mirror of https://github.com/odrling/Aegisub
86 lines
3.2 KiB
C++
86 lines
3.2 KiB
C++
// Copyright (c) 2007, Rodrigo Braz Monteiro
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// * Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// * Neither the name of the Aegisub Group nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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//
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// Aegisub Project http://www.aegisub.org/
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/// @file spline_curve.h
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/// @see spline_curve.cpp
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/// @ingroup visual_ts
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///
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#include "vector2d.h"
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#include <vector>
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class SplineCurve {
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/// Closest t in segment p1-p2 to point p3
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float GetClosestSegmentPart(Vector2D p1, Vector2D p2, Vector2D p3) const;
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/// Closest distance between p3 and segment p1-p2
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float GetClosestSegmentDistance(Vector2D p1, Vector2D p2, Vector2D p3) const;
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public:
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enum CurveType {
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POINT,
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LINE,
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BICUBIC
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};
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Vector2D p1;
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Vector2D p2;
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Vector2D p3;
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Vector2D p4;
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CurveType type;
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SplineCurve(Vector2D p1 = Vector2D(0, 0));
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SplineCurve(Vector2D p1, Vector2D p2);
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SplineCurve(Vector2D p1, Vector2D p2, Vector2D p3, Vector2D p4);
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/// @brief Split a curve in two using the de Casteljau algorithm
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/// @param t Split point from 0-1
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/// @return Curve before and after the split point
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std::pair<SplineCurve, SplineCurve> Split(float t = 0.5f);
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/// @brief Smooths the curve
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/// @note Based on http://antigrain.com/research/bezier_interpolation/index.html
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void Smooth(Vector2D prev, Vector2D next, float smooth = 1.0f);
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Vector2D GetPoint(float t) const;
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Vector2D& EndPoint();
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/// Get point on the curve closest to reference
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Vector2D GetClosestPoint(Vector2D ref) const;
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/// Get t value for the closest point to reference
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float GetClosestParam(Vector2D ref) const;
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/// Get distance from ref to the closest point on the curve
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float GetQuickDistance(Vector2D ref) const;
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/// Get the coordinates of each point on this curve
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/// @param[out] points Vector to add points to
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/// @return Number of points in the curve
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int GetPoints(std::vector<float> &points) const;
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};
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