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