X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fbezier.h;h=0e9217f7a7d8690efe8074f54bc18e5b6f909680;hp=3a8e80dec210da86fdc89fbec69a8025fb36456d;hb=457682a07cf1346aecfec22798e5a49a16db3c1b;hpb=e63e9c9efda937cb9e2bb60e52cfd07c69c68d27 diff --git a/src/bezier.h b/src/bezier.h index 3a8e80d..0e9217f 100644 --- a/src/bezier.h +++ b/src/bezier.h @@ -9,21 +9,25 @@ namespace IPDF extern int BinomialCoeff(int n, int k); extern Real Bernstein(int k, int n, const Real & u); - /** A _quadratic_ bezier. **/ + /** A _cubic_ bezier. **/ struct Bezier { Real x0; Real y0; Real x1; Real y1; Real x2; Real y2; + Real x3; Real y3; 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) : x0(_x0), y0(_y0), x1(_x1), y1(_y1), x2(_x2), y2(_y2) {} + 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) {} + + 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; - s << "Bezier{" << Float(x0) << "," << Float(y0) << " -> " << Float(x1) << "," << Float(y1) << " -> " << Float(x2) << "," << Float(y2) << "}"; + s << "Bezier{" << Float(x0) << "," << Float(y0) << " -> " << Float(x1) << "," << Float(y1) << " -> " << Float(x2) << "," << Float(y2) << " -> " << Float(x3) << "," << Float(y3) << "}"; return s.str(); } - 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) + 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) { x0 *= t.w; y0 *= t.h; @@ -31,24 +35,28 @@ namespace IPDF y1 *= t.h; x2 *= t.w; y2 *= t.h; + x3 *= t.w; + y3 *= t.h; x0 += t.x; y0 += t.y; x1 += t.x; y1 += t.y; x2 += t.x; y2 += t.y; + x3 += t.x; + y3 += t.y; } - Rect ToRect() {return Rect(x0,y0,x2-x0,y2-y0);} + Rect ToRect() {return Rect(x0,y0,x3-x0,y3-y0);} /** Evaluate the Bezier at parametric parameter u, puts resultant point in (x,y) **/ void Evaluate(Real & x, Real & y, const Real & u) { - Real coeff[3]; - for (unsigned i = 0; i < 3; ++i) - coeff[i] = Bernstein(i,2,u); - x = x0*coeff[0] + x1*coeff[1] + x2*coeff[2]; - y = y0*coeff[0] + y1*coeff[1] + y2*coeff[2]; + Real coeff[4]; + for (unsigned i = 0; i < 4; ++i) + coeff[i] = Bernstein(i,3,u); + 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]; } };