var Spline = {}; Spline.sample_angle = function(type, points, angle) { return spline_cmd(0, type, points[0].length, points, angle); } Spline.bezier_loop = function(cp) { cp.push(Vector.reflect_point(cp.at(-2),cp.at(-1))); cp.push(Vector.reflect_point(cp[1],cp[0])); cp.push(cp[0].slice()); return cp; } Spline.bezier_node_count = function(cp) { if (cp.length === 4) return 2; return 2 + (cp.length-4)/3; } Spline.is_bezier = function(t) { return t === Spline.type.bezier; } Spline.is_catmull = function(t) { return t === Spline.type.catmull; } Spline.bezier2catmull = function(b) { var c = []; for (var i = 0; i < b.length; i += 3) c.push(b[i]); return c; } Spline.catmull2bezier = function(c) { var b = []; for (var i = 1; i < c.length-2; i++) { b.push(c[i].slice()); b.push(c[i+1].sub(c[i-1]).scale(0.25).add(c[i])); b.push(c[i].sub(c[i+2]).scale(0.25).add(c[i+1])); } b.push(c[c.length-2]); return b; } Spline.catmull_loop = function(cp) { cp = cp.slice(); cp.unshift(cp.last()); cp.push(cp[1]); cp.push(cp[2]); return cp; } Spline.catmull_caps = function(cp) { if (cp.length < 2) return; cp = cp.slice(); cp.unshift(cp[0].sub(cp[1]).add(cp[0])); cp.push(cp.last().sub(cp.at(-2).add(cp.last()))); return cp; } Spline.catmull_caps.doc = "Given a set of control points cp, return the necessary caps added to the spline."; Spline.catmull2bezier.doc = "Given a set of control points C for a camtull-rom type curve, return a set of cubic bezier points to give the same curve." Spline.type = { catmull: 0, bezier: 1, bspline: 2, cubichermite: 3 }; Spline.bezier_tan_partner = function(points, i) { if (i%3 === 0) return undefined; var partner_i = (i%3) === 2 ? i-1 : i+1; return points[i]; } Spline.bezier_cp_mirror = function(points, i) { if (i%3 === 0) return undefined; var partner_i = (i%3) === 2 ? i+2 : i-2; var node_i = (i%3) === 2 ? i+1 : i-1; if (partner_i >= points.length || node_i >= points.length) return; points[partner_i] = points[node_i].sub(points[i]).add(points[node_i]); } Spline.bezier_point_handles = function(points, i) { if (!Spline.bezier_is_node(points,i)) return []; var a = i-1; var b = i+1; var c = [] if (a > 0) c.push(a); if (b < points.length) c.push(b); return c; } Spline.bezier_nodes = function(points) { var c = []; for (var i = 0; i < points.length; i+=3) c.push(points[i].slice()); return c; } Spline.bezier_is_node = function(points, i) { return i%3 === 0; } Spline.bezier_is_handle = function(points, i) { return !Spline.bezier_is_node(points,i); } return {Spline};