2026-04-13 21:19:30 +02:00
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-22 17:53:18 +02:00
|
|
|
export interface ResolvedScenePathProjectionSource {
|
|
|
|
|
points: Array<{
|
|
|
|
|
position: Vec3;
|
|
|
|
|
}>;
|
|
|
|
|
segments: Array<
|
|
|
|
|
Pick<
|
|
|
|
|
ResolvedScenePathSegment,
|
|
|
|
|
| "index"
|
|
|
|
|
| "start"
|
|
|
|
|
| "end"
|
|
|
|
|
| "length"
|
|
|
|
|
| "distanceStart"
|
|
|
|
|
| "distanceEnd"
|
|
|
|
|
| "tangent"
|
|
|
|
|
>
|
|
|
|
|
>;
|
|
|
|
|
totalLength: number;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
export interface ResolvedScenePathNearestPoint {
|
|
|
|
|
progress: number;
|
|
|
|
|
distance: number;
|
|
|
|
|
distanceAlongPath: number;
|
|
|
|
|
segmentIndex: number | null;
|
|
|
|
|
position: Vec3;
|
|
|
|
|
tangent: Vec3;
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-15 11:11:56 +02:00
|
|
|
interface PathPointLike {
|
|
|
|
|
position: Vec3;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
interface ResolvedPathSegmentLike {
|
|
|
|
|
start: Vec3;
|
|
|
|
|
end: Vec3;
|
|
|
|
|
length: number;
|
|
|
|
|
distanceStart: number;
|
|
|
|
|
distanceEnd: number;
|
|
|
|
|
tangent: Vec3;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
interface ResolvedPathLike<
|
|
|
|
|
TPoint extends PathPointLike = ScenePathPoint,
|
|
|
|
|
TSegment extends ResolvedPathSegmentLike = ResolvedScenePathSegment
|
|
|
|
|
> {
|
|
|
|
|
loop: boolean;
|
|
|
|
|
points: TPoint[];
|
|
|
|
|
segments: TSegment[];
|
|
|
|
|
totalLength: number;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
interface SmoothedPathSample {
|
|
|
|
|
distance: number;
|
|
|
|
|
position: Vec3;
|
|
|
|
|
tangent: Vec3;
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-13 21:19:30 +02:00
|
|
|
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
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-15 11:11:56 +02:00
|
|
|
function subtractVec3(left: Vec3, right: Vec3): Vec3 {
|
|
|
|
|
return {
|
|
|
|
|
x: left.x - right.x,
|
|
|
|
|
y: left.y - right.y,
|
|
|
|
|
z: left.z - right.z
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function getVec3Distance(left: Vec3, right: Vec3): number {
|
|
|
|
|
return Math.hypot(left.x - right.x, left.y - right.y, left.z - right.z);
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-13 21:19:30 +02:00
|
|
|
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(
|
2026-04-15 11:21:30 +02:00
|
|
|
path: ResolvedPathLike<PathPointLike, ResolvedPathSegmentLike>,
|
2026-04-13 21:19:30 +02:00
|
|
|
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(
|
2026-04-15 11:21:30 +02:00
|
|
|
path: ResolvedPathLike<PathPointLike, ResolvedPathSegmentLike>,
|
2026-04-13 21:19:30 +02:00
|
|
|
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
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-15 11:21:17 +02:00
|
|
|
const SMOOTH_PATH_CORNER_CUTTING_PASSES = 3;
|
2026-04-15 11:11:56 +02:00
|
|
|
|
2026-04-15 11:21:17 +02:00
|
|
|
function lerpVec3(start: Vec3, end: Vec3, t: number): Vec3 {
|
|
|
|
|
return {
|
|
|
|
|
x: start.x + (end.x - start.x) * t,
|
|
|
|
|
y: start.y + (end.y - start.y) * t,
|
|
|
|
|
z: start.z + (end.z - start.z) * t
|
|
|
|
|
};
|
|
|
|
|
}
|
2026-04-15 11:11:56 +02:00
|
|
|
|
2026-04-15 11:21:30 +02:00
|
|
|
function buildSmoothedPolylinePoints(
|
|
|
|
|
path: ResolvedPathLike<PathPointLike, ResolvedPathSegmentLike>
|
|
|
|
|
): Vec3[] {
|
2026-04-15 11:21:17 +02:00
|
|
|
let points = path.points.map((point) => cloneVec3(point.position));
|
2026-04-15 11:11:56 +02:00
|
|
|
|
2026-04-15 11:21:17 +02:00
|
|
|
for (
|
|
|
|
|
let passIndex = 0;
|
|
|
|
|
passIndex < SMOOTH_PATH_CORNER_CUTTING_PASSES;
|
|
|
|
|
passIndex += 1
|
|
|
|
|
) {
|
|
|
|
|
if (points.length < 2) {
|
|
|
|
|
return points;
|
|
|
|
|
}
|
2026-04-15 11:11:56 +02:00
|
|
|
|
2026-04-15 11:21:17 +02:00
|
|
|
const refined: Vec3[] = [];
|
2026-04-15 11:11:56 +02:00
|
|
|
|
2026-04-15 11:21:17 +02:00
|
|
|
if (path.loop) {
|
|
|
|
|
for (let pointIndex = 0; pointIndex < points.length; pointIndex += 1) {
|
|
|
|
|
const start = points[pointIndex]!;
|
|
|
|
|
const end = points[(pointIndex + 1) % points.length]!;
|
2026-04-15 11:11:56 +02:00
|
|
|
|
2026-04-15 11:21:17 +02:00
|
|
|
refined.push(lerpVec3(start, end, 0.25));
|
|
|
|
|
refined.push(lerpVec3(start, end, 0.75));
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
refined.push(cloneVec3(points[0]!));
|
2026-04-15 11:11:56 +02:00
|
|
|
|
2026-04-15 11:21:17 +02:00
|
|
|
for (let pointIndex = 0; pointIndex < points.length - 1; pointIndex += 1) {
|
|
|
|
|
const start = points[pointIndex]!;
|
|
|
|
|
const end = points[pointIndex + 1]!;
|
2026-04-15 11:11:56 +02:00
|
|
|
|
2026-04-15 11:21:17 +02:00
|
|
|
refined.push(lerpVec3(start, end, 0.25));
|
|
|
|
|
refined.push(lerpVec3(start, end, 0.75));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
refined.push(cloneVec3(points[points.length - 1]!));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
points = refined;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return points;
|
2026-04-15 11:11:56 +02:00
|
|
|
}
|
|
|
|
|
|
2026-04-15 11:21:30 +02:00
|
|
|
function buildSmoothedPathSamples(
|
|
|
|
|
path: ResolvedPathLike<PathPointLike, ResolvedPathSegmentLike>
|
|
|
|
|
): SmoothedPathSample[] {
|
2026-04-15 11:11:56 +02:00
|
|
|
if (path.points.length === 0) {
|
|
|
|
|
return [
|
|
|
|
|
{
|
|
|
|
|
distance: 0,
|
|
|
|
|
position: {
|
|
|
|
|
x: 0,
|
|
|
|
|
y: 0,
|
|
|
|
|
z: 0
|
|
|
|
|
},
|
|
|
|
|
tangent: {
|
|
|
|
|
x: 0,
|
|
|
|
|
y: 0,
|
|
|
|
|
z: 0
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (path.points.length < 3 || path.totalLength <= 0) {
|
|
|
|
|
return path.points.map((point, index) => ({
|
|
|
|
|
distance:
|
|
|
|
|
index === 0
|
|
|
|
|
? 0
|
|
|
|
|
: path.segments[Math.min(index - 1, path.segments.length - 1)]?.distanceEnd ?? 0,
|
|
|
|
|
position: cloneVec3(point.position),
|
|
|
|
|
tangent:
|
|
|
|
|
index < path.segments.length
|
|
|
|
|
? cloneVec3(path.segments[index]!.tangent)
|
|
|
|
|
: cloneVec3(path.segments[path.segments.length - 1]?.tangent ?? { x: 0, y: 0, z: 0 })
|
|
|
|
|
}));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const samples: SmoothedPathSample[] = [];
|
2026-04-15 11:21:17 +02:00
|
|
|
const points = buildSmoothedPolylinePoints(path);
|
|
|
|
|
const segmentCount = path.loop ? points.length : points.length - 1;
|
2026-04-15 11:11:56 +02:00
|
|
|
let cumulativeDistance = 0;
|
2026-04-15 11:21:17 +02:00
|
|
|
let previousPosition = cloneVec3(points[0]!);
|
2026-04-15 11:11:56 +02:00
|
|
|
|
2026-04-15 11:21:17 +02:00
|
|
|
samples.push({
|
|
|
|
|
distance: 0,
|
|
|
|
|
position: previousPosition,
|
|
|
|
|
tangent: {
|
|
|
|
|
x: 0,
|
|
|
|
|
y: 0,
|
|
|
|
|
z: 0
|
2026-04-15 11:11:56 +02:00
|
|
|
}
|
2026-04-15 11:21:17 +02:00
|
|
|
});
|
|
|
|
|
|
|
|
|
|
for (let segmentIndex = 0; segmentIndex < segmentCount; segmentIndex += 1) {
|
|
|
|
|
const nextPosition = cloneVec3(
|
|
|
|
|
points[(segmentIndex + 1) % points.length]!
|
|
|
|
|
);
|
|
|
|
|
cumulativeDistance += getVec3Distance(previousPosition, nextPosition);
|
|
|
|
|
|
|
|
|
|
samples.push({
|
|
|
|
|
distance: cumulativeDistance,
|
|
|
|
|
position: nextPosition,
|
|
|
|
|
tangent: normalizeDelta(subtractVec3(nextPosition, previousPosition))
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
previousPosition = nextPosition;
|
2026-04-15 11:11:56 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return samples;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function sampleSmoothedPath(
|
2026-04-15 11:21:30 +02:00
|
|
|
path: ResolvedPathLike<PathPointLike, ResolvedPathSegmentLike>,
|
2026-04-15 11:11:56 +02:00
|
|
|
progress: number
|
|
|
|
|
): { position: Vec3; tangent: Vec3 } {
|
|
|
|
|
const samples = buildSmoothedPathSamples(path);
|
|
|
|
|
|
|
|
|
|
if (samples.length === 0) {
|
|
|
|
|
return {
|
|
|
|
|
position: {
|
|
|
|
|
x: 0,
|
|
|
|
|
y: 0,
|
|
|
|
|
z: 0
|
|
|
|
|
},
|
|
|
|
|
tangent: {
|
|
|
|
|
x: 0,
|
|
|
|
|
y: 0,
|
|
|
|
|
z: 0
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const totalDistance = samples[samples.length - 1]!.distance;
|
|
|
|
|
|
|
|
|
|
if (totalDistance <= 0) {
|
|
|
|
|
return {
|
|
|
|
|
position: cloneVec3(samples[0]!.position),
|
|
|
|
|
tangent: cloneVec3(samples[0]!.tangent)
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const targetDistance = clampProgress(progress) * totalDistance;
|
|
|
|
|
|
|
|
|
|
if (targetDistance >= totalDistance) {
|
|
|
|
|
return {
|
|
|
|
|
position: cloneVec3(samples[samples.length - 1]!.position),
|
|
|
|
|
tangent: cloneVec3(samples[samples.length - 1]!.tangent)
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const sampleIndex = samples.findIndex(
|
|
|
|
|
(sample) => sample.distance >= targetDistance
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
if (sampleIndex <= 0) {
|
|
|
|
|
return {
|
|
|
|
|
position: cloneVec3(samples[0]!.position),
|
|
|
|
|
tangent: cloneVec3(samples[0]!.tangent)
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const previousSample = samples[sampleIndex - 1]!;
|
|
|
|
|
const nextSample = samples[sampleIndex]!;
|
|
|
|
|
const spanDistance = nextSample.distance - previousSample.distance;
|
|
|
|
|
const t =
|
|
|
|
|
spanDistance <= 0
|
|
|
|
|
? 0
|
|
|
|
|
: (targetDistance - previousSample.distance) / spanDistance;
|
|
|
|
|
const position = {
|
|
|
|
|
x:
|
|
|
|
|
previousSample.position.x +
|
|
|
|
|
(nextSample.position.x - previousSample.position.x) * t,
|
|
|
|
|
y:
|
|
|
|
|
previousSample.position.y +
|
|
|
|
|
(nextSample.position.y - previousSample.position.y) * t,
|
|
|
|
|
z:
|
|
|
|
|
previousSample.position.z +
|
|
|
|
|
(nextSample.position.z - previousSample.position.z) * t
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
return {
|
|
|
|
|
position,
|
|
|
|
|
tangent: normalizeDelta(subtractVec3(nextSample.position, previousSample.position))
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-13 21:19:30 +02:00
|
|
|
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}`;
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-13 22:25:01 +02:00
|
|
|
export function getScenePathPointIndex(
|
|
|
|
|
path: Pick<ScenePath, "points">,
|
|
|
|
|
pointId: string
|
|
|
|
|
): number {
|
|
|
|
|
return path.points.findIndex((point) => point.id === pointId);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
export function getScenePathPoint(
|
|
|
|
|
path: Pick<ScenePath, "points">,
|
|
|
|
|
pointId: string
|
|
|
|
|
): ScenePathPoint | null {
|
|
|
|
|
const pointIndex = getScenePathPointIndex(path, pointId);
|
|
|
|
|
return pointIndex === -1 ? null : cloneScenePathPoint(path.points[pointIndex]);
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-13 21:19:30 +02:00
|
|
|
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(
|
2026-04-15 11:21:30 +02:00
|
|
|
path: ResolvedPathLike<PathPointLike, ResolvedPathSegmentLike>,
|
2026-04-15 11:11:56 +02:00
|
|
|
progress: number,
|
|
|
|
|
options: { smooth?: boolean } = {}
|
2026-04-13 21:19:30 +02:00
|
|
|
): Vec3 {
|
2026-04-15 11:11:56 +02:00
|
|
|
if (options.smooth) {
|
|
|
|
|
return sampleSmoothedPath(path, progress).position;
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-13 21:19:30 +02:00
|
|
|
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
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-22 17:53:18 +02:00
|
|
|
export function resolveNearestPointOnResolvedScenePath(
|
|
|
|
|
path: ResolvedScenePathProjectionSource,
|
|
|
|
|
point: Vec3
|
|
|
|
|
): ResolvedScenePathNearestPoint {
|
|
|
|
|
assertFiniteVec3(point, "Nearest path query point");
|
|
|
|
|
|
|
|
|
|
if (path.points.length === 0) {
|
|
|
|
|
return {
|
|
|
|
|
progress: 0,
|
|
|
|
|
distance: Math.hypot(point.x, point.y, point.z),
|
|
|
|
|
distanceAlongPath: 0,
|
|
|
|
|
segmentIndex: null,
|
|
|
|
|
position: {
|
|
|
|
|
x: 0,
|
|
|
|
|
y: 0,
|
|
|
|
|
z: 0
|
|
|
|
|
},
|
|
|
|
|
tangent: {
|
|
|
|
|
x: 0,
|
|
|
|
|
y: 0,
|
|
|
|
|
z: 0
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (path.segments.length === 0 || path.totalLength <= 0) {
|
|
|
|
|
const firstPoint = path.points[0]!.position;
|
|
|
|
|
return {
|
|
|
|
|
progress: 0,
|
|
|
|
|
distance: getVec3Distance(firstPoint, point),
|
|
|
|
|
distanceAlongPath: 0,
|
|
|
|
|
segmentIndex: null,
|
|
|
|
|
position: cloneVec3(firstPoint),
|
|
|
|
|
tangent: {
|
|
|
|
|
x: 0,
|
|
|
|
|
y: 0,
|
|
|
|
|
z: 0
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
let nearestSample: ResolvedScenePathNearestPoint | null = null;
|
|
|
|
|
|
|
|
|
|
for (const segment of path.segments) {
|
|
|
|
|
const delta = subtractVec3(segment.end, segment.start);
|
|
|
|
|
const lengthSquared =
|
|
|
|
|
delta.x * delta.x + delta.y * delta.y + delta.z * delta.z;
|
|
|
|
|
const pointOffset = subtractVec3(point, segment.start);
|
|
|
|
|
const unclampedT =
|
|
|
|
|
lengthSquared <= 1e-8
|
|
|
|
|
? 0
|
|
|
|
|
: (pointOffset.x * delta.x +
|
|
|
|
|
pointOffset.y * delta.y +
|
|
|
|
|
pointOffset.z * delta.z) /
|
|
|
|
|
lengthSquared;
|
|
|
|
|
const t = Math.min(1, Math.max(0, unclampedT));
|
|
|
|
|
const position = {
|
|
|
|
|
x: segment.start.x + delta.x * t,
|
|
|
|
|
y: segment.start.y + delta.y * t,
|
|
|
|
|
z: segment.start.z + delta.z * t
|
|
|
|
|
};
|
|
|
|
|
const distanceAlongPath = segment.distanceStart + segment.length * t;
|
|
|
|
|
const progress = clampProgress(distanceAlongPath / path.totalLength);
|
|
|
|
|
const distance = getVec3Distance(position, point);
|
|
|
|
|
const tangent =
|
|
|
|
|
segment.length > 1e-8
|
|
|
|
|
? cloneVec3(segment.tangent)
|
|
|
|
|
: findNonZeroSegmentTangent(
|
|
|
|
|
path as ResolvedPathLike<PathPointLike, ResolvedPathSegmentLike>,
|
|
|
|
|
segment.index
|
|
|
|
|
);
|
|
|
|
|
const candidate: ResolvedScenePathNearestPoint = {
|
|
|
|
|
progress,
|
|
|
|
|
distance,
|
|
|
|
|
distanceAlongPath,
|
|
|
|
|
segmentIndex: segment.index,
|
|
|
|
|
position,
|
2026-04-22 18:06:34 +02:00
|
|
|
tangent
|
|
|
|
|
};
|
2026-04-22 17:53:18 +02:00
|
|
|
|
|
|
|
|
if (
|
|
|
|
|
nearestSample === null ||
|
|
|
|
|
candidate.distance < nearestSample.distance - 1e-8 ||
|
|
|
|
|
(Math.abs(candidate.distance - nearestSample.distance) <= 1e-8 &&
|
|
|
|
|
candidate.progress < nearestSample.progress)
|
|
|
|
|
) {
|
|
|
|
|
nearestSample = candidate;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return nearestSample!;
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-13 21:19:30 +02:00
|
|
|
export function sampleScenePathPosition(
|
|
|
|
|
path: Pick<ScenePath, "loop" | "points">,
|
2026-04-15 11:11:56 +02:00
|
|
|
progress: number,
|
|
|
|
|
options: { smooth?: boolean } = {}
|
2026-04-13 21:19:30 +02:00
|
|
|
): Vec3 {
|
2026-04-15 11:11:56 +02:00
|
|
|
return sampleResolvedScenePathPosition(resolveScenePath(path), progress, options);
|
2026-04-13 21:19:30 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
export function sampleResolvedScenePathTangent(
|
2026-04-15 11:21:30 +02:00
|
|
|
path: ResolvedPathLike<PathPointLike, ResolvedPathSegmentLike>,
|
2026-04-15 11:11:56 +02:00
|
|
|
progress: number,
|
|
|
|
|
options: { smooth?: boolean } = {}
|
2026-04-13 21:19:30 +02:00
|
|
|
): Vec3 {
|
2026-04-15 11:11:56 +02:00
|
|
|
if (options.smooth) {
|
|
|
|
|
return sampleSmoothedPath(path, progress).tangent;
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-13 21:19:30 +02:00
|
|
|
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">,
|
2026-04-15 11:11:56 +02:00
|
|
|
progress: number,
|
|
|
|
|
options: { smooth?: boolean } = {}
|
2026-04-13 21:19:30 +02:00
|
|
|
): Vec3 {
|
2026-04-15 11:11:56 +02:00
|
|
|
return sampleResolvedScenePathTangent(resolveScenePath(path), progress, options);
|
2026-04-13 21:19:30 +02:00
|
|
|
}
|