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Diffstat (limited to 'src/Math/Bezier/Convert.pm')
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1 files changed, 349 insertions, 0 deletions
diff --git a/src/Math/Bezier/Convert.pm b/src/Math/Bezier/Convert.pm new file mode 100644 index 0000000..717d887 --- /dev/null +++ b/src/Math/Bezier/Convert.pm @@ -0,0 +1,349 @@ +package Math::Bezier::Convert; +# This program is free software; you can redistribute it and/or +# modify it under the terms of the GNU LGPL Libray General Public License +# as published by the Free Software Foundation; either version 2 +# of the License, or (at your option) any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU Library General Public License for more details. +# +# You should have received a copy of the GNU Library General Public License +# along with this program; if not, write to the Free Software +# Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, +# or refer to http://www.gnu.org/copyleft/lgpl.html +# +################################################################## + +require 5.005_62; +use strict; +use warnings; +use Carp; + +require Exporter; + +our @ISA = qw(Exporter); + +our %EXPORT_TAGS = ( 'all' => [ qw( + divide_cubic + divide_quadratic + cubic_to_quadratic + quadratic_to_cubic + cubic_to_lines + quadratic_to_lines +) ] ); + +our @EXPORT_OK = ( @{ $EXPORT_TAGS{'all'} } ); + +our @EXPORT = qw( + +); +our $VERSION = '0.01'; + +# Globals + +our $APPROX_QUADRATIC_TOLERANCE = 1; +our $APPROX_LINE_TOLERANCE = 1; +our $CTRL_PT_TOLERANCE = 3; + +sub divide_cubic { + my ($p0x, $p0y, $p1x, $p1y, $p2x, $p2y, $p3x, $p3y, $sep) = @_; + my ($p10x, $p10y, $p11x, $p11y, $p12x, $p12y, $p20x, $p20y, $p21x, $p21y, $p30x, $p30y); + + $p10x = $p0x + $sep * ($p1x - $p0x); + $p10y = $p0y + $sep * ($p1y - $p0y); + $p11x = $p1x + $sep * ($p2x - $p1x); + $p11y = $p1y + $sep * ($p2y - $p1y); + $p12x = $p2x + $sep * ($p3x - $p2x); + $p12y = $p2y + $sep * ($p3y - $p2y); + $p20x = $p10x+ $sep * ($p11x-$p10x); + $p20y = $p10y+ $sep * ($p11y-$p10y); + $p21x = $p11x+ $sep * ($p12x-$p11x); + $p21y = $p11y+ $sep * ($p12y-$p11y); + $p30x = $p20x+ $sep * ($p21x-$p20x); + $p30y = $p20y+ $sep * ($p21y-$p20y); + + return ($p0x, $p0y, $p10x, $p10y, $p20x, $p20y, $p30x, $p30y, $p21x, $p21y, $p12x, $p12y, $p3x, $p3y); +} + +sub divide_quadratic { + my ($p0x, $p0y, $p1x, $p1y, $p2x, $p2y, $sep) = @_; + my ($p10x, $p10y, $p11x, $p11y, $p20x, $p20y); + + $p10x = $p0x + $sep * ($p1x - $p0x); + $p10y = $p0y + $sep * ($p1y - $p0y); + $p11x = $p1x + $sep * ($p2x - $p1x); + $p11y = $p1y + $sep * ($p2y - $p1y); + $p20x = $p10x+ $sep * ($p11x-$p10x); + $p20y = $p10y+ $sep * ($p11y-$p10y); + + return ($p0x, $p0y, $p10x, $p10y, $p20x, $p20y, $p11x, $p11y, $p2x, $p2y); +} + +sub cubic_to_quadratic { + my ($p0x, $p0y, @cp) = @_; + my ($p1x, $p1y, $p2x, $p2y, $p3x, $p3y); + my ($a1, $b1, $a2, $b2, $cx, $cy) = (undef) x 6; + my @qp = ($p0x, $p0y); + my @p; + + croak '$CTRL_PT_TOLERANCE must be more than 1.5 ' unless $CTRL_PT_TOLERANCE > 1.5; + +CURVE: + while (@cp and @p = ($p1x, $p1y, $p2x, $p2y, $p3x, $p3y) = splice(@cp, 0, 6)) { + + my $step = 0.5; + my $sep = 1; + my @qp1 = (); + my @cp1 = (); + my ($cp3x, $cp3y); + + while ($step > 0.0000001) { + + my ($v01x, $v01y) = ($p1x-$p0x, $p1y-$p0y); + my ($v02x, $v02y) = ($p2x-$p0x, $p2y-$p0y); + my ($v03x, $v03y) = ($p3x-$p0x, $p3y-$p0y); + my ($v32x, $v32y) = ($p2x-$p3x, $p2y-$p3y); + + next CURVE if (abs($v01x)<0.0001 and abs($v02x)<0.0001 and abs($v03x)<0.0001 and + abs($v01y)<0.0001 and abs($v02y)<0.0001 and abs($v03y)<0.0001); + + + if (abs($v01x)<0.0001 and abs($v32x)<0.0001 and + abs($v01y)<0.0001 and abs($v32y)<0.0001) { + + @qp1 = (($p0x+$p3x)/2, ($p0y+$p3y)/2); + last; + } + + my $n = $v01y*$v32x - $v01x*$v32y; + if ($n == 0) { + if ($v02x*$v32y - $v02y*$v32x == 0) { + @qp1 = (($p0x+$p3x)/2, ($p0y+$p3y)/2); + last; + } else { + $sep -= $step; + $step /= 2; + next; + } + } + my $m1 = $v01x*$v03y - $v01y*$v03x; + my $m2 = $v02x*$v03y - $v03x*$v02y; + if ($m1/$n < 1 or $m2/$n < 1 or $m1/$n >$CTRL_PT_TOLERANCE or $m2/$n > $CTRL_PT_TOLERANCE) { + $sep -= $step; + $step /= 2; + next; + } + $cx = $p0x + $m2 * $v01x / $n; + $cy = $p0y + $m2 * $v01y / $n; + + if (defined $cx and _q_c_check($p0x, $p0y, $p1x, $p1y, $p2x, $p2y, $p3x, $p3y, $cx, $cy)) { + @qp1 = ($cx, $cy); + last if $sep>=1; + $sep += $step; + } else { + $sep -= $step; + } + $step /= 2; + } continue { + (undef, undef, $p1x, $p1y, $p2x, $p2y, $p3x, $p3y, @cp1) = divide_cubic($p0x, $p0y, @p, $sep); + } + unless (@qp1) { + die "Can't approx @p"; +# return @qp; + } + push @qp, @qp1, $p3x, $p3y; + $p0x = $p3x; + $p0y = $p3y; + if (@cp1) { + @p = ($p1x, $p1y, $p2x, $p2y, $p3x, $p3y) = @cp1; + redo; + } + } + return @qp; +} + +sub _q_c_check { + my ($cx0, $cy0, $cx1, $cy1, $cx2, $cy2, $cx3, $cy3, $qx1, $qy1) = @_; + my ($a, $b, $c, $d, $sep); + + $a = (($cx0-$cx3)*($cy1-$cy3)-($cy0-$cy3)*($cx1-$cx3)<=>0); + $b = (($cx0-$cx3)*($cy2-$cy3)-($cy0-$cy3)*($cx2-$cx3)<=>0); + return if ($a == 0 or $b == 0 or $a != $b); + + my ($cx, $cy) = (divide_cubic($cx0,$cy0,$cx1,$cy1,$cx2,$cy2,$cx3,$cy3, 0.5))[6,7]; + $a = $cx0-2*$qx1+$cx3; + $b = 2*$qx1-2*$cx0; + $c = $cx0-$cx; + $d = $b*$b-4*$a*$c; + return if ($d<0); + my ($qx, $qy); + if ($a!=0) { + $sep = (-$b-sqrt($d))/2/$a; + $sep = (-$b+sqrt($d))/2/$a if ($sep<=0 or $sep>=1); + return if ($sep<=0 or $sep>=1); + ($qx, $qy) = (divide_quadratic($cx0,$cy0,$qx1,$qy1,$cx3,$cy3, $sep))[4, 5]; + } else { + ($qx, $qy) = ($qx1, $qy1); + } + return ($cx-$qx)*($cx-$qx)+($cy-$qy)*($cy-$qy) < $APPROX_QUADRATIC_TOLERANCE; +} + +sub quadratic_to_cubic { + my ($p0x, $p0y, @qp) = @_; + my @cp = ($p0x, $p0y); + my ($p1x, $p1y, $p2x, $p2y); + + while (@qp and ($p1x, $p1y, $p2x, $p2y) = splice(@qp, 0, 4)) { + push @cp, $p0x+($p1x-$p0x)*2/3, $p0y+($p1y-$p0y)*2/3, $p1x+($p2x-$p1x)/3, $p1y+($p2y-$p1y)/3, $p2x, $p2y; + $p0x = $p2x; + $p0y = $p2y; + } + return @cp; +} + +sub cubic_to_lines { + my @cp = @_; + my @p; + my @last = splice(@cp, 0, 2); + my @lp = @last; + + while (@cp and @p = splice(@cp, 0, 6)) { + push @lp, _c2lsub(@last, @p); + push @lp, @last = @p[4,5]; + } + return @lp; +} + +sub _c2lsub { + my @p = @_; + my ($p0x, $p0y, $p10x, $p10y, $p20x, $p20y, $p30x, $p30y, $p21x, $p21y, $p12x, $p12y, $p3x, $p3y) = + divide_cubic(@p[0..7], 0.5); + my ($cx, $cy) = (($p0x+$p3x)/2, ($p0y+$p3y)/2); + return () if (($p30x-$cx)*($p30x-$cx)+($p30y-$cy)*($p30y-$cy) < $APPROX_LINE_TOLERANCE); + return (_c2lsub($p0x, $p0y, $p10x, $p10y, $p20x, $p20y, $p30x, $p30y), $p30x, $p30y, _c2lsub($p30x, $p30y, $p21x, $p21y, $p12x, $p12y, $p3x, $p3y)); +} + +sub quadratic_to_lines { + my @qp = @_; + my @p; + my @last = splice(@qp, 0, 2); + my @lp = @last; + + while (@qp and @p = splice(@qp, 0, 4)) { + push @lp, _q2lsub(@last, @p); + push @lp, @last = @p[2,3]; + } + return @lp; +} + +sub _q2lsub { + my @p = @_; + my ($p0x, $p0y, $p10x, $p10y, $p20x, $p20y, $p11x, $p11y, $p2x, $p2y) = + divide_quadratic(@p[0..5], 0.5); + my ($cx, $cy) = (($p0x+$p2x)/2, ($p0y+$p2y)/2); + return () if (($p20x-$cx)*($p20x-$cx)+($p20y-$cy)*($p20y-$cy) < $APPROX_LINE_TOLERANCE); + return (_q2lsub($p0x, $p0y, $p10x, $p10y, $p20x, $p20y), $p20x, $p20y, _q2lsub($p20x, $p20y, $p11x, $p11y, $p2x, $p2y)); +} + +1; +__END__ + +=head1 NAME + +Math::Bezier::Convert - Convert cubic and quadratic bezier each other. + +=head1 SYNOPSIS + + use Math::Bezier::Convert; + + @new_cubic = divide_cubic($cx1, $cy1, $cx2, $cy2, $cx3, $cy3, $cx4, $cy4, $t); + @new_quad = divide_quadratic($cx1, $cy1, $cx2, $cy2, $cx3, $cy3, $t); + @quad = cubic_to_quadratic(@cubic); + @cubic = quadratic_to_cubic(@quad); + @lines = cubic_to_lines(@cubic); + @lines = quadratic_to_lines(@cubic); + +=head1 DESCRIPTION + +Math::Bezier::Convert provides functions to convert quadratic bezier to cubic, +to approximate cubic bezier to quadratic, and to approximate cubic and quadratic +bezier to polyline. + +Each function takes an array of the coordinates of control points of the bezier curve. +Cubic bezier consists of one I<ANCHOR> control point, two I<DIRECTOR> control points, one I<ANCHOR>, two I<DIRECTORS>, ... and the last I<ANCHOR>. +Quadratic bezier consists of one I<ANCHOR>, one I<DIRECTOR>, ... and the last I<ANCHOR>. +The curve pass over the I<ANCHOR> point, but dose not the I<DIRECTOR> point. +Each point consists of X and Y coordinates. Both are flatly listed in the +array of the curve, like ($x1, $y1, $x2, $y2, ...). + +=over 4 + +=item divide_cubic( $cx1, $cy1, $cx2, $cy2, $cx3, $cy3, $cx4, $cy4, $t ) + +divides one segment of the cubic bezier curve at ratio $t, and returns +new cubic bezier which has two segment (7 points). + +=item divide_quadratic( $cx1, $cy1, $cx2, $cy2, $cx3, $cy3, $t ) + +divides one segment of the quadratic bezier curve at ratio $t, and returns +new quadratic bezier which has two segment (5 points). + +=item cubic_to_quadratic( @cubic ) + +approximates cubic bezier to quadratic bezier, and returns an array of the +control points of the quadratic bezier curve. + +=item quadratic_to_cubic( @quadratic ) + +converts quadratic bezier to cubic bezier, and returns an array of the +control points of the cubic bezier curve. + +=item cubic_to_lines( @cubic ) + +approximates cubic bezier to polyline, and returns an array of endpoints. + +=item quadratic_to_lines( @cubic ) + +approximates quadratic bezier to polyline, and returns an array of endpoints. + +=back + +=head2 GLOBALS + +=over 4 + +=item $Math::Bezier::Convert::APPROX_QUADRATIC_TOLERANCE + +=item $Math::Bezier::Convert::APPROX_LINE_TOLERANCE + +Tolerance of the distance between the half point of the cubic bezier and the approximation point. +Default is 1. + +=item $Math::Bezier::Convert::CTRL_PT_TOLERANCE + +Tolerance of the I<ANCHOR-DIRECTOR> distance ratio of quadratic to cubic. +Default is 3. It must be specified more than 1.5. + +=back + +=head2 EXPORT + +None by default. +All functions described above are exported when ':all' tag is specified. +All global variables are not exported in any case. + +=head1 COPYRIGHT + +Copyright 2000 Yasuhiro Sasama (ySas), <ysas@nmt.ne.jp> + +This library is free software; you can redistribute it +and/or modify it under the same terms as Perl itself. + +=head1 SEE ALSO + +perl(1). + +=cut + |