/* * 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. */ #ifndef VBEZIER_H #define VBEZIER_H #include "vector_vpoint.h" V_BEGIN_NAMESPACE class VBezier { public: VBezier() = default; VPointF pointAt(float t) const; float angleAt(float t) const; VBezier onInterval(float t0, float t1) const; float length() const; static void coefficients(float t, float &a, float &b, float &c, float &d); static VBezier fromPoints(const VPointF &start, const VPointF &cp1, const VPointF &cp2, const VPointF &end); inline void parameterSplitLeft(float t, VBezier *left); inline void split(VBezier *firstHalf, VBezier *secondHalf) const; float tAtLength(float len) const { return tAtLength(len , length());} float tAtLength(float len, float totalLength) const; void splitAtLength(float len, VBezier *left, VBezier *right); VPointF pt1() const { return {x1, y1}; } VPointF pt2() const { return {x2, y2}; } VPointF pt3() const { return {x3, y3}; } VPointF pt4() const { return {x4, y4}; } private: VPointF derivative(float t) const; float x1, y1, x2, y2, x3, y3, x4, y4; }; inline void VBezier::coefficients(float t, float &a, float &b, float &c, float &d) { float m_t = 1.0f - t; b = m_t * m_t; c = t * t; d = c * t; a = b * m_t; b *= 3.0f * t; c *= 3.0f * m_t; } inline VPointF VBezier::pointAt(float t) const { // numerically more stable: float x, y; float m_t = 1.0f - t; { float a = x1 * m_t + x2 * t; float b = x2 * m_t + x3 * t; float c = x3 * m_t + x4 * t; a = a * m_t + b * t; b = b * m_t + c * t; x = a * m_t + b * t; } { float a = y1 * m_t + y2 * t; float b = y2 * m_t + y3 * t; float c = y3 * m_t + y4 * t; a = a * m_t + b * t; b = b * m_t + c * t; y = a * m_t + b * t; } return {x, y}; } inline void VBezier::parameterSplitLeft(float t, VBezier *left) { left->x1 = x1; left->y1 = y1; left->x2 = x1 + t * (x2 - x1); left->y2 = y1 + t * (y2 - y1); left->x3 = x2 + t * (x3 - x2); // temporary holding spot left->y3 = y2 + t * (y3 - y2); // temporary holding spot x3 = x3 + t * (x4 - x3); y3 = y3 + t * (y4 - y3); x2 = left->x3 + t * (x3 - left->x3); y2 = left->y3 + t * (y3 - left->y3); left->x3 = left->x2 + t * (left->x3 - left->x2); left->y3 = left->y2 + t * (left->y3 - left->y2); left->x4 = x1 = left->x3 + t * (x2 - left->x3); left->y4 = y1 = left->y3 + t * (y2 - left->y3); } inline void VBezier::split(VBezier *firstHalf, VBezier *secondHalf) const { float c = (x2 + x3) * 0.5f; firstHalf->x2 = (x1 + x2) * 0.5f; secondHalf->x3 = (x3 + x4) * 0.5f; firstHalf->x1 = x1; secondHalf->x4 = x4; firstHalf->x3 = (firstHalf->x2 + c) * 0.5f; secondHalf->x2 = (secondHalf->x3 + c) * 0.5f; firstHalf->x4 = secondHalf->x1 = (firstHalf->x3 + secondHalf->x2) * 0.5f; c = (y2 + y3) / 2; firstHalf->y2 = (y1 + y2) * 0.5f; secondHalf->y3 = (y3 + y4) * 0.5f; firstHalf->y1 = y1; secondHalf->y4 = y4; firstHalf->y3 = (firstHalf->y2 + c) * 0.5f; secondHalf->y2 = (secondHalf->y3 + c) * 0.5f; firstHalf->y4 = secondHalf->y1 = (firstHalf->y3 + secondHalf->y2) * 0.5f; } V_END_NAMESPACE #endif // VBEZIER_H