Shading still doesn't work
[ipdf/code.git] / src / bezier.h
index 6dac0d5..6a134b7 100644 (file)
@@ -1,6 +1,9 @@
 #ifndef _BEZIER_H
 #define _BEZIER_H
 
+#include <vector>
+#include <algorithm>
+
 #include "real.h"
 #include "rect.h"
 namespace IPDF
@@ -32,18 +35,21 @@ namespace IPDF
                // discriminant < 0 => 1 real root, 2 complex conjugate roots
 
                ////HACK: We know any roots we care about will be between 0 and 1, so...
+               Debug("Trying to solve %fx^3 + %fx^2 + %fx + %f", a,b,c,d);
                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;
                        
@@ -56,14 +62,17 @@ namespace IPDF
                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;
@@ -75,7 +84,7 @@ 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)
+               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;
@@ -145,59 +154,92 @@ namespace IPDF
                        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;
 
-                       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 y0123 = y012*t + y123*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);
+                       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;
+
+                       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;
 
-                       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 = x3 - r.x;
 
                        // 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 = x3 - 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());
@@ -207,19 +249,22 @@ namespace IPDF
                        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 = y3 - r.y;
 
                        // 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 = y3 - 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());
                        
@@ -233,7 +278,14 @@ namespace IPDF
                        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));
+                               }
                                t0 = t1;
                        }
                        return all_beziers;

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