// there is no elegance here. only sleep deprivation and regret.
[ipdf/code.git] / src / bezier.h
index 6a134b7..52a5264 100644 (file)
@@ -11,49 +11,11 @@ namespace IPDF
        extern int Factorial(int n);
        extern int BinomialCoeff(int n, int k);
        extern Real Bernstein(int k, int n, const Real & u);
+       extern std::pair<Real,Real> BezierTurningPoints(const Real & p0, const Real & p1, const Real & p2, const Real & p3);
        
-       inline std::pair<Real,Real> SolveQuadratic(const Real & a, const Real & b, const Real & c)
-       {
-               Real x0((-b + Sqrt(b*b - Real(4)*a*c))/(Real(2)*a));
-               Real x1((-b - Sqrt(b*b - Real(4)*a*c))/(Real(2)*a));
-               return std::pair<Real,Real>(x0,x1);
-       }
+       extern std::vector<Real> SolveQuadratic(const Real & a, const Real & b, const Real & c, const Real & min = 0, const Real & max = 1);
 
-       inline std::vector<Real> SolveCubic(const Real & a, const Real & b, const Real & c, const Real & d)
-       {
-               // This is going to be a big one...
-               // See http://en.wikipedia.org/wiki/Cubic_function#General_formula_for_roots
-
-               // delta = 18abcd - 4 b^3 d + b^2 c^2 - 4ac^3 - 27 a^2 d^2
-               /*
-               Real discriminant = Real(18) * a * b * c * d - Real(4) * (b * b * b) * d 
-                               + (b * b) * (c * c) - Real(4) * a * (c * c * c)
-                               - Real(27) * (a * a) * (d * d);
-               */
-               // discriminant > 0 => 3 distinct, real roots.
-               // discriminant = 0 => a multiple root (1 or 2 real roots)
-               // discriminant < 0 => 1 real root, 2 complex conjugate roots
-
-               ////HACK: We know any roots we care about will be between 0 and 1, so...
-               Debug("Trying to solve %fx^3 + %fx^2 + %fx + %f", a,b,c,d);
-               Real maxi(100);
-               Real prevRes(d);
-               std::vector<Real> roots;
-               for(int i = -1; i <= 100; ++i)
-               {
-                       Real x(i);
-                       x /= maxi;
-                       Real y = a*(x*x*x) + b*(x*x) + c*x + d;
-                       if ( ((y < Real(0)) && (prevRes > Real(0))) || ((y > Real(0)) && (prevRes < Real(0))))
-                       {
-                               Debug("Found root of %fx^3 + %fx^2 + %fx + %f at %f (%f)", a, b, c, d, x, y);
-                               roots.push_back(x);
-                       }
-                       prevRes = y;
-               }
-               return roots;
-                       
-       }
+       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);
 
        /** A _cubic_ bezier. **/
        struct Bezier
@@ -63,16 +25,73 @@ namespace IPDF
                Real x2; Real y2;
                Real x3; Real y3;
                
-               typedef enum {LINE, QUADRATIC, CUSP, LOOP, SERPENTINE} Type;
+               typedef enum {UNKNOWN, LINE, QUADRATIC, CUSP, LOOP, SERPENTINE} Type;
                Type type;
                
                Bezier() = default; // Needed so we can fread/fwrite this struct... for now.
-               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) 
+               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)
                {
-                       //TODO: classify the curve
-                       type = SERPENTINE;
+
                }
                
+               Type GetType()
+               {
+                       if (type != Bezier::UNKNOWN)
+                               return type;
+                       // From Loop-Blinn 2005, with w0 == w1 == w2 == w3 = 1
+                       // Transformed control points: (a0 = x0, b0 = y0)
+                       Real a1 = (x1-x0)*3;
+                       Real a2 = (x0- x1*2 +x2)*3;
+                       Real a3 = (x3 - x0 + (x1 - x2)*3);
+                       
+                       Real b1 = (y1-y0)*3;
+                       Real b2 = (y0- y1*2 +y2)*3;
+                       Real b3 = (y3 - y0 + (y1 - y2)*3);
+                       
+                       // d vector (d0 = 0 since all w = 1)
+                       Real d1 = a2*b3 - a3*b2;
+                       Real d2 = a3*b1 - a1*b3;
+                       Real d3 = a1*b2 - a2*b1;
+                       
+                       if (fabs(d1+d2+d3) < 1e-6)
+                       {
+                               type = LINE;
+                               //Debug("LINE %s", Str().c_str());
+                               return type;
+                       }
+                       
+                       Real delta1 = -(d1*d1);
+                       Real delta2 = d1*d2;
+                       Real delta3 = d1*d3 -(d2*d2);
+                       if (fabs(delta1+delta2+delta3) < 1e-6)
+                       {
+                               type = QUADRATIC;
+                               
+                               //Debug("QUADRATIC %s", Str().c_str());
+                               return type;
+                       }
+                       
+                       Real discriminant = d1*d3*4 -d2*d2;
+                       if (fabs(discriminant) < 1e-6)
+                       {
+                               type = CUSP;
+                               //Debug("CUSP %s", Str().c_str());
+                       }
+                       else if (discriminant > 0)
+                       {
+                               type = SERPENTINE;
+                               //Debug("SERPENTINE %s", Str().c_str());
+                       }
+                       else
+                       {
+                               type = LOOP;
+                               //Debug("LOOP %s", Str().c_str());
+                       }
+                       //Debug("disc %.30f", discriminant);
+                       return type;
+               }
+               
+               
                std::string Str() const
                {
                        std::stringstream s;
@@ -106,6 +125,11 @@ namespace IPDF
 
                Rect SolveBounds() const;
                
+               std::pair<Real,Real> GetTop() const;
+               std::pair<Real,Real> GetBottom() const;
+               std::pair<Real,Real> GetLeft() const;
+               std::pair<Real,Real> GetRight() const;
+               
                Bezier ToAbsolute(const Rect & bounds) const
                {
                        return Bezier(*this, bounds);
@@ -155,56 +179,56 @@ namespace IPDF
                }
 
                // Performs one round of De Casteljau subdivision and returns the [t,1] part.
-               Bezier DeCasteljauSubdivideRight(const Real& t)
+               Bezier DeCasteljauSubdivideLeft(const Real& t)
                {
                        Real one_minus_t = Real(1) - t;
 
                        // X Coordinates
-                       Real x01 = x0*t + x1*one_minus_t;
-                       Real x12 = x1*t + x2*one_minus_t;
-                       Real x23 = x2*t + x3*one_minus_t;
+                       Real x01 = x1*t + x0*one_minus_t;
+                       Real x12 = x2*t + x1*one_minus_t;
+                       Real x23 = x3*t + x2*one_minus_t;
 
-                       Real x012 = x01*t + x12*one_minus_t;
-                       Real x123 = x12*t + x23*one_minus_t;
+                       Real x012 = x12*t + x01*one_minus_t;
+                       Real x123 = x23*t + x12*one_minus_t;
 
-                       Real x0123 = x012*t + x123*one_minus_t;
+                       Real x0123 = x123*t + x012*one_minus_t;
 
                        // Y Coordinates
-                       Real y01 = y0*t + y1*one_minus_t;
-                       Real y12 = y1*t + y2*one_minus_t;
-                       Real y23 = y2*t + y3*one_minus_t;
+                       Real y01 = y1*t + y0*one_minus_t;
+                       Real y12 = y2*t + y1*one_minus_t;
+                       Real y23 = y3*t + y2*one_minus_t;
 
-                       Real y012 = y01*t + y12*one_minus_t;
-                       Real y123 = y12*t + y23*one_minus_t;
+                       Real y012 = y12*t + y01*one_minus_t;
+                       Real y123 = y23*t + y12*one_minus_t;
 
-                       Real y0123 = y012*t + y123*one_minus_t;
+                       Real y0123 = y123*t + y012*one_minus_t;
 
                        return Bezier(x0, y0, x01, y01, x012, y012, x0123, y0123);
                }
-               // Performs one round of De Casteljau subdivision and returns the [0,t] part.
-               Bezier DeCasteljauSubdivideLeft(const Real& t)
+               // Performs one round of De Casteljau subdivision and returns the [t,1] part.
+               Bezier DeCasteljauSubdivideRight(const Real& t)
                {
                        Real one_minus_t = Real(1) - t;
 
                        // X Coordinates
-                       Real x01 = x0*t + x1*one_minus_t;
-                       Real x12 = x1*t + x2*one_minus_t;
-                       Real x23 = x2*t + x3*one_minus_t;
+                       Real x01 = x1*t + x0*one_minus_t;
+                       Real x12 = x2*t + x1*one_minus_t;
+                       Real x23 = x3*t + x2*one_minus_t;
 
-                       Real x012 = x01*t + x12*one_minus_t;
-                       Real x123 = x12*t + x23*one_minus_t;
+                       Real x012 = x12*t + x01*one_minus_t;
+                       Real x123 = x23*t + x12*one_minus_t;
 
-                       Real x0123 = x012*t + x123*one_minus_t;
+                       Real x0123 = x123*t + x012*one_minus_t;
 
                        // Y Coordinates
-                       Real y01 = y0*t + y1*one_minus_t;
-                       Real y12 = y1*t + y2*one_minus_t;
-                       Real y23 = y2*t + y3*one_minus_t;
+                       Real y01 = y1*t + y0*one_minus_t;
+                       Real y12 = y2*t + y1*one_minus_t;
+                       Real y23 = y3*t + y2*one_minus_t;
 
-                       Real y012 = y01*t + y12*one_minus_t;
-                       Real y123 = y12*t + y23*one_minus_t;
+                       Real y012 = y12*t + y01*one_minus_t;
+                       Real y123 = y23*t + y12*one_minus_t;
 
-                       Real y0123 = y012*t + y123*one_minus_t;
+                       Real y0123 = y123*t + y012*one_minus_t;
 
                        return Bezier(x0123, y0123, x123, y123, x23, y23, x3, y3);
                }
@@ -229,35 +253,19 @@ namespace IPDF
                        // Find points of intersection with the rectangle.
                        Debug("Clipping Bezier to Rect %s", r.Str().c_str());
 
-                       // Convert bezier coefficients -> cubic coefficients
-                       Real xa = x0-x1+x2-x3;
-                       Real xb = x1 - Real(2)*x2 + Real(3)*x3;
-                       Real xc = x2 - Real(3)*x3;
-                       Real xd = x3 - r.x;
 
                        // Find its roots.
-                       std::vector<Real> x_intersection = SolveCubic(xa, xb, xc, xd);
+                       std::vector<Real> x_intersection = SolveXParam(r.x);
 
                        // And for the other side.
-                       xd = x3 - r.x - r.w;
 
-                       std::vector<Real> x_intersection_pt2 = SolveCubic(xa, xb, xc, xd);
+                       std::vector<Real> x_intersection_pt2 = SolveXParam(r.x + r.w);
                        x_intersection.insert(x_intersection.end(), x_intersection_pt2.begin(), x_intersection_pt2.end());
 
-                       // Similarly for y-coordinates.
-                       // Convert bezier coefficients -> cubic coefficients
-                       Real ya = y0-y1+y2-y3;
-                       Real yb = y1 - Real(2)*y2 + Real(3)*y3;
-                       Real yc = y2 - Real(3)*y3;
-                       Real yd = y3 - r.y;
-
                        // Find its roots.
-                       std::vector<Real> y_intersection = SolveCubic(ya, yb, yc, yd);
-
-                       // And for the other side.
-                       yd = y3 - r.y - r.h;
+                       std::vector<Real> y_intersection = SolveYParam(r.y);
 
-                       std::vector<Real> y_intersection_pt2 = SolveCubic(ya, yb, yc, yd);
+                       std::vector<Real> y_intersection_pt2 = SolveYParam(r.y+r.h);
                        y_intersection.insert(y_intersection.end(), y_intersection_pt2.begin(), y_intersection_pt2.end());
 
                        // Merge and sort.
@@ -267,9 +275,15 @@ namespace IPDF
                        std::sort(x_intersection.begin(), x_intersection.end());
 
                        Debug("Found %d intersections.\n", x_intersection.size());
+                       for(auto t : x_intersection)
+                       {
+                               Real ptx, pty;
+                               Evaluate(ptx, pty, t);
+                               Debug("Root: t = %f, (%f,%f)", t, ptx, pty);
+                       }
                        
                        std::vector<Bezier> all_beziers;
-                       if (x_intersection.empty())
+                       if (x_intersection.size() <= 2)
                        {
                                all_beziers.push_back(*this);
                                return all_beziers;
@@ -286,6 +300,10 @@ namespace IPDF
                                {
                                        all_beziers.push_back(this->ReParametrise(t0, t1));
                                }
+                               else
+                               {
+                                       Debug("Segment removed (point at %f, %f)", ptx, pty);
+                               }
                                t0 = t1;
                        }
                        return all_beziers;
@@ -300,6 +318,30 @@ namespace IPDF
                        x = x0*coeff[0] + x1*coeff[1] + x2*coeff[2] + x3*coeff[3];
                        y = y0*coeff[0] + y1*coeff[1] + y2*coeff[2] + y3*coeff[3];
                }
+               std::vector<Vec2> Evaluate(const std::vector<Real> & u) const;
+               
+               std::vector<Real> SolveXParam(const Real & x) const;
+               std::vector<Real> SolveYParam(const Real & x) const;
+               
+               // Get points with same X
+               inline std::vector<Vec2> SolveX(const Real & x) const
+               {
+                       return Evaluate(SolveXParam(x));
+               }
+               // Get points with same Y
+               inline std::vector<Vec2> SolveY(const Real & y) const
+               {
+                       return Evaluate(SolveYParam(y));
+               }
+               
+               bool operator==(const Bezier & equ) const
+               {
+                       return (x0 == equ.x0 && y0 == equ.y0
+                               &&  x1 == equ.x1 && y1 == equ.y1
+                               &&      x2 == equ.x2 && y2 == equ.y2
+                               &&      x3 == equ.x3 && y3 == equ.y3);
+               }
+               bool operator!=(const Bezier & equ) const {return !this->operator==(equ);}
 
        };
 

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