import Check from './Check.js'; import defaultValue from './defaultValue.js'; import defined from './defined.js'; import defineProperties from './defineProperties.js'; import DeveloperError from './DeveloperError.js'; import Spline from './Spline.js'; /** * A spline that linearly interpolates over an array of weight values used by morph targets. * * @alias WeightSpline * @constructor * * @param {Object} options Object with the following properties: * @param {Number[]} options.times An array of strictly increasing, unit-less, floating-point times at each point. * The values are in no way connected to the clock time. They are the parameterization for the curve. * @param {Number[]} options.weights The array of floating-point control weights given. The weights are ordered such * that all weights for the targets are given in chronological order and order in which they appear in * the glTF from which the morph targets come. This means for 2 targets, weights = [w(0,0), w(0,1), w(1,0), w(1,1) ...] * where i and j in w(i,j) are the time indices and target indices, respectively. * * @exception {DeveloperError} weights.length must be greater than or equal to 2. * @exception {DeveloperError} times.length must be a factor of weights.length. * * * @example * var times = [ 0.0, 1.5, 3.0, 4.5, 6.0 ]; * var weights = [0.0, 1.0, 0.25, 0.75, 0.5, 0.5, 0.75, 0.25, 1.0, 0.0]; //Two targets * var spline = new Cesium.WeightSpline({ * times : times, * weights : weights * }); * * var p0 = spline.evaluate(times[0]); * * @see LinearSpline * @see HermiteSpline * @see CatmullRomSpline * @see QuaternionSpline */ function WeightSpline(options) { options = defaultValue(options, defaultValue.EMPTY_OBJECT); var weights = options.weights; var times = options.times; //>>includeStart('debug', pragmas.debug); Check.defined('weights', weights); Check.defined('times', times); Check.typeOf.number.greaterThanOrEquals('weights.length', weights.length, 3); if (weights.length % times.length !== 0) { throw new DeveloperError('times.length must be a factor of weights.length.'); } //>>includeEnd('debug'); this._times = times; this._weights = weights; this._count = weights.length / times.length; this._lastTimeIndex = 0; } defineProperties(WeightSpline.prototype, { /** * An array of times for the control weights. * * @memberof WeightSpline.prototype * * @type {Number[]} * @readonly */ times : { get : function() { return this._times; } }, /** * An array of floating-point array control weights. * * @memberof WeightSpline.prototype * * @type {Number[]} * @readonly */ weights : { get : function() { return this._weights; } } }); /** * Finds an index i in times such that the parameter * time is in the interval [times[i], times[i + 1]]. * @function * * @param {Number} time The time. * @returns {Number} The index for the element at the start of the interval. * * @exception {DeveloperError} time must be in the range [t0, tn], where t0 * is the first element in the array times and tn is the last element * in the array times. */ WeightSpline.prototype.findTimeInterval = Spline.prototype.findTimeInterval; /** * Wraps the given time to the period covered by the spline. * @function * * @param {Number} time The time. * @return {Number} The time, wrapped around to the updated animation. */ WeightSpline.prototype.wrapTime = Spline.prototype.wrapTime; /** * Clamps the given time to the period covered by the spline. * @function * * @param {Number} time The time. * @return {Number} The time, clamped to the animation period. */ WeightSpline.prototype.clampTime = Spline.prototype.clampTime; /** * Evaluates the curve at a given time. * * @param {Number} time The time at which to evaluate the curve. * @param {Number[]} [result] The object onto which to store the result. * @returns {Number[]} The modified result parameter or a new instance of the point on the curve at the given time. * * @exception {DeveloperError} time must be in the range [t0, tn], where t0 * is the first element in the array times and tn is the last element * in the array times. */ WeightSpline.prototype.evaluate = function(time, result) { var weights = this.weights; var times = this.times; var i = this._lastTimeIndex = this.findTimeInterval(time, this._lastTimeIndex); var u = (time - times[i]) / (times[i + 1] - times[i]); if (!defined(result)) { result = new Array(this._count); } for (var j = 0; j < this._count; j++) { var index = (i * this._count) + j; result[j] = weights[index] * (1.0 - u) + weights[index + this._count] * u; } return result; }; export default WeightSpline;