Aegisub/aegisub/src/spline_curve.h

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// Copyright (c) 2007, Rodrigo Braz Monteiro
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
// * Neither the name of the Aegisub Group nor the names of its contributors
// may be used to endorse or promote products derived from this software
// without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
// Aegisub Project http://www.aegisub.org/
//
// $Id$
/// @file spline_curve.h
/// @see spline_curve.cpp
/// @ingroup visual_ts
///
#include "vector2d.h"
/// DOCME
/// @class SplineCurve
/// @brief DOCME
///
/// DOCME
class SplineCurve {
/// Closest t in segment p1-p2 to point p3
float GetClosestSegmentPart(Vector2D p1, Vector2D p2, Vector2D p3) const;
/// Closest distance between p3 and segment p1-p2
float GetClosestSegmentDistance(Vector2D p1, Vector2D p2, Vector2D p3) const;
public:
enum CurveType {
POINT,
LINE,
BICUBIC
};
Vector2D p1;
Vector2D p2;
Vector2D p3;
Vector2D p4;
/// DOCME
CurveType type;
SplineCurve(Vector2D p1 = Vector2D(0, 0));
SplineCurve(Vector2D p1, Vector2D p2);
SplineCurve(Vector2D p1, Vector2D p2, Vector2D p3, Vector2D p4);
/// @brief Split a curve in two using the de Casteljau algorithm
/// @param[out] c1 Curve before split point
/// @param[out] c2 Curve after split point
/// @param t Split point
void Split(SplineCurve &c1, SplineCurve &c2, float t = 0.5f);
/// @brief Smooths the curve
/// @note Based on http://antigrain.com/research/bezier_interpolation/index.html
void Smooth(Vector2D prev, Vector2D next, float smooth = 1.0f);
Vector2D GetPoint(float t) const;
Vector2D& EndPoint();
/// Get point on the curve closest to reference
Vector2D GetClosestPoint(Vector2D ref) const;
/// Get t value for the closest point to reference
float GetClosestParam(Vector2D ref) const;
/// Get distance from ref to the closest point on the curve
float GetQuickDistance(Vector2D ref) const;
};