/**
A **SplineCurve** is a {{#crossLink "Curve"}}{{/crossLink}} along which a 3D position can be animated.
## Overview
<ul>
<li>As shown in the diagram below, a SplineCurve is defined by three or more control points.</li>
<li>You can sample a {{#crossLink "SplineCurve/point:property"}}{{/crossLink}} and a {{#crossLink "Curve/tangent:property"}}{{/crossLink}}
vector on a SplineCurve for any given value of {{#crossLink "SplineCurve/t:property"}}{{/crossLink}} in the range [0..1].</li>
<li>When you set {{#crossLink "SplineCurve/t:property"}}{{/crossLink}} on a SplineCurve, its {{#crossLink "SplineCurve/point:property"}}{{/crossLink}} and {{#crossLink "Curve/tangent:property"}}{{/crossLink}} properties will update accordingly.</li>
<li>To build a complex path, you can combine an unlimited combination of SplineCurves,
{{#crossLink "CubicBezierCurve"}}CubicBezierCurves{{/crossLink}} and {{#crossLink "QuadraticBezierCurve"}}QuadraticBezierCurves{{/crossLink}}
into a {{#crossLink "Path"}}{{/crossLink}}.</li>
</ul>
<img style="border:1px solid; background: white;" src="https://upload.wikimedia.org/wikipedia/commons/thumb/7/72/Quadratic_spline_six_segments.svg/200px-Quadratic_spline_six_segments.svg.png"/><br>
*<a href="https://en.wikipedia.org/wiki/Spline_(mathematics)">Spline Curve from Wikipedia</a>*
## Examples
<ul>
<li>[Simple SplineCurve example](../../examples/#animation_curves_spline)</li>
<li>[Moving a PointLight along a SplineCurve](../../examples/#animation_curves_spline_pointLight)</li>
<li>[Path example](../../examples/#animation_curves_path)</li>
</ul>
## Usage
#### Animation along a SplineCurve
Let's create a SplineCurve, subscribe to updates on its {{#crossLink "SplineCurve/point:property"}}{{/crossLink}},
{{#crossLink "Curve/tangent:property"}}{{/crossLink}} and {{#crossLink "Curve/t:property"}}{{/crossLink}} properties,
then vary its {{#crossLink "SplineCurve/t:property"}}{{/crossLink}}
property over time:
````javascript
var curve = new xeogl.SplineCurve({
points: [
[-10, 0, 0],
[-5, 15, 0],
[20, 15, 0],
[10, 0, 0]
]
});
curve.on("point", function(point) {
this.log("curve.point=" + JSON.stringify(point));
});
curve.on("tangent", function(tangent) {
this.log("curve.tangent=" + JSON.stringify(tangent));
});
curve.on("t", function(t) {
this.log("curve.t=" + t);
});
curve.scene.on("tick", function(e) {
curve.t = (e.time - e.startTime) * 0.01;
});
````
#### Randomly sampling points
Use SplineCurve's {{#crossLink "SplineCurve/getPoint:method"}}{{/crossLink}} and
{{#crossLink "Curve/getTangent:method"}}{{/crossLink}} methods to sample the point and vector
at a given **t**:
````javascript
curve.scene.on("tick", function(e) {
var t = (e.time - e.startTime) * 0.01;
var point = curve.getPoint(t);
var tangent = curve.getTangent(t);
this.log("t=" + t + ", point=" + JSON.stringify(point) + ", tangent=" + JSON.stringify(tangent));
});
````
#### Sampling multiple points
Use SplineCurve's {{#crossLink "Curve/getPoints:method"}}{{/crossLink}} method to sample a list of equidistant points
along it. In the snippet below, we'll build a {{#crossLink "Geometry"}}{{/crossLink}} that renders a line along the
curve. Note that we need to flatten the points array for consumption by the {{#crossLink "Geometry"}}{{/crossLink}}.
````javascript
var geometry = new xeogl.Geometry({
positions: xeogl.math.flatten(curve.getPoints(50))
});
````
@class SplineCurve
@module xeogl
@submodule curves
@constructor
@param [scene] {Scene} Parent {{#crossLink "Scene"}}Scene{{/crossLink}}.
@param [cfg] {*} Configuration
@param [cfg.id] {String} Optional ID, unique among all components in the parent {{#crossLink "Scene"}}Scene{{/crossLink}}, generated automatically when omitted.
@param [cfg.meta] {String:Object} Optional map of user-defined metadata to attach to this SplineCurve.
@param [cfg.points=[]] Control points on this SplineCurve.
@param [cfg.t=0] Current position on this SplineCurve, in range between 0..1.
@extends Curve
*/
xeogl.SplineCurve = class xeoglSplineCurve extends xeogl.Curve {
init(cfg) {
super.init(cfg);
this.points = cfg.points;
this.t = cfg.t;
}
/**
Control points on this SplineCurve.
Fires a {{#crossLink "SplineCurve/points:event"}}{{/crossLink}} event on change.
@property points
@default []
@type Float32Array
*/
set points(value) {
this._points = value || [];
/**
* Fired whenever this SplineCurve's
* {{#crossLink "SplineCurve/points:property"}}{{/crossLink}} property changes.
* @event points
* @param value The property's new value
*/
this.fire("points", this._points);
}
get points() {
return this._points;
}
/**
Progress along this SplineCurve.
Automatically clamps to range [0..1].
Fires a {{#crossLink "SplineCurve/t:event"}}{{/crossLink}} event on change.
@property t
@default 0
@type Number
*/
set t(value) {
value = value || 0;
this._t = value < 0.0 ? 0.0 : (value > 1.0 ? 1.0 : value);
/**
* Fired whenever this SplineCurve's
* {{#crossLink "SplineCurve/t:property"}}{{/crossLink}} property changes.
* @event t
* @param value The property's new value
*/
this.fire("t", this._t);
}
get t() {
return this._t;
}
/**
Point on this SplineCurve at position {{#crossLink "SplineCurve/t:property"}}{{/crossLink}}.
@property point
@type {{Array of Number}}
*/
get point() {
return this.getPoint(this._t);
}
/**
* Returns point on this SplineCurve at the given position.
* @method getPoint
* @param {Number} t Position to get point at.
* @returns {{Array of Number}}
*/
getPoint(t) {
var math = xeogl.math;
var points = this.points;
if (points.length < 3) {
this.error("Can't sample point from SplineCurve - not enough points on curve - returning [0,0,0].");
return;
}
var point = ( points.length - 1 ) * t;
var intPoint = Math.floor(point);
var weight = point - intPoint;
var point0 = points[intPoint === 0 ? intPoint : intPoint - 1];
var point1 = points[intPoint];
var point2 = points[intPoint > points.length - 2 ? points.length - 1 : intPoint + 1];
var point3 = points[intPoint > points.length - 3 ? points.length - 1 : intPoint + 2];
var vector = math.vec3();
vector[0] = math.catmullRomInterpolate(point0[0], point1[0], point2[0], point3[0], weight);
vector[1] = math.catmullRomInterpolate(point0[1], point1[1], point2[1], point3[1], weight);
vector[2] = math.catmullRomInterpolate(point0[2], point1[2], point2[2], point3[2], weight);
return vector;
}
getJSON() {
return {
points: points,
t: this._t
};
}
};