145 lines
6.7 KiB
C++
145 lines
6.7 KiB
C++
//------------------------------------------------------------------------------
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// VERSION 0.1
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//
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// LICENSE
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// This software is dual-licensed to the public domain and under the following
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// license: you are granted a perpetual, irrevocable license to copy, modify,
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// publish, and distribute this file as you see fit.
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//
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// CREDITS
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// Written by Michal Cichon
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//------------------------------------------------------------------------------
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# ifndef __IMGUI_BEZIER_MATH_H__
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# define __IMGUI_BEZIER_MATH_H__
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# pragma once
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//------------------------------------------------------------------------------
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# include "imgui_extra_math.h"
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//------------------------------------------------------------------------------
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template <typename T>
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struct ImCubicBezierPointsT
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{
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T P0;
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T P1;
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T P2;
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T P3;
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};
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using ImCubicBezierPoints = ImCubicBezierPointsT<ImVec2>;
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//------------------------------------------------------------------------------
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// Low-level Bezier curve sampling.
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template <typename T> inline T ImLinearBezier(const T& p0, const T& p1, float t);
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template <typename T> inline T ImLinearBezierDt(const T& p0, const T& p1, float t);
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template <typename T> inline T ImQuadraticBezier(const T& p0, const T& p1, const T& p2, float t);
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template <typename T> inline T ImQuadraticBezierDt(const T& p0, const T& p1, const T& p2, float t);
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template <typename T> inline T ImCubicBezier(const T& p0, const T& p1, const T& p2, const T& p3, float t);
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template <typename T> inline T ImCubicBezierDt(const T& p0, const T& p1, const T& p2, const T& p3, float t);
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// High-level Bezier sampling, automatically collapse to lower level Bezier curves if control points overlap.
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template <typename T> inline T ImCubicBezierSample(const T& p0, const T& p1, const T& p2, const T& p3, float t);
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template <typename T> inline T ImCubicBezierSample(const ImCubicBezierPointsT<T>& curve, float t);
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template <typename T> inline T ImCubicBezierTangent(const T& p0, const T& p1, const T& p2, const T& p3, float t);
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template <typename T> inline T ImCubicBezierTangent(const ImCubicBezierPointsT<T>& curve, float t);
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// Calculate approximate length of Cubic Bezier curve.
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template <typename T> inline float ImCubicBezierLength(const T& p0, const T& p1, const T& p2, const T& p3);
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template <typename T> inline float ImCubicBezierLength(const ImCubicBezierPointsT<T>& curve);
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// Splits Cubic Bezier curve into two curves.
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template <typename T>
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struct ImCubicBezierSplitResultT
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{
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ImCubicBezierPointsT<T> Left;
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ImCubicBezierPointsT<T> Right;
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};
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using ImCubicBezierSplitResult = ImCubicBezierSplitResultT<ImVec2>;
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template <typename T> inline ImCubicBezierSplitResultT<T> ImCubicBezierSplit(const T& p0, const T& p1, const T& p2, const T& p3, float t);
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template <typename T> inline ImCubicBezierSplitResultT<T> ImCubicBezierSplit(const ImCubicBezierPointsT<T>& curve, float t);
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// Returns bounding rectangle of Cubic Bezier curve.
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inline ImRect ImCubicBezierBoundingRect(const ImVec2& p0, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3);
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inline ImRect ImCubicBezierBoundingRect(const ImCubicBezierPoints& curve);
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// Project point on Cubic Bezier curve.
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struct ImProjectResult
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{
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ImVec2 Point; // Point on curve
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float Time; // [0 - 1]
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float Distance; // Distance to curve
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};
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inline ImProjectResult ImProjectOnCubicBezier(const ImVec2& p, const ImVec2& p0, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const int subdivisions = 100);
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inline ImProjectResult ImProjectOnCubicBezier(const ImVec2& p, const ImCubicBezierPoints& curve, const int subdivisions = 100);
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// Calculate intersection between line and a Cubic Bezier curve.
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struct ImCubicBezierIntersectResult
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{
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int Count;
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ImVec2 Points[3];
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};
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inline ImCubicBezierIntersectResult ImCubicBezierLineIntersect(const ImVec2& p0, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& a0, const ImVec2& a1);
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inline ImCubicBezierIntersectResult ImCubicBezierLineIntersect(const ImCubicBezierPoints& curve, const ImLine& line);
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// Adaptive Cubic Bezier subdivision.
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enum ImCubicBezierSubdivideFlags
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{
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ImCubicBezierSubdivide_None = 0,
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ImCubicBezierSubdivide_SkipFirst = 1
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};
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struct ImCubicBezierSubdivideSample
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{
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ImVec2 Point;
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ImVec2 Tangent;
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};
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using ImCubicBezierSubdivideCallback = void (*)(const ImCubicBezierSubdivideSample& p, void* user_pointer);
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inline void ImCubicBezierSubdivide(ImCubicBezierSubdivideCallback callback, void* user_pointer, const ImVec2& p0, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float tess_tol = -1.0f, ImCubicBezierSubdivideFlags flags = ImCubicBezierSubdivide_None);
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inline void ImCubicBezierSubdivide(ImCubicBezierSubdivideCallback callback, void* user_pointer, const ImCubicBezierPoints& curve, float tess_tol = -1.0f, ImCubicBezierSubdivideFlags flags = ImCubicBezierSubdivide_None);
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// F has signature void(const ImCubicBezierSubdivideSample& p)
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template <typename F> inline void ImCubicBezierSubdivide(F& callback, const ImVec2& p0, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float tess_tol = -1.0f, ImCubicBezierSubdivideFlags flags = ImCubicBezierSubdivide_None);
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template <typename F> inline void ImCubicBezierSubdivide(F& callback, const ImCubicBezierPoints& curve, float tess_tol = -1.0f, ImCubicBezierSubdivideFlags flags = ImCubicBezierSubdivide_None);
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// Fixed step Cubic Bezier subdivision.
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struct ImCubicBezierFixedStepSample
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{
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float T;
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float Length;
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ImVec2 Point;
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bool BreakSearch;
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};
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using ImCubicBezierFixedStepCallback = void (*)(ImCubicBezierFixedStepSample& sample, void* user_pointer);
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inline void ImCubicBezierFixedStep(ImCubicBezierFixedStepCallback callback, void* user_pointer, const ImVec2& p0, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float step, bool overshoot = false, float max_value_error = 1e-3f, float max_t_error = 1e-5f);
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inline void ImCubicBezierFixedStep(ImCubicBezierFixedStepCallback callback, void* user_pointer, const ImCubicBezierPoints& curve, float step, bool overshoot = false, float max_value_error = 1e-3f, float max_t_error = 1e-5f);
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// F has signature void(const ImCubicBezierFixedStepSample& p)
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template <typename F> inline void ImCubicBezierFixedStep(F& callback, const ImVec2& p0, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float step, bool overshoot = false, float max_value_error = 1e-3f, float max_t_error = 1e-5f);
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template <typename F> inline void ImCubicBezierFixedStep(F& callback, const ImCubicBezierPoints& curve, float step, bool overshoot = false, float max_value_error = 1e-3f, float max_t_error = 1e-5f);
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//------------------------------------------------------------------------------
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# include "imgui_bezier_math.inl"
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//------------------------------------------------------------------------------
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# endif // __IMGUI_BEZIER_MATH_H__
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