Aegisub/aegisub/src/spline_curve.cpp
Thomas Goyne be77dc8307 Mostly rewrite the visual tools and related classes
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.
2011-11-06 17:18:20 +00:00

167 lines
5 KiB
C++

// 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/
//
// $Id$
/// @file spline_curve.cpp
/// @brief Handle bicubic splines (Bezier curves) in vector drawings
/// @ingroup visual_ts
///
#include "config.h"
#include "spline_curve.h"
#include "utils.h"
#ifndef AGI_PRE
#include <limits>
#include <numeric>
#endif
SplineCurve::SplineCurve(Vector2D p1) : p1(p1), type(POINT) { }
SplineCurve::SplineCurve(Vector2D p1, Vector2D p2) : p1(p1), p2(p2), type(LINE) { }
SplineCurve::SplineCurve(Vector2D p1, Vector2D p2, Vector2D p3, Vector2D p4)
: p1(p1), p2(p2), p3(p3), p4(p4), type(BICUBIC)
{
}
void SplineCurve::Split(SplineCurve &c1, SplineCurve &c2, float t) {
if (type == LINE) {
c1 = SplineCurve(p1, p1 * (1 - t) + p2 * t);
c2 = SplineCurve(c1.p2, p2);
}
else if (type == BICUBIC) {
float u = 1 - t;
Vector2D p12 = p1 * u + p2 * t;
Vector2D p23 = p2 * u + p3 * t;
Vector2D p34 = p3 * u + p4 * t;
Vector2D p123 = p12 * u + p23 * t;
Vector2D p234 = p23 * u + p34 * t;
Vector2D p1234 = p123 * u + p234 * t;
c1 = SplineCurve(p1, p12, p123, p1234);
c2 = SplineCurve(p1234, p234, p34, p4);
}
}
void SplineCurve::Smooth(Vector2D p0, Vector2D p3, float smooth) {
if (type != LINE || p1 == p2) return;
smooth = mid(0.f, smooth, 1.f);
// Calculate intermediate points
Vector2D c1 = (p0 + p1) / 2.f;
Vector2D c2 = (p1 + p2) / 2.f;
Vector2D c3 = (p2 + p3) / 2.f;
float len1 = (p1 - p0).Len();
float len2 = (p2 - p1).Len();
float len3 = (p3 - p2).Len();
float k1 = len1 / (len1 + len2);
float k2 = len2 / (len2 + len3);
Vector2D m1 = c1 + (c2 - c1) * k1;
Vector2D m2 = c2 + (c3 - c2) * k2;
// Set curve points
p4 = p2;
p3 = m2 + (c2 - m2) * smooth + p2 - m2;
p2 = m1 + (c2 - m1) * smooth + p1 - m1;
type = BICUBIC;
}
Vector2D SplineCurve::GetPoint(float t) const {
float u = 1.f - t;
if (type == POINT)
return p1;
if (type == LINE)
return p1 * u + p2 * t;
return p1*u*u*u + 3*p2*t*u*u + 3*p3*t*t*u + p4*t*t*t;
}
Vector2D& SplineCurve::EndPoint() {
switch (type) {
case POINT: return p1;
case LINE: return p2;
case BICUBIC: return p4;
default: return p1;
}
}
Vector2D SplineCurve::GetClosestPoint(Vector2D ref) const {
return GetPoint(GetClosestParam(ref));
}
float SplineCurve::GetClosestParam(Vector2D ref) const {
if (type == LINE)
return GetClosestSegmentPart(p1, p2, ref);
if (type == BICUBIC) {
int steps = 100;
float bestDist = std::numeric_limits<float>::max();
float bestT = 0.f;
for (int i = 0; i <= steps; ++i) {
float t = i / float(steps);
float dist = (GetPoint(t) - ref).SquareLen();
if (dist < bestDist) {
bestDist = dist;
bestT = t;
}
}
return bestT;
}
return 0.f;
}
float SplineCurve::GetQuickDistance(Vector2D ref) const {
if (type == BICUBIC) {
float lens[] = {
GetClosestSegmentDistance(p1, p2, ref),
GetClosestSegmentDistance(p2, p3, ref),
GetClosestSegmentDistance(p3, p4, ref),
GetClosestSegmentDistance(p4, p1, ref),
GetClosestSegmentDistance(p1, p3, ref),
GetClosestSegmentDistance(p2, p4, ref)
};
return *std::min_element(lens, lens + 6);
}
return (GetClosestPoint(ref) - ref).Len();
}
float SplineCurve::GetClosestSegmentPart(Vector2D pt1, Vector2D pt2, Vector2D pt3) const {
return mid(0.f, (pt3 - pt1).Dot(pt2 - pt1) / (pt2 - pt1).SquareLen(), 1.f);
}
float SplineCurve::GetClosestSegmentDistance(Vector2D pt1, Vector2D pt2, Vector2D pt3) const {
float t = GetClosestSegmentPart(pt1, pt2, pt3);
return (pt1 * (1.f - t) + pt2 * t - pt3).Len();
}