@geoway/bezier-spline
v0.2.4
Published
automatically generates control points for a list of on-curve bezier points. – core code is based on [https://www.particleincell.com/2012/bezier-splines/](http://www.particleincell.com/2012/bezier-splines/ )
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@freder/bezier-spline
automatically generates control points for a list of on-curve bezier points. – core code is based on https://www.particleincell.com/2012/bezier-splines/
const bezierSpline = require('@freder/bezier-spline');
// list of on-curve points
const points = [
[0, 0, 0], // x, y, z
[1, 1, 0],
[2, 0, 0],
];
const controlPoints = bezierSpline.getControlPoints(points);
/*
[ [ 0.33333333333333337, 0.5, 0 ],
[ 0.6666666666666667, 1, 0 ],
[ 1.3333333333333333, 1, 0 ],
[ 1.6666666666666665, 0.5, 0 ] ]
*/
const combined = bezierSpline.combinePoints(points, controlPoints);
/*
[ [ 0, 0, 0 ],
[ 0.33333333333333337, 0.5, 0 ],
[ 0.6666666666666667, 1, 0 ],
[ 1, 1, 0 ],
[ 1.3333333333333333, 1, 0 ],
[ 1.6666666666666665, 0.5, 0 ],
[ 2, 0, 0 ] ]
*/
const segments = bezierSpline.getSegments(combined);
/*
[ [ [ 0, 0, 0 ],
[ 0.33333333333333337, 0.5, 0 ],
[ 0.6666666666666667, 1, 0 ],
[ 1, 1, 0 ] ],
[ [ 1, 1, 0 ],
[ 1.3333333333333333, 1, 0 ],
[ 1.6666666666666665, 0.5, 0 ],
[ 2, 0, 0 ] ] ]
*/
real-world example
used in combination with three.js and @freder/piecewise to get a bezier spline:
const R = require('ramda');
const THREE = require('three');
const piecewise = require('@freder/piecewise');
/**
* creates a bezier spline that is compatible with `THREE.Curve` in that it provides a `getPointAt()` method for sampling. control points are automatically calculated.
* @param {Array<THREE.Vector3>} onCurvePoints — list of on-curve points
* @return {Object} spline
*/
function makeBezierSpline(onCurvePoints) {
const points = onCurvePoints.map((p) => [p.x, p.y, p.z]);
const bezierPoints = bezierSpline.combinePoints(
points,
bezierSpline.getControlPoints(points)
);
// make curve segments
const listToVector3 = (coords) => (new THREE.Vector3(...coords));
const curveSegments = bezierSpline.getSegments(bezierPoints)
.map((segment) => (new THREE.CubicBezierCurve3(
...segment.map(listToVector3)
))
);
// calculate t intervals based on curve segments lengths:
const segmentLengths = curveSegments.map((curve) => curve.getLength());
const totalLength = R.sum(segmentLengths);
const ts = segmentLengths.reduce(
({ lenCounter, ts }, len, i) => {
const _lenCounter = lenCounter + len;
const t = _lenCounter / totalLength;
const acc = {
lenCounter: _lenCounter,
ts: [...ts, t],
};
return (i === segmentLengths.length - 1)
? acc.ts
: acc;
},
{ lenCounter: 0, ts: [0] }
);
const tIntervals = R.zip(
R.dropLast(1, ts),
R.drop(1, ts)
);
const pieces = tIntervals.map((tInterval, i) => {
return {
tInterval,
tMap: [0, 1],
easingFn: (t) => curveSegments[i].getPointAt(t),
};
});
return { getPointAt: piecewise.easing(pieces) };
};