Classify Beziers, use DeCasteljau for CPU renderer
[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 {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                 const 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 (d1 == d2 && d2 == d3 && d3 == 0)
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 (delta1 == delta2 && delta2 == delta3 && delta3 == 0)
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 (discriminant == 0)
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                         return type;
91                 }
92                 
93                 
94                 std::string Str() const
95                 {
96                         std::stringstream s;
97                         s << "Bezier{" << Float(x0) << "," << Float(y0) << " -> " << Float(x1) << "," << Float(y1) << " -> " << Float(x2) << "," << Float(y2) << " -> " << Float(x3) << "," << Float(y3) << "}";
98                         return s.str();
99                 }
100                 
101                 /**
102                  * Construct absolute control points using relative control points to a bounding rectangle
103                  * ie: If cpy is relative to bounds rectangle, this will be absolute
104                  */
105                 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(UNKNOWN)
106                 {
107                         x0 *= t.w;
108                         y0 *= t.h;
109                         x1 *= t.w;
110                         y1 *= t.h;
111                         x2 *= t.w;
112                         y2 *= t.h;
113                         x3 *= t.w;
114                         y3 *= t.h;
115                         x0 += t.x;
116                         y0 += t.y;
117                         x1 += t.x;
118                         y1 += t.y;
119                         x2 += t.x;
120                         y2 += t.y;
121                         x3 += t.x;
122                         y3 += t.y;
123                 }
124
125                 Rect SolveBounds() const;
126                 
127                 std::pair<Real,Real> GetTop() const;
128                 std::pair<Real,Real> GetBottom() const;
129                 std::pair<Real,Real> GetLeft() const;
130                 std::pair<Real,Real> GetRight() const;
131                 
132                 Bezier ToAbsolute(const Rect & bounds) const
133                 {
134                         return Bezier(*this, bounds);
135                 }
136                 
137                 /** Convert absolute control points to control points relative to bounds
138                  * (This basically does the opposite of the Copy constructor)
139                  * ie: If this is absolute, the returned Bezier will be relative to the bounds rectangle
140                  */
141                 Bezier ToRelative(const Rect & bounds) const
142                 {
143                         // x' <- (x - x0)/w etc
144                         // special cases when w or h = 0
145                         // (So can't just use the Copy constructor on the inverse of bounds)
146                         // Rect inverse = {-bounds.x/bounds.w, -bounds.y/bounds.h, Real(1)/bounds.w, Real(1)/bounds.h};
147                         Bezier result;
148                         if (bounds.w == 0)
149                         {
150                                 result.x0 = 0;
151                                 result.x1 = 0;
152                                 result.x2 = 0;
153                                 result.x3 = 0;
154                         }
155                         else
156                         {
157                                 result.x0 = (x0 - bounds.x)/bounds.w;   
158                                 result.x1 = (x1 - bounds.x)/bounds.w;
159                                 result.x2 = (x2 - bounds.x)/bounds.w;
160                                 result.x3 = (x3 - bounds.x)/bounds.w;
161                         }
162
163                         if (bounds.h == 0)
164                         {
165                                 result.y0 = 0;
166                                 result.y1 = 0;
167                                 result.y2 = 0;
168                                 result.y3 = 0;
169                         }
170                         else
171                         {
172                                 result.y0 = (y0 - bounds.y)/bounds.h;   
173                                 result.y1 = (y1 - bounds.y)/bounds.h;
174                                 result.y2 = (y2 - bounds.y)/bounds.h;
175                                 result.y3 = (y3 - bounds.y)/bounds.h;
176                         }
177                         return result;
178                 }
179
180                 // Performs one round of De Casteljau subdivision and returns the [t,1] part.
181                 Bezier DeCasteljauSubdivideRight(const Real& t)
182                 {
183                         Real one_minus_t = Real(1) - t;
184
185                         // X Coordinates
186                         Real x01 = x0*t + x1*one_minus_t;
187                         Real x12 = x1*t + x2*one_minus_t;
188                         Real x23 = x2*t + x3*one_minus_t;
189
190                         Real x012 = x01*t + x12*one_minus_t;
191                         Real x123 = x12*t + x23*one_minus_t;
192
193                         Real x0123 = x012*t + x123*one_minus_t;
194
195                         // Y Coordinates
196                         Real y01 = y0*t + y1*one_minus_t;
197                         Real y12 = y1*t + y2*one_minus_t;
198                         Real y23 = y2*t + y3*one_minus_t;
199
200                         Real y012 = y01*t + y12*one_minus_t;
201                         Real y123 = y12*t + y23*one_minus_t;
202
203                         Real y0123 = y012*t + y123*one_minus_t;
204
205                         return Bezier(x0, y0, x01, y01, x012, y012, x0123, y0123);
206                 }
207                 // Performs one round of De Casteljau subdivision and returns the [0,t] part.
208                 Bezier DeCasteljauSubdivideLeft(const Real& t)
209                 {
210                         Real one_minus_t = Real(1) - t;
211
212                         // X Coordinates
213                         Real x01 = x0*t + x1*one_minus_t;
214                         Real x12 = x1*t + x2*one_minus_t;
215                         Real x23 = x2*t + x3*one_minus_t;
216
217                         Real x012 = x01*t + x12*one_minus_t;
218                         Real x123 = x12*t + x23*one_minus_t;
219
220                         Real x0123 = x012*t + x123*one_minus_t;
221
222                         // Y Coordinates
223                         Real y01 = y0*t + y1*one_minus_t;
224                         Real y12 = y1*t + y2*one_minus_t;
225                         Real y23 = y2*t + y3*one_minus_t;
226
227                         Real y012 = y01*t + y12*one_minus_t;
228                         Real y123 = y12*t + y23*one_minus_t;
229
230                         Real y0123 = y012*t + y123*one_minus_t;
231
232                         return Bezier(x0123, y0123, x123, y123, x23, y23, x3, y3);
233                 }
234
235                 Bezier ReParametrise(const Real& t0, const Real& t1)
236                 {
237                         Debug("Reparametrise: %f -> %f",t0,t1);
238                         Bezier new_bezier;
239                         // Subdivide to get from [0,t1]
240                         new_bezier = DeCasteljauSubdivideLeft(t1);
241                         // Convert t0 from [0,1] range to [0, t1]
242                         Real new_t0 = t0 / t1;
243                         Debug("New t0 = %f", new_t0);
244                         new_bezier = new_bezier.DeCasteljauSubdivideRight(new_t0);
245
246                         Debug("%s becomes %s", this->Str().c_str(), new_bezier.Str().c_str());
247                         return new_bezier;
248                 }
249                 
250                 std::vector<Bezier> ClipToRectangle(const Rect& r)
251                 {
252                         // Find points of intersection with the rectangle.
253                         Debug("Clipping Bezier to Rect %s", r.Str().c_str());
254
255                         // Convert bezier coefficients -> cubic coefficients
256                         Real xd = x0 - r.x;
257                         Real xc = Real(3)*(x1 - x0);
258                         Real xb = Real(3)*(x2 - x1) - xc;
259                         Real xa = x3 - x0 - xc - xb;
260
261                         // Find its roots.
262                         std::vector<Real> x_intersection = SolveCubic(xa, xb, xc, xd);
263
264                         // And for the other side.
265                         xd = x0 - r.x - r.w;
266
267                         std::vector<Real> x_intersection_pt2 = SolveCubic(xa, xb, xc, xd);
268                         x_intersection.insert(x_intersection.end(), x_intersection_pt2.begin(), x_intersection_pt2.end());
269
270                         // Similarly for y-coordinates.
271                         // Convert bezier coefficients -> cubic coefficients
272                         Real yd = y0 - r.y;
273                         Real yc = Real(3)*(y1 - y0);
274                         Real yb = Real(3)*(y2 - y1) - yc;
275                         Real ya = y3 - y0 - yc - yb;
276
277                         // Find its roots.
278                         std::vector<Real> y_intersection = SolveCubic(ya, yb, yc, yd);
279
280                         // And for the other side.
281                         yd = y0 - r.y - r.h;
282
283                         std::vector<Real> y_intersection_pt2 = SolveCubic(ya, yb, yc, yd);
284                         y_intersection.insert(y_intersection.end(), y_intersection_pt2.begin(), y_intersection_pt2.end());
285
286                         // Merge and sort.
287                         x_intersection.insert(x_intersection.end(), y_intersection.begin(), y_intersection.end());
288                         x_intersection.push_back(Real(0));
289                         x_intersection.push_back(Real(1));
290                         std::sort(x_intersection.begin(), x_intersection.end());
291
292                         Debug("Found %d intersections.\n", x_intersection.size());
293                         
294                         std::vector<Bezier> all_beziers;
295                         if (x_intersection.size() <= 2)
296                         {
297                                 all_beziers.push_back(*this);
298                                 return all_beziers;
299                         }
300                         Real t0 = *(x_intersection.begin());
301                         for (auto it = x_intersection.begin()+1; it != x_intersection.end(); ++it)
302                         {
303                                 Real t1 = *it;
304                                 if (t1 == t0) continue;
305                                 Debug(" -- t0: %f to t1: %f", t0, t1);
306                                 Real ptx, pty;
307                                 Evaluate(ptx, pty, ((t1 + t0) / Real(2)));
308                                 if (true || r.PointIn(ptx, pty))
309                                 {
310                                         all_beziers.push_back(this->ReParametrise(t0, t1));
311                                 }
312                                 else
313                                 {
314                                         Debug("Segment removed (point at %f, %f)", ptx, pty);
315                                 }
316                                 t0 = t1;
317                         }
318                         return all_beziers;
319                 }
320
321                 /** Evaluate the Bezier at parametric parameter u, puts resultant point in (x,y) **/
322                 void Evaluate(Real & x, Real & y, const Real & u) const
323                 {
324                         Real coeff[4];
325                         for (unsigned i = 0; i < 4; ++i)
326                                 coeff[i] = Bernstein(i,3,u);
327                         x = x0*coeff[0] + x1*coeff[1] + x2*coeff[2] + x3*coeff[3];
328                         y = y0*coeff[0] + y1*coeff[1] + y2*coeff[2] + y3*coeff[3];
329                 }
330                 std::vector<Vec2> Evaluate(const std::vector<Real> & u) const;
331                 
332                 std::vector<Real> SolveXParam(const Real & x) const;
333                 std::vector<Real> SolveYParam(const Real & x) const;
334                 
335                 // Get points with same X
336                 inline std::vector<Vec2> SolveX(const Real & x) const
337                 {
338                         return Evaluate(SolveXParam(x));
339                 }
340                 // Get points with same Y
341                 inline std::vector<Vec2> SolveY(const Real & y) const
342                 {
343                         return Evaluate(SolveYParam(y));
344                 }
345                 
346                 bool operator==(const Bezier & equ) const
347                 {
348                         return (x0 == equ.x0 && y0 == equ.y0
349                                 &&  x1 == equ.x1 && y1 == equ.y1
350                                 &&      x2 == equ.x2 && y2 == equ.y2
351                                 &&      x3 == equ.x3 && y3 == equ.y3);
352                 }
353                 bool operator!=(const Bezier & equ) const {return !this->operator==(equ);}
354
355         };
356
357
358
359 }
360
361 #endif //_BEZIER_H

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