Files
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

109 lines
2.4 KiB
C++

/* SPDX-FileCopyrightText: 2012-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup freestyle
* \brief Class to define a Bezier curve of order 4.
*/
#include "Bezier.h"
#include "FitCurve.h"
using namespace std;
namespace Freestyle {
BezierCurveSegment::~BezierCurveSegment() = default;
void BezierCurveSegment::AddControlPoint(const Vec2d &iPoint)
{
_ControlPolygon.push_back(iPoint);
if (_ControlPolygon.size() == 4) {
Build();
}
}
void BezierCurveSegment::Build()
{
if (_ControlPolygon.size() != 4) {
return;
}
// Compute the rightmost part of the matrix:
vector<Vec2d>::const_iterator p0, p1, p2, p3;
p0 = _ControlPolygon.begin();
p1 = p0;
++p1;
p2 = p1;
++p2;
p3 = p2;
++p3;
float x[4], y[4];
x[0] = -p0->x() + 3 * p1->x() - 3 * p2->x() + p3->x();
x[1] = 3 * p0->x() - 6 * p1->x() + 3 * p2->x();
x[2] = -3 * p0->x() + 3 * p1->x();
x[3] = p0->x();
y[0] = -p0->y() + 3 * p1->y() - 3 * p2->y() + p3->y();
y[1] = 3 * p0->y() - 6 * p1->y() + 3 * p2->y();
y[2] = -3 * p0->y() + 3 * p1->y();
y[3] = p0->y();
int nvertices = 12;
float increment = 1.0 / float(nvertices);
float t = 0.0f;
for (int i = 0; i <= nvertices; ++i) {
_Vertices.emplace_back((x[3] + t * (x[2] + t * (x[1] + t * x[0]))),
(y[3] + t * (y[2] + t * (y[1] + t * y[0]))));
t += increment;
}
}
BezierCurve::BezierCurve()
{
_currentSegment = new BezierCurveSegment;
}
BezierCurve::BezierCurve(vector<Vec2d> &iPoints, double error)
{
FitCurveWrapper fitcurve;
_currentSegment = new BezierCurveSegment;
vector<Vec2d> curve;
fitcurve.FitCurve(iPoints, curve, error);
int i = 0;
vector<Vec2d>::iterator v, vend;
for (v = curve.begin(), vend = curve.end(); v != vend; ++v) {
if ((i == 0) || (i % 4 != 0)) {
AddControlPoint(*v);
}
++i;
}
}
BezierCurve::~BezierCurve()
{
if (!_Segments.empty()) {
vector<BezierCurveSegment *>::iterator v, vend;
for (v = _Segments.begin(), vend = _Segments.end(); v != vend; ++v) {
delete *v;
}
}
delete _currentSegment;
}
void BezierCurve::AddControlPoint(const Vec2d &iPoint)
{
_ControlPolygon.push_back(iPoint);
_currentSegment->AddControlPoint(iPoint);
if (_currentSegment->size() == 4) {
_Segments.push_back(_currentSegment);
_currentSegment = new BezierCurveSegment;
_currentSegment->AddControlPoint(iPoint);
}
}
} /* namespace Freestyle */