use glam::DVec2; /// Representation of the handle point(s) in a bezier segment pub enum BezierHandles { /// 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 pub struct Bezier { /// Start point of the bezier segment start: DVec2, /// Start point of the bezier segment end: DVec2, /// Handles of the bezier segment handles: BezierHandles, } impl Bezier { // TODO: Consider removing this function /// Create a quadratic bezier using the provided coordinates as the start, handle, and end points pub fn from_quadratic_coordinates(x1: f64, y1: f64, x2: f64, y2: f64, x3: f64, y3: f64) -> Self { Bezier { start: DVec2::from((x1, y1)), handles: BezierHandles::Quadratic { handle: DVec2::from((x2, y2)) }, end: DVec2::from((x3, y3)), } } /// Create a quadratc bezier using the provided DVec2s as the start, handle, and end points pub fn from_quadratic_dvec2(p1: DVec2, p2: DVec2, p3: DVec2) -> Self { Bezier { start: p1, handles: BezierHandles::Quadratic { handle: p2 }, end: p3, } } // TODO: Consider removing this function /// Create a cubic bezier using the provided coordinates as the start, handles, and end points pub fn from_cubic_coordinates(x1: f64, y1: f64, x2: f64, y2: f64, x3: f64, y3: f64, x4: f64, y4: f64) -> Self { Bezier { start: DVec2::from((x1, y1)), handles: BezierHandles::Cubic { handle_start: DVec2::from((x2, y2)), handle_end: DVec2::from((x3, y3)), }, end: DVec2::from((x4, y4)), } } /// Create a cubic bezier using the provided DVec2s as the start, handles, and end points pub fn from_cubic_dvec2(p1: DVec2, p2: DVec2, p3: DVec2, p4: DVec2) -> Self { Bezier { start: p1, handles: BezierHandles::Cubic { handle_start: p2, handle_end: p3 }, end: p4, } } /// Create a quadratic bezier curve that goes through 3 points // #[inline] pub fn quadratic_from_points(p1: DVec2, p2: DVec2, p3: DVec2, _t: f64) -> Self { // TODO: Implement logic to get actual curve through the points Bezier::from_quadratic_dvec2(p1, p2, p3) } /// Create a cubic bezier curve that goes through 3 points. d1 represents the strut. // #[inline] pub fn cubic_from_points(p1: DVec2, p2: DVec2, p3: DVec2, _t: f64, _d1: f64) -> Self { // TODO: Implement logic to get actual curve through the points Bezier::from_quadratic_dvec2(p1, p2, p3) } /// Convert to SVG // TODO: Allow modifying the viewport, width and height pub fn to_svg(&self) -> String { let m_path = format!("M {} {}", self.start.x, self.start.y); let handles_path = match self.handles { BezierHandles::Quadratic { handle } => { format!("Q {} {}", handle.x, handle.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); format!( r#""#, 0, 0, 100, 100, 100, 100, "\n", m_path, curve_path ) } /// Set the coordinates of the start point pub fn set_start(&mut self, s: DVec2) { self.start = s; } /// Set the coordinates of the end point pub fn set_end(&mut self, e: DVec2) { self.end = e; } /// Set the coordinates of the first handle point. This represents the only handle in a quadratic segment. pub fn set_handle_start(&mut self, h1: DVec2) { match self.handles { BezierHandles::Quadratic { ref mut handle } => { *handle = 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_handle_end(&mut self, h2: DVec2) { match self.handles { BezierHandles::Quadratic { handle } => { self.handles = BezierHandles::Cubic { handle_start: handle, handle_end: h2 }; } BezierHandles::Cubic { ref mut handle_end, .. } => { *handle_end = h2; } }; } /// Get the coordinates of the bezier segment's start point. pub fn start(&self) -> DVec2 { self.start } /// Get the coordinates of the bezier segment's end point. pub fn end(&self) -> DVec2 { self.end } /// 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 { handle_start, .. } => handle_start, } } /// Get the coordinates of the second handle point. This will return `None` for a quadratic segment. pub fn handle_end(&self) -> Option { match self.handles { BezierHandles::Quadratic { .. } => None, 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; 4] { match self.handles { BezierHandles::Quadratic { handle } => [Some(self.start), Some(handle), Some(self.end), None], 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: pub fn compute(&self, t: f64) -> DVec2 { assert!((0.0..=1.0).contains(&t)); let t_squared = t * t; let one_minus_t = 1.0 - t; let squared_one_minus_t = one_minus_t * one_minus_t; 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 { 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 * handle_start + 3.0 * one_minus_t * t_squared * handle_end + t_cubed * self.end } } } /// Return a selection of equidistant points on the bezier curve /// If no value is provided for `steps`, then the function will default `steps` to be 10 pub fn compute_lookup_table(&self, steps: Option) -> Vec { let steps_unwrapped = steps.unwrap_or(10); let ratio: f64 = 1.0 / (steps_unwrapped as f64); let mut steps_array = Vec::with_capacity((steps_unwrapped + 1) as usize); for t in 0..steps_unwrapped + 1 { steps_array.push(self.compute(f64::from(t) * ratio)) } steps_array } /// Return an approximation of the length of the bezier curve /// code example taken from: pub fn length(&self) -> f64 { // We will use an approximate approach where // we split the curve into many subdivisions // and calculate the euclidean distance between the two endpoints of the subdivision const SUBDIVISIONS: i32 = 1000; let lookup_table = self.compute_lookup_table(Some(SUBDIVISIONS)); let mut approx_curve_length = 0.0; let mut prev_point = lookup_table[0]; // calculate approximate distance between subdivision for curr_point in lookup_table.iter().skip(1) { // calculate distance of subdivision approx_curve_length += (*curr_point - prev_point).length(); // update the prev point prev_point = *curr_point; } 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() } }