2022-01-13 12:54:19 +00:00
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/*
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2024-01-05 17:01:00 +00:00
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* Copyright (c) 2020 - 2024 the ThorVG project. All rights reserved.
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2022-01-13 12:54:19 +00:00
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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2023-05-11 15:39:50 +00:00
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2023-08-08 20:22:11 +00:00
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#include "tvgMath.h"
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2022-01-13 12:54:19 +00:00
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#include "tvgBezier.h"
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2023-08-08 20:22:11 +00:00
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#define BEZIER_EPSILON 1e-4f
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2022-01-13 12:54:19 +00:00
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/************************************************************************/
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/* Internal Class Implementation */
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/************************************************************************/
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2024-03-09 22:58:59 +00:00
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static float _lineLengthApprox(const Point& pt1, const Point& pt2)
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2022-01-13 12:54:19 +00:00
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{
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/* approximate sqrt(x*x + y*y) using alpha max plus beta min algorithm.
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With alpha = 1, beta = 3/8, giving results with the largest error less
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than 7% compared to the exact value. */
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Point diff = {pt2.x - pt1.x, pt2.y - pt1.y};
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if (diff.x < 0) diff.x = -diff.x;
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if (diff.y < 0) diff.y = -diff.y;
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return (diff.x > diff.y) ? (diff.x + diff.y * 0.375f) : (diff.y + diff.x * 0.375f);
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}
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2024-03-09 22:58:59 +00:00
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static float _lineLength(const Point& pt1, const Point& pt2)
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{
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Point diff = {pt2.x - pt1.x, pt2.y - pt1.y};
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return sqrtf(diff.x * diff.x + diff.y * diff.y);
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}
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template<typename LengthFunc>
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float _bezLength(const Bezier& cur, LengthFunc lineLengthFunc)
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{
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Bezier left, right;
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auto len = lineLengthFunc(cur.start, cur.ctrl1) + lineLengthFunc(cur.ctrl1, cur.ctrl2) + lineLengthFunc(cur.ctrl2, cur.end);
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auto chord = lineLengthFunc(cur.start, cur.end);
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if (fabsf(len - chord) > BEZIER_EPSILON) {
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tvg::bezSplit(cur, left, right);
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return _bezLength(left, lineLengthFunc) + _bezLength(right, lineLengthFunc);
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}
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return len;
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}
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template<typename LengthFunc>
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float _bezAt(const Bezier& bz, float at, float length, LengthFunc lineLengthFunc)
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{
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auto biggest = 1.0f;
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auto smallest = 0.0f;
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auto t = 0.5f;
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//just in case to prevent an infinite loop
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if (at <= 0) return 0.0f;
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if (at >= length) return 1.0f;
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while (true) {
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auto right = bz;
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Bezier left;
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bezSplitLeft(right, t, left);
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length = _bezLength(left, lineLengthFunc);
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if (fabsf(length - at) < BEZIER_EPSILON || fabsf(smallest - biggest) < BEZIER_EPSILON) {
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break;
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}
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if (length < at) {
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smallest = t;
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t = (t + biggest) * 0.5f;
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} else {
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biggest = t;
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t = (smallest + t) * 0.5f;
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}
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}
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return t;
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}
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2022-01-13 12:54:19 +00:00
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/************************************************************************/
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/* External Class Implementation */
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/************************************************************************/
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namespace tvg
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{
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2024-03-09 22:58:59 +00:00
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void bezSplit(const Bezier& cur, Bezier& left, Bezier& right)
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{
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auto c = (cur.ctrl1.x + cur.ctrl2.x) * 0.5f;
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left.ctrl1.x = (cur.start.x + cur.ctrl1.x) * 0.5f;
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right.ctrl2.x = (cur.ctrl2.x + cur.end.x) * 0.5f;
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left.start.x = cur.start.x;
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right.end.x = cur.end.x;
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left.ctrl2.x = (left.ctrl1.x + c) * 0.5f;
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right.ctrl1.x = (right.ctrl2.x + c) * 0.5f;
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left.end.x = right.start.x = (left.ctrl2.x + right.ctrl1.x) * 0.5f;
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c = (cur.ctrl1.y + cur.ctrl2.y) * 0.5f;
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left.ctrl1.y = (cur.start.y + cur.ctrl1.y) * 0.5f;
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right.ctrl2.y = (cur.ctrl2.y + cur.end.y) * 0.5f;
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left.start.y = cur.start.y;
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right.end.y = cur.end.y;
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left.ctrl2.y = (left.ctrl1.y + c) * 0.5f;
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right.ctrl1.y = (right.ctrl2.y + c) * 0.5f;
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left.end.y = right.start.y = (left.ctrl2.y + right.ctrl1.y) * 0.5f;
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}
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float bezLength(const Bezier& cur)
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{
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2024-03-09 22:58:59 +00:00
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return _bezLength(cur, _lineLength);
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}
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2022-01-13 12:54:19 +00:00
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2024-03-09 22:58:59 +00:00
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float bezLengthApprox(const Bezier& cur)
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{
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return _bezLength(cur, _lineLengthApprox);
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2022-01-13 12:54:19 +00:00
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}
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void bezSplitLeft(Bezier& cur, float at, Bezier& left)
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{
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left.start = cur.start;
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left.ctrl1.x = cur.start.x + at * (cur.ctrl1.x - cur.start.x);
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left.ctrl1.y = cur.start.y + at * (cur.ctrl1.y - cur.start.y);
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left.ctrl2.x = cur.ctrl1.x + at * (cur.ctrl2.x - cur.ctrl1.x); //temporary holding spot
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left.ctrl2.y = cur.ctrl1.y + at * (cur.ctrl2.y - cur.ctrl1.y); //temporary holding spot
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cur.ctrl2.x = cur.ctrl2.x + at * (cur.end.x - cur.ctrl2.x);
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cur.ctrl2.y = cur.ctrl2.y + at * (cur.end.y - cur.ctrl2.y);
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cur.ctrl1.x = left.ctrl2.x + at * (cur.ctrl2.x - left.ctrl2.x);
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cur.ctrl1.y = left.ctrl2.y + at * (cur.ctrl2.y - left.ctrl2.y);
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left.ctrl2.x = left.ctrl1.x + at * (left.ctrl2.x - left.ctrl1.x);
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left.ctrl2.y = left.ctrl1.y + at * (left.ctrl2.y - left.ctrl1.y);
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left.end.x = cur.start.x = left.ctrl2.x + at * (cur.ctrl1.x - left.ctrl2.x);
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left.end.y = cur.start.y = left.ctrl2.y + at * (cur.ctrl1.y - left.ctrl2.y);
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}
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2023-08-08 20:22:11 +00:00
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float bezAt(const Bezier& bz, float at, float length)
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2022-01-13 12:54:19 +00:00
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{
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2024-03-09 22:58:59 +00:00
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return _bezAt(bz, at, length, _lineLength);
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}
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2022-01-13 12:54:19 +00:00
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2024-03-09 22:58:59 +00:00
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float bezAtApprox(const Bezier& bz, float at, float length)
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{
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return _bezAt(bz, at, length, _lineLengthApprox);
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2022-01-13 12:54:19 +00:00
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}
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void bezSplitAt(const Bezier& cur, float at, Bezier& left, Bezier& right)
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{
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right = cur;
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auto t = bezAt(right, at, bezLength(right));
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2022-01-13 12:54:19 +00:00
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bezSplitLeft(right, t, left);
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}
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2023-08-08 20:22:11 +00:00
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Point bezPointAt(const Bezier& bz, float t)
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{
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Point cur;
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auto it = 1.0f - t;
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auto ax = bz.start.x * it + bz.ctrl1.x * t;
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auto bx = bz.ctrl1.x * it + bz.ctrl2.x * t;
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auto cx = bz.ctrl2.x * it + bz.end.x * t;
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ax = ax * it + bx * t;
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bx = bx * it + cx * t;
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cur.x = ax * it + bx * t;
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float ay = bz.start.y * it + bz.ctrl1.y * t;
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float by = bz.ctrl1.y * it + bz.ctrl2.y * t;
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float cy = bz.ctrl2.y * it + bz.end.y * t;
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ay = ay * it + by * t;
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by = by * it + cy * t;
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cur.y = ay * it + by * t;
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return cur;
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}
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float bezAngleAt(const Bezier& bz, float t)
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{
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if (t < 0 || t > 1) return 0;
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//derivate
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// p'(t) = 3 * (-(1-2t+t^2) * p0 + (1 - 4 * t + 3 * t^2) * p1 + (2 * t - 3 *
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// t^2) * p2 + t^2 * p3)
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float mt = 1.0f - t;
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float d = t * t;
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float a = -mt * mt;
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float b = 1 - 4 * t + 3 * d;
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float c = 2 * t - 3 * d;
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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};
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pt.x *= 3;
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pt.y *= 3;
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return atan2(pt.x, pt.y) * 180.0f / 3.141592f;
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}
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2022-01-13 12:54:19 +00:00
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}
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