forked from mia/Aegisub
c0cfe8afce
Originally committed to SVN as r5987.
308 lines
7.4 KiB
C++
308 lines
7.4 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.cpp
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/// @brief Manage vector drawings for visual typesetting tools
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/// @ingroup visual_ts
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///
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#include "config.h"
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#ifndef AGI_PRE
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#include <limits>
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#include <wx/tokenzr.h>
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#endif
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#include "spline.h"
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#include "utils.h"
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#include "visual_tool.h"
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Spline::Spline(const VisualToolBase &scale) : scale(scale) {
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}
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/// @brief Encode to ASS
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wxString Spline::EncodeToASS() {
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wxString result;
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result.reserve(size() * 10);
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char last = 0;
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for (iterator cur = begin(); cur != end(); ++cur) {
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switch (cur->type) {
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case SplineCurve::POINT:
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if (last != 'm') {
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result += "m ";
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last = 'm';
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}
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result += scale.ToScriptCoords(cur->p1).DStr(' ');
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break;
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case SplineCurve::LINE:
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if (last != 'l') {
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result += "l ";
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last = 'l';
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}
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result += scale.ToScriptCoords(cur->p2).DStr(' ');
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break;
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case SplineCurve::BICUBIC:
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if (last != 'b') {
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result += "b ";
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last = 'b';
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}
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result += scale.ToScriptCoords(cur->p2).DStr(' ') + " ";
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result += scale.ToScriptCoords(cur->p3).DStr(' ') + " ";
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result += scale.ToScriptCoords(cur->p4).DStr(' ');
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break;
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default: break;
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}
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result += " ";
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}
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return result;
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}
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void Spline::DecodeFromASS(wxString str) {
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// Clear current
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clear();
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std::vector<float> stack;
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// Prepare
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char command = 'm';
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Vector2D pt(0, 0);
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// Tokenize the string
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wxStringTokenizer tkn(str, " ");
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while (tkn.HasMoreTokens()) {
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wxString token = tkn.GetNextToken();
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double n;
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if (token.ToCDouble(&n)) {
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stack.push_back(n);
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// Move
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if (stack.size() == 2 && command == 'm') {
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pt = scale.FromScriptCoords(Vector2D(stack[0], stack[1]));
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stack.clear();
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push_back(pt);
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}
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// Line
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if (stack.size() == 2 && command == 'l') {
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SplineCurve curve(pt, scale.FromScriptCoords(Vector2D(stack[0], stack[1])));
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push_back(curve);
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pt = curve.p2;
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stack.clear();
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}
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// Bicubic
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else if (stack.size() == 6 && command == 'b') {
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SplineCurve curve(pt,
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scale.FromScriptCoords(Vector2D(stack[0], stack[1])),
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scale.FromScriptCoords(Vector2D(stack[2], stack[3])),
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scale.FromScriptCoords(Vector2D(stack[4], stack[5])));
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push_back(curve);
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pt = curve.p4;
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stack.clear();
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}
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}
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// Got something else
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else if (token.size() == 1) {
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command = token[0];
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stack.clear();
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}
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}
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}
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void Spline::MovePoint(iterator curve,int point,Vector2D pos) {
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iterator prev = curve;
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if (curve != begin()) --prev;
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iterator next = curve;
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++next;
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if (next != end() && next->type == SplineCurve::POINT)
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next = end();
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// Modify
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if (point == 0) {
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curve->p1 = pos;
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if (curve != begin() && curve->type != SplineCurve::POINT)
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prev->EndPoint() = pos;
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if (next != end() && curve->type == SplineCurve::POINT)
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next->p1 = pos;
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}
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else if (point == 1) {
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curve->p2 = pos;
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if (next != end() && curve->type == SplineCurve::LINE)
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next->p1 = pos;
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}
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else if (point == 2) {
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curve->p3 = pos;
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}
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else if (point == 3) {
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curve->p4 = pos;
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if (next != end())
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next->p1 = pos;
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}
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}
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static int render_bicubic(Spline::iterator cur, std::vector<float> &points) {
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int len = int(
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(cur->p2 - cur->p1).Len() +
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(cur->p3 - cur->p2).Len() +
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(cur->p4 - cur->p3).Len());
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int steps = len/8;
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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 = i / float(steps);
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Vector2D p = cur->GetPoint(t);
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points.push_back(p.X());
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points.push_back(p.Y());
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}
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return steps + 1;
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}
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void Spline::GetPointList(std::vector<float>& points, std::vector<int>& first, std::vector<int>& count) {
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points.clear();
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first.clear();
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count.clear();
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points.reserve((size() + 1) * 2);
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int curCount = 0;
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// Generate points for each curve
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for (iterator cur = begin(); cur != end(); ++cur) {
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switch (cur->type) {
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case SplineCurve::POINT:
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if (curCount > 0)
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count.push_back(curCount);
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// start new path
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first.push_back(points.size() / 2);
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points.push_back(cur->p1.X());
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points.push_back(cur->p1.Y());
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curCount = 1;
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break;
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case SplineCurve::LINE:
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points.push_back(cur->p2.X());
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points.push_back(cur->p2.Y());
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++curCount;
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break;
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case SplineCurve::BICUBIC:
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curCount += render_bicubic(cur, points);
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break;
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default: break;
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}
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}
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count.push_back(curCount);
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}
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void Spline::GetPointList(std::vector<float> &points, iterator curve) {
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points.clear();
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if (curve == end()) return;
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switch (curve->type) {
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case SplineCurve::LINE:
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points.push_back(curve->p1.X());
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points.push_back(curve->p1.Y());
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points.push_back(curve->p2.X());
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points.push_back(curve->p2.Y());
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break;
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case SplineCurve::BICUBIC:
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render_bicubic(curve, points);
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break;
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default: break;
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}
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}
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void Spline::GetClosestParametricPoint(Vector2D reference,iterator &curve,float &t,Vector2D &pt) {
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curve = end();
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t = 0.f;
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if (empty()) return;
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// Close the shape
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push_back(SplineCurve(back().EndPoint(), front().p1));
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float closest = std::numeric_limits<float>::infinity();
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for (iterator cur = begin(); cur != end(); ++cur) {
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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).SquareLen();
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if (dist < closest) {
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closest = dist;
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t = param;
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curve = cur;
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pt = p1;
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}
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}
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if (&*curve == &back()) {
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curve = end();
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}
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// Remove closing and return
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pop_back();
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}
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Vector2D Spline::GetClosestPoint(Vector2D reference) {
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iterator 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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void Spline::Smooth(float smooth) {
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// See if there are enough curves
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if (size() < 3) return;
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// Smooth curve
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iterator curve1 = end();
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--curve1;
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for (iterator cur = begin(); cur != end(); ) {
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iterator curve0 = curve1;
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curve1 = cur;
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++cur;
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iterator curve2 = cur == end() ? begin() : cur;
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curve1->Smooth(curve0->p1, curve2->p2, smooth);
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}
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}
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