// 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); } // 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 ap = p - a; v2 ab_dir = b - a; real32 dot = ap.x * ab_dir.x + ap.y * ab_dir.y; if (dot < 0.0f) { *ratio = 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) { *ratio = 1.0f; return b; } *ratio = dot / ab_len_sqr; return a + ab_dir * dot / ab_len_sqr; } // 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. // The pow(0.5, level) represents the ratio of the next subdivision's leftmost // point (AKA the rightmost point of the current subdivision). // finds the point closest to p and also fills out its ratio along the curve static void Bezier_CubicClosestPointCasteljauStep(v2 p, v2 *p_closest, real32 ratio, real32 *r_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); real32 added_ratio; v2 p_line = Bezier_LineClosestPoint2(*p_last, p_current, p, &added_ratio); real32 dist2 = LengthSq(p - p_line); if (dist2 < *p_closest_dist2) { *p_closest = p_line; *p_closest_dist2 = dist2; *r_closest = ratio + pow(0.5, level)*added_ratio; } *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_CubicClosestPointCasteljauStep(p, p_closest, ratio, r_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); Bezier_CubicClosestPointCasteljauStep(p, p_closest, ratio + pow(0.5, level+1), r_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); } } // 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) { 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); if (p_current.x < p_min->x) { p_min->x = p_current.x; } if (p_current.y < p_min->y) { p_min->y = p_current.y; } if (p_current.x > p_max->x) { p_max->x = p_current.x; } if (p_current.y > p_max->y) { p_max->y = p_current.y; } } 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_CubicMinMaxCasteljauStep(p_min, p_max, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); Bezier_CubicMinMaxCasteljauStep(p_min, p_max, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); } } // return all points static void Bezier_CubicCalcPointsCasteljauStep(void *Data, uint32 *Increment, 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)) { *((real32 *)Data + *Increment*3) = x4; *((real32 *)Data + *Increment*3 + 1) = y4; *((real32 *)Data + *Increment*3 + 2) = 0; *Increment += 1; } 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_CubicCalcPointsCasteljauStep(Data, Increment, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); Bezier_CubicCalcPointsCasteljauStep(Data, Increment, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); } } 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; } void Bezier_CubicCalcPoints(v2 p1, v2 p2, v2 p3, v2 p4, void *Data, uint32 *Increment) { real32 tess_tol = TESS_TOL; void *Pointer = Data; Bezier_CubicCalcPointsCasteljauStep(Pointer, Increment, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0); } // These functions will become more generalized as shapes are added. static void Mask_AddPointToLine(mask *Mask, uint16 Index, v2 Pos) { for (int i = Mask->NumberOfPoints - 1; i > Index; i--) { Mask->Point[i+1] = Mask->Point[i]; } mask_point *PointToAdd = &Mask->Point[Index+1]; PointToAdd->Pos = Pos; Mask->NumberOfPoints++; } static void Mask_PushPoint(mask *Mask, v2 Pos) { mask_point *PointToAdd = &Mask->Point[Mask->NumberOfPoints]; PointToAdd->Pos = Pos; Mask->NumberOfPoints++; } static void Mask_AddPointToCurve(mask *Mask, uint16 Index, real32 ratio) { mask_point *Point0 = &Mask->Point[Index]; mask_point *Point1 = &Mask->Point[Index+1]; v2 Point0_Pos_Right = Point0->Pos + Point0->TangentRight; v2 Point1_Pos_Left = Point1->Pos + Point1->TangentLeft; v2 Handle0_Half = Line_RatioToPoint(Point0->Pos, Point0_Pos_Right, ratio); v2 Handle1_Half = Line_RatioToPoint(Point1_Pos_Left, Point1->Pos, ratio); v2 Top_Half = Line_RatioToPoint(Point0_Pos_Right, Point1_Pos_Left, ratio); v2 NewHandleLeft = Line_RatioToPoint(Handle0_Half, Top_Half, ratio); v2 NewHandleRight = Line_RatioToPoint(Top_Half, Handle1_Half, ratio); v2 NewPos = Line_RatioToPoint(NewHandleLeft, NewHandleRight, ratio); Point0->TangentRight = -(Point0->Pos - Handle0_Half); Point1->TangentLeft = -(Point1->Pos - Handle1_Half); for (int i = Mask->NumberOfPoints - 1; i > Index; i--) { Mask->Point[i+1] = Mask->Point[i]; } mask_point *PointToAdd = &Mask->Point[Index+1]; PointToAdd->Pos = NewPos; PointToAdd->TangentLeft = -(NewPos - NewHandleLeft); PointToAdd->TangentRight = -(NewPos - NewHandleRight); Mask->NumberOfPoints++; }