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- /* Copyleft (C) 2002 David Griffiths <dave@pawfal.org>
- *
- * 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<Vec2> *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<Vec2> *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<Vec2>::iterator i=Spline.begin();
- i!=Spline.end(); ++i)
- {
-
- SplineSection[3].x=i->x;
- SplineSection[3].y=i->y;
-
- if (SCount>3)
- {
- vector<Vec2> 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<Vec2>::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();
- }
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