Add Interpolation::StrokeBezier.
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.github/workflows/ci.yaml
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6
.github/workflows/ci.yaml
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@ -26,14 +26,18 @@ jobs:
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cargo test --verbose --all-features
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cargo test --verbose --all-features
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build-macosx:
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build-macosx:
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runs-on: macosx-latest
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runs-on: macOS-latest
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steps:
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steps:
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- uses: actions/checkout@v1
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- uses: actions/checkout@v1
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- name: Rust requirements
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run: curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | sh -s -- -y --profile=minimal
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- name: Build
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- name: Build
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run: |
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run: |
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. ~/.cargo/env
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cargo build --verbose --all-features
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cargo build --verbose --all-features
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- name: Test
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- name: Test
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run: |
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run: |
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. ~/.cargo/env
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cargo test --verbose --all-features
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cargo test --verbose --all-features
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check-readme:
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check-readme:
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12
CHANGELOG.md
12
CHANGELOG.md
@ -1,3 +1,15 @@
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# 2.2.0
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> Mon Oct 17th 2019
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- Add `Interpolation::StrokeBezier`.
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# 2.1.1
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> Mon Oct 17th 2019
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- Licensing support in the crate.
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# 2.1
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# 2.1
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> Mon Sep 30th 2019
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> Mon Sep 30th 2019
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@ -1,6 +1,6 @@
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[package]
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[package]
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name = "splines"
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name = "splines"
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version = "2.1.1"
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version = "2.2.0"
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license = "BSD-3-Clause"
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license = "BSD-3-Clause"
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authors = ["Dimitri Sabadie <dimitri.sabadie@gmail.com>"]
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authors = ["Dimitri Sabadie <dimitri.sabadie@gmail.com>"]
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description = "Spline interpolation made easy"
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description = "Spline interpolation made easy"
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@ -40,6 +40,18 @@ pub enum Interpolation<T, V> {
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/// point and the current control point’s associated point. This is called _quadratic Bézer
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/// point and the current control point’s associated point. This is called _quadratic Bézer
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/// interpolation_ and it kicks ass too, but a bit less than cubic.
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/// interpolation_ and it kicks ass too, but a bit less than cubic.
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Bezier(V),
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Bezier(V),
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/// A special Bézier interpolation using an _input tangent_ and an _output tangent_.
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///
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/// With this kind of interpolation, a control point has an input tangent, which has the same role
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/// as the one defined by [`Interpolation::Bezier`], and an output tangent, which has the same
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/// role defined by the next key’s [`Interpolation::Bezier`] if present, normally.
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///
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/// What it means is that instead of setting the output tangent as the next key’s Bézier tangent,
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/// this interpolation mode allows you to manually set the output tangent. That will yield more
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/// control on the tangents but might generate discontinuities. Use with care.
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///
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/// Stroke Bézier interpolation is always a cubic Bézier interpolation by default.
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StrokeBezier(V, V),
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#[doc(hidden)]
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#[doc(hidden)]
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__NonExhaustive
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__NonExhaustive
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}
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}
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@ -84,7 +84,6 @@ impl<T, V> Spline<T, V> {
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/// sampling impossible. For instance, [`Interpolation::CatmullRom`] requires *four* keys. If
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/// sampling impossible. For instance, [`Interpolation::CatmullRom`] requires *four* keys. If
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/// you’re near the beginning of the spline or its end, ensure you have enough keys around to make
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/// you’re near the beginning of the spline or its end, ensure you have enough keys around to make
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/// the sampling.
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/// the sampling.
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///
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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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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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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: Interpolate<T> {
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@ -150,6 +149,14 @@ impl<T, V> Spline<T, V> {
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Some((value, cp0, Some(cp1)))
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Some((value, cp0, Some(cp1)))
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}
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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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Interpolation::__NonExhaustive => unreachable!(),
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}
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}
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}
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}
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