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);
- }
-
- 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
-
- std::vector<Real> roots;
- // delta = 18abcd - 4 b^3 d + b^2 c^2 - 4ac^3 - 27 a^2 d^2
-
-#if 0
- 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);
-
- Debug("Trying to solve %fx^3 + %fx^2 + %fx + %f (Discriminant: %f)", a,b,c,d, discriminant);
- // 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
-
- Real delta0 = (b*b) - Real(3) * a * c;
- Real delta1 = Real(2) * (b * b * b) - Real(9) * a * b * c + Real(27) * (a * a) * d;
+ extern std::vector<Real> SolveQuadratic(const Real & a, const Real & b, const Real & c, const Real & min = 0, const Real & max = 1);
-
- Real C = pow((delta1 + Sqrt((delta1 * delta1) - 4 * (delta0 * delta0 * delta0)) ) / Real(2), 1/3);
-
- if (false && discriminant < 0)
- {
- Real real_root = (Real(-1) / (Real(3) * a)) * (b + C + delta0 / C);
-
- roots.push_back(real_root);
-
- return roots;
-
- }
-#endif
- ////HACK: We know any roots we care about will be between 0 and 1, so...
- Real maxi(100);
- Real prevRes(d);
- for(int i = 0; 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-4);
/** A _cubic_ bezier. **/
struct Bezier
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
{