@woosh/meep-engine
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Pure JavaScript game engine. Fully featured and production ready.
110 lines (92 loc) • 3.11 kB
JavaScript
import { assert } from "../../assert.js";
import { spline3_hermite } from "./spline3_hermite.js";
/**
* Compute the parameter values `t` at which a cubic Hermite spline reaches its
* minimum and maximum on `[0, 1]`. `t_at_min` is written to
* `result[result_offset]`, `t_at_max` to `result[result_offset + result_stride]`.
* Both values lie in `[0, 1]`.
*
* Companion to {@link spline3_hermite_bounds}, which writes the values; this
* one writes the parameters at which those values are reached. Either function
* does its own critical-point search — call whichever you actually need.
*
* @param {number[]|Float32Array|Float64Array} result
* @param {number} result_offset
* @param {number} result_stride
* @param {number} p0
* @param {number} p1
* @param {number} m0
* @param {number} m1
*
* @author Alex Goldring
* @copyright Company Named Limited (c) 2025
*/
export function spline3_hermite_bounds_t(
result,
result_offset,
result_stride,
p0, p1, m0, m1
) {
assert.greaterThan(result_stride, 0, 'result_stride must be greater than 0');
assert.isInteger(result_stride, 'result_stride');
// Derivative of the Hermite polynomial:
// 3 t² (m0 + m1 + 2 p0 - 2 p1) - 2 t (2 m0 + m1 + 3 p0 - 3 p1) + m0
const a = 3 * (m0 + m1 + 2 * p0 - 2 * p1);
const b = -2 * (2 * m0 + m1 + 3 * p0 - 3 * p1);
const c = m0;
let min, max, t_at_min, t_at_max;
if (p0 <= p1) {
min = p0; t_at_min = 0;
max = p1; t_at_max = 1;
} else {
min = p1; t_at_min = 1;
max = p0; t_at_max = 0;
}
if (Math.abs(a) < 1e-12) {
if (Math.abs(b) >= 1e-12) {
const t = -c / b;
if (0 < t && t < 1) {
const value = spline3_hermite(t, p0, p1, m0, m1);
if (value < min) {
min = value;
t_at_min = t;
}
if (value > max) {
max = value;
t_at_max = t;
}
}
}
} else {
const b2ac = b * b - 4 * c * a;
if (b2ac >= 0) {
const sqrtb2ac = Math.sqrt(b2ac);
const t1 = (-b + sqrtb2ac) / (2 * a);
if (0 < t1 && t1 < 1) {
const value = spline3_hermite(t1, p0, p1, m0, m1);
if (value < min) {
min = value;
t_at_min = t1;
}
if (value > max) {
max = value;
t_at_max = t1;
}
}
const t2 = (-b - sqrtb2ac) / (2 * a);
if (0 < t2 && t2 < 1) {
const value = spline3_hermite(t2, p0, p1, m0, m1);
if (value < min) {
min = value;
t_at_min = t2;
}
if (value > max) {
max = value;
t_at_max = t2;
}
}
}
}
result[result_offset] = t_at_min;
result[result_offset + result_stride] = t_at_max;
}