smoothie-0.3: src/Data/Spline/Key.hs
-----------------------------------------------------------------------------
-- |
-- Copyright : (C) 2015 Dimitri Sabadie
-- License : BSD3
--
-- Maintainer : Dimitri Sabadie <dimitri.sabadie@gmail.com>
-- Stability : experimental
-- Portability : portable
-----------------------------------------------------------------------------
module Data.Spline.Key (
-- * Key type
Key(..)
, keyValue
-- * interpolation
, interpolateKeys
) where
import Linear
-- |A 'Key' is a point on the spline with extra information added. It can be,
-- for instance, left and right handles for a 'Bezier' curve, or whatever the
-- interpolation might need.
--
-- @Hold v@ is used to express no interpolation and holds its latest value until
-- the next key.
--
-- @Linear v@ represents a linear interpolation until the next key.
--
-- @Cosine v@ represents a cosine interpolation until the next key.
--
-- @CubicHermite v@ represents a cubic hermitian interpolation until the next
-- key.
--
-- @Bezier l v r@ represents a cubic Bezier interpolation, where 'l' refers
-- to the input – left – normal of the key and 'r' is the
-- output – right – normal of the key.
data Key a
= Hold a
| Linear a
| Cosine a
| CubicHermite a
| Bezier a a a
deriving (Eq,Show)
instance Functor Key where
fmap f k = case k of
Hold a -> Hold (f a)
Linear a -> Linear (f a)
Cosine a -> Cosine (f a)
CubicHermite a -> CubicHermite (f a)
Bezier l a r -> Bezier (f l) (f a) (f r)
-- |Extract the value out of a 'Key'.
keyValue :: Key a -> a
keyValue k = case k of
Hold a -> a
Linear a -> a
Cosine a -> a
CubicHermite a -> a
Bezier _ a _ -> a
-- |@interpolateKeys t start end@ interpolates between 'start' and 'end' using
-- 's' as a normalized sampling value.
--
-- Satisfies the following laws:
-- @
-- interpolateKeys 0 start _ = start
-- interpolateKeys 1 _ end = end
-- @
interpolateKeys :: (Additive a,Floating s) => s -> Key (a s) -> Key (a s) -> a s
interpolateKeys s start end = case start of
Hold k -> k
Linear k -> lerp s b k
Cosine k -> lerp ((1 - cos (s * pi)) * 0.5) b k
CubicHermite k -> lerp (s * s * (3 - 2 * s)) b k
Bezier _ k0 r0 -> case end of
Bezier l1 k1 _ -> interpolateBezier s k0 r0 l1 k1
_ -> interpolateBezier s k0 r0 r0 b
where
b = keyValue end
-- @interpolateBezier s k0 r0 l1 k1@ performs a Bezier interpolation
-- between keys 'k0' and 'k1' using their respectives right and left handles.
interpolateBezier :: (Additive a,Floating s)
=> s
-> a s
-> a s
-> a s
-> a s
-> a s
interpolateBezier s k0 r0 l1 k1 = (u ^+^ v) ^* s
where
u = k0 ^+^ (r0 ^-^ k0) ^* s
v = l1 ^+^ (k1 ^-^ l1) ^* s