All of the things and none of the sleep
[ipdf/code.git] / src / bezier.h
index 0d3be54..b041260 100644 (file)
@@ -28,8 +28,8 @@ namespace IPDF
                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)
                {
 
                }
@@ -40,20 +40,20 @@ namespace IPDF
                                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());
@@ -63,7 +63,7 @@ namespace IPDF
                        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;
                                
@@ -71,13 +71,13 @@ namespace IPDF
                                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());
@@ -146,7 +146,7 @@ namespace IPDF
                        // (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;
@@ -161,7 +161,7 @@ namespace IPDF
                                result.x3 = (x3 - bounds.x)/bounds.w;
                        }
 
-                       if (bounds.h == 0)
+                       if (bounds.h == Real(0))
                        {
                                result.y0 = 0;
                                result.y1 = 0;

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