#ifndef _BEZIER_H
#define _BEZIER_H
+#include <vector>
+#include <algorithm>
+
#include "real.h"
#include "rect.h"
namespace IPDF
// 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);
- */
+
+ 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;
+
+ std::vector<Real> roots;
+
+ 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;
+
+ }
+
////HACK: We know any roots we care about will be between 0 and 1, so...
Real maxi(100);
Real prevRes(d);
- std::vector<Real> roots;
- for(int i = 0; i <= 100; ++i)
+ 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) || (y < Real(0) && prevRes > Real(0)) || (y > Real(0) && prevRes < Real(0)))
+ 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;
Real x1; Real y1;
Real x2; Real y2;
Real x3; Real y3;
+
+ typedef enum {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)
{
-
+ //TODO: classify the curve
+ type = SERPENTINE;
}
- 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;
* 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)
+ 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)
{
x0 *= t.w;
y0 *= t.h;
return result;
}
- Bezier ReParametrise(const Real& t0, const Real& t1)
+ // Performs one round of De Casteljau subdivision and returns the [t,1] part.
+ Bezier DeCasteljauSubdivideRight(const Real& t)
{
- // This function is very, very ugly, but with luck my derivation is correct (even if it isn't optimal, performance wise)
- // (Very) rough working for the derivation is at: http://davidgow.net/stuff/cubic_bezier_reparam.pdf
- Bezier new_bezier;
- Real tdiff = t1 - t0;
- Real tdiff_squared = tdiff*tdiff;
- Real tdiff_cubed = tdiff*tdiff_squared;
+ Real one_minus_t = Real(1) - t;
- Real t0_squared = t0*t0;
- Real t0_cubed = t0*t0_squared;
-
- // X coordinates
- Real Dx0 = x0 / tdiff_cubed;
- Real Dx1 = x1 / (tdiff_squared - tdiff_cubed);
- Real Dx2 = x2 / (tdiff - Real(2)*tdiff_squared + tdiff_cubed);
- Real Dx3 = x3 / (Real(1) - Real(3)*tdiff + Real(3)*tdiff_squared - tdiff_cubed);
+ // 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 x012 = x01*t + x12*one_minus_t;
+ Real x123 = x12*t + x23*one_minus_t;
+
+ Real x0123 = x012*t + x123*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 y012 = y01*t + y12*one_minus_t;
+ Real y123 = y12*t + y23*one_minus_t;
+
+ Real y0123 = y012*t + y123*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)
+ {
+ 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 x012 = x01*t + x12*one_minus_t;
+ Real x123 = x12*t + x23*one_minus_t;
- new_bezier.x3 = Dx3*t0_cubed + Real(3)*Dx3*t0_squared + Real(3)*Dx3*t0 + Dx3 - Dx2*t0_cubed - Real(2)*Dx2*t0_squared - Dx2*t0 + Dx1*t0_cubed + Dx1*t0_squared - Dx0*t0_cubed;
- new_bezier.x2 = Real(3)*Dx0*t0_squared - Real(2)*Dx1*t0 - Real(3)*Dx1*t0_squared + Dx2 + Real(4)*Dx2*t0 + Real(3)*Dx2*t0_squared - Real(3)*Dx3 - Real(6)*Dx3*t0 - Real(3)*Dx3*t0_squared + Real(3)*new_bezier.x3;
- new_bezier.x1 = Real(-3)*Dx0*t0 + Real(3)*Dx1*t0 + Dx1 - Real(2)*Dx2 - Real(3)*Dx2*t0 + Real(3)*Dx3 + Real(3)*Dx3*t0 + Real(2)*new_bezier.x2 - Real(3)*new_bezier.x3;
- new_bezier.x0 = Dx0 - Dx1 + Dx2 - Dx3 + new_bezier.x1 - new_bezier.x2 + new_bezier.x3;
+ Real x0123 = x012*t + x123*one_minus_t;
- // Y coordinates
- Real Dy0 = y0 / tdiff_cubed;
- Real Dy1 = y1 / (tdiff_squared - tdiff_cubed);
- Real Dy2 = y2 / (tdiff - Real(2)*tdiff_squared + tdiff_cubed);
- Real Dy3 = y3 / (Real(1) - Real(3)*tdiff + Real(3)*tdiff_squared - tdiff_cubed);
+ // 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;
- new_bezier.y3 = Dy3*t0_cubed + Real(3)*Dy3*t0_squared + Real(3)*Dy3*t0 + Dy3 - Dy2*t0_cubed - Real(2)*Dy2*t0_squared - Dy2*t0 + Dy1*t0_cubed + Dy1*t0_squared - Dy0*t0_cubed;
- new_bezier.y2 = Real(3)*Dy0*t0_squared - Real(2)*Dy1*t0 - Real(3)*Dy1*t0_squared + Dy2 + Real(4)*Dy2*t0 + Real(3)*Dy2*t0_squared - Real(3)*Dy3 - Real(6)*Dy3*t0 - Real(3)*Dy3*t0_squared + Real(3)*new_bezier.y3;
- new_bezier.y1 = Real(-3)*Dy0*t0 + Real(3)*Dy1*t0 + Dy1 - Real(2)*Dy2 - Real(3)*Dy2*t0 + Real(3)*Dy3 + Real(3)*Dy3*t0 + Real(2)*new_bezier.y2 - Real(3)*new_bezier.y3;
- new_bezier.y0 = Dy0 - Dy1 + Dy2 - Dy3 + new_bezier.y1 - new_bezier.y2 + new_bezier.y3;
+ Real y012 = y01*t + y12*one_minus_t;
+ Real y123 = y12*t + y23*one_minus_t;
+ Real y0123 = y012*t + y123*one_minus_t;
+
+ return Bezier(x0123, y0123, x123, y123, x23, y23, x3, y3);
+ }
+
+ Bezier ReParametrise(const Real& t0, const Real& t1)
+ {
+ Debug("Reparametrise: %f -> %f",t0,t1);
+ Bezier new_bezier;
+ // Subdivide to get from [0,t1]
+ new_bezier = DeCasteljauSubdivideLeft(t1);
+ // Convert t0 from [0,1] range to [0, t1]
+ Real new_t0 = t0 / t1;
+ Debug("New t0 = %f", new_t0);
+ new_bezier = new_bezier.DeCasteljauSubdivideRight(new_t0);
+ Debug("%s becomes %s", this->Str().c_str(), new_bezier.Str().c_str());
return new_bezier;
}
std::vector<Bezier> ClipToRectangle(const Rect& r)
{
// 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;
+ Real xd = x0 - r.x;
+ Real xc = Real(3)*(x1 - x0);
+ Real xb = Real(3)*(x2 - x1) - xc;
+ Real xa = x3 - x0 - xc - xb;
// Find its roots.
std::vector<Real> x_intersection = SolveCubic(xa, xb, xc, xd);
// And for the other side.
- xd = x3 + r.x + r.w;
+ xd = x0 - r.x - r.w;
std::vector<Real> x_intersection_pt2 = SolveCubic(xa, xb, xc, xd);
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;
+ Real yd = y0 - r.y;
+ Real yc = Real(3)*(y1 - y0);
+ Real yb = Real(3)*(y2 - y1) - yc;
+ Real ya = y3 - y0 - yc - yb;
// Find its roots.
std::vector<Real> y_intersection = SolveCubic(ya, yb, yc, yd);
// And for the other side.
- yd = y3 + r.y + r.h;
+ yd = y0 - r.y - r.h;
std::vector<Real> y_intersection_pt2 = SolveCubic(ya, yb, yc, yd);
y_intersection.insert(y_intersection.end(), y_intersection_pt2.begin(), y_intersection_pt2.end());
// Merge and sort.
x_intersection.insert(x_intersection.end(), y_intersection.begin(), y_intersection.end());
+ x_intersection.push_back(Real(0));
+ x_intersection.push_back(Real(1));
+ std::sort(x_intersection.begin(), x_intersection.end());
Debug("Found %d intersections.\n", x_intersection.size());
for (auto it = x_intersection.begin()+1; it != x_intersection.end(); ++it)
{
Real t1 = *it;
- all_beziers.push_back(this->ReParametrise(t0, t1));
+ if (t1 == t0) continue;
+ Debug(" -- t0: %f to t1: %f", t0, t1);
+ Real ptx, pty;
+ Evaluate(ptx, pty, ((t1 + t0) / Real(2)));
+ if (r.PointIn(ptx, pty))
+ {
+ all_beziers.push_back(this->ReParametrise(t0, t1));
+ }
+ else
+ {
+ Debug("Segment removed (point at %f, %f)", ptx, pty);
+ }
t0 = t1;
}
return all_beziers;