Bugfix: improved the computation precision for bezier curves (using
float's caused animations to be visibly different from the blender ).
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@ -70,7 +70,7 @@ public class Ipo {
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* the frame for which the value is calculated
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* @return calculated ipo value
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*/
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public float calculateValue(int frame) {
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public double calculateValue(int frame) {
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return this.calculateValue(frame, 0);
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}
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@ -85,7 +85,7 @@ public class Ipo {
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* the index of the curve
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* @return calculated ipo value
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*/
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public float calculateValue(int frame, int curveIndex) {
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public double calculateValue(int frame, int curveIndex) {
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return bezierCurves[curveIndex].evaluate(frame, BezierCurve.Y_VALUE);
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}
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@ -282,12 +282,12 @@ public class Ipo {
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}
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@Override
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public float calculateValue(int frame) {
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public double calculateValue(int frame) {
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return constValue;
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}
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@Override
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public float calculateValue(int frame, int curveIndex) {
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public double calculateValue(int frame, int curveIndex) {
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return constValue;
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}
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@ -123,7 +123,7 @@ public abstract class Constraint {
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*/
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public void apply(int frame) {
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Transform targetTransform = targetOMA != null ? constraintHelper.getTransform(targetOMA, subtargetName, targetSpace) : null;
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constraintDefinition.bake(ownerSpace, targetSpace, targetTransform, ipo.calculateValue(frame));
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constraintDefinition.bake(ownerSpace, targetSpace, targetTransform, (float)ipo.calculateValue(frame));
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}
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@Override
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@ -24,9 +24,9 @@ public class BezierCurve {
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/** The dimension of the curve. */
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private int dimension;
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/** A table of the bezier points. */
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private float[][][] bezierPoints;
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private double[][][] bezierPoints;
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/** Array that stores a radius for each bezier triple. */
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private float[] radiuses;
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private double[] radiuses;
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@SuppressWarnings("unchecked")
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public BezierCurve(final int type, final List<Structure> bezTriples, final int dimension) {
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@ -38,8 +38,8 @@ public class BezierCurve {
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// first index of the bezierPoints table has the length of triples amount
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// the second index points to a table od three points of a bezier triple (handle, point, handle)
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// the third index specifies the coordinates of the specific point in a bezier triple
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bezierPoints = new float[bezTriples.size()][3][dimension];
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radiuses = new float[bezTriples.size()];
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bezierPoints = new double[bezTriples.size()][3][dimension];
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radiuses = new double[bezTriples.size()];
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int i = 0, j, k;
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for (Structure bezTriple : bezTriples) {
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DynamicArray<Number> vec = (DynamicArray<Number>) bezTriple.getFieldValue("vec");
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@ -62,13 +62,13 @@ public class BezierCurve {
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* Z_VALUE - the Z factor of the result
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* @return the value of the curve
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*/
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public float evaluate(int frame, int valuePart) {
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public double evaluate(int frame, int valuePart) {
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for (int i = 0; i < bezierPoints.length - 1; ++i) {
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if (frame >= bezierPoints[i][1][0] && frame <= bezierPoints[i + 1][1][0]) {
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float t = (frame - bezierPoints[i][1][0]) / (bezierPoints[i + 1][1][0] - bezierPoints[i][1][0]);
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float oneMinusT = 1.0f - t;
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float oneMinusT2 = oneMinusT * oneMinusT;
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float t2 = t * t;
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double t = (frame - bezierPoints[i][1][0]) / (bezierPoints[i + 1][1][0] - bezierPoints[i][1][0]);
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double oneMinusT = 1.0f - t;
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double oneMinusT2 = oneMinusT * oneMinusT;
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double t2 = t * t;
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return bezierPoints[i][1][valuePart] * oneMinusT2 * oneMinusT + 3.0f * bezierPoints[i][2][valuePart] * t * oneMinusT2 + 3.0f * bezierPoints[i + 1][0][valuePart] * t2 * oneMinusT + bezierPoints[i + 1][1][valuePart] * t2 * t;
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}
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}
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@ -103,7 +103,7 @@ public class BezierCurve {
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* index of the bezier triple
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* @return radius of the required bezier triple
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*/
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public float getRadius(int bezierTripleIndex) {
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public double getRadius(int bezierTripleIndex) {
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return radiuses[bezierTripleIndex];
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}
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@ -114,9 +114,9 @@ public class BezierCurve {
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public List<Vector3f> getControlPoints() {
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List<Vector3f> controlPoints = new ArrayList<Vector3f>(bezierPoints.length * 3);
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for (int i = 0; i < bezierPoints.length; ++i) {
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controlPoints.add(new Vector3f(bezierPoints[i][0][0], bezierPoints[i][0][1], bezierPoints[i][0][2]));
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controlPoints.add(new Vector3f(bezierPoints[i][1][0], bezierPoints[i][1][1], bezierPoints[i][1][2]));
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controlPoints.add(new Vector3f(bezierPoints[i][2][0], bezierPoints[i][2][1], bezierPoints[i][2][2]));
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controlPoints.add(new Vector3f((float)bezierPoints[i][0][0], (float)bezierPoints[i][0][1], (float)bezierPoints[i][0][2]));
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controlPoints.add(new Vector3f((float)bezierPoints[i][1][0], (float)bezierPoints[i][1][1], (float)bezierPoints[i][1][2]));
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controlPoints.add(new Vector3f((float)bezierPoints[i][2][0], (float)bezierPoints[i][2][1], (float)bezierPoints[i][2][2]));
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}
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return controlPoints;
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}
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@ -137,7 +137,7 @@ public class BezierCurve {
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* @return text representation of the triple
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*/
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private String toStringBezTriple(int tripleIndex) {
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if (this.dimension == 2) {
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if (dimension == 2) {
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return "[(" + bezierPoints[tripleIndex][0][0] + ", " + bezierPoints[tripleIndex][0][1] + ") (" + bezierPoints[tripleIndex][1][0] + ", " + bezierPoints[tripleIndex][1][1] + ") (" + bezierPoints[tripleIndex][2][0] + ", " + bezierPoints[tripleIndex][2][1] + ")]";
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} else {
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return "[(" + bezierPoints[tripleIndex][0][0] + ", " + bezierPoints[tripleIndex][0][1] + ", " + bezierPoints[tripleIndex][0][2] + ") (" + bezierPoints[tripleIndex][1][0] + ", " + bezierPoints[tripleIndex][1][1] + ", " + bezierPoints[tripleIndex][1][2] + ") (" + bezierPoints[tripleIndex][2][0] + ", " + bezierPoints[tripleIndex][2][1] + ", " + bezierPoints[tripleIndex][2][2] + ")]";
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@ -289,7 +289,7 @@ public class CurvesHelper extends AbstractBlenderHelper {
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int triplesCount = controlPoints.size() / 3;
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List<Vector3f> taperControlPoints = new ArrayList<Vector3f>(triplesCount);
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for (int i = 0; i < triplesCount; ++i) {
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taperControlPoints.add(new Vector3f(controlPoints.get(i * 3 + 1).x, bezierCurve.getRadius(i), 0));
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taperControlPoints.add(new Vector3f(controlPoints.get(i * 3 + 1).x, (float)bezierCurve.getRadius(i), 0));
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}
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taperObject = new Spline(SplineType.Linear, taperControlPoints, 0, false);
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}
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