Add quadtree back to the Makefile
[ipdf/code.git] / src / bezier.h
index a7124af..206cbc8 100644 (file)
@@ -34,7 +34,7 @@ namespace IPDF
 
                }
                
-               const Type & GetType()
+               Type GetType()
                {
                        if (type != Bezier::UNKNOWN)
                                return type;
@@ -53,17 +53,17 @@ namespace IPDF
                        Real d2 = a3*b1 - a1*b3;
                        Real d3 = a1*b2 - a2*b1;
                        
-                       if (d1 == d2 && d2 == d3 && d3 == 0)
+                       if (Abs(d1+d2+d3) < 1e-6)
                        {
                                type = LINE;
                                //Debug("LINE %s", Str().c_str());
                                return type;
                        }
                        
-                       Real delta1 = -d1*d1;
+                       Real delta1 = -(d1*d1);
                        Real delta2 = d1*d2;
-                       Real delta3 = d1*d3 -d2*d2;
-                       if (delta1 == delta2 && delta2 == delta3 && delta3 == 0)
+                       Real delta3 = d1*d3 -(d2*d2);
+                       if (Abs(delta1+delta2+delta3) < 1e-6)
                        {
                                type = QUADRATIC;
                                
@@ -72,7 +72,7 @@ namespace IPDF
                        }
                        
                        Real discriminant = d1*d3*4 -d2*d2;
-                       if (discriminant == 0)
+                       if (Abs(discriminant) < 1e-6)
                        {
                                type = CUSP;
                                //Debug("CUSP %s", Str().c_str());
@@ -87,6 +87,7 @@ namespace IPDF
                                type = LOOP;
                                //Debug("LOOP %s", Str().c_str());
                        }
+                       //Debug("disc %.30f", discriminant);
                        return type;
                }
                
@@ -102,7 +103,7 @@ namespace IPDF
                 * 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), type(UNKNOWN)
+               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;
@@ -178,69 +179,69 @@ namespace IPDF
                }
 
                // Performs one round of De Casteljau subdivision and returns the [t,1] part.
-               Bezier DeCasteljauSubdivideRight(const Real& t)
+               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 x01 = x1*t + x0*one_minus_t;
+                       Real x12 = x2*t + x1*one_minus_t;
+                       Real x23 = x3*t + x2*one_minus_t;
 
-                       Real x012 = x01*t + x12*one_minus_t;
-                       Real x123 = x12*t + x23*one_minus_t;
+                       Real x012 = x12*t + x01*one_minus_t;
+                       Real x123 = x23*t + x12*one_minus_t;
 
-                       Real x0123 = x012*t + x123*one_minus_t;
+                       Real x0123 = x123*t + x012*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 y01 = y1*t + y0*one_minus_t;
+                       Real y12 = y2*t + y1*one_minus_t;
+                       Real y23 = y3*t + y2*one_minus_t;
 
-                       Real y012 = y01*t + y12*one_minus_t;
-                       Real y123 = y12*t + y23*one_minus_t;
+                       Real y012 = y12*t + y01*one_minus_t;
+                       Real y123 = y23*t + y12*one_minus_t;
 
-                       Real y0123 = y012*t + y123*one_minus_t;
+                       Real y0123 = y123*t + y012*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)
+               // Performs one round of De Casteljau subdivision and returns the [t,1] part.
+               Bezier DeCasteljauSubdivideRight(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 x01 = x1*t + x0*one_minus_t;
+                       Real x12 = x2*t + x1*one_minus_t;
+                       Real x23 = x3*t + x2*one_minus_t;
 
-                       Real x012 = x01*t + x12*one_minus_t;
-                       Real x123 = x12*t + x23*one_minus_t;
+                       Real x012 = x12*t + x01*one_minus_t;
+                       Real x123 = x23*t + x12*one_minus_t;
 
-                       Real x0123 = x012*t + x123*one_minus_t;
+                       Real x0123 = x123*t + x012*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 y01 = y1*t + y0*one_minus_t;
+                       Real y12 = y2*t + y1*one_minus_t;
+                       Real y23 = y3*t + y2*one_minus_t;
 
-                       Real y012 = y01*t + y12*one_minus_t;
-                       Real y123 = y12*t + y23*one_minus_t;
+                       Real y012 = y12*t + y01*one_minus_t;
+                       Real y123 = y23*t + y12*one_minus_t;
 
-                       Real y0123 = y012*t + y123*one_minus_t;
+                       Real y0123 = y123*t + y012*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);
+                       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", 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());
@@ -252,35 +253,19 @@ namespace IPDF
                        // Find points of intersection with the rectangle.
                        Debug("Clipping Bezier to Rect %s", r.Str().c_str());
 
-                       // Convert bezier coefficients -> cubic coefficients
-                       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);
+                       std::vector<Real> x_intersection = SolveXParam(r.x);
 
                        // And for the other side.
-                       xd = x0 - r.x - r.w;
 
-                       std::vector<Real> x_intersection_pt2 = SolveCubic(xa, xb, xc, xd);
+                       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());
 
-                       // Similarly for y-coordinates.
-                       // Convert bezier coefficients -> cubic coefficients
-                       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);
+                       std::vector<Real> y_intersection = SolveYParam(r.y);
 
-                       // And for the other side.
-                       yd = y0 - r.y - r.h;
-
-                       std::vector<Real> y_intersection_pt2 = SolveCubic(ya, yb, yc, yd);
+                       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());
 
                        // Merge and sort.
@@ -290,6 +275,12 @@ namespace IPDF
                        std::sort(x_intersection.begin(), x_intersection.end());
 
                        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)
@@ -302,16 +293,17 @@ namespace IPDF
                        {
                                Real t1 = *it;
                                if (t1 == t0) continue;
-                               Debug(" -- t0: %f to t1: %f", t0, t1);
+                               Debug(" -- t0: %f to t1: %f: %f", Double(t0), Double(t1), (t1 + t0)/Real(2));
                                Real ptx, pty;
                                Evaluate(ptx, pty, ((t1 + t0) / Real(2)));
-                               if (true || r.PointIn(ptx, pty))
+                               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)", ptx, pty);
+                                       Debug("Segment removed (point at %f, %f)", Double(ptx), Double(pty));
                                }
                                t0 = t1;
                        }

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