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https://github.com/Pomax/BezierInfo-2.git
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@@ -4,6 +4,7 @@ import { project, projectXY, projectXZ, projectYZ } from "./projection.js";
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let d, cube;
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setup() {
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// We have the same setup as for the previous graphic
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d = this.width/2 + 25;
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cube = [
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{x:0, y:0, z:0},
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@@ -71,6 +72,7 @@ drawCurveProjections() {
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}
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drawPoint(t) {
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// The only thing different compared to the previous graphic is this call:
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const {o, r, n, dt } = this.getRMF(t, this.points);
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setStroke(`red`);
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@@ -102,75 +104,6 @@ drawCubeFront() {
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line(c[7].x, c[7].y, c[4].x, c[4].y);
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}
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getRMF(t, originalPoints) {
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const curve = new Bezier(this, originalPoints);
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const d1curve = new Bezier(this, curve.dpoints[0]);
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if (!this.rmf_LUT) {
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this.rmf_LUT = this.generateRMF(originalPoints, curve, d1curve);
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}
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// find the frame for "t".
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const last = this.rmf_LUT.length - 1;
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const f = t * last;
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const i = Math.floor(f);
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// intenger index, or last index: we're done.
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if (f === i) return this.rmf_LUT[i];
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// no integer index: interpolate based on the adjacent frames.
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const j = i + 1, ti = i/last, tj = j/last, ratio = (t - ti) / (tj - ti);
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return this.lerpFrames(ratio, this.rmf_LUT[i], this.rmf_LUT[j]);
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}
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generateRMF(originalPoints, curve, d1curve) {
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const frames = []
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frames.push(this.getFrenetVectors(0, originalPoints));
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for(let i=0, steps=24; i<steps; i++) {
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const x0 = frames[i],
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// get the next frame
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t = (i+1)/steps,
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x1 = {
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o: curve.get(t),
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dt: d1curve.get(t)
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},
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// then mirror the rotational axis and tangent
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v1 = vec.minus(x1.o, x0.o),
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c1 = vec.dot(v1, v1),
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riL = vec.minus(x0.r, vec.scale(v1, 2/c1 * vec.dot(v1, x0.r))),
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dtiL = vec.minus(x0.dt, vec.scale(v1, 2/c1 * vec.dot(v1, x0.dt))),
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// and use those to compute a more stable rotational axis
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v2 = vec.minus(x1.dt, dtiL),
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c2 = vec.dot(v2, v2);
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x1.r = vec.minus(riL, vec.scale(v2, 2/c2 * vec.dot(v2, riL)));
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// and with that stable axis, a new normal.
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x1.n = vec.cross(x1.r, x1.dt);
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frames.push(x1);
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}
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return frames;
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}
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getFrenetVectors(t, originalPoints) {
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const curve = new Bezier(this, originalPoints);
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const d1curve = new Bezier(this, curve.dpoints[0]);
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const dt = d1curve.get(t);
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const ddt = d1curve.derivative(t);
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const o = curve.get(t);
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const b = vec.normalize(vec.plus(dt, ddt));
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const r = vec.normalize(vec.cross(b, dt));
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const n = vec.normalize(vec.cross(r, dt));
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return { o, dt, r, n };
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}
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lerpFrames(t, f1, f2) {
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var frame = {};
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[`o`, `dt`, `r`, `n`].forEach(type => frame[type] = vec.lerp(t, f1[type], f2[type]));
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return frame;
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}
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drawVector(from, vec, length, color, label) {
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setStroke(color);
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setFill(`black`);
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@@ -189,3 +122,78 @@ drawVector(from, vec, length, color, label) {
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});
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text(label, from.x + txt.x, from.y + txt.y);
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}
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// This is where things are... rather different
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getRMF(t, originalPoints) {
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// If we don't have a rotation-minimizing lookup table, build it.
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if (!this.rmf_LUT) {
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const curve = new Bezier(this, originalPoints);
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const d1curve = new Bezier(this, curve.dpoints[0]);
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this.rmf_LUT = this.generateRMF(originalPoints, curve, d1curve);
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}
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// find the frame for "t":
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const last = this.rmf_LUT.length - 1;
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const f = t * last;
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const i = Math.floor(f);
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// If we're looking at an integer index, we're done.
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if (f === i) return this.rmf_LUT[i];
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// If we're not, we need to interpolate the adjacent frames
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const j = i + 1, ti = i/last, tj = j/last, ratio = (t - ti) / (tj - ti);
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return this.lerpFrames(ratio, this.rmf_LUT[i], this.rmf_LUT[j]);
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}
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generateRMF(originalPoints, curve, d1curve) {
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// Start with the frenet frame just before t=0 and shift it to t=0
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const first = this.getFrenetVectors(-0.001, originalPoints);
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first.o = curve.get(0);
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// Then we construct each next rotation-minimizing fame by reflecting
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// the previous frame and correcting the resulting vectors.
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const frames = [first];
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for(let i=0, steps=24; i<steps; i++) {
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const x0 = frames[i],
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// get the next frame
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t = (i+1)/steps,
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x1 = {
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o: curve.get(t),
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dt: d1curve.get(t)
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},
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// then mirror the rotational axis and tangent
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v1 = vec.minus(x1.o, x0.o),
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c1 = vec.dot(v1, v1),
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riL = vec.minus(x0.r, vec.scale(v1, 2/c1 * vec.dot(v1, x0.r))),
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dtiL = vec.minus(x0.dt, vec.scale(v1, 2/c1 * vec.dot(v1, x0.dt))),
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// then use those to compute a more stable rotational axis
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v2 = vec.minus(x1.dt, dtiL),
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c2 = vec.dot(v2, v2);
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// Fix the axis of rotation vector...
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x1.r = vec.minus(riL, vec.scale(v2, 2/c2 * vec.dot(v2, riL)));
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// ... and then compute the normal as usual
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x1.n = vec.cross(x1.r, x1.dt);
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frames.push(x1);
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}
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return frames;
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}
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getFrenetVectors(t, originalPoints) {
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const curve = new Bezier(this, originalPoints),
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d1curve = new Bezier(this, curve.dpoints[0]),
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dt = d1curve.get(t),
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ddt = d1curve.derivative(t),
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o = curve.get(t),
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b = vec.normalize(vec.plus(dt, ddt)),
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r = vec.normalize(vec.cross(b, dt)),
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n = vec.normalize(vec.cross(r, dt));
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return { o, dt, r, n };
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}
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lerpFrames(t, f1, f2) {
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var frame = {};
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[`o`, `dt`, `r`, `n`].forEach(type => frame[type] = vec.lerp(t, f1[type], f2[type]));
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return frame;
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}
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