/* * Copyright (c) 2020 Samsung Electronics Co., Ltd. All rights reserved. * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ #include "vector_vbezier.h" #include #include "vector_vline.h" V_BEGIN_NAMESPACE VBezier VBezier::fromPoints(const VPointF &p1, const VPointF &p2, const VPointF &p3, const VPointF &p4) { VBezier b; b.x1 = p1.x(); b.y1 = p1.y(); b.x2 = p2.x(); b.y2 = p2.y(); b.x3 = p3.x(); b.y3 = p3.y(); b.x4 = p4.x(); b.y4 = p4.y(); return b; } float VBezier::length() const { const auto len = VLine::length(x1, y1, x2, y2) + VLine::length(x2, y2, x3, y3) + VLine::length(x3, y3, x4, y4); const auto chord = VLine::length(x1, y1, x4, y4); if ((len - chord) > 0.01) { VBezier left, right; split(&left, &right); return left.length() + right.length(); } return len; } VBezier VBezier::onInterval(float t0, float t1) const { if (t0 == 0 && t1 == 1) return *this; VBezier bezier = *this; VBezier result; bezier.parameterSplitLeft(t0, &result); float trueT = (t1 - t0) / (1 - t0); bezier.parameterSplitLeft(trueT, &result); return result; } float VBezier::tAtLength(float l, float totalLength) const { float t = 1.0; const float error = 0.01f; if (l > totalLength || vCompare(l, totalLength)) return t; t *= 0.5; float lastBigger = 1.0; for (int num = 0; num < 100500; num++) { VBezier right = *this; VBezier left; right.parameterSplitLeft(t, &left); float lLen = left.length(); if (fabs(lLen - l) < error) return t; if (lLen < l) { t += (lastBigger - t) * 0.5f; } else { lastBigger = t; t -= t * 0.5f; } } vWarning << "no convergence"; return t; } void VBezier::splitAtLength(float len, VBezier *left, VBezier *right) { float t; *right = *this; t = right->tAtLength(len); right->parameterSplitLeft(t, left); } VPointF VBezier::derivative(float t) const { // p'(t) = 3 * (-(1-2t+t^2) * p0 + (1 - 4 * t + 3 * t^2) * p1 + (2 * t - 3 * // t^2) * p2 + t^2 * p3) float m_t = 1.0f - t; float d = t * t; float a = -m_t * m_t; float b = 1 - 4 * t + 3 * d; float c = 2 * t - 3 * d; return 3 * VPointF(a * x1 + b * x2 + c * x3 + d * x4, a * y1 + b * y2 + c * y3 + d * y4); } float VBezier::angleAt(float t) const { if (t < 0 || t > 1) { return 0; } return VLine({}, derivative(t)).angle(); } V_END_NAMESPACE