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).
*
* Tangent data is read from `inTangents` and `outTangents` on the interpolant
* (populated by `KeyframeTrack.InterpolantFactoryMethodBezier`).
*
* 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 inTangents = this.inTangents;
const outTangents = this.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 ];
// Find the curve parameter s where the Bezier X(s) matches t, then evaluate Y(s)
const s = solveBezierParameter( t, t0, c0x, c1x, t1 );
result[ i ] = cubicBezier( s, v0, c0y, c1y, v1 );
}
return result;
}
}
function cubicBezier( s, p0, p1, p2, p3 ) {
const k = 1 - s;
return k * k * k * p0 + 3 * k * k * s * p1 + 3 * k * s * s * p2 + s * s * s * p3;
}
function cubicBezierSlope( s, p0, p1, p2, p3 ) {
const k = 1 - s;
return 3 * k * k * ( p1 - p0 ) + 6 * k * s * ( p2 - p1 ) + 3 * s * s * ( p3 - p2 );
}
// Solves cubicBezier( s, x0, x1, x2, x3 ) = x for s in [0,1] using Newton-Raphson
function solveBezierParameter( x, x0, x1, x2, x3 ) {
let s = ( x - x0 ) / ( x3 - x0 );
for ( let i = 0; i < 8; i ++ ) {
const error = cubicBezier( s, x0, x1, x2, x3 ) - x;
if ( Math.abs( error ) < 1e-10 ) break;
const slope = cubicBezierSlope( s, x0, x1, x2, x3 );
if ( Math.abs( slope ) < 1e-10 ) break;
s = Math.max( 0, Math.min( 1, s - error / slope ) );
}
return s;
}
export { BezierInterpolant };