Esempio n. 1
0
            return function (startPointSet, endPointSet, mp0, mp1) {
                vec2.set(cp0, 0, 0);
                vec2.set(cp1, 0, 0);
                var len = startPointSet.length;
                // Calculate the centroid of start points set
                for (var i = 0; i < len; i++) {
                    vec2.add(cp0, cp0, startPointSet[i]);
                }
                vec2.scale(cp0, cp0, 1 / len);

                // Calculate the centroid of end points set
                len = endPointSet.length;
                for (var i = 0; i < len; i++) {
                    vec2.add(cp1, cp1, endPointSet[i]);
                }
                vec2.scale(cp1, cp1, 1 / len);

                this._limitTurningAngle(
                    startPointSet, cp0, cp1, mp0
                );
                this._limitTurningAngle(
                    endPointSet, cp1, cp0, mp1
                );
            };
Esempio n. 2
0
            return function (pointSet, p0, p1, out) {
                // Limit the max turning angle
                var maxTurningAngleCos = Math.cos(this.maxTurningAngle);
                var maxTurningAngleTan = Math.tan(this.maxTurningAngle);

                vec2.sub(v10, p0, p1);
                vec2.normalize(v10, v10);

                // Simply copy the centroid point if no need to turn the angle
                vec2.copy(out, p0);

                var maxMovement = 0;
                for (var i = 0; i < pointSet.length; i++) {
                    var p = pointSet[i];
                    vec2.sub(vTmp, p, p0);
                    var len = vec2.len(vTmp);
                    vec2.scale(vTmp, vTmp, 1 / len);
                    var turningAngleCos = vec2.dot(vTmp, v10);
                    // Turning angle is to large
                    if (turningAngleCos < maxTurningAngleCos) {
                        // Calculat p's project point on vector p1-p0 
                        // and distance to the vector
                        vec2.scaleAndAdd(
                            project, p0, v10, len * turningAngleCos
                        );
                        var distance = v2Dist(project, p);

                        // Use the max turning angle to calculate the new meet point
                        var d = distance / maxTurningAngleTan;
                        vec2.scaleAndAdd(tmpOut, project, v10, -d);

                        var movement = v2DistSquare(tmpOut, p0);
                        if (movement > maxMovement) {
                            maxMovement = movement;
                            vec2.copy(out, tmpOut);
                        }
                    }
                }
            };