/************************************************************** * Closed Spline 3D curve **************************************************************/ THREE.ClosedSplineCurve3 = THREE.Curve.create( function ( points /* array of Vector3 */) { this.points = ( points == undefined ) ? [] : points; }, function ( t ) { var points = this.points; var point = ( points.length - 0 ) * t; // This needs to be from 0-length +1 var intPoint = Math.floor( point ); var weight = point - intPoint; intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length; var point0 = points[ ( intPoint - 1 ) % points.length ]; var point1 = points[ ( intPoint ) % points.length ]; var point2 = points[ ( intPoint + 1 ) % points.length ]; var point3 = points[ ( intPoint + 2 ) % points.length ]; var vector = new THREE.Vector3(); vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight ); vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight ); vector.z = THREE.Curve.Utils.interpolate( point0.z, point1.z, point2.z, point3.z, weight ); return vector; } );