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curve: de casteljau implementation for solving cubic bezier
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6
CREDITS
6
CREDITS
@@ -55,3 +55,9 @@ https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c
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10. Horizontal add
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https://stackoverflow.com/questions/6996764/fastest-way-to-do-horizontal-float-vector-sum-on-x86
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11. de casteljau implementation and comments
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https://forums.khronos.org/showthread.php/10264-Animations-in-1-4-1-release-notes-revision-A/page2?highlight=bezier
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https://forums.khronos.org/showthread.php/10644-Animation-Bezier-interpolation
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https://forums.khronos.org/showthread.php/10387-2D-Tangents-in-Bezier-Splines?p=34164&viewfull=1#post34164
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https://forums.khronos.org/showthread.php/10651-Animation-TCB-Spline-Interpolation-in-COLLADA?highlight=bezier
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@@ -53,4 +53,77 @@ glm_bezier(float s, float p0, float c0, float c1, float p1) {
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return a + s * (c1 * xs3 + p1 * ss - a);
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}
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/*!
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* @brief iterative way to solve cubic equation
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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 parameter to use in cubic equation
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*/
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CGLM_INLINE
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float
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glm_decasteljau(float prm, float p0, float c0, float c1, float p1) {
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float u, v, a, b, c, d, e, f;
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int i;
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if (prm - p0 < CGLM_DECASTEL_SMALL)
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return 0.0f;
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if (p1 - prm < CGLM_DECASTEL_SMALL)
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return 1.0f;
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u = 0.0f;
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v = 1.0f;
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for (i = 0; i < CGLM_DECASTEL_MAX; i++) {
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/* de Casteljau Subdivision */
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a = (p0 + c0) * 0.5f;
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b = (c0 + c1) * 0.5f;
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c = (c1 + p1) * 0.5f;
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d = (a + b) * 0.5f;
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e = (b + c) * 0.5f;
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f = (d + e) * 0.5f; /* this one is on the curve! */
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/* The curve point is close enough to our wanted t */
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if (fabsf(f - prm) < CGLM_DECASTEL_EPS)
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return glm_clamp_zo((u + v) * 0.5f);
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/* dichotomy */
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if (f < prm) {
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p0 = f;
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c0 = e;
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c1 = c;
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u = (u + v) * 0.5f;
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} else {
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c0 = a;
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c1 = d;
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p1 = f;
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v = (u + v) * 0.5f;
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}
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}
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return glm_clamp_zo((u + v) * 0.5f);
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}
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/*!
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* @brief solve cubic bezier equation
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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 parameter to use in cubic equation
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*/
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CGLM_INLINE
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float
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glm_bezier_solve(float prm, float p0, float c0, float c1, float p1) {
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return glm_decasteljau(prm, p0, c0, c1, p1);
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}
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#endif /* cglm_bezier_h */
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@@ -28,6 +28,7 @@ extern "C" {
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#include "call/sphere.h"
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#include "call/ease.h"
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#include "call/curve.h"
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#include "call/bezier.h"
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#ifdef __cplusplus
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}
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@@ -5,8 +5,8 @@
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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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#ifndef cglmc_bezier_h
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#define cglmc_bezier_h
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#ifdef __cplusplus
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extern "C" {
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#endif
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@@ -17,7 +17,15 @@ 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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CGLM_EXPORT
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float
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glmc_decasteljau(float prm, float p0, float c0, float c1, float p1);
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CGLM_EXPORT
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float
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glmc_bezier_solve(float prm, 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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#endif /* cglmc_bezier_h */
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12
src/bezier.c
12
src/bezier.c
@@ -13,3 +13,15 @@ float
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glmc_bezier(float s, float p0, float c0, float c1, float p1) {
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return glm_bezier(s, p0, c0, c1, p1);
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}
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CGLM_EXPORT
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float
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glmc_decasteljau(float prm, float p0, float c0, float c1, float p1) {
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return glm_decasteljau(prm, p0, c0, c1, p1);
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}
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CGLM_EXPORT
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float
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glmc_bezier_solve(float prm, float p0, float c0, float c1, float p1) {
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return glm_bezier_solve(prm, p0, c0, c1, p1);
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}
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