// Copyright 2010 The draw2d Authors. All rights reserved. // created: 17/05/2011 by Laurent Le Goff // Package curve implements Bezier Curve Subdivision using De Casteljau's algorithm package curve import ( "math" ) const ( CurveRecursionLimit = 32 ) // x1, y1, cpx1, cpy1, cpx2, cpy2, x2, y2 float64 // type Cubic []float64 // Subdivide a Bezier cubic curve in 2 equivalents Bezier cubic curves. // c1 and c2 parameters are the resulting curves func SubdivideCubic(c, c1, c2 []float64) { // First point of c is the first point of c1 c1[0], c1[1] = c[0], c[1] // Last point of c is the last point of c2 c2[6], c2[7] = c[6], c[7] // Subdivide segment using midpoints c1[2] = (c[0] + c[2]) / 2 c1[3] = (c[1] + c[3]) / 2 midX := (c[2] + c[4]) / 2 midY := (c[3] + c[5]) / 2 c2[4] = (c[4] + c[6]) / 2 c2[5] = (c[5] + c[7]) / 2 c1[4] = (c1[2] + midX) / 2 c1[5] = (c1[3] + midY) / 2 c2[2] = (midX + c2[4]) / 2 c2[3] = (midY + c2[5]) / 2 c1[6] = (c1[4] + c2[2]) / 2 c1[7] = (c1[5] + c2[3]) / 2 // Last Point of c1 is equal to the first point of c2 c2[0], c2[1] = c1[6], c1[7] } // TraceCubic generate lines subdividing the cubic curve using a LineTracer // flattening_threshold helps determines the flattening expectation of the curve func TraceCubic(t LineTracer, cubic []float64, flattening_threshold float64) { // Allocation curves var curves [CurveRecursionLimit * 8]float64 copy(curves[0:8], cubic[0:8]) i := 0 // current curve var c []float64 var dx, dy, d2, d3 float64 for i >= 0 { c = curves[i*8:] dx = c[6] - c[0] dy = c[7] - c[1] d2 = math.Abs((c[2]-c[6])*dy - (c[3]-c[7])*dx) d3 = math.Abs((c[4]-c[6])*dy - (c[5]-c[7])*dx) // if it's flat then trace a line if (d2+d3)*(d2+d3) < flattening_threshold*(dx*dx+dy*dy) || i == len(curves)-1 { t.AddPoint(c[6], c[7]) i-- } else { // second half of bezier go lower onto the stack SubdivideCubic(c, curves[(i+1)*8:], curves[i*8:]) i++ } } }