@woosh/meep-engine
Version:
Pure JavaScript game engine. Fully featured and production ready.
33 lines (27 loc) • 1.29 kB
JavaScript
/**
* One-dimensional cubic curve conversion from Hermite to bezier
* @param {Float32Array|number[]} result where to put results
* @param {number} result_offset offset to start writing at in result array
* @param {number} result_stride how far to step between each written value. Necessary for N-dimensional curves where we want to interleave multiple curves together, such as for color or quaternions
* @param {number} p0
* @param {number} p1
* @param {number} m0 tangent at p0
* @param {number} m1 tangent at p1
* @see spline3_bezier_to_hermite
*/
export function spline3_hermite_to_bezier(
result,
result_offset,
result_stride,
p0, p1,
m0, m1
) {
// see https://stackoverflow.com/questions/42574940/draw-hermite-curve-on-browser-canvas-javascript
// see https://pomax.github.io/bezierinfo/#catmullconv
// see https://github.com/haiku/haiku/blob/eb5f74847eb9d7e1cbfa484064b35f833102f9c5/headers/libs/agg/agg_curves.h#L340
const TENSION_FACTOR = 3;
result[result_offset + 0 * result_stride] = p0;
result[result_offset + 1 * result_stride] = p0 + m0 / TENSION_FACTOR;
result[result_offset + 2 * result_stride] = p1 - m1 / TENSION_FACTOR;
result[result_offset + 3 * result_stride] = p1;
}