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add bezier helpers
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56
include/cglm/bezier.h
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56
include/cglm/bezier.h
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/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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#ifndef cglm_bezier_h
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#define cglm_bezier_h
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#define GLM_BEZIER_MAT_INIT {{-1.0f, 3.0f, -3.0f, 1.0f}, \
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{ 3.0f, -6.0f, 3.0f, 0.0f}, \
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{-3.0f, 3.0f, 0.0f, 0.0f}, \
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{ 1.0f, 0.0f, 0.0f, 0.0f}}
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/* for C only */
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#define GLM_BEZIER_MAT ((mat4)GLM_BEZIER_MAT_INIT)
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#define CGLM_DECASTEL_EPS 1e-9
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#define CGLM_DECASTEL_MAX 1000
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#define CGLM_DECASTEL_SMALL 1e-20
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/*!
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* @brief cubic bezier interpolation
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*
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* Formula:
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* B(s) = P0*(1-s)^3 + 3*C0*s*(1-s)^2 + 3*C1*s^2*(1-s) + P1*s^3
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*
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* similar result using matrix:
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* B(s) = glm_smc(t, GLM_BEZIER_MAT, (vec4){p0, c0, c1, p1})
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*
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* glm_eq(glm_smc(...), glm_bezier(...)) should return TRUE
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*
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* @param[in] s parameter between 0 and 1
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* @param[in] p0 begin point
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* @param[in] c0 control point 1
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* @param[in] c1 control point 2
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* @param[in] p1 end point
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*
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* @return B(s)
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*/
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CGLM_INLINE
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float
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glm_bezier(float s, float p0, float c0, float c1, float p1) {
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float x, xx, ss, xs3, a;
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x = 1.0f - s;
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xx = x * x;
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ss = s * s;
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xs3 = (s - ss) * 3.0f;
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a = p0 * xx + c0 * xs3;
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return a + s * (c1 * xs3 + p1 * ss - a);
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}
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#endif /* cglm_bezier_h */
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23
include/cglm/call/bezier.h
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23
include/cglm/call/bezier.h
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/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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#ifndef cglmc_curve_h
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#define cglmc_curve_h
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "../cglm.h"
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CGLM_EXPORT
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float
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glmc_bezier(float s, float p0, float c0, float c1, float p1);
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#ifdef __cplusplus
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}
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#endif
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#endif /* cglmc_curve_h */
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@@ -27,5 +27,6 @@
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#include "sphere.h"
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#include "ease.h"
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#include "curve.h"
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#include "bezier.h"
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#endif /* cglm_h */
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