13 extern int Factorial(int n);
14 extern int BinomialCoeff(int n, int k);
15 extern Real Bernstein(int k, int n, const Real & u);
16 extern std::pair<Real,Real> BezierTurningPoints(const Real & p0, const Real & p1, const Real & p2, const Real & p3);
18 extern std::vector<Real> SolveQuadratic(const Real & a, const Real & b, const Real & c, const Real & min = 0, const Real & max = 1);
20 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);
22 /** A _cubic_ bezier. **/
30 typedef enum {UNKNOWN, LINE, QUADRATIC, CUSP, LOOP, SERPENTINE} Type;
33 //Bezier() = default; // Needed so we can fread/fwrite this struct... for now.
34 Bezier(Real _x0=0, Real _y0=0, Real _x1=0, Real _y1=0, Real _x2=0, Real _y2=0, Real _x3=0, Real _y3=0) : x0(_x0), y0(_y0), x1(_x1), y1(_y1), x2(_x2), y2(_y2), x3(_x3), y3(_y3), type(UNKNOWN)
41 if (type != Bezier::UNKNOWN)
43 // From Loop-Blinn 2005, with w0 == w1 == w2 == w3 = 1
44 // Transformed control points: (a0 = x0, b0 = y0)
45 Real a1 = (x1-x0)*Real(3);
46 Real a2 = (x0- x1*Real(2) +x2)*Real(3);
47 Real a3 = (x3 - x0 + (x1 - x2)*Real(3));
49 Real b1 = (y1-y0)*Real(3);
50 Real b2 = (y0- y1*Real(2) +y2)*Real(3);
51 Real b3 = (y3 - y0 + (y1 - y2)*Real(3));
53 // d vector (d0 = 0 since all w = 1)
54 Real d1 = a2*b3 - a3*b2;
55 Real d2 = a3*b1 - a1*b3;
56 Real d3 = a1*b2 - a2*b1;
58 if (Abs(d1+d2+d3) < Real(1e-6))
61 //Debug("LINE %s", Str().c_str());
65 Real delta1 = -(d1*d1);
67 Real delta3 = d1*d3 -(d2*d2);
68 if (Abs(delta1+delta2+delta3) < Real(1e-6))
72 //Debug("QUADRATIC %s", Str().c_str());
76 Real discriminant = d1*d3*Real(4) -d2*d2;
77 if (Abs(discriminant) < Real(1e-6))
80 //Debug("CUSP %s", Str().c_str());
82 else if (discriminant > Real(0))
85 //Debug("SERPENTINE %s", Str().c_str());
90 //Debug("LOOP %s", Str().c_str());
92 //Debug("disc %.30f", discriminant);
97 std::string Str() const
100 s << "Bezier{" << Float(x0) << "," << Float(y0) << " -> " << Float(x1) << "," << Float(y1) << " -> " << Float(x2) << "," << Float(y2) << " -> " << Float(x3) << "," << Float(y3) << "}";
105 * Construct absolute control points using relative control points to a bounding rectangle
106 * ie: If cpy is relative to bounds rectangle, this will be absolute
108 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(cpy.type)
128 Rect SolveBounds() const;
130 std::pair<Real,Real> GetTop() const;
131 std::pair<Real,Real> GetBottom() const;
132 std::pair<Real,Real> GetLeft() const;
133 std::pair<Real,Real> GetRight() const;
135 Bezier ToAbsolute(const Rect & bounds) const
137 return Bezier(*this, bounds);
140 /** Convert absolute control points to control points relative to bounds
141 * (This basically does the opposite of the Copy constructor)
142 * ie: If this is absolute, the returned Bezier will be relative to the bounds rectangle
144 Bezier ToRelative(const Rect & bounds) const
146 // x' <- (x - x0)/w etc
147 // special cases when w or h = 0
148 // (So can't just use the Copy constructor on the inverse of bounds)
149 // Rect inverse = {-bounds.x/bounds.w, -bounds.y/bounds.h, Real(1)/bounds.w, Real(1)/bounds.h};
151 if (bounds.w == Real(0))
160 result.x0 = (x0 - bounds.x)/bounds.w;
161 result.x1 = (x1 - bounds.x)/bounds.w;
162 result.x2 = (x2 - bounds.x)/bounds.w;
163 result.x3 = (x3 - bounds.x)/bounds.w;
166 if (bounds.h == Real(0))
175 result.y0 = (y0 - bounds.y)/bounds.h;
176 result.y1 = (y1 - bounds.y)/bounds.h;
177 result.y2 = (y2 - bounds.y)/bounds.h;
178 result.y3 = (y3 - bounds.y)/bounds.h;
183 // Performs one round of De Casteljau subdivision and returns the [t,1] part.
184 Bezier DeCasteljauSubdivideLeft(const Real& t)
186 Real one_minus_t = Real(1) - t;
189 Real x01 = x1*t + x0*one_minus_t;
190 Real x12 = x2*t + x1*one_minus_t;
191 Real x23 = x3*t + x2*one_minus_t;
193 Real x012 = x12*t + x01*one_minus_t;
194 Real x123 = x23*t + x12*one_minus_t;
196 Real x0123 = x123*t + x012*one_minus_t;
199 Real y01 = y1*t + y0*one_minus_t;
200 Real y12 = y2*t + y1*one_minus_t;
201 Real y23 = y3*t + y2*one_minus_t;
203 Real y012 = y12*t + y01*one_minus_t;
204 Real y123 = y23*t + y12*one_minus_t;
206 Real y0123 = y123*t + y012*one_minus_t;
208 return Bezier(x0, y0, x01, y01, x012, y012, x0123, y0123);
210 // Performs one round of De Casteljau subdivision and returns the [t,1] part.
211 Bezier DeCasteljauSubdivideRight(const Real& t)
213 Real one_minus_t = Real(1) - t;
216 Real x01 = x1*t + x0*one_minus_t;
217 Real x12 = x2*t + x1*one_minus_t;
218 Real x23 = x3*t + x2*one_minus_t;
220 Real x012 = x12*t + x01*one_minus_t;
221 Real x123 = x23*t + x12*one_minus_t;
223 Real x0123 = x123*t + x012*one_minus_t;
226 Real y01 = y1*t + y0*one_minus_t;
227 Real y12 = y2*t + y1*one_minus_t;
228 Real y23 = y3*t + y2*one_minus_t;
230 Real y012 = y12*t + y01*one_minus_t;
231 Real y123 = y23*t + y12*one_minus_t;
233 Real y0123 = y123*t + y012*one_minus_t;
235 return Bezier(x0123, y0123, x123, y123, x23, y23, x3, y3);
238 Bezier ReParametrise(const Real& t0, const Real& t1)
240 Debug("Reparametrise: %f -> %f",Double(t0),Double(t1));
242 // Subdivide to get from [0,t1]
243 new_bezier = DeCasteljauSubdivideLeft(t1);
244 // Convert t0 from [0,1] range to [0, t1]
245 Real new_t0 = t0 / t1;
246 Debug("New t0 = %f", Double(new_t0));
247 new_bezier = new_bezier.DeCasteljauSubdivideRight(new_t0);
249 Debug("%s becomes %s", this->Str().c_str(), new_bezier.Str().c_str());
253 std::vector<Bezier> ClipToRectangle(const Rect& r)
255 // Find points of intersection with the rectangle.
256 Debug("Clipping Bezier to Rect %s", r.Str().c_str());
260 std::vector<Real> x_intersection = SolveXParam(r.x);
261 Debug("Found %d intersections on left edge", x_intersection.size());
263 // And for the other side.
265 std::vector<Real> x_intersection_pt2 = SolveXParam(r.x + r.w);
266 x_intersection.insert(x_intersection.end(), x_intersection_pt2.begin(), x_intersection_pt2.end());
267 Debug("Found %d intersections on right edge (total x: %d)", x_intersection_pt2.size(), x_intersection.size());
270 std::vector<Real> y_intersection = SolveYParam(r.y);
271 Debug("Found %d intersections on top edge", y_intersection.size());
273 std::vector<Real> y_intersection_pt2 = SolveYParam(r.y+r.h);
274 y_intersection.insert(y_intersection.end(), y_intersection_pt2.begin(), y_intersection_pt2.end());
275 Debug("Found %d intersections on bottom edge (total y: %d)", y_intersection_pt2.size(), y_intersection.size());
278 x_intersection.insert(x_intersection.end(), y_intersection.begin(), y_intersection.end());
279 x_intersection.push_back(Real(0));
280 x_intersection.push_back(Real(1));
281 std::sort(x_intersection.begin(), x_intersection.end());
283 Debug("Found %d intersections.\n", x_intersection.size());
284 for(auto t : x_intersection)
287 Evaluate(ptx, pty, t);
288 Debug("Root: t = %f, (%f,%f)", Double(t), Double(ptx), Double(pty));
291 std::vector<Bezier> all_beziers;
292 if (x_intersection.size() <= 2)
294 all_beziers.push_back(*this);
297 Real t0 = *(x_intersection.begin());
298 for (auto it = x_intersection.begin()+1; it != x_intersection.end(); ++it)
301 if (t1 == t0) continue;
302 Debug(" -- t0: %f to t1: %f: %f", Double(t0), Double(t1), Double((t1 + t0)/Real(2)));
304 Evaluate(ptx, pty, ((t1 + t0) / Real(2)));
305 if (r.PointIn(ptx, pty))
307 Debug("Adding segment: (point at %f, %f)", Double(ptx), Double(pty));
308 all_beziers.push_back(this->ReParametrise(t0, t1));
312 Debug("Segment removed (point at %f, %f)", Double(ptx), Double(pty));
319 /** Evaluate the Bezier at parametric parameter u, puts resultant point in (x,y) **/
320 void Evaluate(Real & x, Real & y, const Real & u) const
323 for (unsigned i = 0; i < 4; ++i)
324 coeff[i] = Bernstein(i,3,u);
325 x = x0*coeff[0] + x1*coeff[1] + x2*coeff[2] + x3*coeff[3];
326 y = y0*coeff[0] + y1*coeff[1] + y2*coeff[2] + y3*coeff[3];
328 std::vector<Vec2> Evaluate(const std::vector<Real> & u) const;
330 std::vector<Real> SolveXParam(const Real & x) const;
331 std::vector<Real> SolveYParam(const Real & x) const;
333 // Get points with same X
334 inline std::vector<Vec2> SolveX(const Real & x) const
336 return Evaluate(SolveXParam(x));
338 // Get points with same Y
339 inline std::vector<Vec2> SolveY(const Real & y) const
341 return Evaluate(SolveYParam(y));
344 bool operator==(const Bezier & equ) const
346 return (x0 == equ.x0 && y0 == equ.y0
347 && x1 == equ.x1 && y1 == equ.y1
348 && x2 == equ.x2 && y2 == equ.y2
349 && x3 == equ.x3 && y3 == equ.y3);
351 bool operator!=(const Bezier & equ) const {return !this->operator==(equ);}