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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). * * 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 };