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## [0.8.3](v0.8.2...v0.8.3) (2024-08-28) ### Bug Fixes * fix frameRate and camera resize ([c4b8626](c4b8626)) * fix InstanceDraw destroy error ([4529594](4529594)) * **GUI:** add option to receive post effects ([#426](#426)) ([af74bb1](af74bb1)) * **inputsystem:** capture pointer on pointerdown ([#432](#432)) ([cc90b82](cc90b82)) * **shadow:** fix acceptShadow ([4d6a838](4d6a838)) * **transform:** fix lookAt at vertical angle ([#431](#431)) ([1922f18](1922f18)) ### Features * add GridObject ([#436](#436)) ([a939ce6](a939ce6)) * **geometry:** add extra geometry package, extrude geometry and text geometry ([#442](#442)) ([069e6d4](069e6d4)) * **graphic:** move graphic3D to @orillusion/graphic ([#427](#427)) ([a1d1b2a](a1d1b2a)) * **physics:** add RopeSoftBody, rigidbody dragger, and enhance collisionShapeUtil ([#448](#448)) ([452d730](452d730)) * **physics:** Refactor physics plugin with extensive enhancements and new features ([#440](#440)) ([7c18db5](7c18db5))
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@@ -181,6 +181,7 @@ class _GUIHelp { | |
} | ||
} | ||
} | ||
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/** | ||
* @internal | ||
*/ | ||
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58 changes: 58 additions & 0 deletions
58
packages/geometry/ExtrudeGeometry/Curve/CubicBezierCurve2D.ts
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import { Vector2 } from "@orillusion/core"; | ||
import { Curve2D } from "./Curve2D"; | ||
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export class CubicBezierCurve2D extends Curve2D { | ||
public v0: Vector2; | ||
public v1: Vector2; | ||
public v2: Vector2; | ||
public v3: Vector2; | ||
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constructor(v0: Vector2, v1: Vector2, v2: Vector2, v3: Vector2) { | ||
super(); | ||
this.v0 = v0; | ||
this.v1 = v1; | ||
this.v2 = v2; | ||
this.v3 = v3; | ||
} | ||
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public get points(): Vector2[] { | ||
return [this.v0, this.v1, this.v2, this.v3]; | ||
} | ||
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public getPoint(t: number, result: Vector2 = new Vector2()): Vector2 { | ||
result.set( | ||
this.cubicBezier(t, this.v0.x, this.v1.x, this.v2.x, this.v3.x), | ||
this.cubicBezier(t, this.v0.y, this.v1.y, this.v2.y, this.v3.y) | ||
); | ||
return result; | ||
} | ||
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public copyFrom(other: CubicBezierCurve2D) { | ||
this.v0.copyFrom(other.v0); | ||
this.v1.copyFrom(other.v1); | ||
this.v2.copyFrom(other.v2); | ||
this.v3.copyFrom(other.v3); | ||
} | ||
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protected cubicBezierP0(t: number, p: number) { | ||
const k = 1 - t; | ||
return k * k * k * p; | ||
} | ||
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protected cubicBezierP1(t: number, p: number) { | ||
const k = 1 - t; | ||
return 3 * k * k * t * p; | ||
} | ||
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protected cubicBezierP2(t: number, p: number) { | ||
return 3 * (1 - t) * t * t * p; | ||
} | ||
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protected cubicBezierP3(t: number, p: number) { | ||
return t * t * t * p; | ||
} | ||
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protected cubicBezier(t: number, p0: number, p1: number, p2: number, p3: number) { | ||
return this.cubicBezierP0(t, p0) + this.cubicBezierP1(t, p1) + this.cubicBezierP2(t, p2) + this.cubicBezierP3(t, p3); | ||
} | ||
} |
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import { Vector2 } from "@orillusion/core"; | ||
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export enum CurveType { | ||
LineCurve, | ||
SplineCurve, | ||
EllipseCurve, | ||
QuadraticBezierCurve, | ||
} | ||
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export class Curve2D { | ||
public curveType: CurveType; | ||
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public get points(): Vector2[] { | ||
console.warn("points not implementation!"); | ||
return []; | ||
} | ||
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public getPoint(t: number, result: Vector2 = new Vector2()): Vector2 { | ||
console.warn("getPoint not implementation!"); | ||
return result; | ||
} | ||
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public getPoints(divisions = 5): Vector2[] { | ||
let points: Vector2[] = []; | ||
for (let d = 0; d <= divisions; d++) { | ||
points.push(this.getPoint(d / divisions)); | ||
} | ||
return points; | ||
} | ||
} |
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import { Vector2 } from "@orillusion/core"; | ||
import { Curve2D, CurveType } from "./Curve2D"; | ||
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export class LineCurve2D extends Curve2D { | ||
public v0: Vector2; | ||
public v1: Vector2; | ||
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constructor(v0: Vector2, v1: Vector2) { | ||
super(); | ||
this.v0 = v0; | ||
this.v1 = v1; | ||
this.curveType = CurveType.LineCurve; | ||
} | ||
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public get points(): Vector2[] { | ||
return [this.v0, this.v1]; | ||
} | ||
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public getPoint(t: number, result: Vector2 = new Vector2()): Vector2 { | ||
if (t >= 1) { | ||
result.copyFrom(this.v1); | ||
} else { | ||
this.v1.sub(this.v0, result); | ||
result.multiplyScaler(t).add(this.v0, result); | ||
} | ||
return result; | ||
} | ||
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public getPointAt(u: number, result: Vector2 = new Vector2()): Vector2 { | ||
return this.getPoint(u, result); | ||
} | ||
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public getTangent(t: number, result: Vector2 = new Vector2()): Vector2 { | ||
this.v1.sub(this.v0, result); | ||
result.normalize(); | ||
return result; | ||
} | ||
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public getTangentAt(u: number, result: Vector2 = new Vector2()): Vector2 { | ||
return this.getTangent(u, result); | ||
} | ||
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public copyFrom(other: LineCurve2D) { | ||
this.v0.copyFrom(other.v0); | ||
this.v1.copyFrom(other.v1); | ||
} | ||
} |
51 changes: 51 additions & 0 deletions
51
packages/geometry/ExtrudeGeometry/Curve/QuadraticBezierCurve2D.ts
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import { Vector2 } from "@orillusion/core"; | ||
import { Curve2D, CurveType } from "./Curve2D"; | ||
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export class QuadraticBezierCurve2D extends Curve2D { | ||
public v0: Vector2; | ||
public v1: Vector2; | ||
public v2: Vector2; | ||
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constructor(v0: Vector2, v1: Vector2, v2: Vector2) { | ||
super(); | ||
this.v0 = v0; | ||
this.v1 = v1; | ||
this.v2 = v2; | ||
this.curveType = CurveType.QuadraticBezierCurve; | ||
} | ||
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public get points(): Vector2[] { | ||
return [this.v0, this.v1, this.v2]; | ||
} | ||
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public getPoint(t: number, result: Vector2 = new Vector2()): Vector2 { | ||
result.set( | ||
this.quadraticBezier(t, this.v0.x, this.v1.x, this.v2.x), | ||
this.quadraticBezier(t, this.v0.y, this.v1.y, this.v2.y) | ||
); | ||
return result; | ||
} | ||
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public copyFrom(other: QuadraticBezierCurve2D) { | ||
this.v0.copyFrom(other.v0); | ||
this.v1.copyFrom(other.v1); | ||
this.v2.copyFrom(other.v2); | ||
} | ||
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protected quadraticBezierP0(t: number, p: number) { | ||
const k = 1 - t; | ||
return k * k * p; | ||
} | ||
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protected quadraticBezierP1(t: number, p: number) { | ||
return 2 * (1 - t) * t * p; | ||
} | ||
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protected quadraticBezierP2(t: number, p: number) { | ||
return t * t * p; | ||
} | ||
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protected quadraticBezier(t: number, p0: number, p1: number, p2: number): number { | ||
return this.quadraticBezierP0(t, p0) + this.quadraticBezierP1(t, p1) + this.quadraticBezierP2(t, p2); | ||
} | ||
} |
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