// 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/ /// @file spline_curve.h /// @see spline_curve.cpp /// @ingroup visual_ts /// #include "vector2d.h" #include 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; 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 t Split point from 0-1 /// @return Curve before and after the split point std::pair Split(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; /// Get the coordinates of each point on this curve /// @param[out] points Vector to add points to /// @return Number of points in the curve int GetPoints(std::vector &points) const; };