mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
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69 lines
2.5 KiB
HTML
69 lines
2.5 KiB
HTML
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<script src="../../list.js"></script>
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<script src="../../page.js"></script>
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<link type="text/css" rel="stylesheet" href="../../page.css" />
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</head>
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<body>
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<h1>[name]</h1>
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<div class="desc">Represents a spline.</div>
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<h2>Constructor</h2>
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<h3>[name]( [page:Array points] )</h3>
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<div>Initialises the spline with *points*, which are the places through which the spline will go.</div>
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<h2>Properties</h2>
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<h3>[property:Array points]</h3>
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<h2>Methods</h2>
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<h3>[method:null initFromArray]( [page:Array a] )</h3>
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<div>
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a — array of triplets containing x, y, z coordinates<br />
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</div>
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<div>Initialises using the data in the array as a series of points. Each value in *a* must be another array with three values, where a[n] is v, the value for the *nth* point, and v[0], v[1] and v[2] are the x, y and z coordinates of that point n, respectively.
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</div>
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<h3>[method:Vector3 getPoint]( [page:Integer k] )</h3>
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<div>
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k — point index
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</div>
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<div>Return the interpolated point at *k*.</div>
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<h3>[method:Array getControlPointsArray]( )</h3>
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<div>Returns an array with triplets of x, y, z coordinates that correspond to the current control points.
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</div>
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<h3>[method:Object getLength]( [page:Integer nSubDivisions] )</h3>
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<div>
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nSubDivisions — number of subdivisions between control points. Default is *100*.
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</div>
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<div>
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Returns an object with the two properties. The property .[page:Number total]</strong> contains
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the length of the spline when using nSubDivisions. The property .[page:Array chunkLength]
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contains an array with the total length from the beginning of the spline to the end of that chunk.
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</div>
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<h3>[method:null reparametrizeByArcLength]( [page:Float samplingCoef] )</h3>
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<div>
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samplingCoef — how many intermediate values to use between spline points
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</div>
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<div>Modifies the spline so that it looks similar to the original but has its points distributed in such way that moving along the spline it's done at a more or less constant speed. The points should also appear more uniformly spread along the curve.</div>
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<div>This is done by resampling the original spline, with the density of sampling controlled by *samplingCoef*. Here it's interesting to note that denser sampling is not necessarily better: if sampling is too high, you may get weird kinks in curvature.</div>
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<h2>Source</h2>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</body>
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</html>
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