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@@ -14,31 +14,35 @@ interface Frame {
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s: Vec3,
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}
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-function CubicInterpolate(y0: Vec3, y1: Vec3, y2: Vec3, y3: Vec3, mu: number): Vec3 {
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- const out = Vec3.zero()
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+const a0Tmp = Vec3()
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+const a1Tmp = Vec3()
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+const a2Tmp = Vec3()
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+const a3Tmp = Vec3()
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+function CubicInterpolate(out: Vec3, y0: Vec3, y1: Vec3, y2: Vec3, y3: Vec3, mu: number): Vec3 {
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const mu2 = mu * mu;
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- const a0 = Vec3()
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- const a1 = Vec3()
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- const a2 = Vec3()
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- const a3 = Vec3()
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- Vec3.sub(a0, y3, y2)
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- Vec3.sub(a0, a0, y0)
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- Vec3.add(a0, a0, y1)
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+ Vec3.sub(a0Tmp, y3, y2)
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+ Vec3.sub(a0Tmp, a0Tmp, y0)
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+ Vec3.add(a0Tmp, a0Tmp, y1)
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- Vec3.sub(a1, y0, y1)
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- Vec3.sub(a1, a1, a0)
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+ Vec3.sub(a1Tmp, y0, y1)
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+ Vec3.sub(a1Tmp, a1Tmp, a0Tmp)
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- Vec3.sub(a2, y2, y0)
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+ Vec3.sub(a2Tmp, y2, y0)
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- Vec3.copy(a3, y1)
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+ Vec3.copy(a3Tmp, y1)
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- out[0] = a0[0] * mu * mu2 + a1[0] * mu2 + a2[0] * mu + a3[0]
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- out[1] = a0[1] * mu * mu2 + a1[1] * mu2 + a2[1] * mu + a3[1]
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- out[2] = a0[2] * mu * mu2 + a1[2] * mu2 + a2[2] * mu + a3[2]
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+ out[0] = a0Tmp[0] * mu * mu2 + a1Tmp[0] * mu2 + a2Tmp[0] * mu + a3Tmp[0]
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+ out[1] = a0Tmp[1] * mu * mu2 + a1Tmp[1] * mu2 + a2Tmp[1] * mu + a3Tmp[1]
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+ out[2] = a0Tmp[2] * mu * mu2 + a1Tmp[2] * mu2 + a2Tmp[2] * mu + a3Tmp[2]
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return out
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}
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+const cp0 = Vec3()
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+const cp1 = Vec3()
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+const cp2 = Vec3()
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+const cp3 = Vec3()
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+const currentPosition = Vec3()
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function ResampleControlPoints(points: NumberArray, segmentLength: number) {
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const nP = points.length / 3
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// insert a point at the end and at the begining
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@@ -50,23 +54,28 @@ function ResampleControlPoints(points: NumberArray, segmentLength: number) {
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// resampledControlPoints.Add(controlPoints[1]);
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let idx = 1
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- let currentPosition = Vec3.create(points[idx * 3], points[idx * 3 + 1], points[idx * 3 + 2])
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+ // const currentPosition = Vec3.create(points[idx * 3], points[idx * 3 + 1], points[idx * 3 + 2])
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+ Vec3.fromArray(currentPosition, points, idx * 3)
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let lerpValue = 0.0
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// Normalize the distance between control points
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while (true) {
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if (idx + 2 >= nP) break
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- const cp0 = Vec3.create(points[(idx-1)*3], points[(idx-1)*3+1], points[(idx-1)*3+2]) // controlPoints[currentPointId - 1];
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- const cp1 = Vec3.create(points[idx*3], points[idx*3+1], points[idx*3+2]) // controlPoints[currentPointId];
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- const cp2 = Vec3.create(points[(idx+1)*3], points[(idx+1)*3+1], points[(idx+1)*3+2]) // controlPoints[currentPointId + 1];
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- const cp3 = Vec3.create(points[(idx+2)*3], points[(idx+2)*3+1], points[(idx+2)*3+2]); // controlPoints[currentPointId + 2];
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+ Vec3.fromArray(cp0, points, (idx - 1) * 3)
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+ Vec3.fromArray(cp1, points, idx * 3)
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+ Vec3.fromArray(cp2, points, (idx + 1) * 3)
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+ Vec3.fromArray(cp3, points, (idx + 2) * 3)
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+ // const cp0 = Vec3.create(points[(idx-1)*3], points[(idx-1)*3+1], points[(idx-1)*3+2]) // controlPoints[currentPointId - 1];
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+ // const cp1 = Vec3.create(points[idx*3], points[idx*3+1], points[idx*3+2]) // controlPoints[currentPointId];
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+ // const cp2 = Vec3.create(points[(idx+1)*3], points[(idx+1)*3+1], points[(idx+1)*3+2]) // controlPoints[currentPointId + 1];
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+ // const cp3 = Vec3.create(points[(idx+2)*3], points[(idx+2)*3+1], points[(idx+2)*3+2]); // controlPoints[currentPointId + 2];
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let found = false
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for (; lerpValue <= 1; lerpValue += 0.01) {
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// lerp?slerp
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// let candidate:Vec3 = Vec3.lerp(Vec3.zero(), cp0, cp1, lerpValue);
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// const candidate:Vec3 = Vec3.bezier(Vec3.zero(), cp0, cp1, cp2, cp3, lerpValue);
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- const candidate = CubicInterpolate(cp0, cp1, cp2, cp3, lerpValue)
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+ const candidate = CubicInterpolate(Vec3(), cp0, cp1, cp2, cp3, lerpValue)
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const d = Vec3.distance(currentPosition, candidate);
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if (d > segmentLength) {
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resampledControlPoints.push(candidate)
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@@ -83,6 +92,12 @@ function ResampleControlPoints(points: NumberArray, segmentLength: number) {
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return resampledControlPoints
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}
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+
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+const prevV = Vec3()
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+const tmpV1 = Vec3()
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+const tmpV2 = Vec3()
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+const tmpV3 = Vec3()
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+
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// easier to align to theses normals
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function GetSmoothNormals(points: Vec3[]) {
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const nP: number = points.length;
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@@ -92,79 +107,99 @@ function GetSmoothNormals(points: Vec3[]) {
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smoothNormals.push(Vec3.normalize(Vec3(), points[i]))
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return smoothNormals;
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}
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- let p0 = Vec3.copy(Vec3(), points[0]) // undefined?
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- let p1 = Vec3.copy(Vec3(), points[1])
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- let p2 = Vec3.copy(Vec3(), points[2])
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- const p21 = Vec3.sub(Vec3(), p2, p1)
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- const p01 = Vec3.sub(Vec3(), p0, p1)
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- const p0121 = Vec3.cross(Vec3(), p01, p21)
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- let last = Vec3.normalize(Vec3(), p0121)
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- smoothNormals.push(last)
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+ let p0 = points[0]
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+ let p1 = points[1]
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+ let p2 = points[2]
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+ const p21 = Vec3.sub(tmpV1, p2, p1)
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+ const p01 = Vec3.sub(tmpV2, p0, p1)
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+ const p0121 = Vec3.cross(tmpV3, p01, p21)
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+ Vec3.normalize(prevV, p0121)
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+ smoothNormals.push(Vec3.clone(prevV))
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for (let i = 1; i < points.length - 1; ++i) {
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p0 = points[i - 1]
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p1 = points[i]
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p2 = points[i + 1]
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- const t = Vec3.normalize(Vec3(), Vec3.sub(Vec3(), p2 , p0))
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- const b = Vec3.normalize(Vec3(), Vec3.cross(Vec3(), t, last))
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- let n = Vec3.normalize(Vec3(), Vec3.cross(Vec3(), t, b))
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- n = Vec3.scale(n, n, -1.0)
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- last = Vec3.copy(last, n)
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+ const t = Vec3.normalize(tmpV1, Vec3.sub(tmpV1, p2 , p0))
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+ const b = Vec3.normalize(tmpV2, Vec3.cross(tmpV2, t, prevV))
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+ const n = Vec3.normalize(Vec3(), Vec3.cross(tmpV3, t, b))
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+ Vec3.negate(n, n)
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+ Vec3.copy(prevV, n)
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smoothNormals.push(n)
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}
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- last = Vec3.normalize(Vec3(), Vec3.cross(Vec3(), Vec3.sub(Vec3(), points[nP - 3], points[nP-2]), Vec3.sub(Vec3(), points[nP-2] , points[nP-1])))
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+ const last = Vec3()
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+ Vec3.normalize(last, Vec3.cross(last,
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+ Vec3.sub(tmpV1, points[nP - 3], points[nP-2]),
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+ Vec3.sub(tmpV2, points[nP-2] , points[nP-1]))
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+ )
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smoothNormals.push(last)
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return smoothNormals;
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}
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+const frameTmpV1 = Vec3()
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+const frameTmpV2 = Vec3()
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+const frameTmpV3 = Vec3()
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+
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function getFrame(reference: Vec3, tangent: Vec3) {
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- const t: Vec3 = Vec3.normalize(Vec3(), tangent);
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+ const t = Vec3.normalize(Vec3(), tangent);
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// make reference vector orthogonal to tangent
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- const proj_r_to_t: Vec3 = Vec3.scale(
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- Vec3(), tangent, Vec3.dot(reference, tangent) / Vec3.dot(tangent, tangent)
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+ const proj_r_to_t = Vec3.scale(
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+ frameTmpV1, tangent, Vec3.dot(reference, tangent) / Vec3.dot(tangent, tangent)
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)
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- const r: Vec3 = Vec3.normalize(Vec3(), Vec3.sub(Vec3(), reference , proj_r_to_t))
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+ const r = Vec3.normalize(Vec3(), Vec3.sub(frameTmpV2, reference, proj_r_to_t))
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// make bitangent vector orthogonal to the others
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- const s: Vec3 = Vec3.normalize(Vec3(), Vec3.cross(Vec3(), t, r))
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+ const s = Vec3.normalize(Vec3(), Vec3.cross(frameTmpV3, t, r))
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return { t, r, s }
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}
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+const mfTmpV1 = Vec3()
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+const mfTmpV2 = Vec3()
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+const mfTmpV3 = Vec3()
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+const mfTmpV4 = Vec3()
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+const mfTmpV5 = Vec3()
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+const mfTmpV6 = Vec3()
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+const mfTmpV7 = Vec3()
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+const mfTmpV8 = Vec3()
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+const mfTmpV9 = Vec3()
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+
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// easier to align to theses normals
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// https://github.com/bzamecnik/gpg/blob/master/rotation-minimizing-frame/rmf.py
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function GetMiniFrame(points: Vec3[], normals: Vec3[]) {
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const frames: Frame[] = [];
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- const t0: Vec3 = Vec3.normalize(Vec3(), Vec3.sub(Vec3(), points[1], points[0]))
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+ const t0 = Vec3.normalize(mfTmpV1, Vec3.sub(mfTmpV1, points[1], points[0]))
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frames.push(getFrame(normals[0], t0))
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for (let i = 0; i< points.length-2; ++i) {
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- const t2 = Vec3.normalize(Vec3(), Vec3.sub(Vec3(), points[i+2], points[i+1]))
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- const v1: Vec3 = Vec3.sub(Vec3(), points[i + 1], points[i]) // this is tangeant
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+ const t2 = Vec3.normalize(mfTmpV1, Vec3.sub(mfTmpV1, points[i+2], points[i+1]))
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+ const v1 = Vec3.sub(mfTmpV2, points[i + 1], points[i]) // this is tangeant
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const c1 = Vec3.dot(v1, v1)
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// compute r_i^L = R_1 * r_i
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- const v1r = Vec3.scale(Vec3(), v1, (2.0/c1)*Vec3.dot(v1, frames[i].r))
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- const ref_L_i: Vec3 = Vec3.sub(Vec3(), frames[i].r, v1r)
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+ const v1r = Vec3.scale(mfTmpV3, v1, (2.0 / c1) * Vec3.dot(v1, frames[i].r))
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+ const ref_L_i = Vec3.sub(mfTmpV4, frames[i].r, v1r)
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// compute t_i^L = R_1 * t_i
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- const v1t = Vec3.scale(Vec3(), v1, (2.0/c1) * Vec3.dot(v1, frames[i].t))
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- const tan_L_i: Vec3 = Vec3.sub(Vec3(), frames[i].t, v1t)
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+ const v1t = Vec3.scale(mfTmpV5, v1, (2.0 / c1) * Vec3.dot(v1, frames[i].t))
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+ const tan_L_i = Vec3.sub(mfTmpV6, frames[i].t, v1t)
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// # compute reflection vector of R_2
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- const v2: Vec3 = Vec3.sub(Vec3(), t2 , tan_L_i)
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+ const v2 = Vec3.sub(mfTmpV7, t2 , tan_L_i)
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const c2 = Vec3.dot(v2, v2)
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// compute r_(i+1) = R_2 * r_i^L
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- const v2l = Vec3.scale(Vec3(), v1, (2.0/c2) * Vec3.dot(v2, ref_L_i))
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- const ref_next = Vec3.sub(Vec3(), ref_L_i, v2l) // ref_L_i - (2 / c2) * v2.dot(ref_L_i) * v2
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+ const v2l = Vec3.scale(mfTmpV8, v1, (2.0/c2) * Vec3.dot(v2, ref_L_i))
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+ const ref_next = Vec3.sub(mfTmpV9, ref_L_i, v2l) // ref_L_i - (2 / c2) * v2.dot(ref_L_i) * v2
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frames.push(getFrame(ref_next, t2)) // frames.append(Frame(ref_next, tangents[i+1]))
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}
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return frames;
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}
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+const rpTmpVec1 = Vec3()
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+
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export function getMatFromResamplePoints(points: NumberArray) {
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- let segmentLength = 3.4
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- let new_points: Vec3[] = ResampleControlPoints(points, 3.4)
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+ const segmentLength = 3.4
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+ const new_points = ResampleControlPoints(points, 3.4)
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const npoints = new_points.length
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- let new_normal: Vec3[] = GetSmoothNormals(new_points)
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- let frames: Frame[] = GetMiniFrame(new_points, new_normal)
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+ const new_normal = GetSmoothNormals(new_points)
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+ const frames = GetMiniFrame(new_points, new_normal)
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const limit = npoints
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- let transforms: Mat4[] = []
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- let pti: Vec3 = Vec3.copy(Vec3(), new_points[0]);
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+ const transforms: Mat4[] = []
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+ const pti = Vec3.copy(rpTmpVec1, new_points[0]);
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// console.log(new_points.length)
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// console.log(points.length/3)
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// console.log(limit)
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@@ -174,9 +209,9 @@ export function getMatFromResamplePoints(points: NumberArray) {
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const d = Vec3.distance(pti, pti1)
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if (d >= segmentLength) {
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// use twist or random?
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- const quat: Quat = Quat.rotationTo(Quat.zero(), Vec3.create(0, 0, 1), frames[i].t) // Quat.rotationTo(Quat.zero(), Vec3.create(0,0,1),new_normal[i]);//Quat.rotationTo(Quat.zero(), Vec3.create(0,0,1),direction);new_normal
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- const rq: Quat = Quat.setAxisAngle(Quat.zero(), frames[i].t, Math.random()*3.60 ) // Quat.setAxisAngle(Quat.zero(),direction, Math.random()*3.60 );//Quat.identity();//
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- let m: Mat4 = Mat4.fromQuat(Mat4.zero(), Quat.multiply(Quat.zero(), rq, quat)) // Mat4.fromQuat(Mat4.zero(),Quat.multiply(Quat.zero(),quat1,quat2));//Mat4.fromQuat(Mat4.zero(),quat);//Mat4.identity();//Mat4.fromQuat(Mat4.zero(),Quat.multiply(Quat.zero(),rq,quat));
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+ const quat = Quat.rotationTo(Quat.zero(), Vec3.create(0, 0, 1), frames[i].t) // Quat.rotationTo(Quat.zero(), Vec3.create(0,0,1),new_normal[i]);//Quat.rotationTo(Quat.zero(), Vec3.create(0,0,1),direction);new_normal
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+ const rq = Quat.setAxisAngle(Quat.zero(), frames[i].t, Math.random()*3.60 ) // Quat.setAxisAngle(Quat.zero(),direction, Math.random()*3.60 );//Quat.identity();//
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+ const m = Mat4.fromQuat(Mat4.zero(), Quat.multiply(Quat.zero(), rq, quat)) // Mat4.fromQuat(Mat4.zero(),Quat.multiply(Quat.zero(),quat1,quat2));//Mat4.fromQuat(Mat4.zero(),quat);//Mat4.identity();//Mat4.fromQuat(Mat4.zero(),Quat.multiply(Quat.zero(),rq,quat));
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// let pos:Vec3 = Vec3.add(Vec3.zero(),pti1,pti)
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// pos = Vec3.scale(pos,pos,1.0/2.0);
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// Vec3.makeRotation(Mat4.zero(),Vec3.create(0,0,1),frames[i].t);//
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@@ -185,9 +220,9 @@ export function getMatFromResamplePoints(points: NumberArray) {
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// let q:Quat = Quat.rotationTo(Quat.zero(), Vec3.create(0,1,0),Vec3.create(0,0,1))
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// m2=Mat4.mul(Mat4.identity(),Mat4.fromQuat(Mat4.zero(),q),m2);
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transforms.push(m)
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- pti = Vec3.copy(pti, pti1)
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+ Vec3.copy(pti, pti1)
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}
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if (transforms.length >= limit) break
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}
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return transforms
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-}
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+}
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