playcanvas
Version:
PlayCanvas WebGL game engine
179 lines (176 loc) • 5.55 kB
JavaScript
import { CURVE_SMOOTHSTEP } from './constants.js';
import { CurveEvaluator } from './curve-evaluator.js';
/**
* A curve is a collection of keys (time/value pairs). The shape of the curve is defined by its
* type that specifies an interpolation scheme for the keys.
*
* @category Math
*/ class Curve {
/**
* Creates a new Curve instance.
*
* @param {number[]} [data] - An array of keys (pairs of numbers with the time first and value
* second).
* @example
* const curve = new pc.Curve([
* 0, 0, // At 0 time, value of 0
* 0.33, 2, // At 0.33 time, value of 2
* 0.66, 2.6, // At 0.66 time, value of 2.6
* 1, 3 // At 1 time, value of 3
* ]);
*/ constructor(data){
/**
* The keys that define the curve. Each key is an array of two numbers with the time first and
* the value second.
*
* @type {number[][]}
*/ this.keys = [];
/**
* The curve interpolation scheme. Can be:
*
* - {@link CURVE_LINEAR}
* - {@link CURVE_SMOOTHSTEP}
* - {@link CURVE_SPLINE}
* - {@link CURVE_STEP}
*
* Defaults to {@link CURVE_SMOOTHSTEP}.
*
* @type {number}
*/ this.type = CURVE_SMOOTHSTEP;
/**
* Controls how {@link CURVE_SPLINE} tangents are calculated. Valid range is between 0 and 1
* where 0 results in a non-smooth curve (equivalent to linear interpolation) and 1 results in
* a very smooth curve. Use 0.5 for a Catmull-Rom spline.
*
* @type {number}
*/ this.tension = 0.5;
/**
* @type {CurveEvaluator}
* @private
*/ this._eval = new CurveEvaluator(this);
if (data) {
for(let i = 0; i < data.length - 1; i += 2){
this.keys.push([
data[i],
data[i + 1]
]);
}
}
this.sort();
}
/**
* Gets the number of keys in the curve.
*
* @type {number}
*/ get length() {
return this.keys.length;
}
/**
* Adds a new key to the curve.
*
* @param {number} time - Time to add new key.
* @param {number} value - Value of new key.
* @returns {number[]} The newly created `[time, value]` pair.
*/ add(time, value) {
const keys = this.keys;
const len = keys.length;
let i = 0;
for(; i < len; i++){
if (keys[i][0] > time) {
break;
}
}
const key = [
time,
value
];
this.keys.splice(i, 0, key);
return key;
}
/**
* Gets the `[time, value]` pair at the specified index.
*
* @param {number} index - The index of key to return.
* @returns {number[]} The `[time, value]` pair at the specified index.
*/ get(index) {
return this.keys[index];
}
/**
* Sorts keys by time.
*/ sort() {
this.keys.sort((a, b)=>a[0] - b[0]);
}
/**
* Returns the interpolated value of the curve at specified time.
*
* @param {number} time - The time at which to calculate the value.
* @returns {number} The interpolated value.
*/ value(time) {
// we force reset the evaluation because keys may have changed since the last evaluate
// (we can't know)
return this._eval.evaluate(time, true);
}
closest(time) {
const keys = this.keys;
const length = keys.length;
let min = 2;
let result = null;
for(let i = 0; i < length; i++){
const diff = Math.abs(time - keys[i][0]);
if (min >= diff) {
min = diff;
result = keys[i];
} else {
break;
}
}
return result;
}
/**
* Returns a clone of the specified curve object.
*
* @returns {this} A clone of the specified curve.
*/ clone() {
/** @type {this} */ const result = new this.constructor();
result.keys = this.keys.map((key)=>[
...key
]);
result.type = this.type;
result.tension = this.tension;
return result;
}
/**
* Sample the curve at regular intervals over the range [0..1].
*
* @param {number} precision - The number of samples to return.
* @returns {Float32Array} The set of quantized values.
* @ignore
*/ quantize(precision) {
precision = Math.max(precision, 2);
const values = new Float32Array(precision);
const step = 1.0 / (precision - 1);
// quantize graph to table of interpolated values
values[0] = this._eval.evaluate(0, true);
for(let i = 1; i < precision; i++){
values[i] = this._eval.evaluate(step * i);
}
return values;
}
/**
* Sample the curve at regular intervals over the range [0..1] and clamp the resulting samples
* to [min..max].
*
* @param {number} precision - The number of samples to return.
* @param {number} min - The minimum output value.
* @param {number} max - The maximum output value.
* @returns {Float32Array} The set of quantized values.
* @ignore
*/ quantizeClamped(precision, min, max) {
const result = this.quantize(precision);
for(let i = 0; i < result.length; ++i){
result[i] = Math.min(max, Math.max(min, result[i]));
}
return result;
}
}
export { Curve };