/** * @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 ); } };