426 lines
8.1 KiB
JavaScript
426 lines
8.1 KiB
JavaScript
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import { _Math } from '../../math/Math.js';
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import { Vector3 } from '../../math/Vector3.js';
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import { Matrix4 } from '../../math/Matrix4.js';
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/**
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* @author zz85 / http://www.lab4games.net/zz85/blog
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* Extensible curve object
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*
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* Some common of curve methods:
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* .getPoint( t, optionalTarget ), .getTangent( t )
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* .getPointAt( u, optionalTarget ), .getTangentAt( u )
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* .getPoints(), .getSpacedPoints()
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* .getLength()
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* .updateArcLengths()
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*
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* This following curves inherit from THREE.Curve:
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*
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* -- 2D curves --
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* THREE.ArcCurve
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* THREE.CubicBezierCurve
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* THREE.EllipseCurve
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* THREE.LineCurve
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* THREE.QuadraticBezierCurve
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* THREE.SplineCurve
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*
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* -- 3D curves --
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* THREE.CatmullRomCurve3
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* THREE.CubicBezierCurve3
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* THREE.LineCurve3
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* THREE.QuadraticBezierCurve3
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*
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* A series of curves can be represented as a THREE.CurvePath.
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*
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**/
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/**************************************************************
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* Abstract Curve base class
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**************************************************************/
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function Curve() {
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this.type = 'Curve';
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this.arcLengthDivisions = 200;
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}
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Object.assign( Curve.prototype, {
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// Virtual base class method to overwrite and implement in subclasses
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// - t [0 .. 1]
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getPoint: function ( /* t, optionalTarget */ ) {
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console.warn( 'THREE.Curve: .getPoint() not implemented.' );
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return null;
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},
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// Get point at relative position in curve according to arc length
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// - u [0 .. 1]
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getPointAt: function ( u, optionalTarget ) {
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var t = this.getUtoTmapping( u );
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return this.getPoint( t, optionalTarget );
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},
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// Get sequence of points using getPoint( t )
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getPoints: function ( divisions ) {
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if ( divisions === undefined ) divisions = 5;
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var points = [];
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for ( var d = 0; d <= divisions; d ++ ) {
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points.push( this.getPoint( d / divisions ) );
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}
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return points;
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},
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// Get sequence of points using getPointAt( u )
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getSpacedPoints: function ( divisions ) {
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if ( divisions === undefined ) divisions = 5;
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var points = [];
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for ( var d = 0; d <= divisions; d ++ ) {
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points.push( this.getPointAt( d / divisions ) );
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}
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return points;
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},
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// Get total curve arc length
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getLength: function () {
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var lengths = this.getLengths();
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return lengths[ lengths.length - 1 ];
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},
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// Get list of cumulative segment lengths
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getLengths: function ( divisions ) {
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if ( divisions === undefined ) divisions = this.arcLengthDivisions;
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if ( this.cacheArcLengths &&
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( this.cacheArcLengths.length === divisions + 1 ) &&
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! this.needsUpdate ) {
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return this.cacheArcLengths;
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}
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this.needsUpdate = false;
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var cache = [];
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var current, last = this.getPoint( 0 );
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var p, sum = 0;
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cache.push( 0 );
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for ( p = 1; p <= divisions; p ++ ) {
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current = this.getPoint( p / divisions );
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sum += current.distanceTo( last );
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cache.push( sum );
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last = current;
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}
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this.cacheArcLengths = cache;
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return cache; // { sums: cache, sum: sum }; Sum is in the last element.
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},
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updateArcLengths: function () {
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this.needsUpdate = true;
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this.getLengths();
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},
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// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
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getUtoTmapping: function ( u, distance ) {
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var arcLengths = this.getLengths();
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var i = 0, il = arcLengths.length;
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var targetArcLength; // The targeted u distance value to get
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if ( distance ) {
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targetArcLength = distance;
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} else {
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targetArcLength = u * arcLengths[ il - 1 ];
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}
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// binary search for the index with largest value smaller than target u distance
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var low = 0, high = il - 1, comparison;
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while ( low <= high ) {
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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
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comparison = arcLengths[ i ] - targetArcLength;
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if ( comparison < 0 ) {
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low = i + 1;
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} else if ( comparison > 0 ) {
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high = i - 1;
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} else {
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high = i;
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break;
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// DONE
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}
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}
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i = high;
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if ( arcLengths[ i ] === targetArcLength ) {
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return i / ( il - 1 );
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}
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// we could get finer grain at lengths, or use simple interpolation between two points
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var lengthBefore = arcLengths[ i ];
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var lengthAfter = arcLengths[ i + 1 ];
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var segmentLength = lengthAfter - lengthBefore;
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// determine where we are between the 'before' and 'after' points
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var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
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// add that fractional amount to t
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var t = ( i + segmentFraction ) / ( il - 1 );
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return t;
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},
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// Returns a unit vector tangent at t
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// In case any sub curve does not implement its tangent derivation,
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// 2 points a small delta apart will be used to find its gradient
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// which seems to give a reasonable approximation
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getTangent: function ( t ) {
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var delta = 0.0001;
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var t1 = t - delta;
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var t2 = t + delta;
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// Capping in case of danger
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if ( t1 < 0 ) t1 = 0;
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if ( t2 > 1 ) t2 = 1;
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var pt1 = this.getPoint( t1 );
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var pt2 = this.getPoint( t2 );
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var vec = pt2.clone().sub( pt1 );
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return vec.normalize();
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},
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getTangentAt: function ( u ) {
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var t = this.getUtoTmapping( u );
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return this.getTangent( t );
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},
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computeFrenetFrames: function ( segments, closed ) {
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// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
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var normal = new Vector3();
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var tangents = [];
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var normals = [];
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var binormals = [];
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var vec = new Vector3();
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var mat = new Matrix4();
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var i, u, theta;
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// compute the tangent vectors for each segment on the curve
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for ( i = 0; i <= segments; i ++ ) {
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u = i / segments;
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tangents[ i ] = this.getTangentAt( u );
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tangents[ i ].normalize();
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}
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// select an initial normal vector perpendicular to the first tangent vector,
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// and in the direction of the minimum tangent xyz component
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normals[ 0 ] = new Vector3();
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binormals[ 0 ] = new Vector3();
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var min = Number.MAX_VALUE;
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var tx = Math.abs( tangents[ 0 ].x );
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var ty = Math.abs( tangents[ 0 ].y );
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var tz = Math.abs( tangents[ 0 ].z );
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if ( tx <= min ) {
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min = tx;
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normal.set( 1, 0, 0 );
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}
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if ( ty <= min ) {
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min = ty;
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normal.set( 0, 1, 0 );
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}
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if ( tz <= min ) {
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normal.set( 0, 0, 1 );
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}
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vec.crossVectors( tangents[ 0 ], normal ).normalize();
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normals[ 0 ].crossVectors( tangents[ 0 ], vec );
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binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
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// compute the slowly-varying normal and binormal vectors for each segment on the curve
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for ( i = 1; i <= segments; i ++ ) {
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normals[ i ] = normals[ i - 1 ].clone();
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binormals[ i ] = binormals[ i - 1 ].clone();
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vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
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if ( vec.length() > Number.EPSILON ) {
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vec.normalize();
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theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
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normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
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}
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binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
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}
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// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
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if ( closed === true ) {
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theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
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theta /= segments;
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if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
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theta = - theta;
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}
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for ( i = 1; i <= segments; i ++ ) {
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// twist a little...
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normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
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binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
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}
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}
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return {
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tangents: tangents,
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normals: normals,
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binormals: binormals
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};
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},
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clone: function () {
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return new this.constructor().copy( this );
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},
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copy: function ( source ) {
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this.arcLengthDivisions = source.arcLengthDivisions;
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return this;
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},
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toJSON: function () {
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var data = {
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metadata: {
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version: 4.5,
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type: 'Curve',
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generator: 'Curve.toJSON'
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}
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};
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data.arcLengthDivisions = this.arcLengthDivisions;
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data.type = this.type;
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return data;
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},
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fromJSON: function ( json ) {
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this.arcLengthDivisions = json.arcLengthDivisions;
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return this;
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}
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} );
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export { Curve };
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