Esempio n. 1
0
        /// <summary>
        /// Attempts to find a slightly better parameterization for u on the given curve.
        /// </summary>
        protected void Reparameterize(int first, int last, CubicBezier curve)
        {
#if OPTIMIZED_REPARAMETERIZE
            using var _ = ReparameterizeMarker.Auto();
            unsafe
            {
                using (_pts.ViewAsNativeArray(out var pts))
                    using (_u.ViewAsNativeArray(out var u))
                        OptimizedHelpers.Reparameterize(first, last, curve, (VECTOR *)pts.GetUnsafePtr(), (FLOAT *)u.GetUnsafePtr());
            }
#else
            using var _ = ReparameterizeMarker.Auto();
            List <VECTOR> pts  = _pts;
            List <FLOAT>  u    = _u;
            int           nPts = last - first;
            for (int i = 1; i < nPts; i++)
            {
                VECTOR p  = pts[first + i];
                FLOAT  t  = u[i];
                FLOAT  ti = 1 - t;

                // Control vertices for Q'
                VECTOR qp0 = (curve.p1 - curve.p0) * 3;
                VECTOR qp1 = (curve.p2 - curve.p1) * 3;
                VECTOR qp2 = (curve.p3 - curve.p2) * 3;

                // Control vertices for Q''
                VECTOR qpp0 = (qp1 - qp0) * 2;
                VECTOR qpp1 = (qp2 - qp1) * 2;

                // Evaluate Q(t), Q'(t), and Q''(t)
                VECTOR p0 = curve.Sample(t);
                VECTOR p1 = ((ti * ti) * qp0) + ((2 * ti * t) * qp1) + ((t * t) * qp2);
                VECTOR p2 = (ti * qpp0) + (t * qpp1);

                // these are the actual fitting calculations using http://en.wikipedia.org/wiki/Newton%27s_method
                // We can't just use .X and .Y because Unity uses lower-case "x" and "y".
                FLOAT num  = ((VectorHelper.GetX(p0) - VectorHelper.GetX(p)) * VectorHelper.GetX(p1)) + ((VectorHelper.GetY(p0) - VectorHelper.GetY(p)) * VectorHelper.GetY(p1));
                FLOAT den  = (VectorHelper.GetX(p1) * VectorHelper.GetX(p1)) + (VectorHelper.GetY(p1) * VectorHelper.GetY(p1)) + ((VectorHelper.GetX(p0) - VectorHelper.GetX(p)) * VectorHelper.GetX(p2)) + ((VectorHelper.GetY(p0) - VectorHelper.GetY(p)) * VectorHelper.GetY(p2));
                FLOAT newU = t - num / den;
                if (Math.Abs(den) > EPSILON && newU >= 0 && newU <= 1)
                {
                    u[i] = newU;
                }
            }
#endif
        }
Esempio n. 2
0
        /// <summary>
        /// Computes the maximum squared distance from a point to the curve using the current parameterization.
        /// </summary>
        protected FLOAT FindMaxSquaredError(int first, int last, CubicBezier curve, out int split)
        {
#if OPTIMIZED_FINDMAXSQUAREDERROR
            using var _ = FindMaxSquaredErrorMarker.Auto();
            unsafe
            {
                using (_pts.ViewAsNativeArray(out var pts))
                    using (_u.ViewAsNativeArray(out var u))
                    {
                        OptimizedHelpers.FindMaxSquaredError(first, last, curve, out split, (VECTOR *)pts.GetUnsafePtr(), (FLOAT *)u.GetUnsafePtr(), out var max);
                        return(max);
                    }
            }
#else
            using var _ = FindMaxSquaredErrorMarker.Auto();
            List <VECTOR> pts  = _pts;
            List <FLOAT>  u    = _u;
            int           s    = (last - first + 1) / 2;
            int           nPts = last - first + 1;
            FLOAT         max  = 0;
            for (int i = 1; i < nPts; i++)
            {
                VECTOR v0 = pts[first + i];
                VECTOR v1 = curve.Sample(u[i]);
                FLOAT  d  = VectorHelper.DistanceSquared(v0, v1);
                if (d > max)
                {
                    max = d;
                    s   = i;
                }
            }

            // split at point of maximum error
            split = s + first;
            if (split <= first)
            {
                split = first + 1;
            }
            if (split >= last)
            {
                split = last - 1;
            }

            return(max);
#endif
        }
Esempio n. 3
0
        /// <summary>
        /// Updates the internal arc length array for a curve. Expects the list to contain enough elements.
        /// </summary>
        private void UpdateArcLengths(int iCurve)
        {
            CubicBezier  curve    = _curves[iCurve];
            int          nSamples = _samplesPerCurve;
            List <FLOAT> arclen   = _arclen;
            FLOAT        clen     = iCurve > 0 ? arclen[iCurve * nSamples - 1] : 0;
            VECTOR       pp       = curve.p0;

            Debug.Assert(arclen.Count >= ((iCurve + 1) * nSamples));
            for (int iPoint = 0; iPoint < nSamples; iPoint++)
            {
                int    idx = (iCurve * nSamples) + iPoint;
                FLOAT  t   = (iPoint + 1) / (FLOAT)nSamples;
                VECTOR np  = curve.Sample(t);
                FLOAT  d   = VectorHelper.Distance(np, pp);
                clen       += d;
                arclen[idx] = clen;
                pp          = np;
            }
        }