52a5264527ce408b71c09cc0bd6dbd7cbd25deee
[ipdf/code.git] / src / bezier.h
1 #ifndef _BEZIER_H
2 #define _BEZIER_H
3
4 #include <vector>
5 #include <algorithm>
6
7 #include "real.h"
8 #include "rect.h"
9 namespace IPDF
10 {
11         extern int Factorial(int n);
12         extern int BinomialCoeff(int n, int k);
13         extern Real Bernstein(int k, int n, const Real & u);
14         extern std::pair<Real,Real> BezierTurningPoints(const Real & p0, const Real & p1, const Real & p2, const Real & p3);
15         
16         extern std::vector<Real> SolveQuadratic(const Real & a, const Real & b, const Real & c, const Real & min = 0, const Real & max = 1);
17
18         extern std::vector<Real> SolveCubic(const Real & a, const Real & b, const Real & c, const Real & d, const Real & min = 0, const Real & max = 1, const Real & delta = 1e-9);
19
20         /** A _cubic_ bezier. **/
21         struct Bezier
22         {
23                 Real x0; Real y0;
24                 Real x1; Real y1;
25                 Real x2; Real y2;
26                 Real x3; Real y3;
27                 
28                 typedef enum {UNKNOWN, LINE, QUADRATIC, CUSP, LOOP, SERPENTINE} Type;
29                 Type type;
30                 
31                 Bezier() = default; // Needed so we can fread/fwrite this struct... for now.
32                 Bezier(Real _x0, Real _y0, Real _x1, Real _y1, Real _x2, Real _y2, Real _x3, Real _y3) : x0(_x0), y0(_y0), x1(_x1), y1(_y1), x2(_x2), y2(_y2), x3(_x3), y3(_y3), type(UNKNOWN)
33                 {
34
35                 }
36                 
37                 Type GetType()
38                 {
39                         if (type != Bezier::UNKNOWN)
40                                 return type;
41                         // From Loop-Blinn 2005, with w0 == w1 == w2 == w3 = 1
42                         // Transformed control points: (a0 = x0, b0 = y0)
43                         Real a1 = (x1-x0)*3;
44                         Real a2 = (x0- x1*2 +x2)*3;
45                         Real a3 = (x3 - x0 + (x1 - x2)*3);
46                         
47                         Real b1 = (y1-y0)*3;
48                         Real b2 = (y0- y1*2 +y2)*3;
49                         Real b3 = (y3 - y0 + (y1 - y2)*3);
50                         
51                         // d vector (d0 = 0 since all w = 1)
52                         Real d1 = a2*b3 - a3*b2;
53                         Real d2 = a3*b1 - a1*b3;
54                         Real d3 = a1*b2 - a2*b1;
55                         
56                         if (fabs(d1+d2+d3) < 1e-6)
57                         {
58                                 type = LINE;
59                                 //Debug("LINE %s", Str().c_str());
60                                 return type;
61                         }
62                         
63                         Real delta1 = -(d1*d1);
64                         Real delta2 = d1*d2;
65                         Real delta3 = d1*d3 -(d2*d2);
66                         if (fabs(delta1+delta2+delta3) < 1e-6)
67                         {
68                                 type = QUADRATIC;
69                                 
70                                 //Debug("QUADRATIC %s", Str().c_str());
71                                 return type;
72                         }
73                         
74                         Real discriminant = d1*d3*4 -d2*d2;
75                         if (fabs(discriminant) < 1e-6)
76                         {
77                                 type = CUSP;
78                                 //Debug("CUSP %s", Str().c_str());
79                         }
80                         else if (discriminant > 0)
81                         {
82                                 type = SERPENTINE;
83                                 //Debug("SERPENTINE %s", Str().c_str());
84                         }
85                         else
86                         {
87                                 type = LOOP;
88                                 //Debug("LOOP %s", Str().c_str());
89                         }
90                         //Debug("disc %.30f", discriminant);
91                         return type;
92                 }
93                 
94                 
95                 std::string Str() const
96                 {
97                         std::stringstream s;
98                         s << "Bezier{" << Float(x0) << "," << Float(y0) << " -> " << Float(x1) << "," << Float(y1) << " -> " << Float(x2) << "," << Float(y2) << " -> " << Float(x3) << "," << Float(y3) << "}";
99                         return s.str();
100                 }
101                 
102                 /**
103                  * Construct absolute control points using relative control points to a bounding rectangle
104                  * ie: If cpy is relative to bounds rectangle, this will be absolute
105                  */
106                 Bezier(const Bezier & cpy, const Rect & t = Rect(0,0,1,1)) : x0(cpy.x0), y0(cpy.y0), x1(cpy.x1), y1(cpy.y1), x2(cpy.x2),y2(cpy.y2), x3(cpy.x3), y3(cpy.y3), type(cpy.type)
107                 {
108                         x0 *= t.w;
109                         y0 *= t.h;
110                         x1 *= t.w;
111                         y1 *= t.h;
112                         x2 *= t.w;
113                         y2 *= t.h;
114                         x3 *= t.w;
115                         y3 *= t.h;
116                         x0 += t.x;
117                         y0 += t.y;
118                         x1 += t.x;
119                         y1 += t.y;
120                         x2 += t.x;
121                         y2 += t.y;
122                         x3 += t.x;
123                         y3 += t.y;
124                 }
125
126                 Rect SolveBounds() const;
127                 
128                 std::pair<Real,Real> GetTop() const;
129                 std::pair<Real,Real> GetBottom() const;
130                 std::pair<Real,Real> GetLeft() const;
131                 std::pair<Real,Real> GetRight() const;
132                 
133                 Bezier ToAbsolute(const Rect & bounds) const
134                 {
135                         return Bezier(*this, bounds);
136                 }
137                 
138                 /** Convert absolute control points to control points relative to bounds
139                  * (This basically does the opposite of the Copy constructor)
140                  * ie: If this is absolute, the returned Bezier will be relative to the bounds rectangle
141                  */
142                 Bezier ToRelative(const Rect & bounds) const
143                 {
144                         // x' <- (x - x0)/w etc
145                         // special cases when w or h = 0
146                         // (So can't just use the Copy constructor on the inverse of bounds)
147                         // Rect inverse = {-bounds.x/bounds.w, -bounds.y/bounds.h, Real(1)/bounds.w, Real(1)/bounds.h};
148                         Bezier result;
149                         if (bounds.w == 0)
150                         {
151                                 result.x0 = 0;
152                                 result.x1 = 0;
153                                 result.x2 = 0;
154                                 result.x3 = 0;
155                         }
156                         else
157                         {
158                                 result.x0 = (x0 - bounds.x)/bounds.w;   
159                                 result.x1 = (x1 - bounds.x)/bounds.w;
160                                 result.x2 = (x2 - bounds.x)/bounds.w;
161                                 result.x3 = (x3 - bounds.x)/bounds.w;
162                         }
163
164                         if (bounds.h == 0)
165                         {
166                                 result.y0 = 0;
167                                 result.y1 = 0;
168                                 result.y2 = 0;
169                                 result.y3 = 0;
170                         }
171                         else
172                         {
173                                 result.y0 = (y0 - bounds.y)/bounds.h;   
174                                 result.y1 = (y1 - bounds.y)/bounds.h;
175                                 result.y2 = (y2 - bounds.y)/bounds.h;
176                                 result.y3 = (y3 - bounds.y)/bounds.h;
177                         }
178                         return result;
179                 }
180
181                 // Performs one round of De Casteljau subdivision and returns the [t,1] part.
182                 Bezier DeCasteljauSubdivideLeft(const Real& t)
183                 {
184                         Real one_minus_t = Real(1) - t;
185
186                         // X Coordinates
187                         Real x01 = x1*t + x0*one_minus_t;
188                         Real x12 = x2*t + x1*one_minus_t;
189                         Real x23 = x3*t + x2*one_minus_t;
190
191                         Real x012 = x12*t + x01*one_minus_t;
192                         Real x123 = x23*t + x12*one_minus_t;
193
194                         Real x0123 = x123*t + x012*one_minus_t;
195
196                         // Y Coordinates
197                         Real y01 = y1*t + y0*one_minus_t;
198                         Real y12 = y2*t + y1*one_minus_t;
199                         Real y23 = y3*t + y2*one_minus_t;
200
201                         Real y012 = y12*t + y01*one_minus_t;
202                         Real y123 = y23*t + y12*one_minus_t;
203
204                         Real y0123 = y123*t + y012*one_minus_t;
205
206                         return Bezier(x0, y0, x01, y01, x012, y012, x0123, y0123);
207                 }
208                 // Performs one round of De Casteljau subdivision and returns the [t,1] part.
209                 Bezier DeCasteljauSubdivideRight(const Real& t)
210                 {
211                         Real one_minus_t = Real(1) - t;
212
213                         // X Coordinates
214                         Real x01 = x1*t + x0*one_minus_t;
215                         Real x12 = x2*t + x1*one_minus_t;
216                         Real x23 = x3*t + x2*one_minus_t;
217
218                         Real x012 = x12*t + x01*one_minus_t;
219                         Real x123 = x23*t + x12*one_minus_t;
220
221                         Real x0123 = x123*t + x012*one_minus_t;
222
223                         // Y Coordinates
224                         Real y01 = y1*t + y0*one_minus_t;
225                         Real y12 = y2*t + y1*one_minus_t;
226                         Real y23 = y3*t + y2*one_minus_t;
227
228                         Real y012 = y12*t + y01*one_minus_t;
229                         Real y123 = y23*t + y12*one_minus_t;
230
231                         Real y0123 = y123*t + y012*one_minus_t;
232
233                         return Bezier(x0123, y0123, x123, y123, x23, y23, x3, y3);
234                 }
235
236                 Bezier ReParametrise(const Real& t0, const Real& t1)
237                 {
238                         Debug("Reparametrise: %f -> %f",t0,t1);
239                         Bezier new_bezier;
240                         // Subdivide to get from [0,t1]
241                         new_bezier = DeCasteljauSubdivideLeft(t1);
242                         // Convert t0 from [0,1] range to [0, t1]
243                         Real new_t0 = t0 / t1;
244                         Debug("New t0 = %f", new_t0);
245                         new_bezier = new_bezier.DeCasteljauSubdivideRight(new_t0);
246
247                         Debug("%s becomes %s", this->Str().c_str(), new_bezier.Str().c_str());
248                         return new_bezier;
249                 }
250                 
251                 std::vector<Bezier> ClipToRectangle(const Rect& r)
252                 {
253                         // Find points of intersection with the rectangle.
254                         Debug("Clipping Bezier to Rect %s", r.Str().c_str());
255
256
257                         // Find its roots.
258                         std::vector<Real> x_intersection = SolveXParam(r.x);
259
260                         // And for the other side.
261
262                         std::vector<Real> x_intersection_pt2 = SolveXParam(r.x + r.w);
263                         x_intersection.insert(x_intersection.end(), x_intersection_pt2.begin(), x_intersection_pt2.end());
264
265                         // Find its roots.
266                         std::vector<Real> y_intersection = SolveYParam(r.y);
267
268                         std::vector<Real> y_intersection_pt2 = SolveYParam(r.y+r.h);
269                         y_intersection.insert(y_intersection.end(), y_intersection_pt2.begin(), y_intersection_pt2.end());
270
271                         // Merge and sort.
272                         x_intersection.insert(x_intersection.end(), y_intersection.begin(), y_intersection.end());
273                         x_intersection.push_back(Real(0));
274                         x_intersection.push_back(Real(1));
275                         std::sort(x_intersection.begin(), x_intersection.end());
276
277                         Debug("Found %d intersections.\n", x_intersection.size());
278                         for(auto t : x_intersection)
279                         {
280                                 Real ptx, pty;
281                                 Evaluate(ptx, pty, t);
282                                 Debug("Root: t = %f, (%f,%f)", t, ptx, pty);
283                         }
284                         
285                         std::vector<Bezier> all_beziers;
286                         if (x_intersection.size() <= 2)
287                         {
288                                 all_beziers.push_back(*this);
289                                 return all_beziers;
290                         }
291                         Real t0 = *(x_intersection.begin());
292                         for (auto it = x_intersection.begin()+1; it != x_intersection.end(); ++it)
293                         {
294                                 Real t1 = *it;
295                                 if (t1 == t0) continue;
296                                 Debug(" -- t0: %f to t1: %f", t0, t1);
297                                 Real ptx, pty;
298                                 Evaluate(ptx, pty, ((t1 + t0) / Real(2)));
299                                 if (r.PointIn(ptx, pty))
300                                 {
301                                         all_beziers.push_back(this->ReParametrise(t0, t1));
302                                 }
303                                 else
304                                 {
305                                         Debug("Segment removed (point at %f, %f)", ptx, pty);
306                                 }
307                                 t0 = t1;
308                         }
309                         return all_beziers;
310                 }
311
312                 /** Evaluate the Bezier at parametric parameter u, puts resultant point in (x,y) **/
313                 void Evaluate(Real & x, Real & y, const Real & u) const
314                 {
315                         Real coeff[4];
316                         for (unsigned i = 0; i < 4; ++i)
317                                 coeff[i] = Bernstein(i,3,u);
318                         x = x0*coeff[0] + x1*coeff[1] + x2*coeff[2] + x3*coeff[3];
319                         y = y0*coeff[0] + y1*coeff[1] + y2*coeff[2] + y3*coeff[3];
320                 }
321                 std::vector<Vec2> Evaluate(const std::vector<Real> & u) const;
322                 
323                 std::vector<Real> SolveXParam(const Real & x) const;
324                 std::vector<Real> SolveYParam(const Real & x) const;
325                 
326                 // Get points with same X
327                 inline std::vector<Vec2> SolveX(const Real & x) const
328                 {
329                         return Evaluate(SolveXParam(x));
330                 }
331                 // Get points with same Y
332                 inline std::vector<Vec2> SolveY(const Real & y) const
333                 {
334                         return Evaluate(SolveYParam(y));
335                 }
336                 
337                 bool operator==(const Bezier & equ) const
338                 {
339                         return (x0 == equ.x0 && y0 == equ.y0
340                                 &&  x1 == equ.x1 && y1 == equ.y1
341                                 &&      x2 == equ.x2 && y2 == equ.y2
342                                 &&      x3 == equ.x3 && y3 == equ.y3);
343                 }
344                 bool operator!=(const Bezier & equ) const {return !this->operator==(equ);}
345
346         };
347
348
349
350 }
351
352 #endif //_BEZIER_H

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