phaser
Version:
A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
58 lines (50 loc) • 1.58 kB
JavaScript
/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2026 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @ignore
*/
function P0 (t, p)
{
var k = 1 - t;
return k * k * p;
}
/**
* @ignore
*/
function P1 (t, p)
{
return 2 * (1 - t) * t * p;
}
/**
* @ignore
*/
function P2 (t, p)
{
return t * t * p;
}
// https://github.com/mrdoob/three.js/blob/master/src/extras/core/Interpolations.js
/**
* Calculates a single point along a quadratic Bezier curve defined by a start point, a control
* point, and an end point. The value of `t` determines how far along the curve the returned
* value sits: 0 returns the start point value, 1 returns the end point value, and values in
* between are smoothly interpolated. The control point pulls the curve toward it, shaping the
* arc between the start and end points without the curve passing through it directly.
*
* @function Phaser.Math.Interpolation.QuadraticBezier
* @since 3.2.0
*
* @param {number} t - The interpolation position along the curve, between 0 (start) and 1 (end).
* @param {number} p0 - The start point value.
* @param {number} p1 - The control point value, which pulls the curve toward it and determines its arc.
* @param {number} p2 - The end point value.
*
* @return {number} The interpolated value at position `t` along the quadratic Bezier curve.
*/
var QuadraticBezierInterpolation = function (t, p0, p1, p2)
{
return P0(t, p0) + P1(t, p1) + P2(t, p2);
};
module.exports = QuadraticBezierInterpolation;