/
QuaternionSpline.js
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/
QuaternionSpline.js
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define([
'./defaultValue',
'./defined',
'./defineProperties',
'./DeveloperError',
'./Quaternion',
'./Spline'
], function(
defaultValue,
defined,
defineProperties,
DeveloperError,
Quaternion,
Spline) {
'use strict';
function createEvaluateFunction(spline) {
var points = spline.points;
var times = spline.times;
// use slerp interpolation
return function(time, result) {
if (!defined(result)){
result = new Quaternion();
}
var i = spline._lastTimeIndex = spline.findTimeInterval(time, spline._lastTimeIndex);
var u = (time - times[i]) / (times[i + 1] - times[i]);
var q0 = points[i];
var q1 = points[i + 1];
return Quaternion.fastSlerp(q0, q1, u, result);
};
}
/**
* A spline that uses spherical linear (slerp) interpolation to create a quaternion curve.
* The generated curve is in the class C<sup>1</sup>.
*
* @alias QuaternionSpline
* @constructor
*
* @param {Object} options Object with the following properties:
* @param {Number[]} options.times An array of strictly increasing, unit-less, floating-point times at each point.
* The values are in no way connected to the clock time. They are the parameterization for the curve.
* @param {Quaternion[]} options.points The array of {@link Quaternion} control points.
*
* @exception {DeveloperError} points.length must be greater than or equal to 2.
* @exception {DeveloperError} times.length must be equal to points.length.
*
* @see HermiteSpline
* @see CatmullRomSpline
* @see LinearSpline
* @see WeightSpline
*/
function QuaternionSpline(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
var points = options.points;
var times = options.times;
//>>includeStart('debug', pragmas.debug);
if (!defined(points) || !defined(times)) {
throw new DeveloperError('points and times are required.');
}
if (points.length < 2) {
throw new DeveloperError('points.length must be greater than or equal to 2.');
}
if (times.length !== points.length) {
throw new DeveloperError('times.length must be equal to points.length.');
}
//>>includeEnd('debug');
this._times = times;
this._points = points;
this._evaluateFunction = createEvaluateFunction(this);
this._lastTimeIndex = 0;
}
defineProperties(QuaternionSpline.prototype, {
/**
* An array of times for the control points.
*
* @memberof QuaternionSpline.prototype
*
* @type {Number[]}
* @readonly
*/
times : {
get : function() {
return this._times;
}
},
/**
* An array of {@link Quaternion} control points.
*
* @memberof QuaternionSpline.prototype
*
* @type {Quaternion[]}
* @readonly
*/
points : {
get : function() {
return this._points;
}
}
});
/**
* Finds an index <code>i</code> in <code>times</code> such that the parameter
* <code>time</code> is in the interval <code>[times[i], times[i + 1]]</code>.
* @function
*
* @param {Number} time The time.
* @returns {Number} The index for the element at the start of the interval.
*
* @exception {DeveloperError} time must be in the range <code>[t<sub>0</sub>, t<sub>n</sub>]</code>, where <code>t<sub>0</sub></code>
* is the first element in the array <code>times</code> and <code>t<sub>n</sub></code> is the last element
* in the array <code>times</code>.
*/
QuaternionSpline.prototype.findTimeInterval = Spline.prototype.findTimeInterval;
/**
* Wraps the given time to the period covered by the spline.
* @function
*
* @param {Number} time The time.
* @return {Number} The time, wrapped around to the updated animation.
*/
QuaternionSpline.prototype.wrapTime = Spline.prototype.wrapTime;
/**
* Clamps the given time to the period covered by the spline.
* @function
*
* @param {Number} time The time.
* @return {Number} The time, clamped to the animation period.
*/
QuaternionSpline.prototype.clampTime = Spline.prototype.clampTime;
/**
* Evaluates the curve at a given time.
*
* @param {Number} time The time at which to evaluate the curve.
* @param {Quaternion} [result] The object onto which to store the result.
* @returns {Quaternion} The modified result parameter or a new instance of the point on the curve at the given time.
*
* @exception {DeveloperError} time must be in the range <code>[t<sub>0</sub>, t<sub>n</sub>]</code>, where <code>t<sub>0</sub></code>
* is the first element in the array <code>times</code> and <code>t<sub>n</sub></code> is the last element
* in the array <code>times</code>.
*/
QuaternionSpline.prototype.evaluate = function(time, result) {
return this._evaluateFunction(time, result);
};
return QuaternionSpline;
});