新增bezierSpline提供了一系列立方贝塞尔点,并提供了帮助方法来访问贝塞尔
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@@ -13,8 +13,27 @@ module es {
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public static getPoint(p0: Vector2, p1: Vector2, p2: Vector2, t: number): Vector2 {
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t = MathHelper.clamp01(t);
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let oneMinusT = 1 - t;
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return Vector2.add(Vector2.add(Vector2.multiply(new Vector2(oneMinusT * oneMinusT), p0),
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Vector2.multiply(new Vector2(2 * oneMinusT * t), p1)), Vector2.multiply(new Vector2(t * t), p2));
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return new Vector2(oneMinusT * oneMinusT).multiply(p0)
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.add(new Vector2(2 * oneMinusT * t).multiply(p1))
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.add(new Vector2(t * t).multiply(p2));
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}
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/**
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* 求解一个立方体曲率
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* @param start
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* @param firstControlPoint
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* @param secondControlPoint
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* @param end
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* @param t
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*/
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public static getPointThree(start: Vector2, firstControlPoint: Vector2, secondControlPoint: Vector2,
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end: Vector2, t: number): Vector2 {
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t = MathHelper.clamp01(t);
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let oneMinusT = 1 - t;
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return new Vector2(oneMinusT * oneMinusT * oneMinusT).multiply(start)
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.add(new Vector2(3 * oneMinusT * oneMinusT * t).multiply(firstControlPoint))
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.add(new Vector2(3 * oneMinusT * t * t).multiply(secondControlPoint))
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.add(new Vector2(t * t * t).multiply(end));
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}
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/**
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@@ -25,8 +44,8 @@ module es {
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* @param t
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*/
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public static getFirstDerivative(p0: Vector2, p1: Vector2, p2: Vector2, t: number) {
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return Vector2.add(Vector2.multiply(new Vector2(2 * (1 - t)), Vector2.subtract(p1, p0)),
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Vector2.multiply(new Vector2(2 * t), Vector2.subtract(p2, p1)));
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return new Vector2(2 * (1 - t)).multiply(Vector2.subtract(p1, p0))
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.add(new Vector2(2 * t).multiply(Vector2.subtract(p2, p1)));
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}
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/**
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@@ -41,27 +60,9 @@ module es {
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end: Vector2, t: number) {
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t = MathHelper.clamp01(t);
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let oneMunusT = 1 - t;
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return Vector2.add(Vector2.add(Vector2.multiply(new Vector2(3 * oneMunusT * oneMunusT), Vector2.subtract(firstControlPoint, start)),
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Vector2.multiply(new Vector2(6 * oneMunusT * t), Vector2.subtract(secondControlPoint, firstControlPoint))),
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Vector2.multiply(new Vector2(3 * t * t), Vector2.subtract(end, secondControlPoint)));
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}
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/**
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* 计算一个三次贝塞尔
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* @param start
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* @param firstControlPoint
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* @param secondControlPoint
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* @param end
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* @param t
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*/
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public static getPointThree(start: Vector2, firstControlPoint: Vector2, secondControlPoint: Vector2,
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end: Vector2, t: number) {
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t = MathHelper.clamp01(t);
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let oneMunusT = 1 - t;
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return Vector2.add(Vector2.add(Vector2.add(Vector2.multiply(new Vector2(oneMunusT * oneMunusT * oneMunusT), start),
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Vector2.multiply(new Vector2(3 * oneMunusT * oneMunusT * t), firstControlPoint)),
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Vector2.multiply(new Vector2(3 * oneMunusT * t * t), secondControlPoint)),
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Vector2.multiply(new Vector2(t * t * t), end));
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return new Vector2(3 * oneMunusT * oneMunusT).multiply(Vector2.subtract(firstControlPoint, start))
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.add(new Vector2(6 * oneMunusT * t).multiply(Vector2.subtract(secondControlPoint, firstControlPoint)))
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.add(new Vector2(3 * t * t).multiply(Vector2.subtract(end, secondControlPoint)));
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}
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/**
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114
source/src/Math/BezierSpline.ts
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114
source/src/Math/BezierSpline.ts
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@@ -0,0 +1,114 @@
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module es {
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/**
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* 提供了一系列立方贝塞尔点,并提供了帮助方法来访问贝塞尔
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*/
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export class BezierSpline {
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public _points: FastList<Vector2> = new FastList<Vector2>();
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public _curveCount: number = 0;
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/**
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* 在这个过程中,t被修改为在曲线段的范围内。
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* @param t
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*/
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public pointIndexAtTime(t: Ref<number>): number {
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let i = 0;
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if (t.value >= 1) {
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t.value = 1;
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i = this._points.length - 4;
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} else {
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t.value = MathHelper.clamp01(t.value) * this._curveCount;
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i = ~~t;
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t.value -= i;
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i *= 3;
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}
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return i;
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}
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/**
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* 设置一个控制点,考虑到这是否是一个共享点,如果是,则适当调整
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* @param index
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* @param point
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*/
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public setControlPoint(index: number, point: Vector2) {
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if (index % 3 == 0) {
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let delta = Vector2.subtract(point, this._points.buffer[index]);
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if (index > 0)
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this._points.buffer[index - 1].add(delta);
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if (index + 1 < this._points.length)
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this._points.buffer[index + 1].add(delta);
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}
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this._points.buffer[index] = point;
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}
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/**
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* 得到时间t的贝塞尔曲线上的点
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* @param t
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*/
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public getPointAtTime(t: number): Vector2{
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let i = this.pointIndexAtTime(new Ref(t));
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return Bezier.getPointThree(this._points.buffer[i], this._points.buffer[i + 1], this._points.buffer[i + 2],
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this._points.buffer[i + 3], t);
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}
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/**
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* 得到贝塞尔在时间t的速度(第一导数)
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* @param t
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*/
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public getVelocityAtTime(t: number): Vector2 {
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let i = this.pointIndexAtTime(new Ref(t));
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return Bezier.getFirstDerivativeThree(this._points.buffer[i], this._points.buffer[i + 1], this._points.buffer[i + 2],
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this._points.buffer[i + 3], t);
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}
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/**
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* 得到时间t时贝塞尔的方向(归一化第一导数)
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* @param t
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*/
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public getDirectionAtTime(t: number) {
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return Vector2.normalize(this.getVelocityAtTime(t));
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}
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/**
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* 在贝塞尔曲线上添加一条曲线
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* @param start
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* @param firstControlPoint
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* @param secondControlPoint
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* @param end
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*/
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public addCurve(start: Vector2, firstControlPoint: Vector2, secondControlPoint: Vector2, end: Vector2) {
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// 只有当这是第一条曲线时,我们才会添加起始点。对于其他所有的曲线,前一个曲线的终点应该等于新曲线的起点。
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if (this._points.length == 0)
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this._points.add(start);
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this._points.add(firstControlPoint);
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this._points.add(secondControlPoint);
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this._points.add(end);
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this._curveCount = (this._points.length - 1) / 3;
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}
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/**
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* 重置bezier,移除所有点
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*/
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public reset() {
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this._points.clear();
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}
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/**
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* 将splitine分解成totalSegments部分,并返回使用线条绘制所需的所有点
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* @param totalSegments
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*/
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public getDrawingPoints(totalSegments: number): Vector2[] {
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let points: Vector2[] = [];
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for (let i = 0; i < totalSegments; i ++) {
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let t = i / totalSegments;
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points[i] = this.getPointAtTime(t);
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}
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return points;
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}
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}
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}
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