closed or not.
* @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
*/
computeFrenetFrames( segments, closed = false ) {
// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
const normal = new Vector3();
const tangents = [];
const normals = [];
const binormals = [];
const vec = new Vector3();
const mat = new Matrix4();
// compute the tangent vectors for each segment on the curve
for ( let i = 0; i <= segments; i ++ ) {
const u = i / segments;
tangents[ i ] = this.getTangentAt( u, new Vector3() );
}
// 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();
let min = Number.MAX_VALUE;
const tx = Math.abs( tangents[ 0 ].x );
const ty = Math.abs( tangents[ 0 ].y );
const 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 ( let 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();
const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
normals[ i ].applyMatrix4( 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 === true ) {
let 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 ( let i = 1; i <= segments; i ++ ) {
// twist a little...
normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
}
}
return {
tangents: tangents,
normals: normals,
binormals: binormals
};
}
/**
* Returns a new curve with copied values from this instance.
*
* @return {Curve} A clone of this instance.
*/
clone() {
return new this.constructor().copy( this );
}
/**
* Copies the values of the given curve to this instance.
*
* @param {Curve} source - The curve to copy.
* @return {Curve} A reference to this curve.
*/
copy( source ) {
this.arcLengthDivisions = source.arcLengthDivisions;
return this;
}
/**
* Serializes the curve into JSON.
*
* @return {Object} A JSON object representing the serialized curve.
* @see {@link ObjectLoader#parse}
*/
toJSON() {
const data = {
metadata: {
version: 4.7,
type: 'Curve',
generator: 'Curve.toJSON'
}
};
data.arcLengthDivisions = this.arcLengthDivisions;
data.type = this.type;
return data;
}
/**
* Deserializes the curve from the given JSON.
*
* @param {Object} json - The JSON holding the serialized curve.
* @return {Curve} A reference to this curve.
*/
fromJSON( json ) {
this.arcLengthDivisions = json.arcLengthDivisions;
return this;
}
}
Methods¶
getPoint(): Vector2 | Vector3
¶
Code
getPointAt(u: number, optionalTarget: Vector2 | Vector3): Vector2 | Vector3
¶
Code
getPoints(divisions: number): (Vector2 | Vector3)[]
¶
Code
getSpacedPoints(divisions: number): (Vector2 | Vector3)[]
¶
Code
getLength(): number
¶
getLengths(divisions: number): number[]
¶
Code
getLengths( divisions = this.arcLengthDivisions ) {
if ( this.cacheArcLengths &&
( this.cacheArcLengths.length === divisions + 1 ) &&
! this.needsUpdate ) {
return this.cacheArcLengths;
}
this.needsUpdate = false;
const cache = [];
let current, last = this.getPoint( 0 );
let sum = 0;
cache.push( 0 );
for ( let 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(): void
¶
getUtoTmapping(u: number, distance: number): number
¶
Code
getUtoTmapping( u, distance = null ) {
const arcLengths = this.getLengths();
let i = 0;
const il = arcLengths.length;
let 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
let low = 0, high = il - 1, 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;
// DONE
}
}
i = high;
if ( arcLengths[ i ] === targetArcLength ) {
return i / ( il - 1 );
}
// we could get finer grain at lengths, or use simple interpolation between two points
const lengthBefore = arcLengths[ i ];
const lengthAfter = arcLengths[ i + 1 ];
const segmentLength = lengthAfter - lengthBefore;
// determine where we are between the 'before' and 'after' points
const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
// add that fractional amount to t
const t = ( i + segmentFraction ) / ( il - 1 );
return t;
}
getTangent(t: number, optionalTarget: Vector2 | Vector3): Vector2 | Vector3
¶
Code
getTangent( t, optionalTarget ) {
const delta = 0.0001;
let t1 = t - delta;
let t2 = t + delta;
// Capping in case of danger
if ( t1 < 0 ) t1 = 0;
if ( t2 > 1 ) t2 = 1;
const pt1 = this.getPoint( t1 );
const pt2 = this.getPoint( t2 );
const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
tangent.copy( pt2 ).sub( pt1 ).normalize();
return tangent;
}
getTangentAt(u: number, optionalTarget: Vector2 | Vector3): Vector2 | Vector3
¶
Code
computeFrenetFrames(segments: number, closed: boolean): { tangents: Vector3[]; normals: Vector3[]; binormals: Vector3[]; }
¶
Code
computeFrenetFrames( segments, closed = false ) {
// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
const normal = new Vector3();
const tangents = [];
const normals = [];
const binormals = [];
const vec = new Vector3();
const mat = new Matrix4();
// compute the tangent vectors for each segment on the curve
for ( let i = 0; i <= segments; i ++ ) {
const u = i / segments;
tangents[ i ] = this.getTangentAt( u, new Vector3() );
}
// 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();
let min = Number.MAX_VALUE;
const tx = Math.abs( tangents[ 0 ].x );
const ty = Math.abs( tangents[ 0 ].y );
const 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 ( let 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();
const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
normals[ i ].applyMatrix4( 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 === true ) {
let 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 ( let i = 1; i <= segments; i ++ ) {
// twist a little...
normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
}
}
return {
tangents: tangents,
normals: normals,
binormals: binormals
};
}