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-rw-r--r--src/bezier.cpp121
1 files changed, 112 insertions, 9 deletions
diff --git a/src/bezier.cpp b/src/bezier.cpp
index b90e146..5916c42 100644
--- a/src/bezier.cpp
+++ b/src/bezier.cpp
@@ -1,3 +1,7 @@
+#if SPECIAL
+#include "main.h"
+#endif
+
static real32
Bezier_SolveYForX(v2 Point_P0, v2 Point_P1, v2 Point_P2, v2 Point_P3, real32 TargetX) {
@@ -46,6 +50,11 @@ Bezier_Shape_Sort(memory *Memory, shape_layer *Shape, bezier_point *PointData,
bezier_point *PointStart = PointData;
for (int i = 0; i < Shape->Point_Count; i++) {
bezier_point Point = *Bezier_LookupAddress(Memory, Shape->Block_Bezier_Index, i, 1);
+ if (Width != 0 && Height != 0) {
+ for (int a = 0; a < 3; a++) {
+ Point.Pos[a] = Point.Pos[a] * V2(Width, Height);
+ }
+ }
if (State->Interact_Active == interact_type_keyframe_move && Interact && Point.IsSelected) {
v2 Pos = Point.Pos[0];
Pos = TransformPoint(T, Width, Height, Pos);
@@ -64,6 +73,10 @@ Bezier_Shape_Sort(memory *Memory, shape_layer *Shape, bezier_point *PointData,
bezier_point *Point_Next = Bezier_LookupAddress(Memory, Shape->Block_Bezier_Index, Index_Next, 1);
v2 Pos_Prev = Point_Prev->Pos[0];
v2 Pos_Next = Point_Next->Pos[0];
+ if (Width != 0 && Height != 0) {
+ Pos_Prev = Pos_Prev * V2(Width, Height);
+ Pos_Next = Pos_Next * V2(Width, Height);
+ }
// TODO(fox): debloat
if (State->Interact_Active == interact_type_keyframe_move && Interact && Point_Prev->IsSelected) {
v2 Pos = Pos_Prev;
@@ -255,21 +268,38 @@ void * Bezier_CubicCalcPoints(v2 p1, v2 p2, v2 p3, v2 p4, void *Data, uint32 Siz
return ((uint8 *)Data + (Increment * Size));
}
+v2 Bezier_LineDist(v2 a, v2 b, v2 p)
+{
+ v2 ap = p - a;
+ v2 ab_dir = b - a;
+ real32 dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
+ if (dot < 0.0f) {
+ return a;
+ }
+ real32 ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
+ if (dot > ab_len_sqr) {
+ return b;
+ }
+ return p - (a + ab_dir * dot / ab_len_sqr);
+}
-#if 0
-// A modified version of the bezier code in ImGui with extra features for bitmap and path interaction.
-
-// Function to convert a ratio back into a point for the bezier handles.
-v2 Line_RatioToPoint(v2 a, v2 b, real32 ratio)
+v2 Bezier_LineClosestPoint(v2 a, v2 b, v2 p)
{
+ v2 ap = p - a;
v2 ab_dir = b - a;
+ real32 dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
+ if (dot < 0.0f) {
+ return a;
+ }
real32 ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
- real32 dot = ratio*ab_len_sqr;
- return a + ab_dir * dot / V2(ab_len_sqr);
+ if (dot > ab_len_sqr) {
+ return b;
+ }
+ return a + ab_dir * dot / ab_len_sqr;
}
// The ratio here is just the dot product divided by the squared length.
-v2 Bezier_LineClosestPoint2(v2 a, v2 b, v2 p, real32 *ratio)
+v2 Bezier_LineClosestPointR(v2 a, v2 b, v2 p, real32 *ratio)
{
v2 ap = p - a;
v2 ab_dir = b - a;
@@ -287,6 +317,54 @@ v2 Bezier_LineClosestPoint2(v2 a, v2 b, v2 p, real32 *ratio)
return a + ab_dir * dot / ab_len_sqr;
}
+static void Bezier_CubicBoxCasteljauStep(v2 Min, v2 Max, v2 *p_closest, v2 *p_last, real32 *p_closest_dist2,
+ real32 x1, real32 y1, real32 x2, real32 y2, real32 x3, real32 y3, real32 x4, real32 y4, real32 tess_tol, int level)
+{
+ real32 dx = x4 - x1;
+ real32 dy = y4 - y1;
+ real32 d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
+ real32 d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
+ d2 = (d2 >= 0) ? d2 : -d2;
+ d3 = (d3 >= 0) ? d3 : -d3;
+ if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
+ {
+ v2 p_current = V2(x4, y4);
+ v2 p[4] = { Min, Max, V2(Min.x, Max.y), V2(Max.y, Min.x) };
+ for (int i = 0; i < 4; i++) {
+ v2 p_line = Bezier_LineClosestPoint(*p_last, p_current, p[i]);
+ real32 dist2 = LengthSq(p[i] - p_line);
+ if (dist2 < p_closest_dist2[i])
+ {
+ p_closest[i] = p_line;
+ p_closest_dist2[i] = dist2;
+ }
+ }
+ *p_last = p_current;
+ }
+ else if (level < 10)
+ {
+ real32 x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f;
+ real32 x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f;
+ real32 x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f;
+ real32 x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f;
+ real32 x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f;
+ real32 x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
+ Bezier_CubicBoxCasteljauStep(Min, Max, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
+ Bezier_CubicBoxCasteljauStep(Min, Max, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
+ }
+}
+
+static void
+Bezier_BoxTest(v2 p1, v2 p2, v2 p3, v2 p4, v2 Min, v2 Max, v2 *p_closest)
+{
+ real32 tess_tol = TESS_TOL;
+ v2 p_last = p1;
+ real32 p_closest_dist2[4] = { FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX };
+ Bezier_CubicBoxCasteljauStep(Min, Max, p_closest, &p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
+}
+
+
+#if 0
// Following the algorithm, we take the ratio from the _leftmost_ point in each
// subdivision of the cubic spline until we're within tess_tol, and then we
// interpolate it with the subdivision's rightmost point in the ClosestPoint call.
@@ -307,7 +385,7 @@ static void Bezier_CubicClosestPointCasteljauStep(v2 p, v2 *p_closest, real32 ra
{
v2 p_current = V2(x4, y4);
real32 added_ratio;
- v2 p_line = Bezier_LineClosestPoint2(*p_last, p_current, p, &added_ratio);
+ v2 p_line = Bezier_LineClosestPoint(*p_last, p_current, p, &added_ratio);
real32 dist2 = LengthSq(p - p_line);
if (dist2 < *p_closest_dist2)
{
@@ -330,6 +408,31 @@ static void Bezier_CubicClosestPointCasteljauStep(v2 p, v2 *p_closest, real32 ra
}
}
+real32 Bezier_CubicRatioOfPoint(v2 p1, v2 p2, v2 p3, v2 p4, v2 p)
+{
+ real32 tess_tol = TESS_TOL;
+ v2 p_last = p1;
+ v2 p_closest;
+ real32 p_closest_dist2 = FLT_MAX;
+ real32 ratio = 0;
+ Bezier_CubicClosestPointCasteljauStep(p, &p_closest, 0, &ratio, &p_last, &p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
+ return ratio;
+}
+#endif
+
+
+#if 0
+// A modified version of the bezier code in ImGui with extra features for bitmap and path interaction.
+
+// Function to convert a ratio back into a point for the bezier handles.
+v2 Line_RatioToPoint(v2 a, v2 b, real32 ratio)
+{
+ v2 ab_dir = b - a;
+ real32 ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
+ real32 dot = ratio*ab_len_sqr;
+ return a + ab_dir * dot / V2(ab_len_sqr);
+}
+
// finds the min/max bounds of the curve
static void Bezier_CubicMinMaxCasteljauStep(v2 *p_min, v2 *p_max, real32 x1, real32 y1, real32 x2, real32 y2, real32 x3, real32 y3, real32 x4, real32 y4, real32 tess_tol, int level)
{