Fix Bézier interpolation.
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CHANGELOG.md
13
CHANGELOG.md
@ -1,3 +1,16 @@
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# 3.0.0
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> Sun Oct 20th 2019
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## Major changes
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- Sampling now requires the value of the key to be `Linear<T>` for `Interpolate<T>`. That is needed
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to ease some interpolation mode (especially Bézier).
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## Patch changes
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- Fix Bézier interpolation when the next key is Bézier too.
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# 2.2.0
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> Mon Oct 17th 2019
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@ -1,6 +1,6 @@
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[package]
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name = "splines"
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version = "2.2.0"
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version = "3.0.0"
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license = "BSD-3-Clause"
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authors = ["Dimitri Sabadie <dimitri.sabadie@gmail.com>"]
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description = "Spline interpolation made easy"
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@ -45,7 +45,7 @@
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/// instance to know which trait your type must implement to be usable.
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///
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/// [`Spline::sample`]: crate::spline::Spline::sample
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pub trait Interpolate<T>: Sized + Copy {
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pub trait Interpolate<T>: Sized + Copy + Linear<T> {
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/// Linear interpolation.
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fn lerp(a: Self, b: Self, t: T) -> Self;
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@ -240,10 +240,7 @@ where V: Linear<T>,
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let one_t_3 = one_t_2 * one_t;
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let three = T::one() + T::one() + T::one();
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// mirror the “output” tangent based on the next key “input” tangent
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let v_ = b + b - v;
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a.outer_mul(one_t_3) + u.outer_mul(three * one_t_2 * t) + v_.outer_mul(three * one_t * t * t) + b.outer_mul(t * t * t)
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a.outer_mul(one_t_3) + u.outer_mul(three * one_t_2 * t) + v.outer_mul(three * one_t * t * t) + b.outer_mul(t * t * t)
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}
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macro_rules! impl_interpolate_simple {
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@ -7,7 +7,7 @@
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#[cfg(not(feature = "std"))] use core::ops::{Div, Mul};
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#[cfg(not(feature = "std"))] use core::cmp::Ordering;
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use crate::interpolate::{Interpolate, Additive, One, Trigo};
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use crate::interpolate::{Additive, Interpolate, One, Trigo};
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use crate::interpolation::Interpolation;
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use crate::key::Key;
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@ -86,7 +86,7 @@ impl<T, V> Spline<T, V> {
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/// the sampling.
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pub fn sample_with_key(&self, t: T) -> Option<(V, &Key<T, V>, Option<&Key<T, V>>)>
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where T: Additive + One + Trigo + Mul<T, Output = T> + Div<T, Output = T> + PartialOrd,
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V: Interpolate<T> {
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V: Additive + Interpolate<T> {
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let keys = &self.0;
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let i = search_lower_cp(keys, t)?;
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let cp0 = &keys[i];
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@ -134,29 +134,27 @@ impl<T, V> Spline<T, V> {
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}
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}
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Interpolation::Bezier(u) => {
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Interpolation::Bezier(u) | Interpolation::StrokeBezier(_, u) => {
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// We need to check the next control point to see whether we want quadratic or cubic Bezier.
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let cp1 = &keys[i + 1];
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let nt = normalize_time(t, cp0, cp1);
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let value =
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if let Interpolation::Bezier(v) = cp1.interpolation {
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Interpolate::cubic_bezier(cp0.value, u, v, cp1.value, nt)
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} else {
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Interpolate::quadratic_bezier(cp0.value, u, cp1.value, nt)
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match cp1.interpolation {
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Interpolation::Bezier(v) => {
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Interpolate::cubic_bezier(cp0.value, u, cp1.value + cp1.value - v, cp1.value, nt)
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}
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Interpolation::StrokeBezier(v, _) => {
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Interpolate::cubic_bezier(cp0.value, u, v, cp1.value, nt)
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}
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_ => Interpolate::quadratic_bezier(cp0.value, u, cp1.value, nt)
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};
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Some((value, cp0, Some(cp1)))
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}
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Interpolation::StrokeBezier(input, output) => {
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let cp1 = &keys[i + 1];
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let nt = normalize_time(t, cp0, cp1);
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let value = Interpolate::cubic_bezier(cp0.value, input, output, cp1.value, nt);
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Some((value, cp0, Some(cp1)))
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}
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Interpolation::__NonExhaustive => unreachable!(),
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}
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}
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