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[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-4);
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 {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) 
33                 {
34                         //TODO: classify the curve
35                         type = SERPENTINE;
36                 }
37                 
38                 std::string Str() const
39                 {
40                         std::stringstream s;
41                         s << "Bezier{" << Float(x0) << "," << Float(y0) << " -> " << Float(x1) << "," << Float(y1) << " -> " << Float(x2) << "," << Float(y2) << " -> " << Float(x3) << "," << Float(y3) << "}";
42                         return s.str();
43                 }
44                 
45                 /**
46                  * Construct absolute control points using relative control points to a bounding rectangle
47                  * ie: If cpy is relative to bounds rectangle, this will be absolute
48                  */
49                 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)
50                 {
51                         x0 *= t.w;
52                         y0 *= t.h;
53                         x1 *= t.w;
54                         y1 *= t.h;
55                         x2 *= t.w;
56                         y2 *= t.h;
57                         x3 *= t.w;
58                         y3 *= t.h;
59                         x0 += t.x;
60                         y0 += t.y;
61                         x1 += t.x;
62                         y1 += t.y;
63                         x2 += t.x;
64                         y2 += t.y;
65                         x3 += t.x;
66                         y3 += t.y;
67                 }
68
69                 Rect SolveBounds() const;
70                 
71                 std::pair<Real,Real> GetTop() const;
72                 std::pair<Real,Real> GetBottom() const;
73                 std::pair<Real,Real> GetLeft() const;
74                 std::pair<Real,Real> GetRight() const;
75                 
76                 Bezier ToAbsolute(const Rect & bounds) const
77                 {
78                         return Bezier(*this, bounds);
79                 }
80                 
81                 /** Convert absolute control points to control points relative to bounds
82                  * (This basically does the opposite of the Copy constructor)
83                  * ie: If this is absolute, the returned Bezier will be relative to the bounds rectangle
84                  */
85                 Bezier ToRelative(const Rect & bounds) const
86                 {
87                         // x' <- (x - x0)/w etc
88                         // special cases when w or h = 0
89                         // (So can't just use the Copy constructor on the inverse of bounds)
90                         // Rect inverse = {-bounds.x/bounds.w, -bounds.y/bounds.h, Real(1)/bounds.w, Real(1)/bounds.h};
91                         Bezier result;
92                         if (bounds.w == 0)
93                         {
94                                 result.x0 = 0;
95                                 result.x1 = 0;
96                                 result.x2 = 0;
97                                 result.x3 = 0;
98                         }
99                         else
100                         {
101                                 result.x0 = (x0 - bounds.x)/bounds.w;   
102                                 result.x1 = (x1 - bounds.x)/bounds.w;
103                                 result.x2 = (x2 - bounds.x)/bounds.w;
104                                 result.x3 = (x3 - bounds.x)/bounds.w;
105                         }
106
107                         if (bounds.h == 0)
108                         {
109                                 result.y0 = 0;
110                                 result.y1 = 0;
111                                 result.y2 = 0;
112                                 result.y3 = 0;
113                         }
114                         else
115                         {
116                                 result.y0 = (y0 - bounds.y)/bounds.h;   
117                                 result.y1 = (y1 - bounds.y)/bounds.h;
118                                 result.y2 = (y2 - bounds.y)/bounds.h;
119                                 result.y3 = (y3 - bounds.y)/bounds.h;
120                         }
121                         return result;
122                 }
123
124                 // Performs one round of De Casteljau subdivision and returns the [t,1] part.
125                 Bezier DeCasteljauSubdivideRight(const Real& t)
126                 {
127                         Real one_minus_t = Real(1) - t;
128
129                         // X Coordinates
130                         Real x01 = x0*t + x1*one_minus_t;
131                         Real x12 = x1*t + x2*one_minus_t;
132                         Real x23 = x2*t + x3*one_minus_t;
133
134                         Real x012 = x01*t + x12*one_minus_t;
135                         Real x123 = x12*t + x23*one_minus_t;
136
137                         Real x0123 = x012*t + x123*one_minus_t;
138
139                         // Y Coordinates
140                         Real y01 = y0*t + y1*one_minus_t;
141                         Real y12 = y1*t + y2*one_minus_t;
142                         Real y23 = y2*t + y3*one_minus_t;
143
144                         Real y012 = y01*t + y12*one_minus_t;
145                         Real y123 = y12*t + y23*one_minus_t;
146
147                         Real y0123 = y012*t + y123*one_minus_t;
148
149                         return Bezier(x0, y0, x01, y01, x012, y012, x0123, y0123);
150                 }
151                 // Performs one round of De Casteljau subdivision and returns the [0,t] part.
152                 Bezier DeCasteljauSubdivideLeft(const Real& t)
153                 {
154                         Real one_minus_t = Real(1) - t;
155
156                         // X Coordinates
157                         Real x01 = x0*t + x1*one_minus_t;
158                         Real x12 = x1*t + x2*one_minus_t;
159                         Real x23 = x2*t + x3*one_minus_t;
160
161                         Real x012 = x01*t + x12*one_minus_t;
162                         Real x123 = x12*t + x23*one_minus_t;
163
164                         Real x0123 = x012*t + x123*one_minus_t;
165
166                         // Y Coordinates
167                         Real y01 = y0*t + y1*one_minus_t;
168                         Real y12 = y1*t + y2*one_minus_t;
169                         Real y23 = y2*t + y3*one_minus_t;
170
171                         Real y012 = y01*t + y12*one_minus_t;
172                         Real y123 = y12*t + y23*one_minus_t;
173
174                         Real y0123 = y012*t + y123*one_minus_t;
175
176                         return Bezier(x0123, y0123, x123, y123, x23, y23, x3, y3);
177                 }
178
179                 Bezier ReParametrise(const Real& t0, const Real& t1)
180                 {
181                         Debug("Reparametrise: %f -> %f",t0,t1);
182                         Bezier new_bezier;
183                         // Subdivide to get from [0,t1]
184                         new_bezier = DeCasteljauSubdivideLeft(t1);
185                         // Convert t0 from [0,1] range to [0, t1]
186                         Real new_t0 = t0 / t1;
187                         Debug("New t0 = %f", new_t0);
188                         new_bezier = new_bezier.DeCasteljauSubdivideRight(new_t0);
189
190                         Debug("%s becomes %s", this->Str().c_str(), new_bezier.Str().c_str());
191                         return new_bezier;
192                 }
193                 
194                 std::vector<Bezier> ClipToRectangle(const Rect& r)
195                 {
196                         // Find points of intersection with the rectangle.
197                         Debug("Clipping Bezier to Rect %s", r.Str().c_str());
198
199                         // Convert bezier coefficients -> cubic coefficients
200                         Real xd = x0 - r.x;
201                         Real xc = Real(3)*(x1 - x0);
202                         Real xb = Real(3)*(x2 - x1) - xc;
203                         Real xa = x3 - x0 - xc - xb;
204
205                         // Find its roots.
206                         std::vector<Real> x_intersection = SolveCubic(xa, xb, xc, xd);
207
208                         // And for the other side.
209                         xd = x0 - r.x - r.w;
210
211                         std::vector<Real> x_intersection_pt2 = SolveCubic(xa, xb, xc, xd);
212                         x_intersection.insert(x_intersection.end(), x_intersection_pt2.begin(), x_intersection_pt2.end());
213
214                         // Similarly for y-coordinates.
215                         // Convert bezier coefficients -> cubic coefficients
216                         Real yd = y0 - r.y;
217                         Real yc = Real(3)*(y1 - y0);
218                         Real yb = Real(3)*(y2 - y1) - yc;
219                         Real ya = y3 - y0 - yc - yb;
220
221                         // Find its roots.
222                         std::vector<Real> y_intersection = SolveCubic(ya, yb, yc, yd);
223
224                         // And for the other side.
225                         yd = y0 - r.y - r.h;
226
227                         std::vector<Real> y_intersection_pt2 = SolveCubic(ya, yb, yc, yd);
228                         y_intersection.insert(y_intersection.end(), y_intersection_pt2.begin(), y_intersection_pt2.end());
229
230                         // Merge and sort.
231                         x_intersection.insert(x_intersection.end(), y_intersection.begin(), y_intersection.end());
232                         x_intersection.push_back(Real(0));
233                         x_intersection.push_back(Real(1));
234                         std::sort(x_intersection.begin(), x_intersection.end());
235
236                         Debug("Found %d intersections.\n", x_intersection.size());
237                         
238                         std::vector<Bezier> all_beziers;
239                         if (x_intersection.size() <= 2)
240                         {
241                                 all_beziers.push_back(*this);
242                                 return all_beziers;
243                         }
244                         Real t0 = *(x_intersection.begin());
245                         for (auto it = x_intersection.begin()+1; it != x_intersection.end(); ++it)
246                         {
247                                 Real t1 = *it;
248                                 if (t1 == t0) continue;
249                                 Debug(" -- t0: %f to t1: %f", t0, t1);
250                                 Real ptx, pty;
251                                 Evaluate(ptx, pty, ((t1 + t0) / Real(2)));
252                                 if (true || r.PointIn(ptx, pty))
253                                 {
254                                         all_beziers.push_back(this->ReParametrise(t0, t1));
255                                 }
256                                 else
257                                 {
258                                         Debug("Segment removed (point at %f, %f)", ptx, pty);
259                                 }
260                                 t0 = t1;
261                         }
262                         return all_beziers;
263                 }
264
265                 /** Evaluate the Bezier at parametric parameter u, puts resultant point in (x,y) **/
266                 void Evaluate(Real & x, Real & y, const Real & u) const
267                 {
268                         Real coeff[4];
269                         for (unsigned i = 0; i < 4; ++i)
270                                 coeff[i] = Bernstein(i,3,u);
271                         x = x0*coeff[0] + x1*coeff[1] + x2*coeff[2] + x3*coeff[3];
272                         y = y0*coeff[0] + y1*coeff[1] + y2*coeff[2] + y3*coeff[3];
273                 }
274                 std::vector<Vec2> Evaluate(const std::vector<Real> & u) const;
275                 
276                 std::vector<Real> SolveXParam(const Real & x) const;
277                 std::vector<Real> SolveYParam(const Real & x) const;
278                 
279                 // Get points with same X
280                 inline std::vector<Vec2> SolveX(const Real & x) const
281                 {
282                         return Evaluate(SolveXParam(x));
283                 }
284                 // Get points with same Y
285                 inline std::vector<Vec2> SolveY(const Real & y) const
286                 {
287                         return Evaluate(SolveYParam(y));
288                 }
289                 
290                 bool operator==(const Bezier & equ) const
291                 {
292                         return (x0 == equ.x0 && y0 == equ.y0
293                                 &&  x1 == equ.x1 && y1 == equ.y1
294                                 &&      x2 == equ.x2 && y2 == equ.y2
295                                 &&      x3 == equ.x3 && y3 == equ.y3);
296                 }
297                 bool operator!=(const Bezier & equ) const {return !this->operator==(equ);}
298
299         };
300
301
302
303 }
304
305 #endif //_BEZIER_H

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