/* Bezier curve implementation * * Authors: * MenTaLguY * Marco Cecchetti * Krzysztof KosiƄski * * Copyright 2007-2009 Authors * * 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. */ #include <2geom/bezier-curve.h> #include <2geom/path-sink.h> #include <2geom/basic-intersection.h> #include <2geom/nearest-time.h> namespace Geom { /** * @class BezierCurve * @brief Two-dimensional Bezier curve of arbitrary order. * * Bezier curves are an expansion of the concept of linear interpolation to n points. * Linear segments in 2Geom are in fact Bezier curves of order 1. * * Let \f$\mathbf{B}_{\mathbf{p}_0\mathbf{p}_1\ldots\mathbf{p}_n}\f$ denote a Bezier curve * of order \f$n\f$ defined by the points \f$\mathbf{p}_0, \mathbf{p}_1, \ldots, \mathbf{p}_n\f$. * Bezier curve of order 1 is a linear interpolation curve between two points, defined as * \f[ \mathbf{B}_{\mathbf{p}_0\mathbf{p}_1}(t) = (1-t)\mathbf{p}_0 + t\mathbf{p}_1 \f] * If we now substitute points \f$\mathbf{p_0}\f$ and \f$\mathbf{p_1}\f$ in this definition * by linear interpolations, we get the definition of a Bezier curve of order 2, also called * a quadratic Bezier curve. * \f{align*}{ \mathbf{B}_{\mathbf{p}_0\mathbf{p}_1\mathbf{p}_2}(t) &= (1-t) \mathbf{B}_{\mathbf{p}_0\mathbf{p}_1}(t) + t \mathbf{B}_{\mathbf{p}_1\mathbf{p}_2}(t) \\ \mathbf{B}_{\mathbf{p}_0\mathbf{p}_1\mathbf{p}_2}(t) &= (1-t)^2\mathbf{p}_0 + 2(1-t)t\mathbf{p}_1 + t^2\mathbf{p}_2 \f} * By substituting points for quadratic Bezier curves in the original definition, * we get a Bezier curve of order 3, called a cubic Bezier curve. * \f{align*}{ \mathbf{B}_{\mathbf{p}_0\mathbf{p}_1\mathbf{p}_2\mathbf{p}_3}(t) &= (1-t) \mathbf{B}_{\mathbf{p}_0\mathbf{p}_1\mathbf{p}_2}(t) + t \mathbf{B}_{\mathbf{p}_1\mathbf{p}_2\mathbf{p}_3}(t) \\ \mathbf{B}_{\mathbf{p}_0\mathbf{p}_1\mathbf{p}_2\mathbf{p}_3}(t) &= (1-t)^3\mathbf{p}_0+3(1-t)^2t\mathbf{p}_1+3(1-t)t^2\mathbf{p}_2+t^3\mathbf{p}_3 \f} * In general, a Bezier curve or order \f$n\f$ can be recursively defined as * \f[ \mathbf{B}_{\mathbf{p}_0\mathbf{p}_1\ldots\mathbf{p}_n}(t) = (1-t) \mathbf{B}_{\mathbf{p}_0\mathbf{p}_1\ldots\mathbf{p}_{n-1}}(t) + t \mathbf{B}_{\mathbf{p}_1\mathbf{p}_2\ldots\mathbf{p}_n}(t) \f] * * This substitution can be repeated an arbitrary number of times. To picture this, imagine * the evaluation of a point on the curve as follows: first, all control points are joined with * straight lines, and a point corresponding to the selected time value is marked on them. * Then, the marked points are joined with straight lines and the point corresponding to * the time value is marked. This is repeated until only one marked point remains, which is the * point at the selected time value. * * @image html bezier-curve-evaluation.png "Evaluation of the Bezier curve" * * An important property of the Bezier curves is that their parameters (control points) * have an intuitive geometric interpretation. Because of this, they are frequently used * in vector graphics editors. * * Every Bezier curve is contained in its control polygon (the convex polygon composed * of its control points). This fact is useful for sweepline algorithms and intersection. * * @par Implementation notes * The order of a Bezier curve is immuable once it has been created. Normally, you should * know the order at compile time and use the BezierCurveN template. If you need to determine * the order at runtime, use the BezierCurve::create() function. It will create a BezierCurveN * for orders 1, 2 and 3 (up to cubic Beziers), so you can later dynamic_cast * to those types, and for higher orders it will create an instance of BezierCurve. * * @relates BezierCurveN * @ingroup Curves */ /** * @class BezierCurveN * @brief Bezier curve with compile-time specified order. * * @tparam degree unsigned value indicating the order of the Bezier curve * * @relates BezierCurve * @ingroup Curves */ BezierCurve::BezierCurve(std::vector const &pts) : inner(pts) { if (pts.size() < 2) { THROW_RANGEERROR("Bezier curve must have at least 2 control points"); } } bool BezierCurve::isDegenerate() const { for (unsigned d = 0; d < 2; ++d) { Coord ic = inner[d][0]; for (unsigned i = 1; i < size(); ++i) { if (inner[d][i] != ic) return false; } } return true; } Coord BezierCurve::length(Coord tolerance) const { switch (order()) { case 0: return 0.0; case 1: return distance(initialPoint(), finalPoint()); case 2: { std::vector pts = controlPoints(); return bezier_length(pts[0], pts[1], pts[2], tolerance); } case 3: { std::vector pts = controlPoints(); return bezier_length(pts[0], pts[1], pts[2], pts[3], tolerance); } default: return bezier_length(controlPoints(), tolerance); } } std::vector BezierCurve::intersect(Curve const &other, Coord eps) const { std::vector result; // in case we encounter an order-1 curve created from a vector // or a degenerate elliptical arc if (isLineSegment()) { LineSegment ls(initialPoint(), finalPoint()); result = ls.intersect(other); return result; } // here we are sure that this curve is at least a quadratic Bezier BezierCurve const *bez = dynamic_cast(&other); if (bez) { std::vector > xs; find_intersections(xs, inner, bez->inner, eps); for (unsigned i = 0; i < xs.size(); ++i) { CurveIntersection x(*this, other, xs[i].first, xs[i].second); result.push_back(x); } return result; } // pass other intersection types to the other curve result = other.intersect(*this, eps); transpose_in_place(result); return result; } bool BezierCurve::isNear(Curve const &c, Coord precision) const { if (this == &c) return true; BezierCurve const *other = dynamic_cast(&c); if (!other) return false; if (!are_near(inner.at0(), other->inner.at0(), precision)) return false; if (!are_near(inner.at1(), other->inner.at1(), precision)) return false; if (size() == other->size()) { for (unsigned i = 1; i < order(); ++i) { if (!are_near(inner.point(i), other->inner.point(i), precision)) { return false; } } return true; } else { // TODO: comparison after degree elevation return false; } } bool BezierCurve::operator==(Curve const &c) const { if (this == &c) return true; BezierCurve const *other = dynamic_cast(&c); if (!other) return false; if (size() != other->size()) return false; for (unsigned i = 0; i < size(); ++i) { if (controlPoint(i) != other->controlPoint(i)) return false; } return true; } Coord BezierCurve::nearestTime(Point const &p, Coord from, Coord to) const { return nearest_time(p, inner, from, to); } void BezierCurve::feed(PathSink &sink, bool moveto_initial) const { if (size() > 4) { Curve::feed(sink, moveto_initial); return; } Point ip = controlPoint(0); if (moveto_initial) { sink.moveTo(ip); } switch (size()) { case 2: sink.lineTo(controlPoint(1)); break; case 3: sink.quadTo(controlPoint(1), controlPoint(2)); break; case 4: sink.curveTo(controlPoint(1), controlPoint(2), controlPoint(3)); break; default: // TODO: add a path sink method that accepts a vector of control points // and converts to cubic spline by default assert(false); break; } } BezierCurve *BezierCurve::create(std::vector const &pts) { switch (pts.size()) { case 0: case 1: THROW_LOGICALERROR("BezierCurve::create: too few points in vector"); return NULL; case 2: return new LineSegment(pts[0], pts[1]); case 3: return new QuadraticBezier(pts[0], pts[1], pts[2]); case 4: return new CubicBezier(pts[0], pts[1], pts[2], pts[3]); default: return new BezierCurve(pts); } } // optimized specializations for LineSegment template <> Curve *BezierCurveN<1>::derivative() const { double dx = inner[X][1] - inner[X][0], dy = inner[Y][1] - inner[Y][0]; return new BezierCurveN<1>(Point(dx,dy),Point(dx,dy)); } template<> Coord BezierCurveN<1>::nearestTime(Point const& p, Coord from, Coord to) const { using std::swap; if ( from > to ) swap(from, to); Point ip = pointAt(from); Point fp = pointAt(to); Point v = fp - ip; Coord l2v = L2sq(v); if (l2v == 0) return 0; Coord t = dot( p - ip, v ) / l2v; if ( t <= 0 ) return from; else if ( t >= 1 ) return to; else return from + t*(to-from); } template <> std::vector BezierCurveN<1>::intersect(Curve const &other, Coord eps) const { std::vector result; // only handle intersections with other LineSegments here if (other.isLineSegment()) { Line this_line(initialPoint(), finalPoint()); Line other_line(other.initialPoint(), other.finalPoint()); result = this_line.intersect(other_line); filter_line_segment_intersections(result, true, true); return result; } // pass all other types to the other curve result = other.intersect(*this, eps); transpose_in_place(result); return result; } template <> int BezierCurveN<1>::winding(Point const &p) const { Point ip = inner.at0(), fp = inner.at1(); if (p[Y] == std::max(ip[Y], fp[Y])) return 0; Point v = fp - ip; assert(v[Y] != 0); Coord t = (p[Y] - ip[Y]) / v[Y]; assert(t >= 0 && t <= 1); Coord xcross = lerp(t, ip[X], fp[X]); if (xcross > p[X]) { return v[Y] > 0 ? 1 : -1; } return 0; } template <> void BezierCurveN<1>::feed(PathSink &sink, bool moveto_initial) const { if (moveto_initial) { sink.moveTo(controlPoint(0)); } sink.lineTo(controlPoint(1)); } template <> void BezierCurveN<2>::feed(PathSink &sink, bool moveto_initial) const { if (moveto_initial) { sink.moveTo(controlPoint(0)); } sink.quadTo(controlPoint(1), controlPoint(2)); } template <> void BezierCurveN<3>::feed(PathSink &sink, bool moveto_initial) const { if (moveto_initial) { sink.moveTo(controlPoint(0)); } sink.curveTo(controlPoint(1), controlPoint(2), controlPoint(3)); } static Coord bezier_length_internal(std::vector &v1, Coord tolerance, int level) { /* The Bezier length algorithm used in 2Geom utilizes a simple fact: * the Bezier curve is longer than the distance between its endpoints * but shorter than the length of the polyline formed by its control * points. When the difference between the two values is smaller than the * error tolerance, we can be sure that the true value is no further than * 0.5 * tolerance from their arithmetic mean. When it's larger, we recursively * subdivide the Bezier curve into two parts and add their lengths. * * We cap the maximum number of subdivisions at 256, which corresponds to 8 levels. */ Coord lower = distance(v1.front(), v1.back()); Coord upper = 0.0; for (size_t i = 0; i < v1.size() - 1; ++i) { upper += distance(v1[i], v1[i+1]); } if (upper - lower <= 2*tolerance || level >= 8) { return (lower + upper) / 2; } std::vector v2 = v1; /* Compute the right subdivision directly in v1 and the left one in v2. * Explanation of the algorithm used: * We have to compute the left and right edges of this triangle in which * the top row are the control points of the Bezier curve, and each cell * is equal to the arithmetic mean of the cells directly above it * to the right and left. This corresponds to subdividing the Bezier curve * at time value 0.5: the left edge has the control points of the first * portion of the Bezier curve and the right edge - the second one. * In the example we subdivide a curve with 5 control points (order 4). * * Start: * 0 1 2 3 4 * ? ? ? ? * ? ? ? * ? ? * ? * # means we have overwritten the value, ? means we don't know * the value yet. Numbers mean the value is at i-th position in the vector. * * After loop with i==1 * # 1 2 3 4 * 0 ? ? ? -> write 0 to v2[1] * ? ? ? * ? ? * ? * * After loop with i==2 * # # 2 3 4 * # 1 ? ? * 0 ? ? -> write 0 to v2[2] * ? ? * ? * * After loop with i==3 * # # # 3 4 * # # 2 ? * # 1 ? * 0 ? -> write 0 to v2[3] * ? * * After loop with i==4, we have the right edge of the triangle in v1, * and we write the last value needed for the left edge in v2[4]. */ for (size_t i = 1; i < v1.size(); ++i) { for (size_t j = i; j > 0; --j) { v1[j-1] = 0.5 * (v1[j-1] + v1[j]); } v2[i] = v1[0]; } return bezier_length_internal(v1, 0.5 * tolerance, level + 1) + bezier_length_internal(v2, 0.5 * tolerance, level + 1); } /** @brief Compute the length of a bezier curve given by a vector of its control points * @relatesalso BezierCurve */ Coord bezier_length(std::vector const &points, Coord tolerance) { if (points.size() < 2) return 0.0; std::vector v1 = points; return bezier_length_internal(v1, tolerance, 0); } static Coord bezier_length_internal(Point a0, Point a1, Point a2, Coord tolerance, int level) { Coord lower = distance(a0, a2); Coord upper = distance(a0, a1) + distance(a1, a2); if (upper - lower <= 2*tolerance || level >= 8) { return (lower + upper) / 2; } Point // Casteljau subdivision // b0 = a0, // c0 = a2, b1 = 0.5*(a0 + a1), c1 = 0.5*(a1 + a2), b2 = 0.5*(b1 + c1); // == c2 return bezier_length_internal(a0, b1, b2, 0.5 * tolerance, level + 1) + bezier_length_internal(b2, c1, a2, 0.5 * tolerance, level + 1); } /** @brief Compute the length of a quadratic bezier curve given by its control points * @relatesalso QuadraticBezier */ Coord bezier_length(Point a0, Point a1, Point a2, Coord tolerance) { return bezier_length_internal(a0, a1, a2, tolerance, 0); } static Coord bezier_length_internal(Point a0, Point a1, Point a2, Point a3, Coord tolerance, int level) { Coord lower = distance(a0, a3); Coord upper = distance(a0, a1) + distance(a1, a2) + distance(a2, a3); if (upper - lower <= 2*tolerance || level >= 8) { return (lower + upper) / 2; } Point // Casteljau subdivision // b0 = a0, // c0 = a3, b1 = 0.5*(a0 + a1), t0 = 0.5*(a1 + a2), c1 = 0.5*(a2 + a3), b2 = 0.5*(b1 + t0), c2 = 0.5*(t0 + c1), b3 = 0.5*(b2 + c2); // == c3 return bezier_length_internal(a0, b1, b2, b3, 0.5 * tolerance, level + 1) + bezier_length_internal(b3, c2, c1, a3, 0.5 * tolerance, level + 1); } /** @brief Compute the length of a cubic bezier curve given by its control points * @relatesalso CubicBezier */ Coord bezier_length(Point a0, Point a1, Point a2, Point a3, Coord tolerance) { return bezier_length_internal(a0, a1, a2, a3, tolerance, 0); } } // end namespace Geom /* 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:fileencoding=utf-8:textwidth=99 :