#include "real.h"
#include "rect.h"
+
+
+
namespace IPDF
{
extern int Factorial(int n);
typedef enum {UNKNOWN, 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), type(UNKNOWN)
+ //Bezier() = default; // Needed so we can fread/fwrite this struct... for now.
+ 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)
{
}
return type;
// From Loop-Blinn 2005, with w0 == w1 == w2 == w3 = 1
// Transformed control points: (a0 = x0, b0 = y0)
- Real a1 = (x1-x0)*3;
- Real a2 = (x0- x1*2 +x2)*3;
- Real a3 = (x3 - x0 + (x1 - x2)*3);
+ Real a1 = (x1-x0)*Real(3);
+ Real a2 = (x0- x1*Real(2) +x2)*Real(3);
+ Real a3 = (x3 - x0 + (x1 - x2)*Real(3));
- Real b1 = (y1-y0)*3;
- Real b2 = (y0- y1*2 +y2)*3;
- Real b3 = (y3 - y0 + (y1 - y2)*3);
+ Real b1 = (y1-y0)*Real(3);
+ Real b2 = (y0- y1*Real(2) +y2)*Real(3);
+ Real b3 = (y3 - y0 + (y1 - y2)*Real(3));
// d vector (d0 = 0 since all w = 1)
Real d1 = a2*b3 - a3*b2;
Real d2 = a3*b1 - a1*b3;
Real d3 = a1*b2 - a2*b1;
- if (Abs(d1+d2+d3) < 1e-6)
+ if (Abs(d1+d2+d3) < Real(1e-6))
{
type = LINE;
//Debug("LINE %s", Str().c_str());
Real delta1 = -(d1*d1);
Real delta2 = d1*d2;
Real delta3 = d1*d3 -(d2*d2);
- if (Abs(delta1+delta2+delta3) < 1e-6)
+ if (Abs(delta1+delta2+delta3) < Real(1e-6))
{
type = QUADRATIC;
return type;
}
- Real discriminant = d1*d3*4 -d2*d2;
- if (Abs(discriminant) < 1e-6)
+ Real discriminant = d1*d3*Real(4) -d2*d2;
+ if (Abs(discriminant) < Real(1e-6))
{
type = CUSP;
//Debug("CUSP %s", Str().c_str());
}
- else if (discriminant > 0)
+ else if (discriminant > Real(0))
{
type = SERPENTINE;
//Debug("SERPENTINE %s", Str().c_str());
// (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)
+ if (bounds.w == Real(0))
{
result.x0 = 0;
result.x1 = 0;
result.x3 = (x3 - bounds.x)/bounds.w;
}
- if (bounds.h == 0)
+ if (bounds.h == Real(0))
{
result.y0 = 0;
result.y1 = 0;
Bezier ReParametrise(const Real& t0, const Real& t1)
{
- Debug("Reparametrise: %f -> %f",Double(t0),Double(t1));
+ //Debug("Reparametrise: %f -> %f",Double(t0),Double(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", Double(new_t0));
+ //Debug("New t0 = %f", Double(new_t0));
new_bezier = new_bezier.DeCasteljauSubdivideRight(new_t0);
- Debug("%s becomes %s", this->Str().c_str(), new_bezier.Str().c_str());
+ //Debug("%s becomes %s", this->Str().c_str(), new_bezier.Str().c_str());
return new_bezier;
}
// Find its roots.
std::vector<Real> x_intersection = SolveXParam(r.x);
+ //Debug("Found %d intersections on left edge", x_intersection.size());
// And for the other side.
std::vector<Real> x_intersection_pt2 = SolveXParam(r.x + r.w);
x_intersection.insert(x_intersection.end(), x_intersection_pt2.begin(), x_intersection_pt2.end());
+ //Debug("Found %d intersections on right edge (total x: %d)", x_intersection_pt2.size(), x_intersection.size());
// Find its roots.
std::vector<Real> y_intersection = SolveYParam(r.y);
+ //Debug("Found %d intersections on top edge", y_intersection.size());
std::vector<Real> y_intersection_pt2 = SolveYParam(r.y+r.h);
y_intersection.insert(y_intersection.end(), y_intersection_pt2.begin(), y_intersection_pt2.end());
+ //Debug("Found %d intersections on bottom edge (total y: %d)", y_intersection_pt2.size(), y_intersection.size());
// Merge and sort.
x_intersection.insert(x_intersection.end(), y_intersection.begin(), y_intersection.end());
x_intersection.push_back(Real(1));
std::sort(x_intersection.begin(), x_intersection.end());
- Debug("Found %d intersections.\n", x_intersection.size());
- for(auto t : x_intersection)
+ //Debug("Found %d intersections.\n", x_intersection.size());
+ /*for(auto t : x_intersection)
{
Real ptx, pty;
Evaluate(ptx, pty, t);
Debug("Root: t = %f, (%f,%f)", Double(t), Double(ptx), Double(pty));
- }
+ }*/
std::vector<Bezier> all_beziers;
if (x_intersection.size() <= 2)
{
Real t1 = *it;
if (t1 == t0) continue;
- Debug(" -- t0: %f to t1: %f", Double(t0), Double(t1));
+ //Debug(" -- t0: %f to t1: %f: %f", Double(t0), Double(t1), Double((t1 + t0)/Real(2)));
Real ptx, pty;
Evaluate(ptx, pty, ((t1 + t0) / Real(2)));
if (r.PointIn(ptx, pty))
{
+ //Debug("Adding segment: (point at %f, %f)", Double(ptx), Double(pty));
all_beziers.push_back(this->ReParametrise(t0, t1));
}
else
{
- Debug("Segment removed (point at %f, %f)", Double(ptx), Double(pty));
+ //Debug("Segment removed (point at %f, %f)", Double(ptx), Double(pty));
}
t0 = t1;
}
}
+#undef Real
+
#endif //_BEZIER_H