three
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JavaScript 3D library
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JavaScript
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 };