import defaultValue from "./defaultValue.js";
import defined from "./defined.js";
import DeveloperError from "./DeveloperError.js";
import Quaternion from "./Quaternion.js";
import Spline from "./Spline.js";
function createEvaluateFunction(spline) {
const points = spline.points;
const times = spline.times;
// use slerp interpolation
return function (time, result) {
if (!defined(result)) {
result = new Quaternion();
}
const i = (spline._lastTimeIndex = spline.findTimeInterval(
time,
spline._lastTimeIndex
));
const u = (time - times[i]) / (times[i + 1] - times[i]);
const q0 = points[i];
const 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 C1.
*
* @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 and times are required
* @exception {DeveloperError} points.length must be greater than or equal to 2.
* @exception {DeveloperError} times.length must be equal to points.length.
* @see ConstantSpline
* @see SteppedSpline
* @see HermiteSpline
* @see CatmullRomSpline
* @see LinearSpline
* @see MorphWeightSpline
*/
function QuaternionSpline(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
const points = options.points;
const 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;
}
Object.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 i
in times
such that the parameter
* time
is in the interval [times[i], times[i + 1]]
.
* @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 [t0, tn]
, where t0
* is the first element in the array times
and tn
is the last element
* in the array times
.
*/
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 [t0, tn]
, where t0
* is the first element in the array times
and tn
is the last element
* in the array times
.
*/
QuaternionSpline.prototype.evaluate = function (time, result) {
return this._evaluateFunction(time, result);
};
export default QuaternionSpline;