Merge pull request #31 from phaazon/fix/bezier-interpolation
Fix/bezier interpolation
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commit
336c1c7e80
@ -1,6 +1,13 @@
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# 2.0.1
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> Tue Sep 24th 2019
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- Fix the cubic Bézier curve interpolation. The “output” tangent is now taken by mirroring the
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next key’s tangent around its control point.
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# 2.0.0
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> Mon Sep 24th 2019
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> Mon Sep 23rd 2019
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## Major changes
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@ -1,6 +1,6 @@
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[package]
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name = "splines"
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version = "2.0.0"
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version = "2.0.1"
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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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@ -240,7 +240,10 @@ 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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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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// 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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}
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macro_rules! impl_interpolate_simple {
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@ -136,11 +136,6 @@ impl<T, V> Spline<T, V> {
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if let Interpolation::Bezier(v) = cp1.interpolation {
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Some(Interpolate::cubic_bezier(cp0.value, u, v, cp1.value, nt))
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//let one_nt = T::one() - nt;
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//let one_nt_2 = one_nt * one_nt;
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//let one_nt_3 = one_nt_2 * one_nt;
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//let three_one_nt_2 = one_nt_2 + one_nt_2 + one_nt_2; // one_nt_2 * 3
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//let r = cp0.value * one_nt_3;
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} else {
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Some(Interpolate::quadratic_bezier(cp0.value, u, cp1.value, nt))
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}
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