Visualize the construction of the indermediate bezier control points
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1ca125b276
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119
src/bezier.c
119
src/bezier.c
@ -31,12 +31,31 @@
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/*
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/*
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* static function declarations
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* static function declaration
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*/
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*/
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static bool get_section_vec(vector *a, vector *b, vector *c, float section);
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static bool get_section_vec(const vector *a,
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const vector *b,
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vector *c,
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const float section);
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static vector *calculate_bezier_point_rec(const bez_curv *bez,
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const float section,
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const uint32_t deg);
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static bool get_section_vec(vector *a, vector *b, vector *c, float section)
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/**
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* Get the vector that is in between the to control
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* points a and b and in the specified section from 0 to 1.
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*
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* @param a first control point
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* @param b second control point
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* @param c store the result here [out]
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* @param section the section between 0 and 1
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* @return true/false for success/failure
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*/
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static bool get_section_vec(const vector *a,
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const vector *b,
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vector *c,
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const float section)
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{
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{
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vector a_tmp,
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vector a_tmp,
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b_tmp;
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b_tmp;
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@ -56,6 +75,57 @@ static bool get_section_vec(vector *a, vector *b, vector *c, float section)
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return true;
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return true;
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}
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}
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/**
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* Calculate a point on the bezier curve according to the
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* bezier vertices. If section is set to 0.5 then it will
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* return the vector to the point in the middle of the curve.
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*
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* @param bez the bezier curve to calcluate the point from
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* @param section the section which will be applied to all
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* lines between the bezier vertices
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* @param deg the degree of the bezier curve, this needs to be passed
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* because the function is recursive
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* @return the vector to the calculated point, newly allocated
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*/
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static vector *calculate_bezier_point_rec(const bez_curv *bez,
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const float section,
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const uint32_t deg)
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{
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bez_curv new_bez = { NULL, 0 };
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if (!get_reduced_bez_curv(bez, &new_bez, section))
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return NULL;
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if (bez->deg < deg)
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free(bez->vec);
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if (new_bez.deg > 0) {
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return calculate_bezier_point_rec(&new_bez, section, deg);
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} else {
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vector *result_vector = malloc(sizeof(*result_vector));
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*result_vector = new_bez.vec[0];
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free(new_bez.vec);
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return result_vector;
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}
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}
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/**
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* Calculate a point on the bezier curve according to the
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* bezier vertices. If section is set to 0.5 then it will
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* return the vector to the point in the middle of the curve.
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*
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* @param bez the bezier curve to calcluate the point from
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* @param section the section which will be applied to all
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* lines between the bezier vertices
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* @return the vector to the calculated point, newly allocated
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*/
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vector *calculate_bezier_point(const bez_curv *bez,
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const float section)
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{
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return calculate_bezier_point_rec(bez, section, bez->deg);
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}
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/**
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/**
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* Get the reduced bezier curve which is of one degree less
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* Get the reduced bezier curve which is of one degree less
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* and strained between the defined sections of the old curve.
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* and strained between the defined sections of the old curve.
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@ -67,10 +137,16 @@ static bool get_section_vec(vector *a, vector *b, vector *c, float section)
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* lines between the bezier vertices
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* lines between the bezier vertices
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* @return true/false for success/failure
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* @return true/false for success/failure
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*/
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*/
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bool get_reduced_bez_curv(bez_curv *bez, bez_curv *new_bez, float section)
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bool get_reduced_bez_curv(const bez_curv *bez,
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bez_curv *new_bez,
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const float section)
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{
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{
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vector *vec_arr = malloc(sizeof(*vec_arr) * bez->deg);
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vector *vec_arr;
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if (bez->deg < 1)
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return false;
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vec_arr = malloc(sizeof(*vec_arr) * bez->deg);
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for (uint32_t i = 0; i < bez->deg; i++) {
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for (uint32_t i = 0; i < bez->deg; i++) {
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vector new_vec;
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vector new_vec;
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@ -85,36 +161,5 @@ bool get_reduced_bez_curv(bez_curv *bez, bez_curv *new_bez, float section)
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new_bez->vec = vec_arr;
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new_bez->vec = vec_arr;
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new_bez->deg = bez->deg - 1;
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new_bez->deg = bez->deg - 1;
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return new_bez;
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return true;
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}
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}
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/**
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* Calculate a point on the bezier curve according to the
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* bezier vertices. If section is set to 0.5 then it will
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* return the vector to the point in the middle of the curve.
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*
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* @param bez the bezier curve the calcluate the point from
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* @param section the section which will be applied to all
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* lines between the bezier vertices
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* @return the vector to the calculated point, newly allocated
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*/
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vector *calculate_bezier_point(bez_curv *bez, float section)
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{
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bez_curv new_bez = { NULL, 0 };
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free(new_bez.vec);
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if (!get_reduced_bez_curv(bez, &new_bez, section))
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return NULL;
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if (new_bez.deg > 0) {
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return calculate_bezier_point(&new_bez, section);
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} else {
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vector *result_vector = malloc(sizeof(*result_vector));
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*result_vector = new_bez.vec[0];
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return result_vector;
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}
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}
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@ -49,8 +49,10 @@ struct bez_curv {
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};
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};
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bool get_reduced_bez_curv(bez_curv *bez, bez_curv *new_bez, float section);
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bool get_reduced_bez_curv(const bez_curv *bez,
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vector *calculate_bezier_point(bez_curv *bez, float section);
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bez_curv *new_bez,
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const float section);
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vector *calculate_bezier_point(const bez_curv *bez,
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const float section);
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#endif /* _DROW_ENGINE_BEZIER_H */
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#endif /* _DROW_ENGINE_BEZIER_H */
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@ -282,6 +282,35 @@ static void draw_bez(HE_obj const * const obj, float step_factor_inc)
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free(v2);
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free(v2);
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glEnd();
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glEnd();
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{
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const float ball_pos = 0.2;
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bez_curv cur_bez = obj->bez_curves[i];
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bez_curv next_bez = { NULL, 0 };
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while ((get_reduced_bez_curv(&cur_bez, &next_bez, ball_pos))) {
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glBegin(GL_LINES);
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for (uint32_t j = 0; j < next_bez.deg; j++) {
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glVertex3f(next_bez.vec[j].x,
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next_bez.vec[j].y,
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next_bez.vec[j].z);
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glVertex3f(next_bez.vec[j + 1].x,
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next_bez.vec[j + 1].y,
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next_bez.vec[j + 1].z);
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}
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/* don't free the original one! */
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if (cur_bez.deg < obj->bez_curves[i].deg)
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free(cur_bez.vec);
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cur_bez = next_bez;
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glEnd();
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}
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free(cur_bez.vec);
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}
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i++;
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i++;
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}
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}
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