spline: add catmull-rom demo
This commit is contained in:
@@ -22,9 +22,12 @@ export function lerpPoint(a: Point, b: Point, p: number) {
|
||||
}
|
||||
|
||||
export function lerpRgb(a: number, b: number, t: number) {
|
||||
const red = lerp(a >> 16, b >> 16, t)
|
||||
const green = lerp((a >> 8) & 0xff, (b >> 8) & 0xff, t)
|
||||
const blue = lerp(a & 0xff, b & 0xff, t)
|
||||
// extract rgb components from a and b
|
||||
const [ra, ga, ba] = [a >> 16, (a >> 8) & 0xff, a & 0xff];
|
||||
const [rb, gb, bb] = [b >> 16, (b >> 8) & 0xff, b & 0xff];
|
||||
const red = lerp(ra, rb, t);
|
||||
const green = lerp(ga, gb, t);
|
||||
const blue = lerp(ba, bb, t);
|
||||
return (red << 16) | (green << 8) | blue
|
||||
}
|
||||
|
||||
@@ -59,6 +62,58 @@ export function cubicBezier(a: Point, b: Point, c: Point, d: Point, res=0.05) {
|
||||
return curve;
|
||||
}
|
||||
|
||||
export function catmullRom(points: Point[], { res = 0.05, looped = false }: { res?: number; looped?: boolean } = {}) {
|
||||
let curve: Point[] = [];
|
||||
// In non-looped mode, the curve goes from `points[1]` to `points[points.length - 2]`: the first
|
||||
// and last points act as control points only.
|
||||
// In looped mode, just treat the array as a circular array.
|
||||
const tmax = looped ? points.length : points.length - 3;
|
||||
for (let t = 0; t < tmax; t += res) {
|
||||
const indices = looped ? getPointIndicesLooped(points, t) : getPointIndices(points, t);
|
||||
const pos = getSplinePoint(...indices, t);
|
||||
curve.push(pos);
|
||||
}
|
||||
return curve;
|
||||
|
||||
function getPointIndices(points: Point[], t: number): [number, number, number, number] {
|
||||
// Select 4 consecutive control points in the points array according to t.
|
||||
// t = 1 => first point, t = 2 => second point, etc.
|
||||
const p1 = Math.floor(t) + 1;
|
||||
const p2 = p1 + 1;
|
||||
const p3 = p2 + 1;
|
||||
const p0 = p1 - 1;
|
||||
return [p0, p1, p2, p3];
|
||||
}
|
||||
|
||||
function getPointIndicesLooped(points: Point[], t: number): [number, number, number, number] {
|
||||
const p1 = Math.floor(t);
|
||||
const p2 = (p1 + 1) % points.length;
|
||||
const p3 = (p2 + 1) % points.length;
|
||||
const p0 = (p1 - 1 + points.length) % points.length;
|
||||
return [p0, p1, p2, p3];
|
||||
}
|
||||
|
||||
function getSplinePoint(p0: number, p1: number, p2: number, p3: number, t: number): Point {
|
||||
// Normalize t to [0, 1]
|
||||
t = t - Math.floor(t);
|
||||
|
||||
const tt = t * t;
|
||||
const ttt = tt * t;
|
||||
|
||||
// Catmull-Rom basis functions, derived from the matrix form
|
||||
const q1 = -ttt + 2.0 * tt - t;
|
||||
const q2 = 3.0 * ttt - 5.0 * tt + 2.0;
|
||||
const q3 = -3.0 * ttt + 4.0 * tt + t;
|
||||
const q4 = ttt - tt;
|
||||
|
||||
// Interpolate x and y coordinates
|
||||
const tx = 0.5 * (points[p0].x * q1 + points[p1].x * q2 + points[p2].x * q3 + points[p3].x * q4);
|
||||
const ty = 0.5 * (points[p0].y * q1 + points[p1].y * q2 + points[p2].y * q3 + points[p3].y * q4);
|
||||
|
||||
return { x: tx, y: ty };
|
||||
}
|
||||
}
|
||||
|
||||
export function resizeCanvas(ctx: CanvasRenderingContext2D) {
|
||||
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
|
||||
ctx.canvas.width = ctx.canvas.clientWidth;
|
||||
|
||||
Reference in New Issue
Block a user