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@@ -0,0 +1,699 @@
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+import { DeepImmutable, Nullable } from '../types';
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+import { Scalar } from './math.scalar';
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+import { Vector2, Vector3 } from './math';
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+import { Epsilon } from './math.constants';
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+
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+/**
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+ * Defines potential orientation for back face culling
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+ */
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+export enum Orientation {
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+ /**
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+ * Clockwise
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+ */
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+ CW = 0,
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+ /** Counter clockwise */
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+ CCW = 1
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+}
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+
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+/** Class used to represent a Bezier curve */
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+export class BezierCurve {
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+ /**
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+ * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
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+ * @param t defines the time
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+ * @param x1 defines the left coordinate on X axis
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+ * @param y1 defines the left coordinate on Y axis
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+ * @param x2 defines the right coordinate on X axis
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+ * @param y2 defines the right coordinate on Y axis
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+ * @returns the interpolated value
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+ */
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+ public static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number {
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+
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+ // Extract X (which is equal to time here)
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+ var f0 = 1 - 3 * x2 + 3 * x1;
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+ var f1 = 3 * x2 - 6 * x1;
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+ var f2 = 3 * x1;
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+
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+ var refinedT = t;
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+ for (var i = 0; i < 5; i++) {
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+ var refinedT2 = refinedT * refinedT;
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+ var refinedT3 = refinedT2 * refinedT;
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+
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+ var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
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+ var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
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+ refinedT -= (x - t) * slope;
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+ refinedT = Math.min(1, Math.max(0, refinedT));
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+
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+ }
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+
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+ // Resolve cubic bezier for the given x
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+ return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
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+ 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
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+ Math.pow(refinedT, 3);
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+ }
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+}
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+
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+/**
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+ * Defines angle representation
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+ */
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+export class Angle {
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+ private _radians: number;
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+
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+ /**
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+ * Creates an Angle object of "radians" radians (float).
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+ * @param radians the angle in radians
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+ */
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+ constructor(radians: number) {
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+ this._radians = radians;
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+ if (this._radians < 0.0) { this._radians += (2.0 * Math.PI); }
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+ }
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+
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+ /**
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+ * Get value in degrees
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+ * @returns the Angle value in degrees (float)
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+ */
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+ public degrees() {
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+ return this._radians * 180.0 / Math.PI;
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+ }
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+
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+ /**
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+ * Get value in radians
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+ * @returns the Angle value in radians (float)
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+ */
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+ public radians() {
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+ return this._radians;
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+ }
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+
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+ /**
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+ * Gets a new Angle object valued with the angle value in radians between the two given vectors
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+ * @param a defines first vector
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+ * @param b defines second vector
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+ * @returns a new Angle
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+ */
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+ public static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle {
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+ var delta = b.subtract(a);
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+ var theta = Math.atan2(delta.y, delta.x);
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+ return new Angle(theta);
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+ }
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+
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+ /**
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+ * Gets a new Angle object from the given float in radians
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+ * @param radians defines the angle value in radians
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+ * @returns a new Angle
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+ */
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+ public static FromRadians(radians: number): Angle {
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+ return new Angle(radians);
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+ }
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+ /**
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+ * Gets a new Angle object from the given float in degrees
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+ * @param degrees defines the angle value in degrees
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+ * @returns a new Angle
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+ */
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+ public static FromDegrees(degrees: number): Angle {
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+ return new Angle(degrees * Math.PI / 180.0);
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+ }
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+}
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+
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+/**
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+ * This represents an arc in a 2d space.
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+ */
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+export class Arc2 {
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+ /**
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+ * Defines the center point of the arc.
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+ */
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+ public centerPoint: Vector2;
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+ /**
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+ * Defines the radius of the arc.
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+ */
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+ public radius: number;
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+ /**
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+ * Defines the angle of the arc (from mid point to end point).
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+ */
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+ public angle: Angle;
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+ /**
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+ * Defines the start angle of the arc (from start point to middle point).
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+ */
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+ public startAngle: Angle;
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+ /**
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+ * Defines the orientation of the arc (clock wise/counter clock wise).
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+ */
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+ public orientation: Orientation;
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+
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+ /**
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+ * Creates an Arc object from the three given points : start, middle and end.
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+ * @param startPoint Defines the start point of the arc
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+ * @param midPoint Defines the midlle point of the arc
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+ * @param endPoint Defines the end point of the arc
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+ */
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+ constructor(
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+ /** Defines the start point of the arc */
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+ public startPoint: Vector2,
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+ /** Defines the mid point of the arc */
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+ public midPoint: Vector2,
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+ /** Defines the end point of the arc */
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+ public endPoint: Vector2) {
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+
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+ var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
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+ var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
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+ var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
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+ var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
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+
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+ this.centerPoint = new Vector2(
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+ (startToMid * (midPoint.y - endPoint.y) - midToEnd * (startPoint.y - midPoint.y)) / det,
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+ ((startPoint.x - midPoint.x) * midToEnd - (midPoint.x - endPoint.x) * startToMid) / det
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+ );
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+
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+ this.radius = this.centerPoint.subtract(this.startPoint).length();
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+
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+ this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
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+
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+ var a1 = this.startAngle.degrees();
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+ var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
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+ var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
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+
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+ // angles correction
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+ if (a2 - a1 > +180.0) { a2 -= 360.0; }
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+ if (a2 - a1 < -180.0) { a2 += 360.0; }
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+ if (a3 - a2 > +180.0) { a3 -= 360.0; }
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+ if (a3 - a2 < -180.0) { a3 += 360.0; }
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+
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+ this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
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+ this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
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+ }
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+}
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+
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+/**
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+ * Represents a 2D path made up of multiple 2D points
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+ */
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+export class Path2 {
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+ private _points = new Array<Vector2>();
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+ private _length = 0.0;
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+
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+ /**
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+ * If the path start and end point are the same
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+ */
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+ public closed = false;
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+
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+ /**
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+ * Creates a Path2 object from the starting 2D coordinates x and y.
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+ * @param x the starting points x value
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+ * @param y the starting points y value
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+ */
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+ constructor(x: number, y: number) {
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+ this._points.push(new Vector2(x, y));
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+ }
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+
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+ /**
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+ * Adds a new segment until the given coordinates (x, y) to the current Path2.
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+ * @param x the added points x value
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+ * @param y the added points y value
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+ * @returns the updated Path2.
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+ */
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+ public addLineTo(x: number, y: number): Path2 {
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+ if (this.closed) {
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+ return this;
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+ }
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+ var newPoint = new Vector2(x, y);
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+ var previousPoint = this._points[this._points.length - 1];
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+ this._points.push(newPoint);
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+ this._length += newPoint.subtract(previousPoint).length();
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+ return this;
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+ }
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+
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+ /**
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+ * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
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+ * @param midX middle point x value
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+ * @param midY middle point y value
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+ * @param endX end point x value
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+ * @param endY end point y value
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+ * @param numberOfSegments (default: 36)
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+ * @returns the updated Path2.
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+ */
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+ public addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments = 36): Path2 {
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+ if (this.closed) {
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+ return this;
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+ }
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+ var startPoint = this._points[this._points.length - 1];
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+ var midPoint = new Vector2(midX, midY);
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+ var endPoint = new Vector2(endX, endY);
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+
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+ var arc = new Arc2(startPoint, midPoint, endPoint);
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+
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+ var increment = arc.angle.radians() / numberOfSegments;
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+ if (arc.orientation === Orientation.CW) { increment *= -1; }
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+ var currentAngle = arc.startAngle.radians() + increment;
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+
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+ for (var i = 0; i < numberOfSegments; i++) {
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+ var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
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+ var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
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+ this.addLineTo(x, y);
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+ currentAngle += increment;
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+ }
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+ return this;
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+ }
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+ /**
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+ * Closes the Path2.
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+ * @returns the Path2.
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+ */
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+ public close(): Path2 {
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+ this.closed = true;
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+ return this;
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+ }
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+ /**
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+ * Gets the sum of the distance between each sequential point in the path
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+ * @returns the Path2 total length (float).
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+ */
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+ public length(): number {
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+ var result = this._length;
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+
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+ if (!this.closed) {
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+ var lastPoint = this._points[this._points.length - 1];
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+ var firstPoint = this._points[0];
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+ result += (firstPoint.subtract(lastPoint).length());
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+ }
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+ return result;
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+ }
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+
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+ /**
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+ * Gets the points which construct the path
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+ * @returns the Path2 internal array of points.
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+ */
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+ public getPoints(): Vector2[] {
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+ return this._points;
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+ }
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+
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+ /**
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+ * Retreives the point at the distance aways from the starting point
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+ * @param normalizedLengthPosition the length along the path to retreive the point from
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+ * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
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+ */
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+ public getPointAtLengthPosition(normalizedLengthPosition: number): Vector2 {
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+ if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
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+ return Vector2.Zero();
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+ }
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+
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+ var lengthPosition = normalizedLengthPosition * this.length();
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+
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+ var previousOffset = 0;
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+ for (var i = 0; i < this._points.length; i++) {
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+ var j = (i + 1) % this._points.length;
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+
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+ var a = this._points[i];
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+ var b = this._points[j];
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+ var bToA = b.subtract(a);
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+
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+ var nextOffset = (bToA.length() + previousOffset);
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+ if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
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+ var dir = bToA.normalize();
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+ var localOffset = lengthPosition - previousOffset;
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+
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+ return new Vector2(
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+ a.x + (dir.x * localOffset),
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+ a.y + (dir.y * localOffset)
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+ );
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+ }
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+ previousOffset = nextOffset;
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+ }
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+
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+ return Vector2.Zero();
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+ }
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+
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+ /**
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+ * Creates a new path starting from an x and y position
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+ * @param x starting x value
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+ * @param y starting y value
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+ * @returns a new Path2 starting at the coordinates (x, y).
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+ */
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+ public static StartingAt(x: number, y: number): Path2 {
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+ return new Path2(x, y);
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+ }
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+}
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+
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+/**
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+ * Represents a 3D path made up of multiple 3D points
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+ */
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+export class Path3D {
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+ private _curve = new Array<Vector3>();
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+ private _distances = new Array<number>();
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+ private _tangents = new Array<Vector3>();
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+ private _normals = new Array<Vector3>();
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+ private _binormals = new Array<Vector3>();
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+ private _raw: boolean;
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+
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+ /**
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+ * new Path3D(path, normal, raw)
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+ * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
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+ * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
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+ * @param path an array of Vector3, the curve axis of the Path3D
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+ * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
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+ * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
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+ */
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+ constructor(
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+ /**
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+ * an array of Vector3, the curve axis of the Path3D
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+ */
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+ public path: Vector3[],
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+ firstNormal: Nullable<Vector3> = null,
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+ raw?: boolean
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+ ) {
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+ for (var p = 0; p < path.length; p++) {
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+ this._curve[p] = path[p].clone(); // hard copy
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+ }
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+ this._raw = raw || false;
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+ this._compute(firstNormal);
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+ }
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+
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+ /**
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+ * Returns the Path3D array of successive Vector3 designing its curve.
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+ * @returns the Path3D array of successive Vector3 designing its curve.
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+ */
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+ public getCurve(): Vector3[] {
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+ return this._curve;
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+ }
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+
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+ /**
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+ * Returns an array populated with tangent vectors on each Path3D curve point.
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+ * @returns an array populated with tangent vectors on each Path3D curve point.
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+ */
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+ public getTangents(): Vector3[] {
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+ return this._tangents;
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+ }
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+
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+ /**
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+ * Returns an array populated with normal vectors on each Path3D curve point.
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+ * @returns an array populated with normal vectors on each Path3D curve point.
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+ */
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+ public getNormals(): Vector3[] {
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+ return this._normals;
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+ }
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+
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+ /**
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+ * Returns an array populated with binormal vectors on each Path3D curve point.
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+ * @returns an array populated with binormal vectors on each Path3D curve point.
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+ */
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+ public getBinormals(): Vector3[] {
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+ return this._binormals;
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+ }
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+
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+ /**
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+ * Returns an array populated with distances (float) of the i-th point from the first curve point.
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+ * @returns an array populated with distances (float) of the i-th point from the first curve point.
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+ */
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+ public getDistances(): number[] {
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+ return this._distances;
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+ }
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+
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+ /**
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+ * Forces the Path3D tangent, normal, binormal and distance recomputation.
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+ * @param path path which all values are copied into the curves points
|
|
|
+ * @param firstNormal which should be projected onto the curve
|
|
|
+ * @returns the same object updated.
|
|
|
+ */
|
|
|
+ public update(path: Vector3[], firstNormal: Nullable<Vector3> = null): Path3D {
|
|
|
+ for (var p = 0; p < path.length; p++) {
|
|
|
+ this._curve[p].x = path[p].x;
|
|
|
+ this._curve[p].y = path[p].y;
|
|
|
+ this._curve[p].z = path[p].z;
|
|
|
+ }
|
|
|
+ this._compute(firstNormal);
|
|
|
+ return this;
|
|
|
+ }
|
|
|
+
|
|
|
+ // private function compute() : computes tangents, normals and binormals
|
|
|
+ private _compute(firstNormal: Nullable<Vector3>): void {
|
|
|
+ var l = this._curve.length;
|
|
|
+
|
|
|
+ // first and last tangents
|
|
|
+ this._tangents[0] = this._getFirstNonNullVector(0);
|
|
|
+ if (!this._raw) {
|
|
|
+ this._tangents[0].normalize();
|
|
|
+ }
|
|
|
+ this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
|
|
|
+ if (!this._raw) {
|
|
|
+ this._tangents[l - 1].normalize();
|
|
|
+ }
|
|
|
+
|
|
|
+ // normals and binormals at first point : arbitrary vector with _normalVector()
|
|
|
+ var tg0 = this._tangents[0];
|
|
|
+ var pp0 = this._normalVector(tg0, firstNormal);
|
|
|
+ this._normals[0] = pp0;
|
|
|
+ if (!this._raw) {
|
|
|
+ this._normals[0].normalize();
|
|
|
+ }
|
|
|
+ this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
|
|
|
+ if (!this._raw) {
|
|
|
+ this._binormals[0].normalize();
|
|
|
+ }
|
|
|
+ this._distances[0] = 0.0;
|
|
|
+
|
|
|
+ // normals and binormals : next points
|
|
|
+ var prev: Vector3; // previous vector (segment)
|
|
|
+ var cur: Vector3; // current vector (segment)
|
|
|
+ var curTang: Vector3; // current tangent
|
|
|
+ // previous normal
|
|
|
+ var prevBinor: Vector3; // previous binormal
|
|
|
+
|
|
|
+ for (var i = 1; i < l; i++) {
|
|
|
+ // tangents
|
|
|
+ prev = this._getLastNonNullVector(i);
|
|
|
+ if (i < l - 1) {
|
|
|
+ cur = this._getFirstNonNullVector(i);
|
|
|
+ this._tangents[i] = prev.add(cur);
|
|
|
+ this._tangents[i].normalize();
|
|
|
+ }
|
|
|
+ this._distances[i] = this._distances[i - 1] + prev.length();
|
|
|
+
|
|
|
+ // normals and binormals
|
|
|
+ // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
|
|
|
+ curTang = this._tangents[i];
|
|
|
+ prevBinor = this._binormals[i - 1];
|
|
|
+ this._normals[i] = Vector3.Cross(prevBinor, curTang);
|
|
|
+ if (!this._raw) {
|
|
|
+ this._normals[i].normalize();
|
|
|
+ }
|
|
|
+ this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
|
|
|
+ if (!this._raw) {
|
|
|
+ this._binormals[i].normalize();
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // private function getFirstNonNullVector(index)
|
|
|
+ // returns the first non null vector from index : curve[index + N].subtract(curve[index])
|
|
|
+ private _getFirstNonNullVector(index: number): Vector3 {
|
|
|
+ var i = 1;
|
|
|
+ var nNVector: Vector3 = this._curve[index + i].subtract(this._curve[index]);
|
|
|
+ while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
|
|
|
+ i++;
|
|
|
+ nNVector = this._curve[index + i].subtract(this._curve[index]);
|
|
|
+ }
|
|
|
+ return nNVector;
|
|
|
+ }
|
|
|
+
|
|
|
+ // private function getLastNonNullVector(index)
|
|
|
+ // returns the last non null vector from index : curve[index].subtract(curve[index - N])
|
|
|
+ private _getLastNonNullVector(index: number): Vector3 {
|
|
|
+ var i = 1;
|
|
|
+ var nLVector: Vector3 = this._curve[index].subtract(this._curve[index - i]);
|
|
|
+ while (nLVector.length() === 0 && index > i + 1) {
|
|
|
+ i++;
|
|
|
+ nLVector = this._curve[index].subtract(this._curve[index - i]);
|
|
|
+ }
|
|
|
+ return nLVector;
|
|
|
+ }
|
|
|
+
|
|
|
+ // private function normalVector(v0, vt, va) :
|
|
|
+ // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
|
|
|
+ // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
|
|
|
+ private _normalVector(vt: Vector3, va: Nullable<Vector3>): Vector3 {
|
|
|
+ var normal0: Vector3;
|
|
|
+ var tgl = vt.length();
|
|
|
+ if (tgl === 0.0) {
|
|
|
+ tgl = 1.0;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (va === undefined || va === null) {
|
|
|
+ var point: Vector3;
|
|
|
+ if (!Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, Epsilon)) { // search for a point in the plane
|
|
|
+ point = new Vector3(0.0, -1.0, 0.0);
|
|
|
+ }
|
|
|
+ else if (!Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, Epsilon)) {
|
|
|
+ point = new Vector3(1.0, 0.0, 0.0);
|
|
|
+ }
|
|
|
+ else if (!Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, Epsilon)) {
|
|
|
+ point = new Vector3(0.0, 0.0, 1.0);
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ point = Vector3.Zero();
|
|
|
+ }
|
|
|
+ normal0 = Vector3.Cross(vt, point);
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ normal0 = Vector3.Cross(vt, va);
|
|
|
+ Vector3.CrossToRef(normal0, vt, normal0);
|
|
|
+ }
|
|
|
+ normal0.normalize();
|
|
|
+ return normal0;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+/**
|
|
|
+ * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
|
|
|
+ * A Curve3 is designed from a series of successive Vector3.
|
|
|
+ * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
|
|
|
+ */
|
|
|
+export class Curve3 {
|
|
|
+ private _points: Vector3[];
|
|
|
+ private _length: number = 0.0;
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
|
|
|
+ * @param v0 (Vector3) the origin point of the Quadratic Bezier
|
|
|
+ * @param v1 (Vector3) the control point
|
|
|
+ * @param v2 (Vector3) the end point of the Quadratic Bezier
|
|
|
+ * @param nbPoints (integer) the wanted number of points in the curve
|
|
|
+ * @returns the created Curve3
|
|
|
+ */
|
|
|
+ public static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3 {
|
|
|
+ nbPoints = nbPoints > 2 ? nbPoints : 3;
|
|
|
+ var bez = new Array<Vector3>();
|
|
|
+ var equation = (t: number, val0: number, val1: number, val2: number) => {
|
|
|
+ var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
|
|
|
+ return res;
|
|
|
+ };
|
|
|
+ for (var i = 0; i <= nbPoints; i++) {
|
|
|
+ bez.push(new Vector3(equation(i / nbPoints, v0.x, v1.x, v2.x), equation(i / nbPoints, v0.y, v1.y, v2.y), equation(i / nbPoints, v0.z, v1.z, v2.z)));
|
|
|
+ }
|
|
|
+ return new Curve3(bez);
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
|
|
|
+ * @param v0 (Vector3) the origin point of the Cubic Bezier
|
|
|
+ * @param v1 (Vector3) the first control point
|
|
|
+ * @param v2 (Vector3) the second control point
|
|
|
+ * @param v3 (Vector3) the end point of the Cubic Bezier
|
|
|
+ * @param nbPoints (integer) the wanted number of points in the curve
|
|
|
+ * @returns the created Curve3
|
|
|
+ */
|
|
|
+ public static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3 {
|
|
|
+ nbPoints = nbPoints > 3 ? nbPoints : 4;
|
|
|
+ var bez = new Array<Vector3>();
|
|
|
+ var equation = (t: number, val0: number, val1: number, val2: number, val3: number) => {
|
|
|
+ var res = (1.0 - t) * (1.0 - t) * (1.0 - t) * val0 + 3.0 * t * (1.0 - t) * (1.0 - t) * val1 + 3.0 * t * t * (1.0 - t) * val2 + t * t * t * val3;
|
|
|
+ return res;
|
|
|
+ };
|
|
|
+ for (var i = 0; i <= nbPoints; i++) {
|
|
|
+ bez.push(new Vector3(equation(i / nbPoints, v0.x, v1.x, v2.x, v3.x), equation(i / nbPoints, v0.y, v1.y, v2.y, v3.y), equation(i / nbPoints, v0.z, v1.z, v2.z, v3.z)));
|
|
|
+ }
|
|
|
+ return new Curve3(bez);
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
|
|
|
+ * @param p1 (Vector3) the origin point of the Hermite Spline
|
|
|
+ * @param t1 (Vector3) the tangent vector at the origin point
|
|
|
+ * @param p2 (Vector3) the end point of the Hermite Spline
|
|
|
+ * @param t2 (Vector3) the tangent vector at the end point
|
|
|
+ * @param nbPoints (integer) the wanted number of points in the curve
|
|
|
+ * @returns the created Curve3
|
|
|
+ */
|
|
|
+ public static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3 {
|
|
|
+ var hermite = new Array<Vector3>();
|
|
|
+ var step = 1.0 / nbPoints;
|
|
|
+ for (var i = 0; i <= nbPoints; i++) {
|
|
|
+ hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
|
|
|
+ }
|
|
|
+ return new Curve3(hermite);
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Returns a Curve3 object along a CatmullRom Spline curve :
|
|
|
+ * @param points (array of Vector3) the points the spline must pass through. At least, four points required
|
|
|
+ * @param nbPoints (integer) the wanted number of points between each curve control points
|
|
|
+ * @param closed (boolean) optional with default false, when true forms a closed loop from the points
|
|
|
+ * @returns the created Curve3
|
|
|
+ */
|
|
|
+ public static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3 {
|
|
|
+ var catmullRom = new Array<Vector3>();
|
|
|
+ var step = 1.0 / nbPoints;
|
|
|
+ var amount = 0.0;
|
|
|
+ if (closed) {
|
|
|
+ var pointsCount = points.length;
|
|
|
+ for (var i = 0; i < pointsCount; i++) {
|
|
|
+ amount = 0;
|
|
|
+ for (var c = 0; c < nbPoints; c++) {
|
|
|
+ catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));
|
|
|
+ amount += step;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ catmullRom.push(catmullRom[0]);
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ var totalPoints = new Array<Vector3>();
|
|
|
+ totalPoints.push(points[0].clone());
|
|
|
+ Array.prototype.push.apply(totalPoints, points);
|
|
|
+ totalPoints.push(points[points.length - 1].clone());
|
|
|
+ for (var i = 0; i < totalPoints.length - 3; i++) {
|
|
|
+ amount = 0;
|
|
|
+ for (var c = 0; c < nbPoints; c++) {
|
|
|
+ catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
|
|
|
+ amount += step;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ i--;
|
|
|
+ catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
|
|
|
+ }
|
|
|
+ return new Curve3(catmullRom);
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
|
|
|
+ * A Curve3 is designed from a series of successive Vector3.
|
|
|
+ * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
|
|
|
+ * @param points points which make up the curve
|
|
|
+ */
|
|
|
+ constructor(points: Vector3[]) {
|
|
|
+ this._points = points;
|
|
|
+ this._length = this._computeLength(points);
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * @returns the Curve3 stored array of successive Vector3
|
|
|
+ */
|
|
|
+ public getPoints() {
|
|
|
+ return this._points;
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * @returns the computed length (float) of the curve.
|
|
|
+ */
|
|
|
+ public length() {
|
|
|
+ return this._length;
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
|
|
|
+ * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
|
|
|
+ * curveA and curveB keep unchanged.
|
|
|
+ * @param curve the curve to continue from this curve
|
|
|
+ * @returns the newly constructed curve
|
|
|
+ */
|
|
|
+ public continue(curve: DeepImmutable<Curve3>): Curve3 {
|
|
|
+ var lastPoint = this._points[this._points.length - 1];
|
|
|
+ var continuedPoints = this._points.slice();
|
|
|
+ var curvePoints = curve.getPoints();
|
|
|
+ for (var i = 1; i < curvePoints.length; i++) {
|
|
|
+ continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
|
|
|
+ }
|
|
|
+ var continuedCurve = new Curve3(continuedPoints);
|
|
|
+ return continuedCurve;
|
|
|
+ }
|
|
|
+
|
|
|
+ private _computeLength(path: DeepImmutable<Vector3[]>): number {
|
|
|
+ var l = 0;
|
|
|
+ for (var i = 1; i < path.length; i++) {
|
|
|
+ l += (path[i].subtract(path[i - 1])).length();
|
|
|
+ }
|
|
|
+ return l;
|
|
|
+ }
|
|
|
+}
|