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54 lines
1.4 KiB
54 lines
1.4 KiB
/**
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* @author renej
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* NURBS surface object
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*
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* Implementation is based on (x, y [, z=0 [, w=1]]) control points with w=weight.
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*
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**/
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/**************************************************************
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* NURBS surface
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**************************************************************/
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THREE.NURBSSurface = function ( degree1, degree2, knots1, knots2 /* arrays of reals */, controlPoints /* array^2 of Vector(2|3|4) */ ) {
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this.degree1 = degree1;
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this.degree2 = degree2;
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this.knots1 = knots1;
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this.knots2 = knots2;
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this.controlPoints = [];
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var len1 = knots1.length - degree1 - 1;
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var len2 = knots2.length - degree2 - 1;
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// ensure Vector4 for control points
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for ( var i = 0; i < len1; ++ i ) {
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this.controlPoints[ i ] = [];
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for ( var j = 0; j < len2; ++ j ) {
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var point = controlPoints[ i ][ j ];
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this.controlPoints[ i ][ j ] = new THREE.Vector4( point.x, point.y, point.z, point.w );
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}
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}
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};
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THREE.NURBSSurface.prototype = {
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constructor: THREE.NURBSSurface,
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getPoint: function ( t1, t2, target ) {
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var u = this.knots1[ 0 ] + t1 * ( this.knots1[ this.knots1.length - 1 ] - this.knots1[ 0 ] ); // linear mapping t1->u
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var v = this.knots2[ 0 ] + t2 * ( this.knots2[ this.knots2.length - 1 ] - this.knots2[ 0 ] ); // linear mapping t2->u
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THREE.NURBSUtils.calcSurfacePoint( this.degree1, this.degree2, this.knots1, this.knots2, this.controlPoints, u, v, target );
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}
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};
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