From 20d10a93e5becb41d1145f9d35136782365b0ba4 Mon Sep 17 00:00:00 2001 From: Sébastien Dailly Date: Thu, 17 Dec 2020 13:56:00 +0100 Subject: Refactor --- shapes/bezier.ml | 203 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 203 insertions(+) create mode 100755 shapes/bezier.ml (limited to 'shapes/bezier.ml') diff --git a/shapes/bezier.ml b/shapes/bezier.ml new file mode 100755 index 0000000..bf7aaaa --- /dev/null +++ b/shapes/bezier.ml @@ -0,0 +1,203 @@ +(** + + Bezier curve +*) + +module Utils = Tools.Utils + +type quadratic = + { p0:Gg.v2 (* The starting point *) + ; p1:Gg.v2 (* The end point *) + ; ctrl:Gg.v2 } (* The control point *) + + +type t = + { p0:Gg.v2 (* The starting point *) + ; p1:Gg.v2 (* The end point *) + ; ctrl0:Gg.v2 (* The control point *) + ; ctrl1:Gg.v2 } (* The control point *) + + +(** + Build a control point for a quadratic curve for passing throuht 3 points. + taken from https://xuhehuan.com/2608.html + + + also look to https://pomax.github.io/bezierinfo/#pointcurves +*) +let three_points_quadratic + : Gg.v2 -> Gg.v2 -> Gg.v2 -> quadratic + = fun p0 c1 p1 -> + + let open Gg.V2 in + + let vect_1 = p0 - c1 + and vect_2 = p1 - c1 in + let norm1 = norm vect_1 + and norm2 = norm vect_2 in + let v = (Float.sqrt (norm1 *. norm2)) /. 2. in + + let ctrl = c1 - v * (( vect_1 / norm1) + (vect_2 / norm2)) in + {p0; p1; ctrl} + +(** + + Convert a cubic bezier curve into a quadratic one + +*) +let quadratic_to_cubic + : quadratic -> t + = fun {p0; p1; ctrl} -> + + let coef = 2. /. 3. in + + let open Gg.V2 in + { p0 + ; p1 + ; ctrl0 = mix p0 ctrl coef + ; ctrl1 = mix p1 ctrl coef } + + + +let abc_ratio + : int -> float -> float + = fun n t -> + let n' = Float.of_int n in + let bottom = (Float.pow t n') +. (Float.pow (1. -. t) n') in + let top = bottom -. 1. in + Float.abs (top /. bottom) + +let half_cubic_ratio = abc_ratio 3 0.5 + +exception Not_found + +(** + + https://pomax.github.io/bezierinfo/#pointcurves + +*) +let three_points_cubic + : float -> Gg.v2 -> Gg.v2 -> Gg.v2 -> t + = fun f p0 p1 p2 -> + + let open Gg.V2 in + + let c = half ( p0 + p2) in + let a = p1 + ((p1 - c) / half_cubic_ratio) in + + let vect1_0 = p1 - p0 in + let vect2_0 = p2 - p0 in + + let d1 = norm vect1_0 + and d2 = norm (p2 - p1) in + let t = d1 /. (d1 +. d2) in + + let angle_1_0 = angle vect1_0 + and angle_2_0 = angle vect2_0 in + + (* get our e1-e2 distances *) + let angle = mod_float + (Gg.Float.two_pi + +. angle_2_0 + -. angle_1_0) + Gg.Float.two_pi in + + let distance = (norm vect2_0) *. f in + + let bc = + if angle < 0. || angle > Gg.Float.pi then + Float.(neg distance) + else + distance in + let de1 = t *. bc + and de2 = (1. -. t) *. bc in + + (* get the circle-aligned slope as normalized dx/dy *) + let center = Utils.center p0 p1 p2 in + match center with + | None -> raise Not_found + | Some center -> + let t' = p1 - center in + let tangent0 = v + ((x p1) -. (y t')) + ((y p1) +. (x t')) + and tangent1 = v + ((x p1) +. (y t')) + ((y p1) -. (x t')) in + + let d = unit (tangent1 - tangent0) in + + (* then set up an e1 and e2 parallel to the baseline *) + let e1 = p1 + de1 * d + and e2 = p1 - de2 * d in + + (* then use those e1/e2 to derive the new hull coordinates *) + let v1 = a + (e1 - a) / (1. -. t) + and v2 = a + (e2 - a) / t in + + let ctrl0 = p0 + (v1 - p0) / t + and ctrl1 = p2 + (v2 -p2) / (1. -. t) in + + {p0; p1 = p2; ctrl0; ctrl1} + +(** Split a bezier curve in two at a given position *) +let slice + : float -> t -> t * t + = fun t {p0; p1; ctrl0; ctrl1} -> + + let mix p1 p2 = Gg.V2.mix p1 p2 t in + + let p12 = mix p0 ctrl0 + and p23 = mix ctrl0 ctrl1 + and p34 = mix ctrl1 p1 in + + let p123 = mix p12 p23 + and p234 = mix p23 p34 in + + let p1234 = mix p123 p234 in + + ( { p0 + ; ctrl0 = p12 + ; ctrl1 = p123 + ; p1 = p1234 } + , { p0 = p1234 + ; ctrl0 = p234 + ; ctrl1 = p34 + ; p1 } ) + + +let get_closest_point + : Gg.v2 -> t -> float * Gg.v2 + = fun point t -> + + let rec f min max t = + + (* First devide the curve in two *) + let seq_0, seq_1 = slice 0.5 t in + let avg = (min +. max) /. 2. in + + let p0 = t.p0 + and p1 = t.p1 + and p01 = seq_0.p1 in (* seq_0.p1 = seq_1.p0 *) + + let open Gg.V2 in + let center0 = mix p0 p01 0.5 + and center1 = mix p01 p1 0.5 in + + if Tools.Utils.equal_point 0.001 p0 p1 then + avg, p01 + else if (norm (point - center0)) < (norm (point - center1)) then + f min avg seq_0 + else + f avg max seq_1 + + in f 0. 1. t + +let reverse + : t -> t + = fun bezier -> + { + p0 = bezier.p1 + ; p1 = bezier.p0 + ; ctrl0 = bezier.ctrl1 + ; ctrl1 = bezier.ctrl0 } -- cgit v1.2.3