/* * This file is part of libgim. * * libgim is free software: you can redistribute it and/or modify it under the * terms of the GNU General Public License as published by the Free Software * Foundation, either version 3 of the License, or (at your option) any later * version. * * libgim is distributed in the hope that it will be useful, but WITHOUT ANY * WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more * details. * * You should have received a copy of the GNU General Public License * along with libgim. If not, see . * * Copyright 2015 Danny Robson */ #include "bezier.hpp" #include "debug.hpp" #include "polynomial.hpp" #include #include //----------------------------------------------------------------------------- template util::bezier::bezier (const util::point2f (&_points)[S+1]) { std::copy (_points, _points + S + 1, m_points); } //----------------------------------------------------------------------------- namespace util { template <> point2f bezier<1>::eval (float t) const { CHECK_GE (t, 0); CHECK_LE (t, 1); auto v0 = (1 - t) * m_points[0]; auto v1 = t * m_points[1]; return { v0.x + v1.x, v0.y + v1.y }; } } //----------------------------------------------------------------------------- namespace util { template <> point2f bezier<2>::eval (float t) const { CHECK_GE (t, 0); CHECK_LE (t, 1); auto v0 = pow2 (1 - t) * m_points[0]; auto v1 = 2 * (1 - t) * t * m_points[1]; auto v2 = pow2 (t) * m_points[2]; return { v0.x + v1.x + v2.x, v0.y + v1.y + v2.y }; } } //----------------------------------------------------------------------------- namespace util { template <> point2f bezier<3>::eval (float t) const { CHECK_GE (t, 0); CHECK_LE (t, 1); auto v0 = pow (1 - t, 3) * m_points[0]; auto v1 = 3 * pow2 (1 - t) * t * m_points[1]; auto v2 = 3 * pow2 (1 - t) * t * m_points[2]; auto v3 = pow (t, 3) * m_points[3]; return { v0.x + v1.x + v2.x + v3.x, v0.y + v1.y + v2.y + v3.y }; } } //----------------------------------------------------------------------------- namespace util { template <> float bezier<1>::distance (util::point2f target) const { auto v = m_points[1] - m_points[0]; auto w = target - m_points[0]; auto c1 = dot (w, v); if (c1 <= 0) return m_points[0].distance (target); auto c2 = dot (v, v); if (c2 <= c1) return m_points[1].distance (target); auto b = c1 / c2; auto p = m_points[0] + b * v; return p.distance (target); } } //----------------------------------------------------------------------------- namespace util { // TODO: use a more reliable method like [Xiao-Dia Chen 2010] template <> float bezier<2>::distance (util::point2f target) const { // Using procedure from: http://blog.gludion.com/2009/08/distance-to-quadratic-bezier-curve.html auto p0 = m_points[0]; auto p1 = m_points[1]; auto p2 = m_points[2]; // Parametric form: P(t) = (1-t)^2*P0 + 2t(1-t)P1 + t^2*P2 // // Derivative: dP/dt = -2(1-t)P0 + 2(1-2t)P1 + 2tP2 // = 2(A+Bt), A=(P1-P0), B=(P2-P1-A) // auto A = p1 - p0; auto B = p2 - p1 - A; // Make: dot(target, dP/dt) == 0 // dot (M - P(t), A+Bt) == 0 // // Solve: at^3 + bt^2 + ct + d, // a = B^2, // b = 3A.B, // c = 2A^2+M'.B, // d = M'.A, // M' = P0-M const auto M = target; const auto M_ = p0 - M; //float a = dot (B, B); //float b = 3.f * dot (A, B); //float c = 2.f * dot (A, A) + dot (M_, B); //float d = dot (M_, A); const util::vector2f p102 = { 2 * p1.x - p0.x - p2.x, 2 * p1.y - p0.y - p2.y }; const float a = dot (B, 2.f * p102); const float b = dot (B, 4.f * (p0 - p1)) + dot (A, 2.f * p102); const float c = dot (B, 2.f * (M - p0)) + dot (A, 4.f * (p0 - p1)); const float d = dot (A, 2.f * (M - p0)); auto solutions = util::polynomial::solve<3> ({a, b, c, d}); float dist = std::numeric_limits::infinity (); for (auto t: solutions) { if (std::isnan (t)) continue; if (t <= 0) dist = min (dist, p0.distance (target)); else if (t > 1) dist = min (p2.distance (target)); else { auto p = eval (t); dist = min (dist, p.distance (target)); } } return dist; } } //----------------------------------------------------------------------------- float refine_cubic (util::bezier<3> b, util::point2f target, float t, float d, float p) { // TODO: use an iteration of newton before handing back if (p < 0.00001) { return t; } float t_l = std::max (0.f, t - p); float t_r = std::min (1.f, t + p); util::point2f p_l = b.eval (t_l); util::point2f p_r = b.eval (t_r); float d_l = p_l.distance (target); float d_r = p_r.distance (target); if (d_l < d) { return refine_cubic (b, target, t_l, d_l, p); } if (d_r < d) { return refine_cubic (b, target, t_r, d_r, p); } return refine_cubic (b, target, t, d, p / 2); } //----------------------------------------------------------------------------- namespace util { template <> float bezier<3>::distance (util::point2f target) const { static constexpr size_t SUBDIV = 32; std::array lookup; for (size_t i = 0; i < SUBDIV; ++i) lookup[i] = eval (i / float (SUBDIV - 1)); size_t best = 0; for (size_t i = 1; i < lookup.size (); ++i) if (lookup[i].distance2 (target) < lookup[best].distance2 (target)) best = i; return refine_cubic (*this, target, best / float (SUBDIV - 1), lookup[best].distance (target), 1.f / SUBDIV); } } //----------------------------------------------------------------------------- template util::point2f& util::bezier::operator[] (size_t idx) { CHECK_LE (idx, S); return m_points[idx]; } //----------------------------------------------------------------------------- template const util::point2f& util::bezier::operator[] (size_t idx) const { CHECK_LE (idx, S); return m_points[idx]; } //----------------------------------------------------------------------------- template class util::bezier<2>; template class util::bezier<3>; template class util::bezier<4>;