| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158 | /** * BezierSpline * https://github.com/leszekr/bezier-spline-js * * @private * @copyright * Copyright (c) 2013 Leszek Rybicki * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */var Spline = /** @class */ (function () {    function Spline(options) {        this.points = options.points || [];        this.duration = options.duration || 10000;        this.sharpness = options.sharpness || 0.85;        this.centers = [];        this.controls = [];        this.stepLength = options.stepLength || 60;        this.length = this.points.length;        this.delay = 0;        // this is to ensure compatibility with the 2d version        for (var i = 0; i < this.length; i++) {            this.points[i].z = this.points[i].z || 0;        }        for (var i = 0; i < this.length - 1; i++) {            var p1 = this.points[i];            var p2 = this.points[i + 1];            this.centers.push({                x: (p1.x + p2.x) / 2,                y: (p1.y + p2.y) / 2,                z: (p1.z + p2.z) / 2,            });        }        this.controls.push([this.points[0], this.points[0]]);        for (var i = 0; i < this.centers.length - 1; i++) {            var dx = this.points[i + 1].x - (this.centers[i].x + this.centers[i + 1].x) / 2;            var dy = this.points[i + 1].y - (this.centers[i].y + this.centers[i + 1].y) / 2;            var dz = this.points[i + 1].z - (this.centers[i].y + this.centers[i + 1].z) / 2;            this.controls.push([                {                    x: (1.0 - this.sharpness) * this.points[i + 1].x +                        this.sharpness * (this.centers[i].x + dx),                    y: (1.0 - this.sharpness) * this.points[i + 1].y +                        this.sharpness * (this.centers[i].y + dy),                    z: (1.0 - this.sharpness) * this.points[i + 1].z +                        this.sharpness * (this.centers[i].z + dz),                },                {                    x: (1.0 - this.sharpness) * this.points[i + 1].x +                        this.sharpness * (this.centers[i + 1].x + dx),                    y: (1.0 - this.sharpness) * this.points[i + 1].y +                        this.sharpness * (this.centers[i + 1].y + dy),                    z: (1.0 - this.sharpness) * this.points[i + 1].z +                        this.sharpness * (this.centers[i + 1].z + dz),                },            ]);        }        this.controls.push([            this.points[this.length - 1],            this.points[this.length - 1],        ]);        this.steps = this.cacheSteps(this.stepLength);        return this;    }    /**     * Caches an array of equidistant (more or less) points on the curve.     */    Spline.prototype.cacheSteps = function (mindist) {        var steps = [];        var laststep = this.pos(0);        steps.push(0);        for (var t = 0; t < this.duration; t += 10) {            var step = this.pos(t);            var dist = Math.sqrt((step.x - laststep.x) * (step.x - laststep.x) +                (step.y - laststep.y) * (step.y - laststep.y) +                (step.z - laststep.z) * (step.z - laststep.z));            if (dist > mindist) {                steps.push(t);                laststep = step;            }        }        return steps;    };    /**     * returns angle and speed in the given point in the curve     */    Spline.prototype.vector = function (t) {        var p1 = this.pos(t + 10);        var p2 = this.pos(t - 10);        return {            angle: (180 * Math.atan2(p1.y - p2.y, p1.x - p2.x)) / 3.14,            speed: Math.sqrt((p2.x - p1.x) * (p2.x - p1.x) +                (p2.y - p1.y) * (p2.y - p1.y) +                (p2.z - p1.z) * (p2.z - p1.z)),        };    };    /**     * Gets the position of the point, given time.     *     * WARNING: The speed is not constant. The time it takes between control points is constant.     *     * For constant speed, use Spline.steps[i];     */    Spline.prototype.pos = function (time) {        var t = time - this.delay;        if (t < 0) {            t = 0;        }        if (t > this.duration) {            t = this.duration - 1;        }        // t = t-this.delay;        var t2 = t / this.duration;        if (t2 >= 1) {            return this.points[this.length - 1];        }        var n = Math.floor((this.points.length - 1) * t2);        var t1 = (this.length - 1) * t2 - n;        return bezier(t1, this.points[n], this.controls[n][1], this.controls[n + 1][0], this.points[n + 1]);    };    return Spline;}());export default Spline;function bezier(t, p1, c1, c2, p2) {    var b = B(t);    var pos = {        x: p2.x * b[0] + c2.x * b[1] + c1.x * b[2] + p1.x * b[3],        y: p2.y * b[0] + c2.y * b[1] + c1.y * b[2] + p1.y * b[3],        z: p2.z * b[0] + c2.z * b[1] + c1.z * b[2] + p1.z * b[3],    };    return pos;}function B(t) {    var t2 = t * t;    var t3 = t2 * t;    return [        t3,        3 * t2 * (1 - t),        3 * t * (1 - t) * (1 - t),        (1 - t) * (1 - t) * (1 - t),    ];}
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