forked from mia/Aegisub
Convert all coordinates within the visual tools to Vector2D, which has been significantly extended. Eliminates a lot of issues with accumulated rounding errors and simplifies a lot of code. Modernize the visual tools' interactions with the rest of Aegisub by connecting to signals directly rather than routing everything through the video display and converting the main visual tool mode toolbar to the command system. Extract all references to OpenGL from the visual tools and move them to OpenGLWrapper as a first step towards making it possible to implement an alternative video renderer. In the process, eliminate all uses of OpenGL immediate mode. Fix a bunch of minor issues and general instability. Originally committed to SVN as r5823.
88 lines
3.1 KiB
C++
88 lines
3.1 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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//
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// $Id$
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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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/// DOCME
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/// @class SplineCurve
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/// @brief DOCME
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///
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/// DOCME
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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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/// DOCME
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CurveType type;
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SplineCurve(Vector2D p1 = Vector2D());
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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[out] c1 Curve before split point
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/// @param[out] c2 Curve after split point
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/// @param t Split point
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void Split(SplineCurve &c1, SplineCurve &c2, 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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};
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