Class: XRVG::BezierSpline

Inherits:
Object show all
Includes:
ParametricLength
Defined in:
lib/bezierspline.rb

Overview

You may never have to use this class. Prefer the use of Bezier class

Constant Summary

Constants included from ParametricLength

ParametricLength::NSAMPLES

Class Method Summary collapse

Instance Method Summary collapse

Methods included from ParametricLength

#compute_length, #compute_length_interpolator, #length, #length_interpolator, #parameterfromlength

Constructor Details

#initialize(type, v1, v2, v3, v4) ⇒ BezierSpline

Returns a new instance of BezierSpline.



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# File 'lib/bezierspline.rb', line 17

def initialize( type, v1, v2, v3, v4 )
  self.checktype( type )
  self.checkvalues( v1, v2, v3, v4 )
  self.initdata( type, v1, v2, v3, v4 )
end

Class Method Details

.[](*args) ⇒ Object

:nodoc:



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# File 'lib/bezierspline.rb', line 13

def BezierSpline.[](*args)
  return BezierSpline.new( *args )
end

Instance Method Details

#acc(t, result = nil) ⇒ Object

compute the acc of bezier curve at t abscissa



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# File 'lib/bezierspline.rb', line 149

def acc( t, result=nil )
  if not result
    result = V2D[0.0,0.0]
  end

  if not @factors
    compute_factors
  end

  result.x = @afactors[1].x  + @afactors[0].x * t
  result.y = @afactors[1].y  + @afactors[0].y * t

  return result
end

#axesym(origin, v) ⇒ Object

simple axe sym operation : sym every point of the piece return a new BezierSpline



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# File 'lib/bezierspline.rb', line 207

def axesym( origin, v )
  newpoints = self.pointlist.map {|point| point.axesym( origin, v )}
  return BezierSpline[ :raw, *newpoints ]
end

#checktype(type) ⇒ Object



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# File 'lib/bezierspline.rb', line 31

def checktype( type )
  if not type == :raw || type == :vector
    Kernel::raise( "BezierSpline : type #{type.inspect} is not :raw or :vector" )
  end
end

#checkvalues(v1, v2, v3, v4) ⇒ Object



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# File 'lib/bezierspline.rb', line 23

def checkvalues( v1, v2, v3, v4 )
  [v1, v2, v3, v4].each do |v| 
    if not (v.respond_to?(:x) || v.respond_to?(:y))
	Kernel::raise( "BezierSpline : init value #{v.inspect} does not respond to :x or :y" )
    end
  end
end

#compute_factorsObject


bezier formula



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# File 'lib/bezierspline.rb', line 101

def compute_factors
  p1, p2, p3, p4 = self.pointlist
  @factors  = [-(p1 - p2 * 3.0 + p3 * 3.0 - p4), (p1 - p2 * 2.0 + p3) * 3.0, (p2 - p1) * 3.0, p1]
  @tfactors = [@factors[0], @factors[1] * 2.0 / 3.0, @factors[2] / 3.0]
  @afactors = [@tfactors[0] * 2.0, @tfactors[1]]
end

#compute_rawpointlistObject



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# File 'lib/bezierspline.rb', line 51

def compute_rawpointlist
  # Assert{ @vectorpointlist }
  @rawpointlist = [@vectorpointlist[0], @vectorpointlist[0] +  @vectorpointlist[1], @vectorpointlist[2] +  @vectorpointlist[3], @vectorpointlist[2]]
end

#compute_vectorpointlistObject



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# File 'lib/bezierspline.rb', line 56

def compute_vectorpointlist
  # Assert{ @rawpointlist }
  @vectorpointlist = [@rawpointlist[0], @rawpointlist[1] - @rawpointlist[0], @rawpointlist[3], @rawpointlist[2] - @rawpointlist[3]]
end

#dataObject



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# File 'lib/bezierspline.rb', line 37

def data()
  return [:raw] + self.pointlist
end

#firstpointObject

shortcut method to get piece first point



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# File 'lib/bezierspline.rb', line 78

def firstpoint
  return self.pointlist()[0]
end

#firstvectorObject

shortcut method to get piece first vector



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# File 'lib/bezierspline.rb', line 88

def firstvector
  return self.pointlist(:vector)[1]
end

#gdebug(render) ⇒ Object



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# File 'lib/bezierspline.rb', line 212

def gdebug(render)
  p1, pc1, pc2, p2 = self.pointlist()
  v1 = pc1 - p1
  r1 = v1.r / 30.0
  v2 = pc2 - p2
  r2 = v2.r / 30.0
  render.add( Circle[ :center, p1, :radius, r1  ],  Style[ :fill, "red" ])
  render.add( Circle[ :center, pc1, :radius, r1 ],  Style[ :fill, "red" ])
  render.add( Line[ :points, [p1, pc1]          ],  Style[ :stroke, "red", :strokewidth, (r1 / 10.0) ])
  render.add( Circle[ :center, p2, :radius, r2  ],  Style[ :fill, "red" ])
  render.add( Circle[ :center, pc2, :radius, r1 ],  Style[ :fill, "red" ])
  render.add( Line[ :points, [p2, pc2]          ],  Style[ :stroke, "red", :strokewidth, (r2 / 10.0) ])
end

#initdata(type, v1, v2, v3, v4) ⇒ Object



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# File 'lib/bezierspline.rb', line 41

def initdata( type, v1, v2, v3, v4 )
  @rawpointlist      = nil
  @vectorpointlist   = nil
  if type == :raw
    @rawpointlist       = [v1, v2, v3, v4]
  else
    @vectorpointlist    = [v1, v2, v3, v4]
  end
end

#lastpointObject

shortcut method to get piece last point



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# File 'lib/bezierspline.rb', line 83

def lastpoint
  return self.pointlist()[-1]
end

#lastvectorObject

shortcut method to get piece last vector



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# File 'lib/bezierspline.rb', line 93

def lastvector
  return self.pointlist(:vector)[-1]
end

#parameter_rangeObject



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# File 'lib/bezierspline.rb', line 228

def parameter_range
  return (0.0..1.0)
end

#point(t, result = nil) ⇒ Object Also known as: pointfromparameter

get point from the bezier curve this method use the definition of the bezier curve



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# File 'lib/bezierspline.rb', line 110

def point( t, result=nil )
  t2 = t * t
  t3 = t2 * t
  if not result
    result = V2D[0.0,0.0]
  end
  
  if not @factors
    compute_factors
  end

  # decomposed because avoid to build useless V2D
  result.x = @factors[3].x + @factors[2].x * t + @factors[1].x * t2 + @factors[0].x * t3
  result.y = @factors[3].y + @factors[2].y * t + @factors[1].y * t2 + @factors[0].y * t3

  return result
end

#pointlist(type = :raw) ⇒ Object



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# File 'lib/bezierspline.rb', line 62

def pointlist(type=:raw)
  self.checktype( type )
  if type == :raw
    if not @rawpointlist
	self.compute_rawpointlist
    end
    return @rawpointlist
  elsif type == :vector
    if not @vectorpointlist
	self.compute_vectorpointlist
    end
    return @vectorpointlist
  end
end

#reverseObject



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# File 'lib/bezierspline.rb', line 179

def reverse()
  return BezierSpline[ :raw, *self.pointlist().reverse ]
end

#rotate(angle, center) ⇒ Object

simple rotation operation : rotate every point of the piece return a new BezierSpline



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# File 'lib/bezierspline.rb', line 192

def rotate( angle, center )
  newpoints = self.pointlist.map {|point| center + (point-center).rotate( angle )}
  return BezierSpline[ :raw, *newpoints ]
end

#subpiece(t1, t2) ⇒ Object

compute a subpiece of the current bezier t1 and t2 must correspond to the same atomic bezier



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# File 'lib/bezierspline.rb', line 174

def subpiece (t1, t2)
  tan1, tan2 = self.subtangents( t1, t2 )
  return BezierSpline.new( :vector, self.point( t1 ), tan1, self.point( t2 ), tan2 )
end

#subtangents(t1, t2) ⇒ Object

compute tangent vectors corresponding to the new subbezier very strange method, but effective



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# File 'lib/bezierspline.rb', line 166

def subtangents (t1, t2 )
  v1 = self.tangent( t1 ) * (t2 - t1)
  v2 = self.tangent( t2 ) * (t1 - t2)
  return [v1, v2]
end

#sym(center) ⇒ Object

simple sym operation : sym every point of the piece return a new BezierSpline



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# File 'lib/bezierspline.rb', line 199

def sym( center )
  newpoints = self.pointlist.map {|point| center.sym( point )}
  return BezierSpline[ :raw, *newpoints ]
end

#tangent(t, result = nil) ⇒ Object

compute the bezier tangent vector

Beware that what is actually computed here is 1/3 tangent !!



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# File 'lib/bezierspline.rb', line 131

def tangent( t, result=nil )
  t2 = t * t
  if not result
    result = V2D[0.0,0.0]
  end

  if not @factors
    compute_factors
  end

  # decomposed because avoid to build useless V2D
  result.x = @tfactors[2].x + @tfactors[1].x * t + @tfactors[0].x * t2
  result.y = @tfactors[2].y + @tfactors[1].y * t + @tfactors[0].y * t2

  return result
end

#translate(v) ⇒ Object

simple translation operation : translate every point of the piece return a new BezierSpline



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# File 'lib/bezierspline.rb', line 185

def translate( v )
  newpoints = self.pointlist.map {|point| point + v}
  return BezierSpline[ :raw, *newpoints ]
end