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webeditor3d/src/document/paths.ts

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import { createOpaqueId } from "../core/ids";
import type { Vec3 } from "../core/vector";
export interface ScenePathPoint {
id: string;
position: Vec3;
}
export interface ScenePath {
id: string;
kind: "path";
name?: string;
visible: boolean;
enabled: boolean;
loop: boolean;
points: ScenePathPoint[];
}
export interface ResolvedScenePathSegment {
index: number;
startPointId: string;
endPointId: string;
start: Vec3;
end: Vec3;
length: number;
distanceStart: number;
distanceEnd: number;
tangent: Vec3;
}
export interface ResolvedScenePath {
loop: boolean;
points: ScenePathPoint[];
segments: ResolvedScenePathSegment[];
totalLength: number;
}
export const DEFAULT_SCENE_PATH_VISIBLE = true;
export const DEFAULT_SCENE_PATH_ENABLED = true;
export const DEFAULT_SCENE_PATH_LOOP = false;
export const MIN_SCENE_PATH_POINT_COUNT = 2;
const DEFAULT_SCENE_PATH_POINT_POSITIONS: ReadonlyArray<Vec3> = [
{
x: -1,
y: 0,
z: 0
},
{
x: 1,
y: 0,
z: 0
}
];
function cloneVec3(vector: Vec3): Vec3 {
return {
x: vector.x,
y: vector.y,
z: vector.z
};
}
function areVec3Equal(left: Vec3, right: Vec3): boolean {
return left.x === right.x && left.y === right.y && left.z === right.z;
}
function assertFiniteVec3(vector: Vec3, label: string) {
if (!Number.isFinite(vector.x) || !Number.isFinite(vector.y) || !Number.isFinite(vector.z)) {
throw new Error(`${label} must remain finite on every axis.`);
}
}
function normalizeDelta(delta: Vec3): Vec3 {
const length = Math.hypot(delta.x, delta.y, delta.z);
if (length <= 0) {
return {
x: 0,
y: 0,
z: 0
};
}
return {
x: delta.x / length,
y: delta.y / length,
z: delta.z / length
};
}
function clampProgress(progress: number): number {
if (!Number.isFinite(progress)) {
throw new Error("Path progress must be a finite number.");
}
if (progress <= 0) {
return 0;
}
if (progress >= 1) {
return 1;
}
return progress;
}
function resolvePathSegmentSample(
path: ResolvedScenePath,
progress: number
): { segmentIndex: number | null; distance: number } {
if (path.segments.length === 0 || path.totalLength <= 0) {
return {
segmentIndex: null,
distance: 0
};
}
const distance = clampProgress(progress) * path.totalLength;
if (distance >= path.totalLength) {
return {
segmentIndex: path.segments.length - 1,
distance
};
}
const segmentIndex = path.segments.findIndex(
(segment) => distance <= segment.distanceEnd
);
return {
segmentIndex: segmentIndex === -1 ? path.segments.length - 1 : segmentIndex,
distance
};
}
function findNonZeroSegmentTangent(
path: ResolvedScenePath,
index: number
): Vec3 {
for (let candidateIndex = index; candidateIndex < path.segments.length; candidateIndex += 1) {
const candidate = path.segments[candidateIndex];
if (candidate !== undefined && candidate.length > 0) {
return cloneVec3(candidate.tangent);
}
}
for (let candidateIndex = index - 1; candidateIndex >= 0; candidateIndex -= 1) {
const candidate = path.segments[candidateIndex];
if (candidate !== undefined && candidate.length > 0) {
return cloneVec3(candidate.tangent);
}
}
return {
x: 0,
y: 0,
z: 0
};
}
export function normalizeScenePathName(
name: string | null | undefined
): string | undefined {
if (name === undefined || name === null) {
return undefined;
}
const trimmedName = name.trim();
return trimmedName.length === 0 ? undefined : trimmedName;
}
export function createScenePathPoint(
overrides: Partial<Pick<ScenePathPoint, "id" | "position">> = {}
): ScenePathPoint {
const position = cloneVec3(
overrides.position ?? {
x: 0,
y: 0,
z: 0
}
);
assertFiniteVec3(position, "Path point position");
return {
id: overrides.id ?? createOpaqueId("path-point"),
position
};
}
export function cloneScenePathPoint(point: ScenePathPoint): ScenePathPoint {
return createScenePathPoint(point);
}
export function createDefaultScenePathPoints(anchor?: Vec3): ScenePathPoint[] {
return DEFAULT_SCENE_PATH_POINT_POSITIONS.map((position) =>
createScenePathPoint({
position: {
x: position.x + (anchor?.x ?? 0),
y: position.y + (anchor?.y ?? 0),
z: position.z + (anchor?.z ?? 0)
}
})
);
}
export function createScenePath(
overrides: Partial<
Pick<ScenePath, "id" | "name" | "visible" | "enabled" | "loop" | "points">
> = {}
): ScenePath {
const points =
overrides.points === undefined
? createDefaultScenePathPoints()
: overrides.points.map(cloneScenePathPoint);
const visible = overrides.visible ?? DEFAULT_SCENE_PATH_VISIBLE;
const enabled = overrides.enabled ?? DEFAULT_SCENE_PATH_ENABLED;
const loop = overrides.loop ?? DEFAULT_SCENE_PATH_LOOP;
if (points.length < MIN_SCENE_PATH_POINT_COUNT) {
throw new Error(
`Paths must define at least ${MIN_SCENE_PATH_POINT_COUNT} points.`
);
}
if (typeof visible !== "boolean") {
throw new Error("Path visible must be a boolean.");
}
if (typeof enabled !== "boolean") {
throw new Error("Path enabled must be a boolean.");
}
if (typeof loop !== "boolean") {
throw new Error("Path loop must be a boolean.");
}
const seenPointIds = new Set<string>();
for (const point of points) {
if (point.id.trim().length === 0) {
throw new Error("Path point ids must be non-empty strings.");
}
if (seenPointIds.has(point.id)) {
throw new Error(`Duplicate path point id ${point.id}.`);
}
seenPointIds.add(point.id);
}
return {
id: overrides.id ?? createOpaqueId("path"),
kind: "path",
name: normalizeScenePathName(overrides.name),
visible,
enabled,
loop,
points
};
}
export function cloneScenePath(path: ScenePath): ScenePath {
return createScenePath(path);
}
export function areScenePathsEqual(left: ScenePath, right: ScenePath): boolean {
return (
left.id === right.id &&
left.kind === right.kind &&
left.name === right.name &&
left.visible === right.visible &&
left.enabled === right.enabled &&
left.loop === right.loop &&
left.points.length === right.points.length &&
left.points.every(
(point, index) =>
point.id === right.points[index]?.id &&
areVec3Equal(point.position, right.points[index].position)
)
);
}
export function compareScenePaths(left: ScenePath, right: ScenePath): number {
const leftName = left.name ?? "";
const rightName = right.name ?? "";
if (leftName !== rightName) {
return leftName.localeCompare(rightName);
}
return left.id.localeCompare(right.id);
}
export function getScenePaths(paths: Record<string, ScenePath>): ScenePath[] {
return Object.values(paths).sort(compareScenePaths);
}
export function getScenePathLabel(path: ScenePath, index: number): string {
return path.name ?? `Path ${index + 1}`;
}
export function createAppendedScenePathPoint(path: ScenePath): ScenePathPoint {
const lastPoint = path.points.at(-1);
const previousPoint =
path.points.length > 1 ? path.points[path.points.length - 2] : null;
if (lastPoint === undefined) {
return createScenePathPoint();
}
if (previousPoint === null) {
return createScenePathPoint({
position: {
x: lastPoint.position.x + 1,
y: lastPoint.position.y,
z: lastPoint.position.z
}
});
}
const delta = {
x: lastPoint.position.x - previousPoint.position.x,
y: lastPoint.position.y - previousPoint.position.y,
z: lastPoint.position.z - previousPoint.position.z
};
const offset =
delta.x === 0 && delta.y === 0 && delta.z === 0
? {
x: 1,
y: 0,
z: 0
}
: delta;
return createScenePathPoint({
position: {
x: lastPoint.position.x + offset.x,
y: lastPoint.position.y + offset.y,
z: lastPoint.position.z + offset.z
}
});
}
export function resolveScenePath(path: Pick<ScenePath, "loop" | "points">): ResolvedScenePath {
const points = path.points.map(cloneScenePathPoint);
const segmentPairs = points.slice(1).map((point, index) => ({
start: points[index],
end: point
}));
if (path.loop && points.length > 1) {
segmentPairs.push({
start: points[points.length - 1],
end: points[0]
});
}
let totalLength = 0;
const segments = segmentPairs.map(({ start, end }, index) => {
const delta = {
x: end.position.x - start.position.x,
y: end.position.y - start.position.y,
z: end.position.z - start.position.z
};
const length = Math.hypot(delta.x, delta.y, delta.z);
const segment: ResolvedScenePathSegment = {
index,
startPointId: start.id,
endPointId: end.id,
start: cloneVec3(start.position),
end: cloneVec3(end.position),
length,
distanceStart: totalLength,
distanceEnd: totalLength + length,
tangent: normalizeDelta(delta)
};
totalLength += length;
return segment;
});
return {
loop: path.loop,
points,
segments,
totalLength
};
}
export function getScenePathLength(path: Pick<ScenePath, "loop" | "points">): number {
return resolveScenePath(path).totalLength;
}
export function sampleResolvedScenePathPosition(
path: ResolvedScenePath,
progress: number
): Vec3 {
if (path.points.length === 0) {
return {
x: 0,
y: 0,
z: 0
};
}
const { segmentIndex, distance } = resolvePathSegmentSample(path, progress);
if (segmentIndex === null) {
return cloneVec3(path.points[0].position);
}
const segment = path.segments[segmentIndex];
if (segment.length <= 0) {
return cloneVec3(segment.start);
}
const localDistance = Math.min(
segment.length,
Math.max(0, distance - segment.distanceStart)
);
const t = localDistance / segment.length;
return {
x: segment.start.x + (segment.end.x - segment.start.x) * t,
y: segment.start.y + (segment.end.y - segment.start.y) * t,
z: segment.start.z + (segment.end.z - segment.start.z) * t
};
}
export function sampleScenePathPosition(
path: Pick<ScenePath, "loop" | "points">,
progress: number
): Vec3 {
return sampleResolvedScenePathPosition(resolveScenePath(path), progress);
}
export function sampleResolvedScenePathTangent(
path: ResolvedScenePath,
progress: number
): Vec3 {
const { segmentIndex } = resolvePathSegmentSample(path, progress);
if (segmentIndex === null) {
return {
x: 0,
y: 0,
z: 0
};
}
return findNonZeroSegmentTangent(path, segmentIndex);
}
export function sampleScenePathTangent(
path: Pick<ScenePath, "loop" | "points">,
progress: number
): Vec3 {
return sampleResolvedScenePathTangent(resolveScenePath(path), progress);
}