<!-- AVATAR-FORGE · part 196 -->
} else {

			point.copy( this.v2 ).sub( this.v1 );
			point.multiplyScalar( t ).add( this.v1 );

		}

		return point;

	}

	// Line curve is linear, so we can overwrite default getPointAt
	getPointAt( u, optionalTarget ) {

		return this.getPoint( u, optionalTarget );

	}

	getTangent( t, optionalTarget = new Vector3() ) {

		return optionalTarget.subVectors( this.v2, this.v1 ).normalize();

	}

	getTangentAt( u, optionalTarget ) {

		return this.getTangent( u, optionalTarget );

	}

	copy( source ) {

		super.copy( source );

		this.v1.copy( source.v1 );
		this.v2.copy( source.v2 );

		return this;

	}

	toJSON() {

		const data = super.toJSON();

		data.v1 = this.v1.toArray();
		data.v2 = this.v2.toArray();

		return data;

	}

	fromJSON( json ) {

		super.fromJSON( json );

		this.v1.fromArray( json.v1 );
		this.v2.fromArray( json.v2 );

		return this;

	}

}

class QuadraticBezierCurve extends Curve {

	constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {

		super();

		this.isQuadraticBezierCurve = true;

		this.type = 'QuadraticBezierCurve';

		this.v0 = v0;
		this.v1 = v1;
		this.v2 = v2;

	}

	getPoint( t, optionalTarget = new Vector2() ) {

		const point = optionalTarget;

		const v0 = this.v0, v1 = this.v1, v2 = this.v2;

		point.set(
			QuadraticBezier( t, v0.x, v1.x, v2.x ),
			QuadraticBezier( t, v0.y, v1.y, v2.y )
		);

		return point;

	}

	copy( source ) {

		super.copy( source );

		this.v0.copy( source.v0 );
		this.v1.copy( source.v1 );
		this.v2.copy( source.v2 );

		return this;

	}

	toJSON() {

		const data = super.toJSON();

		data.v0 = this.v0.toArray();
		data.v1 = this.v1.toArray();
		data.v2 = this.v2.toArray();

		return data;

	}

	fromJSON( json ) {

		super.fromJSON( json );

		this.v0.fromArray( json.v0 );
		this.v1.fromArray( json.v1 );
		this.v2.fromArray( json.v2 );

		return this;

	}

}

class QuadraticBezierCurve3 extends Curve {

	constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {

		super();

		this.isQuadraticBezierCurve3 = true;

		this.type = 'QuadraticBezierCurve3';

		this.v0 = v0;
		this.v1 = v1;
		this.v2 = v2;

	}

	getPoint( t, optionalTarget = new Vector3() ) {

		const point = optionalTarget;

		const v0 = this.v0, v1 = this.v1, v2 = this.v2;

		point.set(
			QuadraticBezier( t, v0.x, v1.x, v2.x ),
			QuadraticBezier( t, v0.y, v1.y, v2.y ),
			QuadraticBezier( t, v0.z, v1.z, v2.z )
		);

		return point;

	}

	copy( source ) {

		super.copy( source );

		this.v0.copy( source.v0 );
		this.v1.copy( source.v1 );
		this.v2.copy( source.v2 );

		return this;

	}

	toJSON() {

		const data = super.toJSON();

		data.v0 = this.v0.toArray();
		data.v1 = this.v1.toArray();
		data.v2 = this.v2.toArray();

		return data;

	}

	fromJSON( json ) {

		super.fromJSON( json );

		this.v0.fromArray( json.v0 );
		this.v1.fromArray( json.v1 );
		this.v2.fromArray( json.v2 );

		return this;

	}

}

class SplineCurve extends Curve {

	constructor( points = [] ) {

		super();

		this.isSplineCurve = true;

		this.type = 'SplineCurve';

		this.points = points;

	}

	getPoint( t, optionalTarget = new Vector2() ) {

		const point = optionalTarget;

		const points = this.points;
		const p = ( points.length - 1 ) * t;

		const intPoint = Math.floor( p );
		const weight = p - intPoint;

		const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
		const p1 = points[ intPoint ];
		const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
		const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];

		point.set(
			CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
			CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
		);

		return point;

	}

	copy( source ) {

		super.copy( source );

		this.points = [];

		for ( let i = 0, l = source.points.length; i < l; i ++ ) {

			const point = source.points[ i ];

			this.points.push( point.clone() );

		}

		return this;

	}

	toJSON() {

		const data = super.toJSON();

		data.points = [];

		for ( let i = 0, l = this.points.length; i < l; i ++ ) {

			const point = this.points[ i ];
			data.points.push( point.toArray() );

		}

		return data;

	}

	fromJSON( json ) {

		super.fromJSON( json );

		this.points = [];

		for ( let i = 0, l = json.points.length; i < l; i ++ ) {

			const point = json.points[ i ];
			this.points.push( new Vector2().fromArray( point ) );

		}

		return this;

	}

}

var Curves = /*#__PURE__*/Object.freeze({
	__proto__: null,
	ArcCurve: ArcCurve,
	CatmullRomCurve3: CatmullRomCurve3,
	CubicBezierCurve: CubicBezierCurve,
	CubicBezierCurve3: CubicBezierCurve3,
	EllipseCurve: EllipseCurve,
	LineCurve: LineCurve,
	LineCurve3: LineCurve3,
	QuadraticBezierCurve: QuadraticBezierCurve,
	QuadraticBezierCurve3: QuadraticBezierCurve3,
	SplineCurve: SplineCurve
});

/**************************************************************
 *	Curved Path - a curve path is simply a array of connected
 *  curves, 