Re-fix QuadTree GPU rendering, discard groups
[ipdf/code.git] / src / bezier.h
index 0e9217f..f3df458 100644 (file)
@@ -8,6 +8,13 @@ namespace IPDF
        extern int Factorial(int n);
        extern int BinomialCoeff(int n, int k);
        extern Real Bernstein(int k, int n, const Real & u);
+       
+       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);
+       }
 
        /** A _cubic_ bezier. **/
        struct Bezier
@@ -17,7 +24,10 @@ namespace IPDF
                Real x2; Real y2;
                Real x3; Real y3;
                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) 
+               {
+                       
+               }
                
                Bezier(Real _x0, Real _y0, Real _x1, Real _y1, Real _x2, Real _y2) : x0(_x0), y0(_y0), x1(_x1), y1(_y1), x2(_x2), y2(_y2), x3(_x2), y3(_y2) {}
                
@@ -27,6 +37,11 @@ namespace IPDF
                        s << "Bezier{" << Float(x0) << "," << Float(y0) << " -> " << Float(x1) << "," << Float(y1) << " -> " << Float(x2) << "," << Float(y2) << " -> " << Float(x3) << "," << Float(y3) << "}";
                        return s.str();
                }
+               
+               /**
+                * Construct absolute control points using relative control points to a bounding rectangle
+                * ie: If cpy is relative to bounds rectangle, this will be absolute
+                */
                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)
                {
                        x0 *= t.w;
@@ -47,10 +62,59 @@ namespace IPDF
                        y3 += t.y;
                }
 
-               Rect ToRect() {return Rect(x0,y0,x3-x0,y3-y0);}
+               Rect SolveBounds() const;
+               
+               Bezier ToAbsolute(const Rect & bounds) const
+               {
+                       return Bezier(*this, bounds);
+               }
+               
+               /** Convert absolute control points to control points relative to bounds
+                * (This basically does the opposite of the Copy constructor)
+                * ie: If this is absolute, the returned Bezier will be relative to the bounds rectangle
+                */
+               Bezier ToRelative(const Rect & bounds) const
+               {
+                       // x' <- (x - x0)/w etc
+                       // special cases when w or h = 0
+                       // (So can't just use the Copy constructor on the inverse of bounds)
+                       // Rect inverse = {-bounds.x/bounds.w, -bounds.y/bounds.h, Real(1)/bounds.w, Real(1)/bounds.h};
+                       Bezier result;
+                       if (bounds.w == 0)
+                       {
+                               result.x0 = 0;
+                               result.x1 = 0;
+                               result.x2 = 0;
+                               result.x3 = 0;
+                       }
+                       else
+                       {
+                               result.x0 = (x0 - bounds.x)/bounds.w;   
+                               result.x1 = (x1 - bounds.x)/bounds.w;
+                               result.x2 = (x2 - bounds.x)/bounds.w;
+                               result.x3 = (x3 - bounds.x)/bounds.w;
+                       }
+
+                       if (bounds.h == 0)
+                       {
+                               result.y0 = 0;
+                               result.y1 = 0;
+                               result.y2 = 0;
+                               result.y3 = 0;
+                       }
+                       else
+                       {
+                               result.y0 = (y0 - bounds.y)/bounds.h;   
+                               result.y1 = (y1 - bounds.y)/bounds.h;
+                               result.y2 = (y2 - bounds.y)/bounds.h;
+                               result.y3 = (y3 - bounds.y)/bounds.h;
+                       }
+                       return result;
+               }
+               
 
                /** Evaluate the Bezier at parametric parameter u, puts resultant point in (x,y) **/
-               void Evaluate(Real & x, Real & y, const Real & u)
+               void Evaluate(Real & x, Real & y, const Real & u) const
                {
                        Real coeff[4];
                        for (unsigned i = 0; i < 4; ++i)

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