/* * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * Copyright 2015-2016 Danny Robson */ #include "bezier.hpp" #include "coord/iostream.hpp" #include /////////////////////////////////////////////////////////////////////////////// namespace util { template <> point2f bezier<3>::eval (float t) const { CHECK_GE (t, 0.f); CHECK_LE (t, 1.f); auto v0 = pow (1 - t, 3u) * m_points[0]; auto v1 = 3 * pow (1 - t, 2u) * t * m_points[1]; auto v2 = 3 * pow (1 - t, 2u) * t * m_points[2]; auto v3 = pow (t, 3u) * m_points[3]; return { v0.x + v1.x + v2.x + v3.x, v0.y + v1.y + v2.y + v3.y }; } } //----------------------------------------------------------------------------- namespace util { template <> std::array bezier<3>::coeffs (void) const { const auto &v = m_coeffs; return { -1.f * v[0] +3.f * v[1] -3.f * v[2] +1.f * v[3], 3.f * v[0] -6.f * v[1] +3.f * v[2], -3.f * v[0] +3.f * v[1], 1.f * v[0] }; } } //----------------------------------------------------------------------------- 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 = util::distance (target, p_l); float d_r = util::distance (target, p_r); 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 { // TODO: use a more reliable method like [Xiao-Dia Chen 2010] template <> float bezier<3>::distance (util::point2f target) const noexcept { static constexpr int SUBDIV = 32; std::array lookup; for (int i = 0; i < SUBDIV; ++i) lookup[i] = eval (i / (SUBDIV - 1.f)); size_t best = 0; for (size_t i = 1; i < lookup.size (); ++i) { auto d_i = util::distance2 (target, lookup[i]); auto d_b = util::distance2 (target, lookup[best]); if (d_i < d_b) best = i; } return refine_cubic (*this, target, best / float (SUBDIV - 1), util::distance (target, lookup[best]), 1.f / SUBDIV); } } /////////////////////////////////////////////////////////////////////////////// namespace util { template <> util::vector2f bezier<3>::tangent (const float t) const { CHECK_LIMIT (t, 0.f, 1.f); return mix ( mix (m_coeffs[1] - m_coeffs[0], m_coeffs[2] - m_coeffs[1], t), mix (m_coeffs[2] - m_coeffs[1], m_coeffs[3] - m_coeffs[2], t), t ); } } //----------------------------------------------------------------------------- namespace util { template <> util::vector2f bezier<3>::d1 (const float t) const noexcept { const auto &P0 = m_points[0]; const auto &P1 = m_points[1]; const auto &P2 = m_points[2]; const auto &P3 = m_points[3]; return 3 * (1 - t) * (1 - t) * (P1 - P0) + 6 * (1 - t) * t * (P2 - P1) + 3 * t * t * (P3 - P2); } } //----------------------------------------------------------------------------- namespace util { template <> util::vector2f bezier<3>::d2 (const float t) const noexcept { const auto &P0 = m_points[0]; const auto &P1 = m_points[1]; const auto &P2 = m_points[2]; const auto &P3 = m_points[3]; return 6 * (1 - t) * (P2 - P1 + P0 - P1) + 6 * t * (P3 - P2 + P1 - P2); } } /////////////////////////////////////////////////////////////////////////////// namespace util { template <> sdot_t bezier<3>::sdot (point2f src) const noexcept { const auto ab = m_points[1] - m_points[0]; const auto cd = m_points[3] - m_points[2]; const auto qa = m_points[0] - src; const auto qd = m_points[3] - src; // setup variables for minimisation float d = std::numeric_limits::infinity (); float t = std::numeric_limits::quiet_NaN (); // distance from A const auto d_a = util::sign (cross (ab, qa)) * norm (qa); if (abs (d_a) < abs (d)) { d = d_a; t = -dot (ab, qa) / norm2 (ab); } // distance from D const auto d_d = util::sign (cross (cd, qd)) * norm (qd); if (abs (d_d) < abs (d)) { d = d_d; t = -dot (cd, qd) / norm2 (cd); } // Iterative minimum distance search static constexpr int SUBDIVISIONS = 4; static constexpr int REFINEMENTS = 4; for (int i = 0; i <= SUBDIVISIONS; ++i) { auto r = float (i) / SUBDIVISIONS; for (int step = 0; ; ++step) { const auto qp = eval (r) - src; const auto d_p = sign (cross (tangent (r), qp)) * norm (qp); if (abs (d_p) < abs (d)) { d = d_p; t = r; } if (step == REFINEMENTS) break; // converge a little using newton's method const auto d1_ = d1 (r); const auto d2_ = d2 (r); r -= dot (qp, d1_) / (dot (d1_, d1_) + dot (qp, d2_)); // bail if it looks like we're going to escape the curve if (r < 0 || r > 1) break; } } if (t >= 0 && t <= 1) return { d, 0 }; if (t < 0) return { d, abs (dot (normalised (ab), normalised (qa))) }; else return { d, abs (dot (normalised (cd), normalised (qd))) }; } }