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- /**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * Creates free form 2d path using series of points, lines or curves.
- *
- **/
- THREE.Path = function ( points ) {
- this.actions = [];
- this.curves = [];
- if ( points ) {
- this.fromPoints( points );
- }
- };
- THREE.PathActions = {
- MOVE_TO: 'moveTo',
- LINE_TO: 'lineTo',
- QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
- BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve
- CSPLINE_THRU: 'splineThru', // Catmull-rom spline
- ARC: 'arc' // Circle
- };
- // TODO Clean up PATH API
- // Create path using straight lines to connect all points
- // - vectors: array of Vector2
- THREE.Path.prototype.fromPoints = function( vectors ) {
- this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
- var v, vlen = vectors.length;
- for ( v = 1; v < vlen; v++ ) {
- this.lineTo( vectors[ v ].x, vectors[ v ].y );
- };
- };
- // startPath() endPath()?
- THREE.Path.prototype.moveTo = function( x, y ) {
- var args = Array.prototype.slice.call( arguments );
- this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
- };
- THREE.Path.prototype.lineTo = function( x, y ) {
- var args = Array.prototype.slice.call( arguments );
- var lastargs = this.actions[ this.actions.length - 1 ].args;
- var x0 = lastargs[ lastargs.length - 2 ];
- var y0 = lastargs[ lastargs.length - 1 ];
- var curve = new THREE.LineCurve( x0, y0, x, y );
- this.curves.push( curve );
- this.actions.push( { action: THREE.PathActions.LINE_TO, args: args, curve: curve } );
- };
- THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
- var args = Array.prototype.slice.call( arguments );
- var lastargs = this.actions[ this.actions.length - 1 ].args;
- var x0 = lastargs[ lastargs.length - 2 ];
- var y0 = lastargs[ lastargs.length - 1 ];
- var curve = new THREE.QuadraticBezierCurve( x0, y0, aCPx, aCPy, aX, aY );
- this.curves.push( curve );
- this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args, curve: curve } );
- //console.log(curve, curve.getPoints(), curve.getSpacedPoints());
- //console.log(curve.getPointAt(0), curve.getPointAt(0),curve.getUtoTmapping(0), curve.getSpacedPoints());
- };
- THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
- aCP2x, aCP2y,
- aX, aY ) {
- var args = Array.prototype.slice.call( arguments );
- var lastargs = this.actions[ this.actions.length - 1 ].args;
- var x0 = lastargs[ lastargs.length - 2 ];
- var y0 = lastargs[ lastargs.length - 1 ];
- var curve = new THREE.CubicBezierCurve( x0, y0, aCP1x, aCP1y,
- aCP2x, aCP2y,
- aX, aY );
- this.curves.push( curve );
- this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args, curve: curve } );
- };
- THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
- var args = Array.prototype.slice.call( arguments );
- var lastargs = this.actions[ this.actions.length - 1 ].args;
- var x0 = lastargs[ lastargs.length - 2 ];
- var y0 = lastargs[ lastargs.length - 1 ];
- var npts = [ new THREE.Vector2( x0, y0 ) ];
- npts = npts.concat( pts );
- var curve = new THREE.SplineCurve( npts );
- this.curves.push( curve );
- this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args, curve: curve } );
- //console.log(curve, curve.getPoints(), curve.getSpacedPoints());
- };
- // FUTURE: Change the API or follow canvas API?
- // TODO ARC ( x, y, x - radius, y - radius, startAngle, endAngle )
- THREE.Path.prototype.arc = function(aX, aY, aRadius,
- aStartAngle, aEndAngle, aClockwise ) {
- var args = Array.prototype.slice.call( arguments );
- var curve = new THREE.ArcCurve( aX, aY, aRadius,
- aStartAngle, aEndAngle, aClockwise );
- this.curves.push( curve );
- //console.log('arc', args);
- this.actions.push( { action: THREE.PathActions.ARC, args: args } );
- };
- /*
- // FUTURE ENHANCEMENTS
- example usage?
- Path.addExprFunc('sineCurveTo', sineCurveGetPtFunction)
- Path.sineCurveTo(x,y, amptitude);
- sineCurve.getPoint(t);
- return sine(disnt) * ampt
- // Create a new func eg. sin (theta) x
- THREE.Path.prototype.addExprFunc = function(exprName, func) {
- };
- */
- THREE.Path.prototype.getSpacedPoints = function( divisions ) {
- if ( !divisions ) divisions = 40;
- var pts = [];
- for ( var i = 0; i < divisions; i++ ) {
- pts.push( this.getPoint( i / divisions ) );
- //if(!this.getPoint(i/divisions)) throw "DIE";
- }
- //console.log(pts);
- return pts;
- };
- /* Return an array of vectors based on contour of the path */
- THREE.Path.prototype.getPoints = function( divisions ) {
- divisions = divisions || 12;
- var points = [];
- var i, il, item, action, args;
- var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
- laste, j,
- t, tx, ty;
- for ( i = 0, il = this.actions.length; i < il; i++ ) {
- item = this.actions[ i ];
- action = item.action;
- args = item.args;
- switch( action ) {
- case THREE.PathActions.MOVE_TO:
- //points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
- break;
- case THREE.PathActions.LINE_TO:
- points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
- break;
- case THREE.PathActions.QUADRATIC_CURVE_TO:
- cpx = args[ 2 ];
- cpy = args[ 3 ];
- cpx1 = args[ 0 ];
- cpy1 = args[ 1 ];
- if ( points.length > 0 ) {
- laste = points[ points.length - 1 ];
- cpx0 = laste.x;
- cpy0 = laste.y;
- } else {
- laste = this.actions[ i - 1 ].args;
- cpx0 = laste[ laste.length - 2 ];
- cpy0 = laste[ laste.length - 1 ];
- }
- for ( j = 1; j <= divisions; j ++ ) {
- t = j / divisions;
- tx = THREE.FontUtils.b2( t, cpx0, cpx1, cpx );
- ty = THREE.FontUtils.b2( t, cpy0, cpy1, cpy );
- points.push( new THREE.Vector2( tx, ty ) );
- }
- break;
- case THREE.PathActions.BEZIER_CURVE_TO:
- cpx = args[ 4 ];
- cpy = args[ 5 ];
- cpx1 = args[ 0 ];
- cpy1 = args[ 1 ];
- cpx2 = args[ 2 ];
- cpy2 = args[ 3 ];
- if ( points.length > 0 ) {
- laste = points[ points.length - 1 ];
- cpx0 = laste.x;
- cpy0 = laste.y;
- } else {
- laste = this.actions[ i - 1 ].args;
- cpx0 = laste[ laste.length - 2 ];
- cpy0 = laste[ laste.length - 1 ];
- }
- for ( j = 1; j <= divisions; j ++ ) {
- t = j / divisions;
- tx = THREE.FontUtils.b3( t, cpx0, cpx1, cpx2, cpx );
- ty = THREE.FontUtils.b3( t, cpy0, cpy1, cpy2, cpy );
- points.push( new THREE.Vector2( tx, ty ) );
- }
- break;
- case THREE.PathActions.CSPLINE_THRU:
- laste = this.actions[ i - 1 ].args;
- var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
- var spts = [ last ];
- var n = divisions * args[ 0 ].length;
- spts = spts.concat( args[ 0 ] );
- var spline = new THREE.SplineCurve( spts );
- for ( j = 1; j <= n; j ++ ) {
- points.push( spline.getPointAt( j / n ) ) ;
- }
- break;
- case THREE.PathActions.ARC:
- laste = this.actions[ i - 1 ].args;
- var aX = args[ 0 ], aY = args[ 1 ],
- aRadius = args[ 2 ],
- aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
- aClockwise = !!args[ 5 ];
- var lastx = laste[ laste.length - 2 ],
- lasty = laste[ laste.length - 1 ];
- if ( laste.length == 0 ) {
- lastx = lasty = 0;
- }
- var deltaAngle = aEndAngle - aStartAngle;
- var angle;
- var tdivisions = divisions * 2;
- var t;
- for ( j = 1; j <= tdivisions; j ++ ) {
- t = j / tdivisions;
- if ( !aClockwise ) {
- t = 1 - t;
- }
- angle = aStartAngle + t * deltaAngle;
- tx = lastx + aX + aRadius * Math.cos( angle );
- ty = lasty + aY + aRadius * Math.sin( angle );
- //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
- points.push( new THREE.Vector2( tx, ty ) );
- }
- //console.log(points);
- break;
- } // end switch
- }
- return points;
- };
- THREE.Path.prototype.getMinAndMax = function() {
- var points = this.getPoints();
- var maxX, maxY;
- var minX, minY;
- maxX = maxY = Number.NEGATIVE_INFINITY;
- minX = minY = Number.POSITIVE_INFINITY;
- var p, i, il;
- for ( i = 0, il = points.length; i < il; i ++ ) {
- p = points[ i ];
- if ( p.x > maxX ) maxX = p.x;
- else if ( p.x < minX ) minX = p.x;
- if ( p.y > maxY ) maxY = p.y;
- else if ( p.y < maxY ) minY = p.y;
- }
- // TODO Include CG or find mid-pt?
- return {
- minX: minX,
- minY: minY,
- maxX: maxX,
- maxY: maxY
- };
- };
- // To get accurate point with reference to
- // entire path distance at time t,
- // following has to be done
- // 1. Length of each sub path have to be known
- // 2. Locate and identify type of curve
- // 3. Get t for the curve
- // 4. Return curve.getPointAt(t')
- THREE.Path.prototype.getPoint = function( t ) {
- var d = t * this.getLength();
- var curveLengths = this.sums;
- var i = 0, diff, curve;
- // To think about boundaries points.
- while ( i < curveLengths.length ) {
- if ( curveLengths[ i ] >= d) {
- diff = curveLengths[ i ] - d;
- curve = this.curves[ i ];
- var u = 1 - diff / curve.getLength();
- return curve.getPointAt( u );
- break;
- }
- i++;
- }
- return null;
- // loop where sum != 0, sum > d , sum+1 <d
- };
- // Compute lengths and cache them
- THREE.Path.prototype.getLength = function() {
- // Loop all actions/path
- // Push sums into cached array
- var lengths = [], sums = 0;
- var i, il = this.curves.length;
- for ( i = 0; i < il ; i++ ) {
- sums += this.curves[ i ].getLength();
- lengths.push( sums );
- }
- this.sums = lengths;
- return sums;
- };
- // TODO: rewrite to use single Line object
- // createPathGeometry by SolarCoordinates
- /* Returns Object3D with line segments stored as children */
- THREE.Path.prototype.createPathGeometry = function( divisions, lineMaterial ) {
- var pts = this.getPoints( divisions );
- var segment, pathGeometry = new THREE.Object3D;
- if ( !lineMaterial ) lineMaterial = new THREE.LineBasicMaterial( { color: 0x000000, opacity: 0.7 } );
- for( var i = 1; i < pts.length; i++ ) {
- var pathSegment = new THREE.Geometry();
- pathSegment.vertices.push( new THREE.Vertex( new THREE.Vector3( pts[i-1].x, pts[i-1].y, 0 ) ) );
- pathSegment.vertices.push( new THREE.Vertex( new THREE.Vector3( pts[i].x, pts[i].y, 0) ) );
- segment = new THREE.Line( pathSegment , lineMaterial );
- pathGeometry.addChild(segment);
- }
- return pathGeometry;
- };
- // ALL THINGS BELOW TO BE REFACTORED
- // QN: Transform final pts or transform ACTIONS or add transform filters?
- // FUTURE refactor path = an array of lines -> straight, bezier, splines, arc, funcexpr lines
- // Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
- THREE.Path.prototype.transform = function( path ) {
- path = new THREE.Path();
- path.moveTo( 0, 0 );
- path.quadraticCurveTo( 100, 20, 140, 80 );
- console.log( path.cacheArcLengths() );
- var thisBounds = this.getMinAndMax();
- var oldPts = this.getPoints();
- var i, il, p, oldX, oldY, xNorm;
- for ( i = 0, il = oldPts.length; i < il; i ++ ) {
- p = oldPts[ i ];
- oldX = p.x;
- oldY = p.y;
- var xNorm = oldX/ thisBounds.maxX;
- // If using actual distance, for length > path, requires line extrusions
- //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
- var pathPt = path.getPoint( xNorm );
- var normal = path.getNormalVector( xNorm ).multiplyScalar( oldY );
- p.x = pathPt.x + normal.x;
- p.y = pathPt.y + normal.y;
- //p.x = a * oldX + b * oldY + c;
- //p.y = d * oldY + e * oldX + f;
- }
- return oldPts;
- };
- // Read http://www.tinaja.com/glib/nonlingr.pdf
- // nonlinear transforms
- THREE.Path.prototype.nltransform = function( a, b, c, d, e, f ) {
- // a - horizontal size
- // b - lean
- // c - x offset
- // d - vertical size
- // e - climb
- // f - y offset
- var oldPts = this.getPoints();
- var i, il, p, oldX, oldY;
- for ( i = 0, il = oldPts.length; i < il; i ++ ) {
- p = oldPts[i];
- oldX = p.x;
- oldY = p.y;
- p.x = a * oldX + b * oldY + c;
- p.y = d * oldY + e * oldX + f;
- }
- return oldPts;
- };
- // FUTURE Export JSON Format
- /* Draws this path onto a 2d canvas easily */
- THREE.Path.prototype.debug = function( canvas ) {
- var bounds = this.getMinAndMax();
- if ( !canvas ) {
- canvas = document.createElement( "canvas" );
- canvas.setAttribute( 'width', bounds.maxX + 100 );
- canvas.setAttribute( 'height', bounds.maxY + 100 );
- document.body.appendChild( canvas );
- }
- var ctx = canvas.getContext( "2d" );
- ctx.fillStyle = "white";
- ctx.fillRect( 0, 0, canvas.width, canvas.height );
- ctx.strokeStyle = "black";
- ctx.beginPath();
- var i, il, item, action, args;
- // Debug Path
- for ( i = 0, il = this.actions.length; i < il; i ++ ) {
- item = this.actions[ i ];
- args = item.args;
- action = item.action;
- // Short hand for now
- if ( action != THREE.PathActions.CSPLINE_THRU ) {
- ctx[ action ].apply( ctx, args );
- }
- /*
- switch ( action ) {
- case THREE.PathActions.MOVE_TO:
- ctx[ action ]( args[ 0 ], args[ 1 ] );
- break;
- case THREE.PathActions.LINE_TO:
- ctx[ action ]( args[ 0 ], args[ 1 ] );
- break;
- case THREE.PathActions.QUADRATIC_CURVE_TO:
- ctx[ action ]( args[ 0 ], args[ 1 ], args[ 2 ], args[ 3 ] );
- break;
- case THREE.PathActions.CUBIC_CURVE_TO:
- ctx[ action ]( args[ 0 ], args[ 1 ], args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ] );
- break;
- }
- */
- }
- ctx.stroke();
- ctx.closePath();
- // Debug Points
- ctx.strokeStyle = "red";
- /* TO CLEAN UP */
- //var p, points = this.getPoints();
- var theta = -90 /180 * Math.PI;
- var p, points = this.transform( 0.866, - 0.866,0, 0.500 , 0.50,-50 );
- //0.866, - 0.866,0, 0.500 , 0.50,-50
- // Math.cos(theta),Math.sin(theta),100,
- // Math.cos(theta),-Math.sin(theta),-50
- // translate, scale, rotation
- // a - horizontal size
- // b - lean
- // c - x offset
- // d - vertical size
- // e - climb
- // f - y offset
- // 1,0,0,
- // -1,0,100
- for ( i = 0, il = points.length; i < il; i ++ ) {
- p = points[ i ];
- ctx.beginPath();
- ctx.arc( p.x, p.y, 1.5, 0, Math.PI * 2, false );
- ctx.stroke();
- ctx.closePath();
- }
- };
- // Breaks path into shapes
- THREE.Path.prototype.toShapes = function() {
-
- var i, il, item, action, args;
- var subPaths = [], lastPath = new THREE.Path();
- for ( i = 0, il = this.actions.length; i < il; i ++ ) {
- item = this.actions[ i ];
- args = item.args;
- action = item.action;
-
- if (action==THREE.PathActions.MOVE_TO) {
- if (lastPath.actions.length!=0) {
-
- subPaths.push(lastPath);
- lastPath = new THREE.Path();
-
- }
- }
- lastPath[action].apply( lastPath, args);
-
- }
-
- if (lastPath.actions.length!=0) {
-
- subPaths.push(lastPath);
-
- }
-
- console.log(subPaths);
-
- var holesFirst = !THREE.Shape.Utils.isClockWise(subPaths[0].getPoints());
- var tmpShape, shapes = [];
- var tmpPath;
-
- console.log("Holes first", holesFirst);
-
- if (holesFirst) {
- tmpShape = new THREE.Shape();
- for ( i=0, il = subPaths.length; i<il; i++) {
-
- tmpPath = subPaths[i];
-
- if (THREE.Shape.Utils.isClockWise(tmpPath.getPoints())) {
- tmpShape.actions = tmpPath.actions;
- tmpShape.curves = tmpPath.curves;
-
- shapes.push(tmpShape);
- tmpShape = new THREE.Shape();
-
- console.log('cw', i);
-
- } else {
- tmpShape.holes.push(tmpPath);
- console.log('ccw', i);
-
- }
-
- }
- } else {
- // Shapes first
- for ( i=0, il = subPaths.length; i<il; i++) {
-
- tmpPath = subPaths[i];
-
- if (THREE.Shape.Utils.isClockWise(tmpPath.getPoints())) {
-
-
- if (tmpShape) shapes.push(tmpShape);
- tmpShape = new THREE.Shape();
- tmpShape.actions = tmpPath.actions;
- tmpShape.curves = tmpPath.curves;
-
- } else {
- tmpShape.holes.push(tmpPath);
- }
-
- }
- shapes.push(tmpShape);
- }
-
- console.log("shape", shapes);
-
- return shapes;
- };
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