implement 3d spline
continuous-integration/drone/push Build is passing Details

splines
cosmonaut 2020-08-26 14:56:32 -07:00
parent 3836e95184
commit 1a14f2595a
5 changed files with 73 additions and 2 deletions

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@ -6,7 +6,7 @@ namespace MoonTools.Curve
/// <summary>
/// A 3-dimensional Bezier curve defined by 4 points.
/// </summary>
public struct CubicBezierCurve3D : IEquatable<CubicBezierCurve3D>
public struct CubicBezierCurve3D : IEquatable<CubicBezierCurve3D>, ICurve3D
{
/// <summary>
/// The start point.

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@ -19,6 +19,7 @@
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<PackageReference Include="System.Collections.Immutable" Version="1.7.1"/>
<PackageReference Include="System.Numerics.Vectors" Version="4.5.0"/>
<PackageReference Include="Microsoft.Bcl.HashCode" Version="1.1.0"/>
</ItemGroup>

10
Curve/ICurve3D.cs Normal file
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@ -0,0 +1,10 @@
using System.Numerics;
namespace MoonTools.Curve
{
public interface ICurve3D
{
Vector3 Point(float t, float startTime, float endTime);
Vector3 Velocity(float t, float startTime, float endTime);
}
}

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@ -6,7 +6,7 @@ namespace MoonTools.Curve
/// <summary>
/// A 3-dimensional Bezier curve defined by 3 points.
/// </summary>
public struct QuadraticBezierCurve3D : IEquatable<QuadraticBezierCurve3D>
public struct QuadraticBezierCurve3D : IEquatable<QuadraticBezierCurve3D>, ICurve3D
{
/// <summary>
/// The start point.

60
Curve/SplineCurve3D.cs Normal file
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@ -0,0 +1,60 @@
using System.Collections.Immutable;
using System.Numerics;
namespace MoonTools.Curve
{
/// <summary>
/// A concatenation of 3D curves with time values.
/// </summary>
public struct SplineCurve3D
{
public ImmutableArray<ICurve3D> Curves { get; }
public ImmutableArray<float> Times { get; }
public float TotalTime { get; }
public bool Loop { get; }
public SplineCurve3D(ImmutableArray<ICurve3D> curves, ImmutableArray<float> times, bool loop = false)
{
TotalTime = 0;
for (int i = 0; i < times.Length; i++)
{
TotalTime += times[i];
}
Curves = curves;
Times = times;
Loop = loop;
}
public Vector3 Point(float t)
{
if (!Loop && t >= TotalTime)
{
var lastIndex = Curves.Length - 1;
return Curves[lastIndex].Point(Times[lastIndex], 0, Times[lastIndex]);
}
t %= TotalTime;
var index = 0;
var startTime = 0f;
var incrementalTime = 0f;
for (int i = 0; i < Times.Length; i++)
{
incrementalTime += Times[i];
if (t < incrementalTime)
{
break;
}
index++;
startTime = Times[i];
}
return Curves[index].Point(t - startTime, 0, Times[index]);
}
}
}