Visualize the construction of the indermediate bezier control points

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hasufell 2014-06-01 18:17:11 +02:00
parent 1ca125b276
commit f83b778323
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GPG Key ID: 220CD1C5BDEED020
3 changed files with 116 additions and 40 deletions

View File

@ -31,12 +31,31 @@
/*
* static function declarations
* static function declaration
*/
static bool get_section_vec(vector *a, vector *b, vector *c, float section);
static bool get_section_vec(const vector *a,
const vector *b,
vector *c,
const float section);
static vector *calculate_bezier_point_rec(const bez_curv *bez,
const float section,
const uint32_t deg);
static bool get_section_vec(vector *a, vector *b, vector *c, float section)
/**
* Get the vector that is in between the to control
* points a and b and in the specified section from 0 to 1.
*
* @param a first control point
* @param b second control point
* @param c store the result here [out]
* @param section the section between 0 and 1
* @return true/false for success/failure
*/
static bool get_section_vec(const vector *a,
const vector *b,
vector *c,
const float section)
{
vector a_tmp,
b_tmp;
@ -56,6 +75,57 @@ static bool get_section_vec(vector *a, vector *b, vector *c, float section)
return true;
}
/**
* Calculate a point on the bezier curve according to the
* bezier vertices. If section is set to 0.5 then it will
* return the vector to the point in the middle of the curve.
*
* @param bez the bezier curve to calcluate the point from
* @param section the section which will be applied to all
* lines between the bezier vertices
* @param deg the degree of the bezier curve, this needs to be passed
* because the function is recursive
* @return the vector to the calculated point, newly allocated
*/
static vector *calculate_bezier_point_rec(const bez_curv *bez,
const float section,
const uint32_t deg)
{
bez_curv new_bez = { NULL, 0 };
if (!get_reduced_bez_curv(bez, &new_bez, section))
return NULL;
if (bez->deg < deg)
free(bez->vec);
if (new_bez.deg > 0) {
return calculate_bezier_point_rec(&new_bez, section, deg);
} else {
vector *result_vector = malloc(sizeof(*result_vector));
*result_vector = new_bez.vec[0];
free(new_bez.vec);
return result_vector;
}
}
/**
* Calculate a point on the bezier curve according to the
* bezier vertices. If section is set to 0.5 then it will
* return the vector to the point in the middle of the curve.
*
* @param bez the bezier curve to calcluate the point from
* @param section the section which will be applied to all
* lines between the bezier vertices
* @return the vector to the calculated point, newly allocated
*/
vector *calculate_bezier_point(const bez_curv *bez,
const float section)
{
return calculate_bezier_point_rec(bez, section, bez->deg);
}
/**
* Get the reduced bezier curve which is of one degree less
* and strained between the defined sections of the old curve.
@ -67,10 +137,16 @@ static bool get_section_vec(vector *a, vector *b, vector *c, float section)
* lines between the bezier vertices
* @return true/false for success/failure
*/
bool get_reduced_bez_curv(bez_curv *bez, bez_curv *new_bez, float section)
bool get_reduced_bez_curv(const bez_curv *bez,
bez_curv *new_bez,
const float section)
{
vector *vec_arr = malloc(sizeof(*vec_arr) * bez->deg);
vector *vec_arr;
if (bez->deg < 1)
return false;
vec_arr = malloc(sizeof(*vec_arr) * bez->deg);
for (uint32_t i = 0; i < bez->deg; i++) {
vector new_vec;
@ -85,36 +161,5 @@ bool get_reduced_bez_curv(bez_curv *bez, bez_curv *new_bez, float section)
new_bez->vec = vec_arr;
new_bez->deg = bez->deg - 1;
return new_bez;
return true;
}
/**
* Calculate a point on the bezier curve according to the
* bezier vertices. If section is set to 0.5 then it will
* return the vector to the point in the middle of the curve.
*
* @param bez the bezier curve the calcluate the point from
* @param section the section which will be applied to all
* lines between the bezier vertices
* @return the vector to the calculated point, newly allocated
*/
vector *calculate_bezier_point(bez_curv *bez, float section)
{
bez_curv new_bez = { NULL, 0 };
free(new_bez.vec);
if (!get_reduced_bez_curv(bez, &new_bez, section))
return NULL;
if (new_bez.deg > 0) {
return calculate_bezier_point(&new_bez, section);
} else {
vector *result_vector = malloc(sizeof(*result_vector));
*result_vector = new_bez.vec[0];
return result_vector;
}
}

View File

@ -49,8 +49,10 @@ struct bez_curv {
};
bool get_reduced_bez_curv(bez_curv *bez, bez_curv *new_bez, float section);
vector *calculate_bezier_point(bez_curv *bez, float section);
bool get_reduced_bez_curv(const bez_curv *bez,
bez_curv *new_bez,
const float section);
vector *calculate_bezier_point(const bez_curv *bez,
const float section);
#endif /* _DROW_ENGINE_BEZIER_H */

View File

@ -282,6 +282,35 @@ static void draw_bez(HE_obj const * const obj, float step_factor_inc)
free(v2);
glEnd();
{
const float ball_pos = 0.2;
bez_curv cur_bez = obj->bez_curves[i];
bez_curv next_bez = { NULL, 0 };
while ((get_reduced_bez_curv(&cur_bez, &next_bez, ball_pos))) {
glBegin(GL_LINES);
for (uint32_t j = 0; j < next_bez.deg; j++) {
glVertex3f(next_bez.vec[j].x,
next_bez.vec[j].y,
next_bez.vec[j].z);
glVertex3f(next_bez.vec[j + 1].x,
next_bez.vec[j + 1].y,
next_bez.vec[j + 1].z);
}
/* don't free the original one! */
if (cur_bez.deg < obj->bez_curves[i].deg)
free(cur_bez.vec);
cur_bez = next_bez;
glEnd();
}
free(cur_bez.vec);
}
i++;
}