#region --- License --- /* Licensed under the MIT/X11 license. * Copyright (c) 2006-2008 the OpenTK Team. * This notice may not be removed from any source distribution. * See license.txt for licensing detailed licensing details. * * Contributions by Georg W�chter. */ #endregion using System; using System.Collections.Generic; using System.Text; namespace OpenTK.Math { /// /// Represents a cubic bezier curve with two anchor and two control points. /// [Serializable] public struct BezierCurveCubic { #region Fields /// /// Start anchor point. /// public Vector2 StartAnchor; /// /// End anchor point. /// public Vector2 EndAnchor; /// /// First control point, controls the direction of the curve start. /// public Vector2 FirstControlPoint; /// /// Second control point, controls the direction of the curve end. /// public Vector2 SecondControlPoint; /// /// Gets or sets the parallel value. /// /// This value defines whether the curve should be calculated as a /// parallel curve to the original bezier curve. A value of 0.0f represents /// the original curve, 5.0f i.e. stands for a curve that has always a distance /// of 5.f to the orignal curve at any point. public float Parallel; #endregion #region Constructors /// /// Constructs a new . /// /// The start anchor point. /// The end anchor point. /// The first control point. /// The second control point. public BezierCurveCubic(Vector2 startAnchor, Vector2 endAnchor, Vector2 firstControlPoint, Vector2 secondControlPoint) { this.StartAnchor = startAnchor; this.EndAnchor = endAnchor; this.FirstControlPoint = firstControlPoint; this.SecondControlPoint = secondControlPoint; this.Parallel = 0.0f; } /// /// Constructs a new . /// /// The parallel value. /// The start anchor point. /// The end anchor point. /// The first control point. /// The second control point. public BezierCurveCubic(float parallel, Vector2 startAnchor, Vector2 endAnchor, Vector2 firstControlPoint, Vector2 secondControlPoint) { this.Parallel = parallel; this.StartAnchor = startAnchor; this.EndAnchor = endAnchor; this.FirstControlPoint = firstControlPoint; this.SecondControlPoint = secondControlPoint; } #endregion #region Functions /// /// Calculates the point with the specified t. /// /// The t value, between 0.0f and 1.0f. /// Resulting point. public Vector2 CalculatePoint(float t) { Vector2 r = new Vector2(); float c = 1.0f - t; r.X = (StartAnchor.X * c * c * c) + (FirstControlPoint.X * 3 * t * c * c) + (SecondControlPoint.X * 3 * t * t * c) + EndAnchor.X * t * t * t; r.Y = (StartAnchor.Y * c * c * c) + (FirstControlPoint.Y * 3 * t * c * c) + (SecondControlPoint.Y * 3 * t * t * c) + EndAnchor.Y * t * t * t; if (Parallel == 0.0f) return r; Vector2 perpendicular = new Vector2(); if (t == 0.0f) perpendicular = FirstControlPoint - StartAnchor; else perpendicular = r - CalculatePointOfDerivative(t); return r + Vector2.Normalize(perpendicular).PerpendicularRight * Parallel; } /// /// Calculates the point with the specified t of the derivative of this function. /// /// The t, value between 0.0f and 1.0f. /// Resulting point. private Vector2 CalculatePointOfDerivative(float t) { Vector2 r = new Vector2(); float c = 1.0f - t; r.X = (c * c * StartAnchor.X) + (2 * t * c * FirstControlPoint.X) + (t * t * SecondControlPoint.X); r.Y = (c * c * StartAnchor.Y) + (2 * t * c * FirstControlPoint.Y) + (t * t * SecondControlPoint.Y); return r; } /// /// Calculates the length of this bezier curve. /// /// The precision. /// Length of the curve. /// The precision gets better when the /// value gets smaller. public float CalculateLength(float precision) { float length = 0.0f; Vector2 old = CalculatePoint(0.0f); for (float i = precision; i < (1.0f + precision); i += precision) { Vector2 n = CalculatePoint(i); length += (n - old).Length; old = n; } return length; } #endregion } }