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September 10, 2014 20:42
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/** | |
* BezierSpline | |
* http://leszekr.github.com/ | |
* | |
* @copyright | |
* Copyright (C) 2012 Leszek Rybicki. | |
* | |
* @license | |
* This file is part of BezierSpline | |
* | |
* BezierSpline is free software: you can redistribute it and/or modify | |
* it under the terms of the GNU Lesser General Public License as published by | |
* the Free Software Foundation, either version 3 of the License, or | |
* (at your option) any later version. | |
* | |
* BezierSpline is distributed in the hope that it will be useful, | |
* but WITHOUT ANY WARRANTY; without even the implied warranty of | |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
* GNU General Public License for more details. | |
* | |
* You should have received a copy of the GNU General Public License | |
* along with BezierSpline. If not, see <http://www.gnu.org/copyleft/lesser.html>. | |
*/ | |
/* | |
Usage: | |
var spline = new Spline({ | |
points: array_of_control_points, | |
duration: time_in_miliseconds, | |
sharpness: how_curvy, | |
stepLength: distance_between_points_to_cache | |
}); | |
*/ | |
Spline = function(options){ | |
this.points = options.points || []; | |
this.duration = options.duration || 10000; | |
this.sharpness = options.sharpness || 0.85; | |
this.centers = []; | |
this.controls = []; | |
this.stepLength = options.stepLength || 60; | |
this.length = this.points.length; | |
this.delay = 0; | |
// this is to ensure compatibility with the 2d version | |
for(var i=0; i<this.length; i++) this.points[i].z = this.points[i].z || 0; | |
for(var i=0; i<this.length-1; i++){ | |
var p1 = this.points[i]; | |
var p2 = this.points[i+1]; | |
this.centers.push({x:(p1.x+p2.x)/2, y:(p1.y+p2.y)/2, z:(p1.z+p2.z)/2}); | |
} | |
this.controls.push([this.points[0],this.points[0]]); | |
for(var i=0; i<this.centers.length-1; i++){ | |
var p1 = this.centers[i]; | |
var p2 = this.centers[i+1]; | |
var dx = this.points[i+1].x-(this.centers[i].x+this.centers[i+1].x)/2; | |
var dy = this.points[i+1].y-(this.centers[i].y+this.centers[i+1].y)/2; | |
var dz = this.points[i+1].z-(this.centers[i].y+this.centers[i+1].z)/2; | |
this.controls.push([{ | |
x:(1.0-this.sharpness)*this.points[i+1].x+this.sharpness*(this.centers[i].x+dx), | |
y:(1.0-this.sharpness)*this.points[i+1].y+this.sharpness*(this.centers[i].y+dy), | |
z:(1.0-this.sharpness)*this.points[i+1].z+this.sharpness*(this.centers[i].z+dz)}, | |
{ | |
x:(1.0-this.sharpness)*this.points[i+1].x+this.sharpness*(this.centers[i+1].x+dx), | |
y:(1.0-this.sharpness)*this.points[i+1].y+this.sharpness*(this.centers[i+1].y+dy), | |
z:(1.0-this.sharpness)*this.points[i+1].z+this.sharpness*(this.centers[i+1].z+dz)}]); | |
} | |
this.controls.push([this.points[this.length-1],this.points[this.length-1]]); | |
this.steps = this.cacheSteps(this.stepLength); | |
return this; | |
} | |
/* | |
Caches an array of equidistant (more or less) points on the curve. | |
*/ | |
Spline.prototype.cacheSteps = function(mindist){ | |
var steps = []; | |
var laststep = this.pos(0); | |
steps.push(0); | |
for(var t=0; t<this.duration; t+=10){ | |
var step = this.pos(t); | |
var dist = Math.sqrt((step.x-laststep.x)*(step.x-laststep.x)+(step.y-laststep.y)*(step.y-laststep.y)+(step.z-laststep.z)*(step.z-laststep.z)); | |
if(dist>mindist){ | |
steps.push(t); | |
laststep = step; | |
} | |
} | |
return steps; | |
} | |
/* | |
returns angle and speed in the given point in the curve | |
*/ | |
Spline.prototype.vector = function(t){ | |
var p1 = this.pos(t+10); | |
var p2 = this.pos(t-10); | |
return { | |
angle:180*Math.atan2(p1.y-p2.y, p1.x-p2.x)/3.14, | |
speed:Math.sqrt((p2.x-p1.x)*(p2.x-p1.x)+(p2.y-p1.y)*(p2.y-p1.y)+(p2.z-p1.z)*(p2.z-p1.z)) | |
} | |
} | |
/* | |
Draws the control points | |
*/ | |
Spline.prototype.drawControlPoints = function(ctx, color){ | |
ctx.fillStyle = color||"#f60"; | |
ctx.strokeStyle = "#fff"; | |
ctx.lineWidth = 2; | |
for(var i=0; i<this.length; i++){ | |
var p = this.points[i]; | |
var c1 = this.controls[i][0]; | |
var c2 = this.controls[i][1]; | |
ctx.beginPath(); | |
ctx.moveTo(c1.x,c1.y); | |
ctx.lineTo(p.x,p.y); | |
ctx.lineTo(c2.x,c2.y); | |
ctx.stroke(); | |
ctx.beginPath(); | |
ctx.arc(c1.x, c1.y, 3, 0, 2 * Math.PI, false); | |
ctx.fill(); | |
ctx.stroke(); | |
/*ctx.beginPath(); | |
ctx.arc(this.centers[i].x, this.centers[i].y, 5, 0, 2 * Math.PI, false); | |
ctx.fill(); | |
ctx.stroke();*/ | |
ctx.beginPath(); | |
ctx.arc(c2.x, c2.y, 3, 0, 2 * Math.PI, false); | |
ctx.fill(); | |
ctx.stroke(); | |
ctx.beginPath(); | |
ctx.arc(p.x, p.y, 7, 0, 2 * Math.PI, false); | |
ctx.fill(); | |
ctx.stroke(); | |
} | |
return this; | |
} | |
/* | |
Gets the position of the point, given time. | |
WARNING: The speed is not constant. The time it takes between control points is constant. | |
For constant speed, use Spline.steps[i]; | |
*/ | |
Spline.prototype.pos = function(time){ | |
function bezier(t, p1, c1, c2, p2){ | |
var B = function(t) { | |
var t2=t*t, t3=t2*t; | |
return [(t3),(3*t2*(1-t)),(3*t*(1-t)*(1-t)),((1-t)*(1-t)*(1-t))] | |
} | |
var b = B(t) | |
var pos = { | |
x : p2.x * b[0] + c2.x * b[1] +c1.x * b[2] + p1.x * b[3], | |
y : p2.y * b[0] + c2.y * b[1] +c1.y * b[2] + p1.y * b[3], | |
z : p2.z * b[0] + c2.z * b[1] +c1.z * b[2] + p1.z * b[3] | |
} | |
return pos; | |
} | |
var t = time-this.delay; | |
if(t<0) t=0; | |
if(t>this.duration) t=this.duration-1; | |
//t = t-this.delay; | |
var t2 = (t)/this.duration; | |
if(t2>=1) return this.points[this.length-1]; | |
var n = Math.floor((this.points.length-1)*t2); | |
var t1 = (this.length-1)*t2-n; | |
return bezier(t1,this.points[n],this.controls[n][1],this.controls[n+1][0],this.points[n+1]); | |
} | |
/* | |
Draws the line | |
*/ | |
Spline.prototype.draw = function(ctx,color){ | |
ctx.strokeStyle = color || "#7e5e38"; // line color | |
ctx.lineWidth = 14; | |
ctx.beginPath(); | |
var pos; | |
for(var i=0; i<this.duration; i+=10){ | |
pos = this.pos(i); //bezier(i/max,p1, c1, c2, p2); | |
if(Math.floor(i/100)%2==0) ctx.lineTo(pos.x, pos.y); | |
else ctx.moveTo(pos.x, pos.y); | |
} | |
ctx.stroke(); | |
return this; | |
} |
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