Remove ancient trunk folder from svn repository
[synfig.git] / synfig-core / src / synfig / curve_helper.cpp
diff --git a/synfig-core/src/synfig/curve_helper.cpp b/synfig-core/src/synfig/curve_helper.cpp
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+/* === S Y N F I G ========================================================= */
+/*!    \file curve_helper.cpp
+**     \brief Curve Helper File
+**
+**     $Id$
+**
+**     \legal
+**     Copyright (c) 2002-2005 Robert B. Quattlebaum Jr., Adrian Bentley
+**
+**     This package is free software; you can redistribute it and/or
+**     modify it under the terms of the GNU General Public License as
+**     published by the Free Software Foundation; either version 2 of
+**     the License, or (at your option) any later version.
+**
+**     This package 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
+**     General Public License for more details.
+**     \endlegal
+*/
+/* ========================================================================= */
+
+/* === H E A D E R S ======================================================= */
+
+#ifdef USING_PCH
+#      include "pch.h"
+#else
+#ifdef HAVE_CONFIG_H
+#      include <config.h>
+#endif
+
+#include "curve_helper.h"
+
+#include <algorithm>
+#include <vector>
+
+#endif
+
+/* === U S I N G =========================================================== */
+
+using namespace std;
+using namespace etl;
+using namespace synfig;
+
+/* === M A C R O S ========================================================= */
+#define ERR    1e-11
+const Real ERROR = 1e-11;
+
+/* === G L O B A L S ======================================================= */
+
+/* === P R O C E D U R E S ================================================= */
+
+/* === M E T H O D S ======================================================= */
+
+/* === E N T R Y P O I N T ================================================= */
+
+Real synfig::find_closest(const etl::bezier<Point> &curve, const Point &point,
+                               float step, Real *dout, float *tout)
+{
+#if 0
+       float time(curve.find_closest(point,4));
+       Real dist((curve(time)-point).mag());
+       if(dout) *dout=dist;
+       if(tout) *tout=time;
+       return time;
+#else
+       Real d,closest = 1.0e50;
+       float t,time,closestt = -1;
+       Vector p0,p1,end;
+
+       if(dout && *dout > 0)
+               closest = *dout;
+
+       p0 = curve[0];
+       end = curve[3];
+
+       for(t = step; t < 1; t+=step, p0=p1)
+       {
+               p1 = curve(t);
+               d = line_point_distsq(p0,p1,point,time);
+
+               if(d<closest)
+               {
+                       closest=d;
+                       closestt = t-step + time*step;//t+(time-1)*step; //time between [t-step,t]
+               }
+       }
+
+       d = line_point_distsq(p0,end,point,time);
+       if(d<closest)
+       {
+               closest = d;
+               closestt= t-step + time*(1-t+step); //time between [t-step,1.0]
+       }
+
+       //set the time value if we found a closer point
+       if(closestt >=0)
+       {
+               if(tout) *tout = closestt;
+       }
+
+       return closest;
+#endif
+}
+
+// Line and BezHull Definitions
+void BezHull::Bound(const etl::bezier<Point> &b)
+{
+       #if 1
+
+       //with a starting vertex, find the only vertex that has all other vertices on its right
+       int i,j;
+       int first,cur,last;
+
+       float d,ds;
+
+       Vector n,vi;
+       Vector::value_type      deqn;
+
+       //get left most vertex
+       d = b[0][0];
+       first = 0;
+       for(i = 1; i < 4; ++i)
+       {
+               if(b[i][0] < d)
+               {
+                       d = b[i][0];
+                       first = i;
+               }
+       }
+       cur = last = first;
+       size = 0;
+
+       //find the farthest point with all points on right
+       ds = 0;
+       do //should reassign cur so it won't break on first step
+       {
+               for(i = 0; i < 4; ++i)
+               {
+                       if(i == cur || i == last) continue;
+
+                       //rotate vector to right to make normal
+                       vi = -(b[i] - b[cur]).perp();
+                       d = vi.mag_squared();
+
+                       //we want only the farthest (solves the case with many points on a line)
+                       if(d > ds)
+                       {
+                               ds = d;
+                               deqn = n*b[cur];
+                               for(j = 0; j < 4; ++j)
+                               {
+                                       d = n*b[i] - deqn;
+                                       if(d < 0) break; //we're on left, nope!
+                               }
+
+                               //everyone is on right... yay! :)
+                               if(d >= 0)
+                               {
+                                       //advance point and add last one into hull
+                                       p[size++] = p[last];
+                                       last = cur;
+                                       cur = i;
+                               }
+                       }
+               }
+       }while(cur != first);
+
+       #else
+
+       //will work but does not keep winding order
+
+       //convex hull alg.
+       //build set of line segs which have no points on other side...
+       //start with initial normal segments
+
+       //start with single triangle
+       p[0] = b[0];
+       p[1] = b[1];
+       p[2] = b[2];
+       p[3] = b[3];
+
+       //initial reject (if point is inside triangle don't care)
+       {
+               Vector v1,v2,vp;
+
+               v1 = p[1]-p[0];
+               v2 = p[2]-p[0];
+
+               vp = p[3]-p[0];
+
+               float   s = (vp*v1) / (v1*v1),
+                               t = (vp*v2) / (v2*v2);
+
+               //if we're inside the triangle we don't this sissy point
+               if( s >= 0 && s <= 1 && t >= 0 && t <= 1 )
+               {
+                       size = 3;
+                       return;
+               }
+       }
+
+       //expand triangle based on info...
+       bool line;
+       int index,i,j;
+       float ds,d;
+
+       //distance from point to vertices
+       line = false;
+       index = 0;
+       ds = (p[0]-b[3]).mag_squared();
+       for(i = 1; i < 3; ++i)
+       {
+               d = (p[3]-p[i]).mag_squared();
+               if(d < ds)
+               {
+                       index = i;
+                       ds = d;
+               }
+       }
+
+       //distance to line
+       float t;
+       j = 2;
+       for(i = 0; i < 3; j = i++)
+       {
+               d = line_point_distsq(p[j],p[i],b[4],t);
+               if(d < ds)
+               {
+                       index = j;
+                       ds = d;
+                       line = true;
+               }
+       }
+
+       //We don't need no stinkin extra vertex, just replace
+       if(!line)
+       {
+               p[index] = p[3];
+               size = 3;
+       }else
+       {
+               //must expand volume to work with point...
+               //      after the index then
+
+               /* Pattern:
+                       0 - push 1,2 -> 2,3
+                       1 - push 2 -> 3
+                       2 - none
+               */
+               for(i = 3; i > index+1; --i)
+               {
+                       p[i] = p[i-1];
+               }
+
+               p[index] = b[3]; //recopy b3
+               size = 4;
+       }
+
+       #endif
+}
+
+//Line Intersection
+int
+synfig::intersect(const Point &p1, const Vector &v1, float &t1,
+                                       const Point &p2, const Vector &v2, float &t2)
+{
+       /* Parametric intersection:
+               l1 = p1 + tv1, l2 = p2 + sv2
+
+               0 = p1+tv1-(p2+sv2)
+               group parameters: sv2 - tv1 = p1-p2
+
+               ^ = transpose
+               invert matrix (on condition det != 0):
+               A[t s]^ = [p1-p2]^
+
+               A = [-v1 v2]
+
+               det = v1y.v2x - v1x.v2y
+
+               if non 0 then A^-1 = invdet * | v2y -v2x |
+                                                                         | v1y -v1x |
+
+               [t s]^ = A^-1 [p1-p2]^
+       */
+
+       Vector::value_type det = v1[1]*v2[0] - v1[0]*v2[1];
+
+       //is determinant valid?
+       if(det > ERR || det < -ERR)
+       {
+               Vector p_p = p1-p2;
+
+               det = 1/det;
+
+               t1 = det*(v2[1]*p_p[0] - v2[0]*p_p[1]);
+               t2 = det*(v1[1]*p_p[0] - v1[0]*p_p[1]);
+
+               return 1;
+       }
+
+       return 0;
+}
+
+//Returns the true or false intersection of a rectangle and a line
+int intersect(const Rect &r, const Point &p, const Vector &v)
+{
+       float t[4] = {0};
+
+       /*get horizontal intersections and then vertical intersections
+               and intersect them
+
+               Vertical planes - n = (1,0)
+               Horizontal planes - n = (0,1)
+
+               so if we are solving for ray with implicit line
+       */
+
+       //solve horizontal
+       if(v[0] > ERR || v[0] < -ERR)
+       {
+               //solve for t0, t1
+               t[0] = (r.minx - p[0])/v[0];
+               t[1] = (r.maxx - p[0])/v[0];
+       }else
+       {
+               return (int)(p[1] >= r.miny && p[1] <= r.maxy);
+       }
+
+       //solve vertical
+       if(v[1] > ERR || v[1] < -ERR)
+       {
+               //solve for t0, t1
+               t[2] = (r.miny - p[1])/v[1];
+               t[3] = (r.maxy - p[1])/v[1];
+       }else
+       {
+               return (int)(p[0] >= r.minx && p[0] <= r.maxx);
+       }
+
+       return (int)(t[0] <= t[3] && t[1] >= t[2]);
+}
+
+int synfig::intersect(const Rect &r, const Point &p)
+{
+       return (p[1] < r.maxy && p[1] > r.miny) && p[0] > r.minx;
+}
+
+//returns 0 or 1 for true or false number of intersections of a ray with a bezier convex hull
+int intersect(const BezHull &bh, const Point &p, const Vector &v)
+{
+       float mint = 0, maxt = 1e20;
+
+       //polygon clipping
+       Vector n;
+       Vector::value_type      nv;
+
+       Point last = bh.p[3];
+       for(int i = 0; i < bh.size; ++i)
+       {
+               n = (bh.p[i] - last).perp(); //rotate 90 deg.
+
+               /*
+                       since rotated left
+                       if n.v  < 0 - going in
+                                       > 0 - going out
+                                       = 0 - parallel
+               */
+               nv = n*v;
+
+               //going OUT
+               if(nv > ERR)
+               {
+                       maxt = min(maxt,(float)((n*(p-last))/nv));
+               }else
+               if( nv < -ERR) //going IN
+               {
+                       mint = max(mint,(float)((n*(p-last))/nv));
+               }else
+               {
+                       if( n*(p-last) > 0 ) //outside entirely
+                       {
+                               return 0;
+                       }
+               }
+
+               last = bh.p[i];
+       }
+
+       return 0;
+}
+
+int Clip(const Rect &r, const Point &p1, const Point &p2, Point *op1, Point *op2)
+{
+       float t1=0,t2=1;
+       Vector v=p2-p1;
+
+       /*get horizontal intersections and then vertical intersections
+               and intersect them
+
+               Vertical planes - n = (1,0)
+               Horizontal planes - n = (0,1)
+
+               so if we are solving for ray with implicit line
+       */
+
+       //solve horizontal
+       if(v[0] > ERR || v[0] < -ERR)
+       {
+               //solve for t0, t1
+               float   tt1 = (r.minx - p1[0])/v[0],
+                               tt2 = (r.maxx - p1[0])/v[0];
+
+               //line in positive direction (normal comparisons
+               if(tt1 < tt2)
+               {
+                       t1 = max(t1,tt1);
+                       t2 = min(t2,tt2);
+               }else
+               {
+                       t1 = max(t1,tt2);
+                       t2 = min(t2,tt1);
+               }
+       }else
+       {
+               if(p1[1] < r.miny || p1[1] > r.maxy)
+                       return 0;
+       }
+
+       //solve vertical
+       if(v[1] > ERR || v[1] < -ERR)
+       {
+               //solve for t0, t1
+               float   tt1 = (r.miny - p1[1])/v[1],
+                               tt2 = (r.maxy - p1[1])/v[1];
+
+               //line in positive direction (normal comparisons
+               if(tt1 < tt2)
+               {
+                       t1 = max(t1,tt1);
+                       t2 = min(t2,tt2);
+               }else
+               {
+                       t1 = max(t1,tt2);
+                       t2 = min(t2,tt1);
+               }
+       }else
+       {
+               if(p1[0] < r.minx || p1[0] > r.maxx)
+                       return 0;
+       }
+
+       if(op1) *op1 = p1 + v*t1;
+       if(op2) *op2 = p1 + v*t2;
+
+       return 1;
+}
+
+static void clean_bez(const bezier<Point> &b, bezier<Point> &out)
+{
+       bezier<Point> temp;
+
+       temp = b;
+       temp.set_r(0);
+       temp.set_s(1);
+
+       if(b.get_r() != 0)
+               temp.subdivide(0,&temp,b.get_r());
+
+       if(b.get_s() != 1)
+               temp.subdivide(&temp,0,b.get_s());
+
+       out = temp;
+}
+
+// CIntersect Definitions
+
+CIntersect::CIntersect()
+       : max_depth(10) //depth of 10 means timevalue parameters will have an approx. error bound of 2^-10
+{
+}
+
+struct CIntersect::SCurve
+{
+       bezier<Point>   b;              //the current subdivided curve
+       float rt,st;
+       //float                         mid,    //the midpoint time value on this section of the subdivided curve
+       //                              scale;  //the current delta in time values this curve would be on original curve
+
+       float   mag;                    //approximate sum of magnitudes of each edge of control polygon
+       Rect    aabb;                   //Axis Aligned Bounding Box for quick (albeit less accurate) collision
+
+       SCurve() {}
+
+       SCurve(const bezier<Point> &c,float rin, float sin)
+       :b(c),rt(rin),st(sin),mag(1)
+       {
+               Bound(aabb,b);
+       }
+
+       void Split(SCurve &l, SCurve &r) const
+       {
+               b.subdivide(&l.b,&r.b);
+
+               l.rt = rt;
+               r.st = st;
+               l.st = r.rt = (rt+st)/2;
+
+               Bound(l.aabb,l.b);
+               Bound(r.aabb,r.b);
+       }
+};
+
+//Curve to the left of point test
+static int recurse_intersect(const CIntersect::SCurve &b, const Point &p1, int depthleft = 10)
+{
+       //reject when the line does not intersect the bounding box
+       if(!intersect(b.aabb,p1)) return 0;
+
+       //accept curves (and perform super detailed check for intersections)
+       //if the values are below tolerance
+
+       //NOTE FOR BETTERING OF ALGORITHM: SHOULD ALSO/IN-PLACE-OF CHECK MAGNITUDE OF EDGES (or approximate)
+       if(depthleft <= 0)
+       {
+               //NOTE FOR IMPROVEMENT: Polish roots based on original curve
+               //                                              (may be too expensive to be effective)
+               int turn = 0;
+
+               for(int i = 0; i < 3; ++i)
+               {
+                       //intersect line segments
+
+                       //solve for the y_value
+                       Vector v = b.b[i+1] - b.b[i];
+
+                       if(v[1] > ERROR && v[1] < ERROR)
+                       {
+                               Real xi = (p1[1] - b.b[i][1])/v[1];
+
+                               //and add in the turn (up or down) if it's valid
+                               if(xi < p1[0]) turn += (v[1] > 0) ? 1 : -1;
+                       }
+               }
+
+               return turn;
+       }
+
+       //subdivide the curve and continue
+       CIntersect::SCurve l1,r1;
+       b.Split(l1,r1); //subdivide left
+
+       //test each subdivision against the point
+       return recurse_intersect(l1,p1) + recurse_intersect(r1,p1);
+}
+
+int intersect(const bezier<Point> &b, const Point &p)
+{
+       CIntersect::SCurve      sb;
+       clean_bez(b,sb.b);
+
+       sb.rt = 0; sb.st = 1;
+       sb.mag = 1; Bound(sb.aabb,sb.b);
+
+       return recurse_intersect(sb,p);
+}
+
+//Curve curve intersection
+void CIntersect::recurse_intersect(const SCurve &left, const SCurve &right, int depth)
+{
+       //reject curves that do not overlap with bounding boxes
+       if(!intersect(left.aabb,right.aabb)) return;
+
+       //accept curves (and perform super detailed check for intersections)
+       //if the values are below tolerance
+
+       //NOTE FOR BETTERING OF ALGORITHM: SHOULD ALSO/IN-PLACE-OF CHECK MAGNITUDE OF EDGES (or approximate)
+       if(depth >= max_depth)
+       {
+               //NOTE FOR IMPROVEMENT: Polish roots based on original curve with the Jacobian
+               //                                              (may be too expensive to be effective)
+
+               //perform root approximation
+               //collide line segments
+
+               float t,s;
+
+               for(int i = 0; i < 3; ++i)
+               {
+                       for(int j = 0; j < 3; ++j)
+                       {
+                               //intersect line segments
+                               if(intersect_line_segments(left.b[i],left.b[i+1],t,right.b[j],right.b[j+1],s))
+                               {
+                                       //We got one Jimmy
+                                       times.push_back(intersect_set::value_type(t,s));
+                               }
+                       }
+               }
+
+               return;
+       }
+
+       //NOTE FOR IMPROVEMENT: only subdivide one curve and choose the one that has
+       //                                              the highest approximated length
+       //fast approximation to curve length may be hard (accurate would
+       // involve 3 square roots), could sum the squares which would be
+       // quick but inaccurate
+
+       SCurve l1,r1,l2,r2;
+       left.Split(l1,r1);      //subdivide left
+       right.Split(l2,r2); //subdivide right
+
+       //Test each candidate against each other
+       recurse_intersect(l1,l2);
+       recurse_intersect(l1,r2);
+       recurse_intersect(r1,l2);
+       recurse_intersect(r1,r2);
+}
+
+
+
+bool CIntersect::operator()(const etl::bezier<Point> &c1, const etl::bezier<Point> &c2)
+{
+       times.clear();
+
+       //need to subdivide and check recursive bounding regions against each other
+       //so track a list of dirty curves and compare compare compare
+
+
+       //temporary curves for subdivision
+       CIntersect                      intersector;
+       CIntersect::SCurve      left,right;
+
+       //Make sure the parameters are normalized (so we don't compare unwanted parts of the curves,
+       //      and don't miss any for that matter)
+
+       //left curve
+       //Compile information about curve
+       clean_bez(c1,left.b);
+       left.rt = 0; left.st = 1;
+       Bound(left.aabb, left.b);
+
+       //right curve
+       //Compile information about right curve
+       clean_bez(c2,right.b);
+       right.rt = 0; right.st = 1;
+       Bound(right.aabb, right.b);
+
+       //Perform Curve intersection
+       intersector.recurse_intersect(left,right);
+
+       //Get information about roots (yay! :P)
+       return times.size() != 0;
+}
+
+//point inside curve - return +/- hit up or down edge
+int intersect_scurve(const CIntersect::SCurve &b, const Point &p)
+{
+       //initial reject/approve etc.
+
+       /*
+                       *-----------*---------
+                       |                       |
+                       |                       |
+                       |                       |
+                       |         1             |    2
+                       |                       |
+                       |                       |
+                       |                       |
+                       |                       |
+                       *-----------*--------
+               1,2 are only regions not rejected
+       */
+       if(p[0] < b.aabb.minx || p[1] < b.aabb.miny || p[1] > b.aabb.maxy)
+               return 0;
+
+       //approve only if to the right of rect around 2 end points
+       {
+               Rect    r;
+               r.set_point(b.b[0][0],b.b[0][1]);
+               r.expand(b.b[3][0],b.b[3][1]);
+
+               if(p[0] >= r.maxx && p[1] <= r.maxy && p[1] >= r.miny)
+               {
+                       float df = b.b[3][1] - b.b[0][1];
+
+                       return df >= 0 ? 1 : -1;
+               }
+       }
+
+       //subdivide and check again!
+       CIntersect::SCurve      l,r;
+       b.Split(l,r);
+       return  intersect_scurve(l,p) + intersect_scurve(r,p);
+}
+
+int synfig::intersect(const bezier<Point> &b, const Point &p)
+{
+       CIntersect::SCurve      c(b,0,1);
+
+       return intersect_scurve(c,p);
+}