mirror of
https://github.com/Ryujinx/Opentk.git
synced 2024-12-23 18:55:50 +00:00
153 lines
5 KiB
C#
153 lines
5 KiB
C#
#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
|
||
{
|
||
/// <summary>
|
||
/// Represents a quadric bezier curve with two anchor and one control point.
|
||
/// </summary>
|
||
[Obsolete("OpenTK.Math functions have been moved to the root OpenTK namespace (reason: XNA compatibility")]
|
||
[Serializable]
|
||
public struct BezierCurveQuadric
|
||
{
|
||
#region Fields
|
||
|
||
/// <summary>
|
||
/// Start anchor point.
|
||
/// </summary>
|
||
public Vector2 StartAnchor;
|
||
|
||
/// <summary>
|
||
/// End anchor point.
|
||
/// </summary>
|
||
public Vector2 EndAnchor;
|
||
|
||
/// <summary>
|
||
/// Control point, controls the direction of both endings of the curve.
|
||
/// </summary>
|
||
public Vector2 ControlPoint;
|
||
|
||
/// <summary>
|
||
/// The parallel value.
|
||
/// </summary>
|
||
/// <remarks>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.</remarks>
|
||
public float Parallel;
|
||
|
||
#endregion
|
||
|
||
#region Constructors
|
||
|
||
/// <summary>
|
||
/// Constructs a new <see cref="BezierCurveQuadric"/>.
|
||
/// </summary>
|
||
/// <param name="startAnchor">The start anchor.</param>
|
||
/// <param name="endAnchor">The end anchor.</param>
|
||
/// <param name="controlPoint">The control point.</param>
|
||
public BezierCurveQuadric(Vector2 startAnchor, Vector2 endAnchor, Vector2 controlPoint)
|
||
{
|
||
this.StartAnchor = startAnchor;
|
||
this.EndAnchor = endAnchor;
|
||
this.ControlPoint = controlPoint;
|
||
this.Parallel = 0.0f;
|
||
}
|
||
|
||
/// <summary>
|
||
/// Constructs a new <see cref="BezierCurveQuadric"/>.
|
||
/// </summary>
|
||
/// <param name="parallel">The parallel value.</param>
|
||
/// <param name="startAnchor">The start anchor.</param>
|
||
/// <param name="endAnchor">The end anchor.</param>
|
||
/// <param name="controlPoint">The control point.</param>
|
||
public BezierCurveQuadric(float parallel, Vector2 startAnchor, Vector2 endAnchor, Vector2 controlPoint)
|
||
{
|
||
this.Parallel = parallel;
|
||
this.StartAnchor = startAnchor;
|
||
this.EndAnchor = endAnchor;
|
||
this.ControlPoint = controlPoint;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Functions
|
||
|
||
/// <summary>
|
||
/// Calculates the point with the specified t.
|
||
/// </summary>
|
||
/// <param name="t">The t value, between 0.0f and 1.0f.</param>
|
||
/// <returns>Resulting point.</returns>
|
||
public Vector2 CalculatePoint(float t)
|
||
{
|
||
Vector2 r = new Vector2();
|
||
float c = 1.0f - t;
|
||
|
||
r.X = (c * c * StartAnchor.X) + (2 * t * c * ControlPoint.X) + (t * t * EndAnchor.X);
|
||
r.Y = (c * c * StartAnchor.Y) + (2 * t * c * ControlPoint.Y) + (t * t * EndAnchor.Y);
|
||
|
||
if (Parallel == 0.0f)
|
||
return r;
|
||
|
||
Vector2 perpendicular = new Vector2();
|
||
|
||
if (t == 0.0f)
|
||
perpendicular = ControlPoint - StartAnchor;
|
||
else
|
||
perpendicular = r - CalculatePointOfDerivative(t);
|
||
|
||
return r + Vector2.Normalize(perpendicular).PerpendicularRight * Parallel;
|
||
}
|
||
|
||
/// <summary>
|
||
/// Calculates the point with the specified t of the derivative of this function.
|
||
/// </summary>
|
||
/// <param name="t">The t, value between 0.0f and 1.0f.</param>
|
||
/// <returns>Resulting point.</returns>
|
||
private Vector2 CalculatePointOfDerivative(float t)
|
||
{
|
||
Vector2 r = new Vector2();
|
||
|
||
r.X = (1.0f - t) * StartAnchor.X + t * ControlPoint.X;
|
||
r.Y = (1.0f - t) * StartAnchor.Y + t * ControlPoint.Y;
|
||
|
||
return r;
|
||
}
|
||
|
||
/// <summary>
|
||
/// Calculates the length of this bezier curve.
|
||
/// </summary>
|
||
/// <param name="precision">The precision.</param>
|
||
/// <returns>Length of curve.</returns>
|
||
/// <remarks>The precision gets better when the <paramref name="precision"/>
|
||
/// value gets smaller.</remarks>
|
||
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
|
||
}
|
||
}
|