bezier.h revision e6bdf746e2d9e775704a475a29cc1bb167ec271c
/*
* bezier.h
*
* Copyright 2007 MenTaLguY <mental@rydia.net>
* Copyright 2007 Michael Sloan <mgsloan@gmail.com>
* Copyright 2007 Nathan Hurst <njh@njhurst.com>
*
* This library is free software; you can redistribute it and/or
* modify it either under the terms of the GNU Lesser General Public
* License version 2.1 as published by the Free Software Foundation
* (the "LGPL") or, at your option, under the terms of the Mozilla
* Public License Version 1.1 (the "MPL"). If you do not alter this
* notice, a recipient may use your version of this file under either
* the MPL or the LGPL.
*
* You should have received a copy of the LGPL along with this library
* in the file COPYING-LGPL-2.1; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
* You should have received a copy of the MPL along with this library
* in the file COPYING-MPL-1.1
*
* The contents of this file are subject to the Mozilla Public License
* Version 1.1 (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.mozilla.org/MPL/
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY
* OF ANY KIND, either express or implied. See the LGPL or the MPL for
* the specific language governing rights and limitations.
*
*/
#ifndef SEEN_BEZIER_H
#define SEEN_BEZIER_H
#include "coord.h"
#include <valarray>
#include "isnan.h"
#include "bezier-to-sbasis.h"
#include "d2.h"
#include "solver.h"
#include <boost/optional/optional.hpp>
namespace Geom {
inline Coord subdivideArr(Coord t, Coord const *v, Coord *left, Coord *right, unsigned order) {
Coord vtemp[order+1][order+1];
/* Copy control points */
std::copy(v, v+order+1, vtemp[0]);
/* Triangle computation */
for (unsigned i = 1; i <= order; i++) {
for (unsigned j = 0; j <= order - i; j++) {
vtemp[i][j] = lerp(t, vtemp[i-1][j], vtemp[i-1][j+1]);
}
}
if(left != NULL)
for (unsigned j = 0; j <= order; j++)
left[j] = vtemp[j][0];
if(right != NULL)
for (unsigned j = 0; j <= order; j++)
right[j] = vtemp[order-j][j];
return (vtemp[order][0]);
}
class Bezier {
private:
std::valarray<Coord> c_;
friend Bezier portion(const Bezier & a, Coord from, Coord to);
friend Interval bounds_fast(Bezier const & b);
friend Bezier derivative(const Bezier & a);
protected:
Bezier(Coord const c[], unsigned ord) : c_(c, ord+1){
//std::copy(c, c+order()+1, &c_[0]);
}
public:
unsigned int order() const { return c_.size()-1;}
unsigned int size() const { return c_.size();}
Bezier() :c_(0., 32) {}
Bezier(const Bezier& b) :c_(b.c_) {}
Bezier &operator=(Bezier const &other) {
if ( c_.size() != other.c_.size() ) {
c_.resize(other.c_.size());
}
c_ = other.c_;
return *this;
}
struct Order {
unsigned order;
explicit Order(Bezier const &b) : order(b.order()) {}
explicit Order(unsigned o) : order(o) {}
operator unsigned() const { return order; }
};
//Construct an arbitrary order bezier
Bezier(Order ord) : c_(0., ord.order+1) {
assert(ord.order == order());
}
explicit Bezier(Coord c0) : c_(0., 1) {
c_[0] = c0;
}
//Construct an order-1 bezier (linear Bézier)
Bezier(Coord c0, Coord c1) : c_(0., 2) {
c_[0] = c0; c_[1] = c1;
}
//Construct an order-2 bezier (quadratic Bézier)
Bezier(Coord c0, Coord c1, Coord c2) : c_(0., 3) {
c_[0] = c0; c_[1] = c1; c_[2] = c2;
}
//Construct an order-3 bezier (cubic Bézier)
Bezier(Coord c0, Coord c1, Coord c2, Coord c3) : c_(0., 4) {
c_[0] = c0; c_[1] = c1; c_[2] = c2; c_[3] = c3;
}
inline unsigned degree() const { return order(); }
//IMPL: FragmentConcept
typedef Coord output_type;
inline bool isZero() const {
for(unsigned i = 0; i <= order(); i++) {
if(c_[i] != 0) return false;
}
return true;
}
inline bool isFinite() const {
for(unsigned i = 0; i <= order(); i++) {
if(!is_finite(c_[i])) return false;
}
return true;
}
inline Coord at0() const { return c_[0]; }
inline Coord at1() const { return c_[order()]; }
inline Coord valueAt(double t) const {
return subdivideArr(t, &c_[0], NULL, NULL, order());
}
inline Coord operator()(double t) const { return valueAt(t); }
inline SBasis toSBasis() const {
return bezier_to_sbasis(&c_[0], order());
}
//Only mutator
inline Coord &operator[](unsigned ix) { return c_[ix]; }
inline Coord const &operator[](unsigned ix) const { return c_[ix]; }
inline void setPoint(unsigned ix, double val) { c_[ix] = val; }
/* This is inelegant, as it uses several extra stores. I think there might be a way to
* evaluate roughly in situ. */
std::vector<Coord> valueAndDerivatives(Coord t, unsigned n_derivs) const {
std::vector<Coord> val_n_der;
Coord d_[order()+1];
unsigned nn = n_derivs;
if(nn > order())
nn = order();
for(unsigned i = 0; i < size(); i++)
d_[i] = c_[i];
for(unsigned di = 0; di < nn; di++) {
val_n_der.push_back(subdivideArr(t, d_, NULL, NULL, order() - di));
for(unsigned i = 0; i < order() - di; i++) {
d_[i] = (order()-di)*(d_[i+1] - d_[i]);
}
}
val_n_der.resize(n_derivs);
return val_n_der;
}
std::pair<Bezier, Bezier > subdivide(Coord t) const {
Bezier a(Bezier::Order(*this)), b(Bezier::Order(*this));
subdivideArr(t, &c_[0], &a.c_[0], &b.c_[0], order());
return std::pair<Bezier, Bezier >(a, b);
}
std::vector<double> roots() const {
std::vector<double> solutions;
find_bernstein_roots(&c_[0], order(), solutions, 0, 0.0, 1.0);
return solutions;
}
};
//TODO: implement others
inline Bezier operator+(const Bezier & a, double v) {
Bezier result = Bezier(Bezier::Order(a));
for(unsigned i = 0; i <= a.order(); i++)
result[i] = a[i] + v;
return result;
}
inline Bezier operator-(const Bezier & a, double v) {
Bezier result = Bezier(Bezier::Order(a));
for(unsigned i = 0; i <= a.order(); i++)
result[i] = a[i] - v;
return result;
}
inline Bezier operator*(const Bezier & a, double v) {
Bezier result = Bezier(Bezier::Order(a));
for(unsigned i = 0; i <= a.order(); i++)
result[i] = a[i] * v;
return result;
}
inline Bezier operator/(const Bezier & a, double v) {
Bezier result = Bezier(Bezier::Order(a));
for(unsigned i = 0; i <= a.order(); i++)
result[i] = a[i] / v;
return result;
}
inline Bezier reverse(const Bezier & a) {
Bezier result = Bezier(Bezier::Order(a));
for(unsigned i = 0; i <= a.order(); i++)
result[i] = a[a.order() - i];
return result;
}
inline Bezier portion(const Bezier & a, double from, double to) {
//TODO: implement better?
Coord res[a.order()+1];
if(from == 0) {
if(to == 1) { return Bezier(a); }
subdivideArr(to, &a.c_[0], res, NULL, a.order());
return Bezier(res, a.order());
}
subdivideArr(from, &a.c_[0], NULL, res, a.order());
if(to == 1) return Bezier(res, a.order());
Coord res2[a.order()+1];
subdivideArr((to - from)/(1 - from), res, res2, NULL, a.order());
return Bezier(res2, a.order());
}
// XXX Todo: how to handle differing orders
inline std::vector<Point> bezier_points(const D2<Bezier > & a) {
std::vector<Point> result;
for(unsigned i = 0; i <= a[0].order(); i++) {
Point p;
for(unsigned d = 0; d < 2; d++) p[d] = a[d][i];
result.push_back(p);
}
return result;
}
inline Bezier derivative(const Bezier & a) {
if(a.order() == 1) return Bezier(0.0);
Bezier der(Bezier::Order(a.order()-1));
for(unsigned i = 0; i < a.order(); i++) {
der.c_[i] = a.order()*(a.c_[i+1] - a.c_[i]);
}
return der;
}
inline Bezier integral(const Bezier & a) {
Bezier inte(Bezier::Order(a.order()+1));
inte[0] = 0;
for(unsigned i = 0; i < inte.order(); i++) {
inte[i+1] = inte[i] + a[i]/(inte.order());
}
return inte;
}
inline Interval bounds_fast(Bezier const & b) {
return Interval::fromArray(&b.c_[0], b.size());
}
//TODO: better bounds exact
inline Interval bounds_exact(Bezier const & b) {
return bounds_exact(b.toSBasis());
}
inline Interval bounds_local(Bezier const & b, Interval i) {
return bounds_fast(portion(b, i.min(), i.max()));
//return bounds_local(b.toSBasis(), i);
}
inline std::ostream &operator<< (std::ostream &out_file, const Bezier & b) {
for(unsigned i = 0; i < b.size(); i++) {
out_file << b[i] << ", ";
}
return out_file;
}
}
#endif //SEEN_BEZIER_H
/*
Local Variables:
mode:c++
c-file-style:"stroustrup"
c-file-offsets:((innamespace . 0)(inline-open . 0)(case-label . +))
indent-tabs-mode:nil
fill-column:99
End:
*/
// vim: filetype=cpp:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:encoding=utf-8:textwidth=99 :