1 | /* |
2 | * Copyright (c) 2020 - 2023 the ThorVG project. All rights reserved. |
3 | |
4 | * Permission is hereby granted, free of charge, to any person obtaining a copy |
5 | * of this software and associated documentation files (the "Software"), to deal |
6 | * in the Software without restriction, including without limitation the rights |
7 | * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
8 | * copies of the Software, and to permit persons to whom the Software is |
9 | * furnished to do so, subject to the following conditions: |
10 | |
11 | * The above copyright notice and this permission notice shall be included in all |
12 | * copies or substantial portions of the Software. |
13 | |
14 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
15 | * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
16 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
17 | * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
18 | * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
19 | * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE |
20 | * SOFTWARE. |
21 | */ |
22 | |
23 | #include "tvgMath.h" |
24 | #include "tvgBezier.h" |
25 | |
26 | #define BEZIER_EPSILON 1e-4f |
27 | |
28 | /************************************************************************/ |
29 | /* Internal Class Implementation */ |
30 | /************************************************************************/ |
31 | |
32 | static float _lineLength(const Point& pt1, const Point& pt2) |
33 | { |
34 | /* approximate sqrt(x*x + y*y) using alpha max plus beta min algorithm. |
35 | With alpha = 1, beta = 3/8, giving results with the largest error less |
36 | than 7% compared to the exact value. */ |
37 | Point diff = {pt2.x - pt1.x, pt2.y - pt1.y}; |
38 | if (diff.x < 0) diff.x = -diff.x; |
39 | if (diff.y < 0) diff.y = -diff.y; |
40 | return (diff.x > diff.y) ? (diff.x + diff.y * 0.375f) : (diff.y + diff.x * 0.375f); |
41 | } |
42 | |
43 | |
44 | /************************************************************************/ |
45 | /* External Class Implementation */ |
46 | /************************************************************************/ |
47 | |
48 | namespace tvg |
49 | { |
50 | |
51 | void bezSplit(const Bezier&cur, Bezier& left, Bezier& right) |
52 | { |
53 | auto c = (cur.ctrl1.x + cur.ctrl2.x) * 0.5f; |
54 | left.ctrl1.x = (cur.start.x + cur.ctrl1.x) * 0.5f; |
55 | right.ctrl2.x = (cur.ctrl2.x + cur.end.x) * 0.5f; |
56 | left.start.x = cur.start.x; |
57 | right.end.x = cur.end.x; |
58 | left.ctrl2.x = (left.ctrl1.x + c) * 0.5f; |
59 | right.ctrl1.x = (right.ctrl2.x + c) * 0.5f; |
60 | left.end.x = right.start.x = (left.ctrl2.x + right.ctrl1.x) * 0.5f; |
61 | |
62 | c = (cur.ctrl1.y + cur.ctrl2.y) * 0.5f; |
63 | left.ctrl1.y = (cur.start.y + cur.ctrl1.y) * 0.5f; |
64 | right.ctrl2.y = (cur.ctrl2.y + cur.end.y) * 0.5f; |
65 | left.start.y = cur.start.y; |
66 | right.end.y = cur.end.y; |
67 | left.ctrl2.y = (left.ctrl1.y + c) * 0.5f; |
68 | right.ctrl1.y = (right.ctrl2.y + c) * 0.5f; |
69 | left.end.y = right.start.y = (left.ctrl2.y + right.ctrl1.y) * 0.5f; |
70 | } |
71 | |
72 | |
73 | float bezLength(const Bezier& cur) |
74 | { |
75 | Bezier left, right; |
76 | auto len = _lineLength(cur.start, cur.ctrl1) + _lineLength(cur.ctrl1, cur.ctrl2) + _lineLength(cur.ctrl2, cur.end); |
77 | auto chord = _lineLength(cur.start, cur.end); |
78 | |
79 | if (fabsf(len - chord) > BEZIER_EPSILON) { |
80 | bezSplit(cur, left, right); |
81 | return bezLength(left) + bezLength(right); |
82 | } |
83 | return len; |
84 | } |
85 | |
86 | |
87 | void bezSplitLeft(Bezier& cur, float at, Bezier& left) |
88 | { |
89 | left.start = cur.start; |
90 | |
91 | left.ctrl1.x = cur.start.x + at * (cur.ctrl1.x - cur.start.x); |
92 | left.ctrl1.y = cur.start.y + at * (cur.ctrl1.y - cur.start.y); |
93 | |
94 | left.ctrl2.x = cur.ctrl1.x + at * (cur.ctrl2.x - cur.ctrl1.x); //temporary holding spot |
95 | left.ctrl2.y = cur.ctrl1.y + at * (cur.ctrl2.y - cur.ctrl1.y); //temporary holding spot |
96 | |
97 | cur.ctrl2.x = cur.ctrl2.x + at * (cur.end.x - cur.ctrl2.x); |
98 | cur.ctrl2.y = cur.ctrl2.y + at * (cur.end.y - cur.ctrl2.y); |
99 | |
100 | cur.ctrl1.x = left.ctrl2.x + at * (cur.ctrl2.x - left.ctrl2.x); |
101 | cur.ctrl1.y = left.ctrl2.y + at * (cur.ctrl2.y - left.ctrl2.y); |
102 | |
103 | left.ctrl2.x = left.ctrl1.x + at * (left.ctrl2.x - left.ctrl1.x); |
104 | left.ctrl2.y = left.ctrl1.y + at * (left.ctrl2.y - left.ctrl1.y); |
105 | |
106 | left.end.x = cur.start.x = left.ctrl2.x + at * (cur.ctrl1.x - left.ctrl2.x); |
107 | left.end.y = cur.start.y = left.ctrl2.y + at * (cur.ctrl1.y - left.ctrl2.y); |
108 | } |
109 | |
110 | |
111 | float bezAt(const Bezier& bz, float at, float length) |
112 | { |
113 | auto biggest = 1.0f; |
114 | auto smallest = 0.0f; |
115 | auto t = 0.5f; |
116 | |
117 | //just in case to prevent an infinite loop |
118 | if (at <= 0) return 0.0f; |
119 | if (at >= length) return length; |
120 | |
121 | while (true) { |
122 | auto right = bz; |
123 | Bezier left; |
124 | bezSplitLeft(right, t, left); |
125 | length = bezLength(left); |
126 | if (fabsf(length - at) < BEZIER_EPSILON || fabsf(smallest - biggest) < BEZIER_EPSILON) { |
127 | break; |
128 | } |
129 | if (length < at) { |
130 | smallest = t; |
131 | t = (t + biggest) * 0.5f; |
132 | } else { |
133 | biggest = t; |
134 | t = (smallest + t) * 0.5f; |
135 | } |
136 | } |
137 | return t; |
138 | } |
139 | |
140 | |
141 | void bezSplitAt(const Bezier& cur, float at, Bezier& left, Bezier& right) |
142 | { |
143 | right = cur; |
144 | auto t = bezAt(right, at, bezLength(right)); |
145 | bezSplitLeft(right, t, left); |
146 | } |
147 | |
148 | |
149 | Point bezPointAt(const Bezier& bz, float t) |
150 | { |
151 | Point cur; |
152 | auto it = 1.0f - t; |
153 | |
154 | auto ax = bz.start.x * it + bz.ctrl1.x * t; |
155 | auto bx = bz.ctrl1.x * it + bz.ctrl2.x * t; |
156 | auto cx = bz.ctrl2.x * it + bz.end.x * t; |
157 | ax = ax * it + bx * t; |
158 | bx = bx * it + cx * t; |
159 | cur.x = ax * it + bx * t; |
160 | |
161 | float ay = bz.start.y * it + bz.ctrl1.y * t; |
162 | float by = bz.ctrl1.y * it + bz.ctrl2.y * t; |
163 | float cy = bz.ctrl2.y * it + bz.end.y * t; |
164 | ay = ay * it + by * t; |
165 | by = by * it + cy * t; |
166 | cur.y = ay * it + by * t; |
167 | |
168 | return cur; |
169 | } |
170 | |
171 | |
172 | float bezAngleAt(const Bezier& bz, float t) |
173 | { |
174 | if (t < 0 || t > 1) return 0; |
175 | |
176 | //derivate |
177 | // p'(t) = 3 * (-(1-2t+t^2) * p0 + (1 - 4 * t + 3 * t^2) * p1 + (2 * t - 3 * |
178 | // t^2) * p2 + t^2 * p3) |
179 | float mt = 1.0f - t; |
180 | float d = t * t; |
181 | float a = -mt * mt; |
182 | float b = 1 - 4 * t + 3 * d; |
183 | float c = 2 * t - 3 * d; |
184 | |
185 | Point pt ={a * bz.start.x + b * bz.ctrl1.x + c * bz.ctrl2.x + d * bz.end.x, a * bz.start.y + b * bz.ctrl1.y + c * bz.ctrl2.y + d * bz.end.y}; |
186 | pt.x *= 3; |
187 | pt.y *= 3; |
188 | |
189 | return atan2(pt.x, pt.y) * 180.0f / 3.141592f; |
190 | } |
191 | |
192 | |
193 | } |
194 | |