mirror of https://github.com/odrling/Aegisub
Implemented finding of nearest point to spline classes.
Originally committed to SVN as r1389.
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@ -261,18 +261,10 @@ void Spline::GetPointList(std::vector<Vector2D> &points) {
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// Generate points for each curve
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for (std::list<SplineCurve>::iterator cur = curves.begin();cur!=curves.end();cur++) {
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// First point
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if (isFirst) {
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pt.x = cur->p1.x;
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pt.y = cur->p1.y;
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points.push_back(pt);
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}
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if (isFirst) points.push_back(cur->p1);
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// Line
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if (cur->type == CURVE_LINE) {
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pt.x = cur->p2.x;
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pt.y = cur->p2.y;
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points.push_back(pt);
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}
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if (cur->type == CURVE_LINE) points.push_back(cur->p2);
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// Bicubic
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else if (cur->type == CURVE_BICUBIC) {
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@ -290,11 +282,7 @@ void Spline::GetPointList(std::vector<Vector2D> &points) {
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for (int i=0;i<steps;i++) {
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// Get t and t-1 (u)
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float t = float(i)/float(steps);
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float u = 1.0f-t;
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// Calculate the point and insert it
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pt = p1*u*u*u + 3*p2*t*u*u + 3*p3*t*t*u + p4*t*t*t;
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points.push_back(pt);
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points.push_back(cur->GetPoint(t));
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}
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}
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}
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@ -308,16 +296,47 @@ void Spline::GetPointList(std::vector<Vector2D> &points) {
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///////////////////////////////////////////////////////
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// t value and curve of the point closest to reference
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void GetClosestParametricPoint(Vector2D reference,int &curve,float &t) {
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// TODO
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void Spline::GetClosestParametricPoint(Vector2D reference,int &curve,float &t,Vector2D &pt) {
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// Has at least one curve?
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curve = 0;
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t = 0.0f;
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if (curves.size() == 0) return;
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// Close the shape
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SplineCurve pad;
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pad.p1 = curves.back().GetEndPoint();
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pad.p2 = curves.front().p1;
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pad.type = CURVE_LINE;
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curves.push_back(pad);
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// Prepare
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float closest = 8000000.0f;
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int i = 0;
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for (std::list<SplineCurve>::iterator cur = curves.begin();cur!=curves.end();cur++,i++) {
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float param = cur->GetClosestParam(reference);
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Vector2D p1 = cur->GetPoint(param);
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float dist = (p1-reference).Len();
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if (dist < closest) {
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closest = dist;
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t = param;
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curve = i;
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pt = p1;
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}
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}
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// Remove closing and return
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curves.pop_back();
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}
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//////////////////////////////
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// Point closest to reference
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Vector2D Spline::GetClosestPoint(Vector2D reference) {
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// TODO
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return Vector2D(-1,-1);
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int curve;
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float t;
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Vector2D point;
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GetClosestParametricPoint(reference,curve,t,point);
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return point;
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}
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@ -62,7 +62,7 @@ public:
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void GetPointList(std::vector<Vector2D> &points);
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void GetClosestParametricPoint(Vector2D reference,int &curve,float &t);
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void GetClosestParametricPoint(Vector2D reference,int &curve,float &t,Vector2D &point);
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Vector2D GetClosestPoint(Vector2D reference);
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Vector2D GetClosestControlPoint(Vector2D reference);
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};
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@ -120,12 +120,33 @@ void SplineCurve::Smooth(Vector2D P0,Vector2D P3,float smooth) {
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}
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///////////////
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// Get a point
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Vector2D SplineCurve::GetPoint(float t) const {
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// Point
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if (type == CURVE_POINT) return p1;
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// Line
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else if (type == CURVE_LINE) {
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return p1*(1.0f-t) + p2*t;
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}
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// Bicubic
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else if (type == CURVE_BICUBIC) {
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float u = 1.0f-t;
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return p1*u*u*u + 3*p2*t*u*u + 3*p3*t*t*u + p4*t*t*t;
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}
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else return Vector2D(0,0);
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}
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///////////////////////
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// Get start/end point
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Vector2D SplineCurve::GetStartPoint() {
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Vector2D SplineCurve::GetStartPoint() const {
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return p1;
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}
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Vector2D SplineCurve::GetEndPoint() {
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Vector2D SplineCurve::GetEndPoint() const {
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switch (type) {
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case CURVE_POINT: return p1;
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case CURVE_LINE: return p2;
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@ -133,3 +154,48 @@ Vector2D SplineCurve::GetEndPoint() {
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default: return p1;
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}
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}
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//////////////////////////////////
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// Get point closest to reference
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Vector2D SplineCurve::GetClosestPoint(Vector2D ref) const {
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return GetPoint(GetClosestParam(ref));
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}
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///////////////////////////////////////////
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// Get value of parameter closest to point
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float SplineCurve::GetClosestParam(Vector2D ref) const {
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// Line
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if (type == CURVE_LINE) {
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//return MID(0.0f,((ref.x-p1.x)*(p2.x-p1.x) + (ref.y-p1.y)*(p2.y-p1.y))/(p2-p1).SquareLen(),1.0f);
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return MID(0.0f,(ref-p1).Dot(p2-p1)/(p2-p1).SquareLen(),1.0f);
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}
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// Bicubic
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if (type == CURVE_BICUBIC) {
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int steps = 100;
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float bestDist = 80000000.0f;
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float bestT = 0.0f;
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for (int i=0;i<=steps;i++) {
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float t = float(i)/float(steps);
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float dist = (GetPoint(t)-ref).Len();
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if (dist < bestDist) {
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bestDist = dist;
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bestT = t;
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}
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}
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return bestT;
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}
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// Something else
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return 0.0f;
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}
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//////////////////
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// Quick distance
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float SplineCurve::GetQuickDistance(Vector2D ref) const {
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if (type == CURVE_BICUBIC) return MIN(MIN((ref-p1).Len(),(ref-p2).Len()),MIN((ref-p3).Len(),(ref-p4).Len()));
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else return (GetClosestPoint(ref)-ref).Len();
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}
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@ -62,6 +62,11 @@ public:
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SplineCurve();
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void Split(SplineCurve &c1,SplineCurve &c2,float t=0.5);
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void Smooth(Vector2D prev,Vector2D next,float smooth=1.0f);
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Vector2D GetStartPoint();
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Vector2D GetEndPoint();
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Vector2D GetPoint(float t) const;
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Vector2D GetStartPoint() const;
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Vector2D GetEndPoint() const;
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Vector2D GetClosestPoint(Vector2D ref) const;
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float GetClosestParam(Vector2D ref) const;
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float GetQuickDistance(Vector2D ref) const;
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};
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@ -109,14 +109,14 @@ Vector2D Vector2D::operator -= (const Vector2D param) {
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//////////
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// Negate
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Vector2D Vector2D::operator - () {
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Vector2D Vector2D::operator - () const {
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return Vector2D(-x,-y);
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}
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////////////////////////////
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// Multiplication by scalar
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Vector2D Vector2D::operator * (float param) {
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Vector2D Vector2D::operator * (float param) const {
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return Vector2D(x * param,y * param);
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}
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@ -133,7 +133,7 @@ Vector2D operator * (float f,const Vector2D &v) {
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//////////////////////
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// Division by scalar
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Vector2D Vector2D::operator / (float param) {
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Vector2D Vector2D::operator / (float param) const {
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return Vector2D(x / param,y / param);
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}
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@ -169,9 +169,16 @@ float Vector2D::Len () const {
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}
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//////////////////
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// Squared Length
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float Vector2D::SquareLen () const {
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return x*x + y*y;
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}
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///////////
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// Unitary
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Vector2D Vector2D::Unit () {
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Vector2D Vector2D::Unit () const {
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float l = Len();
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if (l != 0) {
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Vector2D temp;
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@ -51,23 +51,25 @@ public:
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bool operator == (const Vector2D param) const;
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bool operator != (const Vector2D param) const;
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Vector2D operator - ();
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Vector2D operator - () const;
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Vector2D operator + (const Vector2D param) const;
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Vector2D operator - (const Vector2D param) const;
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Vector2D operator * (float param);
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Vector2D operator / (float param);
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Vector2D operator * (float param) const;
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Vector2D operator / (float param) const;
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Vector2D operator += (const Vector2D param);
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Vector2D operator -= (const Vector2D param);
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Vector2D operator *= (float param);
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Vector2D operator /= (float param);
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Vector2D Unit ();
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Vector2D Unit () const;
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float Cross (const Vector2D param) const;
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float Dot (const Vector2D param) const;
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float Len () const;
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float Length () const { return Len(); }
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float SquareLen () const;
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float SquareLength () const { return SquareLen(); }
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};
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@ -167,6 +167,12 @@ void VisualToolVectorClip::Draw() {
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DrawDashedLine(mx,my,c1->GetEndPoint().x,c1->GetEndPoint().y,6);
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}
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}
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// Draw preview of insert point
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if (mode == 4) {
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Vector2D p1 = spline.GetClosestPoint(Vector2D(mx,my));
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DrawCircle(p1.x,p1.y,4);
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}
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}
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