extern int Factorial(int n);
extern int BinomialCoeff(int n, int k);
extern Real Bernstein(int k, int n, const Real & u);
+ extern std::pair<Real,Real> BezierTurningPoints(const Real & p0, const Real & p1, const Real & p2, const Real & p3);
inline std::pair<Real,Real> SolveQuadratic(const Real & a, const Real & b, const Real & c)
{
Rect SolveBounds() const;
+ std::pair<Real,Real> GetTop() const;
+ std::pair<Real,Real> GetBottom() const;
+ std::pair<Real,Real> GetLeft() const;
+ std::pair<Real,Real> GetRight() const;
+
Bezier ToAbsolute(const Rect & bounds) const
{
return Bezier(*this, bounds);
Debug("Found %d intersections.\n", x_intersection.size());
std::vector<Bezier> all_beziers;
- if (x_intersection.empty())
+ if (x_intersection.size() <= 2)
{
all_beziers.push_back(*this);
return all_beziers;
Debug(" -- t0: %f to t1: %f", t0, t1);
Real ptx, pty;
Evaluate(ptx, pty, ((t1 + t0) / Real(2)));
- if (r.PointIn(ptx, pty))
+ if (true || r.PointIn(ptx, pty))
{
all_beziers.push_back(this->ReParametrise(t0, t1));
}
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];
}
+
+ bool operator==(const Bezier & equ) const
+ {
+ return (x0 == equ.x0 && y0 == equ.y0
+ && x1 == equ.x1 && y1 == equ.y1
+ && x2 == equ.x2 && y2 == equ.y2
+ && x3 == equ.x3 && y3 == equ.y3);
+ }
+ bool operator!=(const Bezier & equ) const {return !this->operator==(equ);}
};