starry / backend /libs /three /extras /core /Curve.js
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feat: add Python ML services (CPU mode) with model download
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import * as MathUtils from '../../math/MathUtils.js';
import { Vector2 } from '../../math/Vector2.js';
import { Vector3 } from '../../math/Vector3.js';
import { Matrix4 } from '../../math/Matrix4.js';
/**
* Extensible curve object.
*
* Some common of curve methods:
* .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
* .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
* .getPoints(), .getSpacedPoints()
* .getLength()
* .updateArcLengths()
*
* This following curves inherit from THREE.Curve:
*
* -- 2D curves --
* THREE.ArcCurve
* THREE.CubicBezierCurve
* THREE.EllipseCurve
* THREE.LineCurve
* THREE.QuadraticBezierCurve
* THREE.SplineCurve
*
* -- 3D curves --
* THREE.CatmullRomCurve3
* THREE.CubicBezierCurve3
* THREE.LineCurve3
* THREE.QuadraticBezierCurve3
*
* A series of curves can be represented as a THREE.CurvePath.
*
**/
class Curve {
constructor() {
this.type = 'Curve';
this.arcLengthDivisions = 200;
}
// Virtual base class method to overwrite and implement in subclasses
// - t [0 .. 1]
getPoint(/* t, optionalTarget */) {
console.warn('THREE.Curve: .getPoint() not implemented.');
return null;
}
// Get point at relative position in curve according to arc length
// - u [0 .. 1]
getPointAt(u, optionalTarget) {
const t = this.getUtoTmapping(u);
return this.getPoint(t, optionalTarget);
}
// Get sequence of points using getPoint( t )
getPoints(divisions = 5) {
const points = [];
for (let d = 0; d <= divisions; d++) {
points.push(this.getPoint(d / divisions));
}
return points;
}
// Get sequence of points using getPointAt( u )
getSpacedPoints(divisions = 5) {
const points = [];
for (let d = 0; d <= divisions; d++) {
points.push(this.getPointAt(d / divisions));
}
return points;
}
// Get total curve arc length
getLength() {
const lengths = this.getLengths();
return lengths[lengths.length - 1];
}
// Get list of cumulative segment lengths
getLengths(divisions = this.arcLengthDivisions) {
if (this.cacheArcLengths && this.cacheArcLengths.length === divisions + 1 && !this.needsUpdate) {
return this.cacheArcLengths;
}
this.needsUpdate = false;
const cache = [];
let current,
last = this.getPoint(0);
let sum = 0;
cache.push(0);
for (let p = 1; p <= divisions; p++) {
current = this.getPoint(p / divisions);
sum += current.distanceTo(last);
cache.push(sum);
last = current;
}
this.cacheArcLengths = cache;
return cache; // { sums: cache, sum: sum }; Sum is in the last element.
}
updateArcLengths() {
this.needsUpdate = true;
this.getLengths();
}
// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
getUtoTmapping(u, distance) {
const arcLengths = this.getLengths();
let i = 0;
const il = arcLengths.length;
let targetArcLength; // The targeted u distance value to get
if (distance) {
targetArcLength = distance;
} else {
targetArcLength = u * arcLengths[il - 1];
}
// binary search for the index with largest value smaller than target u distance
let low = 0,
high = il - 1,
comparison;
while (low <= high) {
i = Math.floor(low + (high - low) / 2); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
comparison = arcLengths[i] - targetArcLength;
if (comparison < 0) {
low = i + 1;
} else if (comparison > 0) {
high = i - 1;
} else {
high = i;
break;
// DONE
}
}
i = high;
if (arcLengths[i] === targetArcLength) {
return i / (il - 1);
}
// we could get finer grain at lengths, or use simple interpolation between two points
const lengthBefore = arcLengths[i];
const lengthAfter = arcLengths[i + 1];
const segmentLength = lengthAfter - lengthBefore;
// determine where we are between the 'before' and 'after' points
const segmentFraction = (targetArcLength - lengthBefore) / segmentLength;
// add that fractional amount to t
const t = (i + segmentFraction) / (il - 1);
return t;
}
// Returns a unit vector tangent at t
// In case any sub curve does not implement its tangent derivation,
// 2 points a small delta apart will be used to find its gradient
// which seems to give a reasonable approximation
getTangent(t, optionalTarget) {
const delta = 0.0001;
let t1 = t - delta;
let t2 = t + delta;
// Capping in case of danger
if (t1 < 0) t1 = 0;
if (t2 > 1) t2 = 1;
const pt1 = this.getPoint(t1);
const pt2 = this.getPoint(t2);
const tangent = optionalTarget || (pt1.isVector2 ? new Vector2() : new Vector3());
tangent.copy(pt2).sub(pt1).normalize();
return tangent;
}
getTangentAt(u, optionalTarget) {
const t = this.getUtoTmapping(u);
return this.getTangent(t, optionalTarget);
}
computeFrenetFrames(segments, closed) {
// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
const normal = new Vector3();
const tangents = [];
const normals = [];
const binormals = [];
const vec = new Vector3();
const mat = new Matrix4();
// compute the tangent vectors for each segment on the curve
for (let i = 0; i <= segments; i++) {
const u = i / segments;
tangents[i] = this.getTangentAt(u, new Vector3());
}
// select an initial normal vector perpendicular to the first tangent vector,
// and in the direction of the minimum tangent xyz component
normals[0] = new Vector3();
binormals[0] = new Vector3();
let min = Number.MAX_VALUE;
const tx = Math.abs(tangents[0].x);
const ty = Math.abs(tangents[0].y);
const tz = Math.abs(tangents[0].z);
if (tx <= min) {
min = tx;
normal.set(1, 0, 0);
}
if (ty <= min) {
min = ty;
normal.set(0, 1, 0);
}
if (tz <= min) {
normal.set(0, 0, 1);
}
vec.crossVectors(tangents[0], normal).normalize();
normals[0].crossVectors(tangents[0], vec);
binormals[0].crossVectors(tangents[0], normals[0]);
// compute the slowly-varying normal and binormal vectors for each segment on the curve
for (let i = 1; i <= segments; i++) {
normals[i] = normals[i - 1].clone();
binormals[i] = binormals[i - 1].clone();
vec.crossVectors(tangents[i - 1], tangents[i]);
if (vec.length() > Number.EPSILON) {
vec.normalize();
const theta = Math.acos(MathUtils.clamp(tangents[i - 1].dot(tangents[i]), -1, 1)); // clamp for floating pt errors
normals[i].applyMatrix4(mat.makeRotationAxis(vec, theta));
}
binormals[i].crossVectors(tangents[i], normals[i]);
}
// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
if (closed === true) {
let theta = Math.acos(MathUtils.clamp(normals[0].dot(normals[segments]), -1, 1));
theta /= segments;
if (tangents[0].dot(vec.crossVectors(normals[0], normals[segments])) > 0) {
theta = -theta;
}
for (let i = 1; i <= segments; i++) {
// twist a little...
normals[i].applyMatrix4(mat.makeRotationAxis(tangents[i], theta * i));
binormals[i].crossVectors(tangents[i], normals[i]);
}
}
return {
tangents: tangents,
normals: normals,
binormals: binormals,
};
}
clone() {
return new this.constructor().copy(this);
}
copy(source) {
this.arcLengthDivisions = source.arcLengthDivisions;
return this;
}
toJSON() {
const data = {
metadata: {
version: 4.5,
type: 'Curve',
generator: 'Curve.toJSON',
},
};
data.arcLengthDivisions = this.arcLengthDivisions;
data.type = this.type;
return data;
}
fromJSON(json) {
this.arcLengthDivisions = json.arcLengthDivisions;
return this;
}
}
export { Curve };