Re-fix QuadTree GPU rendering, discard groups
[ipdf/code.git] / src / bezier.h
index 4e1c404..f3df458 100644 (file)
@@ -8,39 +8,119 @@ 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. I really want to make them an arbitrary size but that might upset David. **/
+       /** A _cubic_ bezier. **/
        struct Bezier
        {
                Real x0; Real y0;
                Real x1; Real y1;
                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) : x0(_x0), y0(_y0), x1(_x1), y1(_y1), x2(_x2), y2(_y2) {}
+               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) {}
+               
                std::string Str() const
                {
                        std::stringstream s;
-                       s << "Bezier{" << Float(x0) << "," << Float(y0) << " -> " << Float(x1) << "," << Float(y1) << " -> " << Float(x2) << "," << Float(y2) << "}";
+                       s << "Bezier{" << Float(x0) << "," << Float(y0) << " -> " << Float(x1) << "," << Float(y1) << " -> " << Float(x2) << "," << Float(y2) << " -> " << Float(x3) << "," << Float(y3) << "}";
                        return s.str();
                }
-               Bezier(const Bezier & cpy, const Rect & t = Rect(0,0,1,1)) : x0(cpy.x0+t.x), y0(cpy.y0+t.y), x1(cpy.x1+t.x), y1(cpy.y1+t.y), x2(cpy.x2+t.x),y2(cpy.y2+t.y)
+               
+               /**
+                * 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;
+                       y0 *= t.h;
+                       x1 *= t.w;
+                       y1 *= t.h;
+                       x2 *= t.w;
+                       y2 *= t.h;
+                       x3 *= t.w;
+                       y3 *= t.h;
+                       x0 += t.x;
+                       y0 += t.y;
+                       x1 += t.x;
+                       y1 += t.y;
+                       x2 += t.x;
+                       y2 += t.y;
+                       x3 += t.x;
+                       y3 += t.y;
+               }
+
+               Rect SolveBounds() const;
+               
+               Bezier ToAbsolute(const Rect & bounds) const
                {
-                       x1 = x0 + (x1-x0)*t.w;
-                       y1 = y0 + (y1-y0)*t.h;
-                       x2 = x0 + (x2-x0)*t.w;
-                       y2 = y0 + (y2-y0)*t.h;
+                       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;
+                       }
 
-               Rect ToRect() {return Rect(x0,y0,x2-x0,y2-y0);}
+                       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[3];
-                       for (unsigned i = 0; i < 3; ++i)
-                               coeff[i] = Bernstein(i,2,u);
-                       x = x0*coeff[0] + x1*coeff[1] + x2*coeff[2];
-                       y = y0*coeff[0] + y1*coeff[1] + y2*coeff[2];
+                       Real coeff[4];
+                       for (unsigned i = 0; i < 4; ++i)
+                               coeff[i] = Bernstein(i,3,u);
+                       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];
                }
 
        };

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