Source: Core/QuaternionSpline.js

/*global define*/
define([
        './defaultValue',
        './defined',
        './defineProperties',
        './DeveloperError',
        './Quaternion',
        './Spline'
    ], function(
        defaultValue,
        defined,
        defineProperties,
        DeveloperError,
        Quaternion,
        Spline) {
    'use strict';

    function computeInnerQuadrangles(points, firstInnerQuadrangle, lastInnerQuadrangle) {
        var length = points.length;
        var quads = new Array(length);

        quads[0] = defined(firstInnerQuadrangle) ? firstInnerQuadrangle : points[0];
        quads[length - 1] = defined(lastInnerQuadrangle) ? lastInnerQuadrangle : points[length - 1];

        for (var i = 1; i < length - 1; ++i) {
            quads[i] = Quaternion.computeInnerQuadrangle(points[i - 1], points[i], points[i + 1], new Quaternion());
        }

        return quads;
    }

    function createEvaluateFunction(spline) {
        var points = spline.points;
        var quads = spline.innerQuadrangles;
        var times = spline.times;

        // use slerp interpolation for 2 points
        if (points.length < 3) {
            var t0 = times[0];
            var invSpan = 1.0 / (times[1] - t0);

            var q0 = points[0];
            var q1 = points[1];

            return function(time, result) {
                if (!defined(result)){
                    result = new Quaternion();
                }
                var u = (time - t0) * invSpan;
                return Quaternion.fastSlerp(q0, q1, u, result);
            };
        }

        // use quad interpolation for more than 3 points
        return function(time, result) {
            if (!defined(result)){
                result = new Quaternion();
            }
            var i = spline._lastTimeIndex = spline.findTimeInterval(time, spline._lastTimeIndex);
            var u = (time - times[i]) / (times[i + 1] - times[i]);

            var q0 = points[i];
            var q1 = points[i + 1];
            var s0 = quads[i];
            var s1 = quads[i + 1];

            return Quaternion.fastSquad(q0, q1, s0, s1, u, result);
        };
    }

    /**
     * A spline that uses spherical quadrangle (squad) interpolation to create a quaternion curve.
     * The generated curve is in the class C<sup>1</sup>.
     *
     * @alias QuaternionSpline
     * @constructor
     *
     * @param {Object} options Object with the following properties:
     * @param {Number[]} options.times An array of strictly increasing, unit-less, floating-point times at each point.
     *                The values are in no way connected to the clock time. They are the parameterization for the curve.
     * @param {Quaternion[]} options.points The array of {@link Quaternion} control points.
     * @param {Quaternion} [options.firstInnerQuadrangle] The inner quadrangle of the curve at the first control point.
     *                     If the inner quadrangle is not given, it will be estimated.
     * @param {Quaternion} [options.lastInnerQuadrangle] The inner quadrangle of the curve at the last control point.
     *                     If the inner quadrangle is not given, it will be estimated.
     *
     * @exception {DeveloperError} points.length must be greater than or equal to 2.
     * @exception {DeveloperError} times.length must be equal to points.length.
     *
     * @see HermiteSpline
     * @see CatmullRomSpline
     * @see LinearSpline
     */
    function QuaternionSpline(options) {
        options = defaultValue(options, defaultValue.EMPTY_OBJECT);

        var points = options.points;
        var times = options.times;
        var firstInnerQuadrangle = options.firstInnerQuadrangle;
        var lastInnerQuadrangle = options.lastInnerQuadrangle;

        //>>includeStart('debug', pragmas.debug);
        if (!defined(points) || !defined(times)) {
            throw new DeveloperError('points and times are required.');
        }
        if (points.length < 2) {
            throw new DeveloperError('points.length must be greater than or equal to 2.');
        }
        if (times.length !== points.length) {
            throw new DeveloperError('times.length must be equal to points.length.');
        }
        //>>includeEnd('debug');

        var innerQuadrangles = computeInnerQuadrangles(points, firstInnerQuadrangle, lastInnerQuadrangle);

        this._times = times;
        this._points = points;
        this._innerQuadrangles = innerQuadrangles;

        this._evaluateFunction = createEvaluateFunction(this);
        this._lastTimeIndex = 0;
    }

    defineProperties(QuaternionSpline.prototype, {
        /**
         * An array of times for the control points.
         *
         * @memberof QuaternionSpline.prototype
         *
         * @type {Number[]}
         * @readonly
         */
        times : {
            get : function() {
                return this._times;
            }
        },

        /**
         * An array of {@link Quaternion} control points.
         *
         * @memberof QuaternionSpline.prototype
         *
         * @type {Quaternion[]}
         * @readonly
         */
        points : {
            get : function() {
                return this._points;
            }
        },

        /**
         * An array of {@link Quaternion} inner quadrangles for the control points.
         *
         * @memberof QuaternionSpline.prototype
         *
         * @type {Quaternion[]}
         * @readonly
         */
        innerQuadrangles : {
            get : function() {
                return this._innerQuadrangles;
            }
        }
    });

    /**
     * Finds an index <code>i</code> in <code>times</code> such that the parameter
     * <code>time</code> is in the interval <code>[times[i], times[i + 1]]</code>.
     * @function
     *
     * @param {Number} time The time.
     * @returns {Number} The index for the element at the start of the interval.
     *
     * @exception {DeveloperError} time must be in the range <code>[t<sub>0</sub>, t<sub>n</sub>]</code>, where <code>t<sub>0</sub></code>
     *                             is the first element in the array <code>times</code> and <code>t<sub>n</sub></code> is the last element
     *                             in the array <code>times</code>.
     */
    QuaternionSpline.prototype.findTimeInterval = Spline.prototype.findTimeInterval;

    /**
     * Evaluates the curve at a given time.
     *
     * @param {Number} time The time at which to evaluate the curve.
     * @param {Quaternion} [result] The object onto which to store the result.
     * @returns {Quaternion} The modified result parameter or a new instance of the point on the curve at the given time.
     *
     * @exception {DeveloperError} time must be in the range <code>[t<sub>0</sub>, t<sub>n</sub>]</code>, where <code>t<sub>0</sub></code>
     *                             is the first element in the array <code>times</code> and <code>t<sub>n</sub></code> is the last element
     *                             in the array <code>times</code>.
     */
    QuaternionSpline.prototype.evaluate = function(time, result) {
        return this._evaluateFunction(time, result);
    };

    return QuaternionSpline;
});