Bezier derivative and normal implementation (#679)

* added ui for derivative impl

* Add derivative computation for bezier-rs library

* integrate devivative ui with library

* Add implementation for the normal function

* Update rustdoc comments

* Rename handles and getters, add tangent function

* Rename variables, address nits

Co-authored-by: Rob Nadal <robnadal44@gmail.com>
Co-authored-by: Thomas Cheng <contact.chengthomas@gmail.com>
Co-authored-by: ll2zheng <Linda Zheng>
This commit is contained in:
Hannah Li
2022-06-23 17:03:48 -04:00
committed by GitHub
co-authored by Rob Nadal Thomas Cheng ll2zheng
parent 2052c00010
commit a4a174db04
7 changed files with 224 additions and 108 deletions
+72 -26
View File
@@ -2,8 +2,18 @@ use glam::DVec2;
/// Representation of the handle point(s) in a bezier segment
pub enum BezierHandles {
Quadratic { handle: DVec2 },
Cubic { handle1: DVec2, handle2: DVec2 },
/// Handles for a quadratic segment
Quadratic {
/// Point representing the location of the single handle
handle: DVec2,
},
/// Handles for a cubic segment
Cubic {
/// Point representing the location of the handle associated to the start point
handle_start: DVec2,
/// Point representing the location of the handle associated to the end point
handle_end: DVec2,
},
}
/// Representation of a bezier segment with 2D points
@@ -42,8 +52,8 @@ impl Bezier {
Bezier {
start: DVec2::from((x1, y1)),
handles: BezierHandles::Cubic {
handle1: DVec2::from((x2, y2)),
handle2: DVec2::from((x3, y3)),
handle_start: DVec2::from((x2, y2)),
handle_end: DVec2::from((x3, y3)),
},
end: DVec2::from((x4, y4)),
}
@@ -53,7 +63,7 @@ impl Bezier {
pub fn from_cubic_dvec2(p1: DVec2, p2: DVec2, p3: DVec2, p4: DVec2) -> Self {
Bezier {
start: p1,
handles: BezierHandles::Cubic { handle1: p2, handle2: p3 },
handles: BezierHandles::Cubic { handle_start: p2, handle_end: p3 },
end: p4,
}
}
@@ -80,8 +90,8 @@ impl Bezier {
BezierHandles::Quadratic { handle } => {
format!("Q {} {}", handle.x, handle.y)
}
BezierHandles::Cubic { handle1, handle2 } => {
format!("C {} {}, {} {}", handle1.x, handle1.y, handle2.x, handle2.y)
BezierHandles::Cubic { handle_start, handle_end } => {
format!("C {} {}, {} {}", handle_start.x, handle_start.y, handle_end.x, handle_end.y)
}
};
let curve_path = format!("{}, {} {}", handles_path, self.end.x, self.end.y);
@@ -102,60 +112,67 @@ impl Bezier {
}
/// Set the coordinates of the first handle point. This represents the only handle in a quadratic segment.
pub fn set_handle1(&mut self, h1: DVec2) {
pub fn set_handle_start(&mut self, h1: DVec2) {
match self.handles {
BezierHandles::Quadratic { ref mut handle } => {
*handle = h1;
}
BezierHandles::Cubic { ref mut handle1, .. } => {
*handle1 = h1;
BezierHandles::Cubic { ref mut handle_start, .. } => {
*handle_start = h1;
}
};
}
/// Set the coordinates of the second handle point. This will convert a quadratic segment into a cubic one.
pub fn set_handle2(&mut self, h2: DVec2) {
pub fn set_handle_end(&mut self, h2: DVec2) {
match self.handles {
BezierHandles::Quadratic { handle } => {
self.handles = BezierHandles::Cubic { handle1: handle, handle2: h2 };
self.handles = BezierHandles::Cubic { handle_start: handle, handle_end: h2 };
}
BezierHandles::Cubic { ref mut handle2, .. } => {
*handle2 = h2;
BezierHandles::Cubic { ref mut handle_end, .. } => {
*handle_end = h2;
}
};
}
pub fn get_start(&self) -> DVec2 {
/// Get the coordinates of the bezier segment's start point.
pub fn start(&self) -> DVec2 {
self.start
}
pub fn get_end(&self) -> DVec2 {
/// Get the coordinates of the bezier segment's end point.
pub fn end(&self) -> DVec2 {
self.end
}
pub fn get_handle1(&self) -> DVec2 {
/// Get the coordinates of the bezier segment's first handle point. This represents the only handle in a quadratic segment.
pub fn handle_start(&self) -> DVec2 {
match self.handles {
BezierHandles::Quadratic { handle } => handle,
BezierHandles::Cubic { handle1, .. } => handle1,
BezierHandles::Cubic { handle_start, .. } => handle_start,
}
}
pub fn get_handle2(&self) -> Option<DVec2> {
/// Get the coordinates of the second handle point. This will return `None` for a quadratic segment.
pub fn handle_end(&self) -> Option<DVec2> {
match self.handles {
BezierHandles::Quadratic { .. } => None,
BezierHandles::Cubic { handle2, .. } => Some(handle2),
BezierHandles::Cubic { handle_end, .. } => Some(handle_end),
}
}
/// Get the coordinates of all points in an array of 4 optional points.
/// For a quadratic segment, the order of the points will be: `start`, `handle`, `end`. The fourth element will be `None`.
/// For a cubic segment, the order of the points will be: `start`, `handle_start`, `handle_end`, `end`.
pub fn get_points(&self) -> [Option<DVec2>; 4] {
match self.handles {
BezierHandles::Quadratic { handle } => [Some(self.start), Some(handle), Some(self.end), None],
BezierHandles::Cubic { handle1, handle2 } => [Some(self.start), Some(handle1), Some(handle2), Some(self.end)],
BezierHandles::Cubic { handle_start, handle_end } => [Some(self.start), Some(handle_start), Some(handle_end), Some(self.end)],
}
}
/// Calculate the point on the curve based on the t-value provided
/// basis code based off of pseudocode found here: https://pomax.github.io/bezierinfo/#explanation
/// Calculate the point on the curve based on the `t`-value provided.
/// Basis code based off of pseudocode found here: <https://pomax.github.io/bezierinfo/#explanation>
pub fn compute(&self, t: f64) -> DVec2 {
assert!((0.0..=1.0).contains(&t));
@@ -165,10 +182,10 @@ impl Bezier {
match self.handles {
BezierHandles::Quadratic { handle } => squared_one_minus_t * self.start + 2.0 * one_minus_t * t * handle + t_squared * self.end,
BezierHandles::Cubic { handle1, handle2 } => {
BezierHandles::Cubic { handle_start, handle_end } => {
let t_cubed = t_squared * t;
let cubed_one_minus_t = squared_one_minus_t * one_minus_t;
cubed_one_minus_t * self.start + 3.0 * squared_one_minus_t * t * handle1 + 3.0 * one_minus_t * t_squared * handle2 + t_cubed * self.end
cubed_one_minus_t * self.start + 3.0 * squared_one_minus_t * t * handle_start + 3.0 * one_minus_t * t_squared * handle_end + t_cubed * self.end
}
}
}
@@ -188,7 +205,7 @@ impl Bezier {
}
/// Return an approximation of the length of the bezier curve
/// code example taken from: https://gamedev.stackexchange.com/questions/5373/moving-ships-between-two-planets-along-a-bezier-missing-some-equations-for-acce/5427#5427
/// code example taken from: <https://gamedev.stackexchange.com/questions/5373/moving-ships-between-two-planets-along-a-bezier-missing-some-equations-for-acce/5427#5427>
pub fn length(&self) -> f64 {
// We will use an approximate approach where
// we split the curve into many subdivisions
@@ -208,4 +225,33 @@ impl Bezier {
approx_curve_length
}
/// Returns a vector representing the derivative at the point designated by `t` on the curve
pub fn derivative(&self, t: f64) -> DVec2 {
let one_minus_t = 1. - t;
match self.handles {
BezierHandles::Quadratic { handle } => {
let p1_minus_p0 = handle - self.start;
let p2_minus_p1 = self.end - handle;
2. * one_minus_t * p1_minus_p0 + 2. * t * p2_minus_p1
}
BezierHandles::Cubic { handle_start, handle_end } => {
let p1_minus_p0 = handle_start - self.start;
let p2_minus_p1 = handle_end - handle_start;
let p3_minus_p2 = self.end - handle_end;
3. * one_minus_t * one_minus_t * p1_minus_p0 + 6. * t * one_minus_t * p2_minus_p1 + 3. * t * t * p3_minus_p2
}
}
}
/// Returns a normalized unit vector representing the tangent at the point designated by `t` on the curve
pub fn tangent(&self, t: f64) -> DVec2 {
self.derivative(t).normalize()
}
/// Returns a normalized unit vector representing the direction of the normal at the point designated by `t` on the curve
pub fn normal(&self, t: f64) -> DVec2 {
let derivative = self.derivative(t);
derivative.normalize().perp()
}
}