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* 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>
258 lines
9.1 KiB
Rust
258 lines
9.1 KiB
Rust
use glam::DVec2;
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/// Representation of the handle point(s) in a bezier segment
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pub enum BezierHandles {
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/// Handles for a quadratic segment
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Quadratic {
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/// Point representing the location of the single handle
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handle: DVec2,
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},
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/// Handles for a cubic segment
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Cubic {
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/// Point representing the location of the handle associated to the start point
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handle_start: DVec2,
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/// Point representing the location of the handle associated to the end point
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handle_end: DVec2,
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},
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}
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/// Representation of a bezier segment with 2D points
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pub struct Bezier {
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/// Start point of the bezier segment
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start: DVec2,
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/// Start point of the bezier segment
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end: DVec2,
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/// Handles of the bezier segment
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handles: BezierHandles,
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}
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impl Bezier {
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// TODO: Consider removing this function
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/// Create a quadratic bezier using the provided coordinates as the start, handle, and end points
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pub fn from_quadratic_coordinates(x1: f64, y1: f64, x2: f64, y2: f64, x3: f64, y3: f64) -> Self {
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Bezier {
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start: DVec2::from((x1, y1)),
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handles: BezierHandles::Quadratic { handle: DVec2::from((x2, y2)) },
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end: DVec2::from((x3, y3)),
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}
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}
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/// Create a quadratc bezier using the provided DVec2s as the start, handle, and end points
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pub fn from_quadratic_dvec2(p1: DVec2, p2: DVec2, p3: DVec2) -> Self {
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Bezier {
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start: p1,
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handles: BezierHandles::Quadratic { handle: p2 },
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end: p3,
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}
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}
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// TODO: Consider removing this function
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/// Create a cubic bezier using the provided coordinates as the start, handles, and end points
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pub fn from_cubic_coordinates(x1: f64, y1: f64, x2: f64, y2: f64, x3: f64, y3: f64, x4: f64, y4: f64) -> Self {
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Bezier {
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start: DVec2::from((x1, y1)),
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handles: BezierHandles::Cubic {
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handle_start: DVec2::from((x2, y2)),
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handle_end: DVec2::from((x3, y3)),
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},
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end: DVec2::from((x4, y4)),
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}
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}
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/// Create a cubic bezier using the provided DVec2s as the start, handles, and end points
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pub fn from_cubic_dvec2(p1: DVec2, p2: DVec2, p3: DVec2, p4: DVec2) -> Self {
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Bezier {
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start: p1,
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handles: BezierHandles::Cubic { handle_start: p2, handle_end: p3 },
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end: p4,
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}
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}
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/// Create a quadratic bezier curve that goes through 3 points
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// #[inline]
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pub fn quadratic_from_points(p1: DVec2, p2: DVec2, p3: DVec2, _t: f64) -> Self {
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// TODO: Implement logic to get actual curve through the points
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Bezier::from_quadratic_dvec2(p1, p2, p3)
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}
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/// Create a cubic bezier curve that goes through 3 points. d1 represents the strut.
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// #[inline]
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pub fn cubic_from_points(p1: DVec2, p2: DVec2, p3: DVec2, _t: f64, _d1: f64) -> Self {
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// TODO: Implement logic to get actual curve through the points
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Bezier::from_quadratic_dvec2(p1, p2, p3)
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}
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/// Convert to SVG
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// TODO: Allow modifying the viewport, width and height
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pub fn to_svg(&self) -> String {
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let m_path = format!("M {} {}", self.start.x, self.start.y);
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let handles_path = match self.handles {
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BezierHandles::Quadratic { handle } => {
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format!("Q {} {}", handle.x, handle.y)
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}
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BezierHandles::Cubic { handle_start, handle_end } => {
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format!("C {} {}, {} {}", handle_start.x, handle_start.y, handle_end.x, handle_end.y)
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}
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};
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let curve_path = format!("{}, {} {}", handles_path, self.end.x, self.end.y);
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format!(
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r#"<svg xmlns="http://www.w3.org/2000/svg" viewBox="{} {} {} {}" width="{}px" height="{}px"><path d="{} {} {}" stroke="black" fill="transparent"/></svg>"#,
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0, 0, 100, 100, 100, 100, "\n", m_path, curve_path
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)
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}
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/// Set the coordinates of the start point
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pub fn set_start(&mut self, s: DVec2) {
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self.start = s;
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}
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/// Set the coordinates of the end point
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pub fn set_end(&mut self, e: DVec2) {
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self.end = e;
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}
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/// Set the coordinates of the first handle point. This represents the only handle in a quadratic segment.
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pub fn set_handle_start(&mut self, h1: DVec2) {
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match self.handles {
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BezierHandles::Quadratic { ref mut handle } => {
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*handle = h1;
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}
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BezierHandles::Cubic { ref mut handle_start, .. } => {
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*handle_start = h1;
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}
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};
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}
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/// Set the coordinates of the second handle point. This will convert a quadratic segment into a cubic one.
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pub fn set_handle_end(&mut self, h2: DVec2) {
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match self.handles {
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BezierHandles::Quadratic { handle } => {
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self.handles = BezierHandles::Cubic { handle_start: handle, handle_end: h2 };
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}
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BezierHandles::Cubic { ref mut handle_end, .. } => {
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*handle_end = h2;
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}
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};
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}
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/// Get the coordinates of the bezier segment's start point.
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pub fn start(&self) -> DVec2 {
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self.start
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}
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/// Get the coordinates of the bezier segment's end point.
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pub fn end(&self) -> DVec2 {
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self.end
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}
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/// Get the coordinates of the bezier segment's first handle point. This represents the only handle in a quadratic segment.
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pub fn handle_start(&self) -> DVec2 {
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match self.handles {
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BezierHandles::Quadratic { handle } => handle,
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BezierHandles::Cubic { handle_start, .. } => handle_start,
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}
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}
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/// Get the coordinates of the second handle point. This will return `None` for a quadratic segment.
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pub fn handle_end(&self) -> Option<DVec2> {
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match self.handles {
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BezierHandles::Quadratic { .. } => None,
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BezierHandles::Cubic { handle_end, .. } => Some(handle_end),
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}
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}
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/// Get the coordinates of all points in an array of 4 optional points.
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/// For a quadratic segment, the order of the points will be: `start`, `handle`, `end`. The fourth element will be `None`.
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/// For a cubic segment, the order of the points will be: `start`, `handle_start`, `handle_end`, `end`.
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pub fn get_points(&self) -> [Option<DVec2>; 4] {
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match self.handles {
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BezierHandles::Quadratic { handle } => [Some(self.start), Some(handle), Some(self.end), None],
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BezierHandles::Cubic { handle_start, handle_end } => [Some(self.start), Some(handle_start), Some(handle_end), Some(self.end)],
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}
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}
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/// Calculate the point on the curve based on the `t`-value provided.
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/// Basis code based off of pseudocode found here: <https://pomax.github.io/bezierinfo/#explanation>
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pub fn compute(&self, t: f64) -> DVec2 {
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assert!((0.0..=1.0).contains(&t));
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let t_squared = t * t;
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let one_minus_t = 1.0 - t;
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let squared_one_minus_t = one_minus_t * one_minus_t;
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match self.handles {
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BezierHandles::Quadratic { handle } => squared_one_minus_t * self.start + 2.0 * one_minus_t * t * handle + t_squared * self.end,
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BezierHandles::Cubic { handle_start, handle_end } => {
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let t_cubed = t_squared * t;
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let cubed_one_minus_t = squared_one_minus_t * one_minus_t;
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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
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}
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}
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}
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/// Return a selection of equidistant points on the bezier curve
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/// If no value is provided for `steps`, then the function will default `steps` to be 10
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pub fn compute_lookup_table(&self, steps: Option<i32>) -> Vec<DVec2> {
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let steps_unwrapped = steps.unwrap_or(10);
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let ratio: f64 = 1.0 / (steps_unwrapped as f64);
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let mut steps_array = Vec::with_capacity((steps_unwrapped + 1) as usize);
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for t in 0..steps_unwrapped + 1 {
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steps_array.push(self.compute(f64::from(t) * ratio))
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}
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steps_array
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}
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/// Return an approximation of the length of the bezier curve
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/// 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>
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pub fn length(&self) -> f64 {
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// We will use an approximate approach where
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// we split the curve into many subdivisions
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// and calculate the euclidean distance between the two endpoints of the subdivision
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const SUBDIVISIONS: i32 = 1000;
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let lookup_table = self.compute_lookup_table(Some(SUBDIVISIONS));
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let mut approx_curve_length = 0.0;
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let mut prev_point = lookup_table[0];
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// calculate approximate distance between subdivision
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for curr_point in lookup_table.iter().skip(1) {
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// calculate distance of subdivision
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approx_curve_length += (*curr_point - prev_point).length();
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// update the prev point
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prev_point = *curr_point;
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}
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approx_curve_length
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}
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/// Returns a vector representing the derivative at the point designated by `t` on the curve
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pub fn derivative(&self, t: f64) -> DVec2 {
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let one_minus_t = 1. - t;
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match self.handles {
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BezierHandles::Quadratic { handle } => {
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let p1_minus_p0 = handle - self.start;
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let p2_minus_p1 = self.end - handle;
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2. * one_minus_t * p1_minus_p0 + 2. * t * p2_minus_p1
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}
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BezierHandles::Cubic { handle_start, handle_end } => {
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let p1_minus_p0 = handle_start - self.start;
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let p2_minus_p1 = handle_end - handle_start;
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let p3_minus_p2 = self.end - handle_end;
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3. * one_minus_t * one_minus_t * p1_minus_p0 + 6. * t * one_minus_t * p2_minus_p1 + 3. * t * t * p3_minus_p2
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}
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}
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}
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/// Returns a normalized unit vector representing the tangent at the point designated by `t` on the curve
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pub fn tangent(&self, t: f64) -> DVec2 {
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self.derivative(t).normalize()
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}
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/// Returns a normalized unit vector representing the direction of the normal at the point designated by `t` on the curve
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pub fn normal(&self, t: f64) -> DVec2 {
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let derivative = self.derivative(t);
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derivative.normalize().perp()
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}
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}
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