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three

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JavaScript 3D library

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import { Interpolant } from '../Interpolant.js'; /** * A Bezier interpolant using cubic Bezier curves with 2D control points. * * This interpolant supports the COLLADA/Maya style of Bezier animation where * each keyframe has explicit in/out tangent control points specified as * 2D coordinates (time, value). * * The tangent data must be provided via the `settings` object: * - `settings.inTangents`: Float32Array with [time, value] pairs per keyframe per component * - `settings.outTangents`: Float32Array with [time, value] pairs per keyframe per component * * For a track with N keyframes and stride S: * - Each tangent array has N * S * 2 values * - Layout: [k0_c0_time, k0_c0_value, k0_c1_time, k0_c1_value, ..., k0_cS_time, k0_cS_value, * k1_c0_time, k1_c0_value, ...] * * @augments Interpolant */ class BezierInterpolant extends Interpolant { interpolate_( i1, t0, t, t1 ) { const result = this.resultBuffer; const values = this.sampleValues; const stride = this.valueSize; const offset1 = i1 * stride; const offset0 = offset1 - stride; const settings = this.settings || this.DefaultSettings_; const inTangents = settings.inTangents; const outTangents = settings.outTangents; // If no tangent data, fall back to linear interpolation if ( ! inTangents || ! outTangents ) { const weight1 = ( t - t0 ) / ( t1 - t0 ); const weight0 = 1 - weight1; for ( let i = 0; i !== stride; ++ i ) { result[ i ] = values[ offset0 + i ] * weight0 + values[ offset1 + i ] * weight1; } return result; } const tangentStride = stride * 2; const i0 = i1 - 1; for ( let i = 0; i !== stride; ++ i ) { const v0 = values[ offset0 + i ]; const v1 = values[ offset1 + i ]; // outTangent of previous keyframe (C0) const outTangentOffset = i0 * tangentStride + i * 2; const c0x = outTangents[ outTangentOffset ]; const c0y = outTangents[ outTangentOffset + 1 ]; // inTangent of current keyframe (C1) const inTangentOffset = i1 * tangentStride + i * 2; const c1x = inTangents[ inTangentOffset ]; const c1y = inTangents[ inTangentOffset + 1 ]; // Solve for Bezier parameter s where Bx(s) = t using Newton-Raphson let s = ( t - t0 ) / ( t1 - t0 ); let s2, s3, oneMinusS, oneMinusS2, oneMinusS3; for ( let iter = 0; iter < 8; iter ++ ) { s2 = s * s; s3 = s2 * s; oneMinusS = 1 - s; oneMinusS2 = oneMinusS * oneMinusS; oneMinusS3 = oneMinusS2 * oneMinusS; // Bezier X(s) = (1-s)³·t0 + 3(1-s)²s·c0x + 3(1-s)s²·c1x + s³·t1 const bx = oneMinusS3 * t0 + 3 * oneMinusS2 * s * c0x + 3 * oneMinusS * s2 * c1x + s3 * t1; const error = bx - t; if ( Math.abs( error ) < 1e-10 ) break; // Derivative dX/ds const dbx = 3 * oneMinusS2 * ( c0x - t0 ) + 6 * oneMinusS * s * ( c1x - c0x ) + 3 * s2 * ( t1 - c1x ); if ( Math.abs( dbx ) < 1e-10 ) break; s = s - error / dbx; s = Math.max( 0, Math.min( 1, s ) ); } // Evaluate Bezier Y(s) result[ i ] = oneMinusS3 * v0 + 3 * oneMinusS2 * s * c0y + 3 * oneMinusS * s2 * c1y + s3 * v1; } return result; } } export { BezierInterpolant };