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@@ -3281,9 +3281,9 @@
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private _normals = new Array<Vector3>();
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private _normals = new Array<Vector3>();
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private _binormals = new Array<Vector3>();
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private _binormals = new Array<Vector3>();
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- constructor(public path: Vector3[]) {
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+ constructor(public path: Vector3[], firstNormal?: Vector3) {
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this._copyPath(path);
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this._copyPath(path);
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- this._compute();
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+ this._compute(firstNormal);
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}
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}
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public getCurve(): Vector3[] {
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public getCurve(): Vector3[] {
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@@ -3306,9 +3306,9 @@
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return this._distances;
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return this._distances;
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}
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}
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- public update(path: Vector3[]): Path3D {
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+ public update(path: Vector3[], firstNormal?: Vector3): Path3D {
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this._copyPath(path);
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this._copyPath(path);
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- this._compute();
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+ this._compute(firstNormal);
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return this;
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return this;
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}
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}
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@@ -3319,7 +3319,7 @@
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}
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}
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// private function compute() : computes tangents, normals and binormals
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// private function compute() : computes tangents, normals and binormals
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- private _compute() {
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+ private _compute(firstNormal) {
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var l = this._curve.length;
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var l = this._curve.length;
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// first and last tangents
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// first and last tangents
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@@ -3330,7 +3330,7 @@
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// normals and binormals at first point : arbitrary vector with _normalVector()
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// normals and binormals at first point : arbitrary vector with _normalVector()
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var tg0 = this._tangents[0];
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var tg0 = this._tangents[0];
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- var pp0 = this._normalVector(this._curve[0], tg0);
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+ var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
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this._normals[0] = pp0;
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this._normals[0] = pp0;
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this._normals[0].normalize();
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this._normals[0].normalize();
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this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
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this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
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@@ -3390,22 +3390,30 @@
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return nLVector;
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return nLVector;
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}
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}
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- // private function normalVector(v0, vt) :
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+ // private function normalVector(v0, vt, va) :
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// returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
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// returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
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- private _normalVector(v0: Vector3, vt: Vector3): Vector3 {
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- var point: Vector3;
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-
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- if (vt.x !== 1) { // search for a point in the plane
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- point = new Vector3(1, 0, 0);
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- }
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- else if (vt.y !== 1) {
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- point = new Vector3(0, 1, 0);
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+ // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
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+ private _normalVector(v0: Vector3, vt: Vector3, va: Vector3): Vector3 {
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+ var normal0: Vector3;
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+ if (va === undefined || va === null) {
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+ var point: Vector3;
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+ if (vt.x !== 1) { // search for a point in the plane
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+ point = new Vector3(1, 0, 0);
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+ }
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+ else if (vt.y !== 1) {
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+ point = new Vector3(0, 1, 0);
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+ }
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+ else if (vt.z !== 1) {
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+ point = new Vector3(0, 0, 1);
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+ }
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+ normal0 = Vector3.Cross(vt, point);
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}
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}
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- else if (vt.z !== 1) {
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- point = new Vector3(0, 0, 1);
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+ else {
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+ normal0 = Vector3.Cross(vt, va);
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+ Vector3.CrossToRef(normal0, vt, normal0);
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+ //normal0 = Vector3.Cross(normal0, vt);
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}
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}
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- var normal0: Vector3 = Vector3.Cross(vt, point);
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- normal0.normalize();
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+ normal0.normalize();
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return normal0;
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return normal0;
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}
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}
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}
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}
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