/* Copyleft (C) 2002 David Griffiths * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "Bezier.h" void Bezier(Vec2 &Out, Vec2 a, Vec2 b, Vec2 c, Vec2 d, float t) { float tc=t*t*t; float ts=t*t; Out.x=(-a.x+3*b.x-3*c.x+d.x)*tc + (3*a.x-6*b.x+3*c.x)*ts + (-3*a.x+3*b.x)*t + a.x; Out.y=(-a.y+3*b.y-3*c.y+d.y)*tc + (3*a.y-6*b.y+3*c.y)*ts + (-3*a.y+3*b.y)*t + a.y; } void CalculateBezierCurve(vector *List, float x1,float y1,float x2,float y2,float x3,float y3,float x4,float y4,int Sections) { Vec2 g1(x1,y1); Vec2 g2(x2,y2); Vec2 g3(x3,y3); Vec2 g4(x4,y4); float t=0; Vec2 p(0,0),lp(0,0); for (int n=0; n<=Sections; n++) { Bezier(p,g1,g2,g3,g4,t); List->push_back(Vec2(p.x,p.y)); lp.x=p.x; lp.y=p.y; t+=0.1; } } void AddToSpline(const Vec2 &CV) { Spline.push_back(CV); } void CalculateBezierSpline(vector *List,int Sections) { if (Spline.size()==0) return; Vec2 SplineSection[4]; SplineSection[0].x=Spline[0].x; SplineSection[0].y=Spline[0].y; SplineSection[1].x=Spline[0].x; SplineSection[1].y=Spline[0].y; SplineSection[2].x=Spline[0].x; SplineSection[2].y=Spline[0].y; SplineSection[3].x=Spline[0].x; SplineSection[3].y=Spline[0].y; int SCount=0; for(vector::iterator i=Spline.begin(); i!=Spline.end(); ++i) { SplineSection[3].x=i->x; SplineSection[3].y=i->y; if (SCount>3) { vector BezierLineList; CalculateBezierCurve(&BezierLineList, SplineSection[0].x,SplineSection[0].y, SplineSection[1].x,SplineSection[1].y, SplineSection[2].x,SplineSection[2].y, SplineSection[3].x,SplineSection[3].y, Sections); for (vector::iterator bi=BezierLineList.begin(); bi!=BezierLineList.end(); bi++) { List->push_back(*bi); } SCount=1; } for (int m=0; m<3; m++) { SplineSection[m].x=SplineSection[m+1].x; SplineSection[m].y=SplineSection[m+1].y; } SCount++; } Spline.clear(); }