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Diffstat (limited to '3rdparty/imgui-node-editor/imgui_bezier_math.h')
-rw-r--r-- | 3rdparty/imgui-node-editor/imgui_bezier_math.h | 142 |
1 files changed, 142 insertions, 0 deletions
diff --git a/3rdparty/imgui-node-editor/imgui_bezier_math.h b/3rdparty/imgui-node-editor/imgui_bezier_math.h new file mode 100644 index 0000000..09b76e7 --- /dev/null +++ b/3rdparty/imgui-node-editor/imgui_bezier_math.h @@ -0,0 +1,142 @@ +//------------------------------------------------------------------------------ +// LICENSE +// This software is dual-licensed to the public domain and under the following +// license: you are granted a perpetual, irrevocable license to copy, modify, +// publish, and distribute this file as you see fit. +// +// CREDITS +// Written by Michal Cichon +//------------------------------------------------------------------------------ +# ifndef __IMGUI_BEZIER_MATH_H__ +# define __IMGUI_BEZIER_MATH_H__ +# pragma once + + +//------------------------------------------------------------------------------ +# include "imgui_extra_math.h" + + +//------------------------------------------------------------------------------ +template <typename T> +struct ImCubicBezierPointsT +{ + T P0; + T P1; + T P2; + T P3; +}; +using ImCubicBezierPoints = ImCubicBezierPointsT<ImVec2>; + + +//------------------------------------------------------------------------------ +// Low-level Bezier curve sampling. +template <typename T> inline T ImLinearBezier(const T& p0, const T& p1, float t); +template <typename T> inline T ImLinearBezierDt(const T& p0, const T& p1, float t); +template <typename T> inline T ImQuadraticBezier(const T& p0, const T& p1, const T& p2, float t); +template <typename T> inline T ImQuadraticBezierDt(const T& p0, const T& p1, const T& p2, float t); +template <typename T> inline T ImCubicBezier(const T& p0, const T& p1, const T& p2, const T& p3, float t); +template <typename T> inline T ImCubicBezierDt(const T& p0, const T& p1, const T& p2, const T& p3, float t); + + +// High-level Bezier sampling, automatically collapse to lower level Bezier curves if control points overlap. +template <typename T> inline T ImCubicBezierSample(const T& p0, const T& p1, const T& p2, const T& p3, float t); +template <typename T> inline T ImCubicBezierSample(const ImCubicBezierPointsT<T>& curve, float t); +template <typename T> inline T ImCubicBezierTangent(const T& p0, const T& p1, const T& p2, const T& p3, float t); +template <typename T> inline T ImCubicBezierTangent(const ImCubicBezierPointsT<T>& curve, float t); + + +// Calculate approximate length of Cubic Bezier curve. +template <typename T> inline float ImCubicBezierLength(const T& p0, const T& p1, const T& p2, const T& p3); +template <typename T> inline float ImCubicBezierLength(const ImCubicBezierPointsT<T>& curve); + + +// Splits Cubic Bezier curve into two curves. +template <typename T> +struct ImCubicBezierSplitResultT +{ + ImCubicBezierPointsT<T> Left; + ImCubicBezierPointsT<T> Right; +}; +using ImCubicBezierSplitResult = ImCubicBezierSplitResultT<ImVec2>; + +template <typename T> inline ImCubicBezierSplitResultT<T> ImCubicBezierSplit(const T& p0, const T& p1, const T& p2, const T& p3, float t); +template <typename T> inline ImCubicBezierSplitResultT<T> ImCubicBezierSplit(const ImCubicBezierPointsT<T>& curve, float t); + + +// Returns bounding rectangle of Cubic Bezier curve. +inline ImRect ImCubicBezierBoundingRect(const ImVec2& p0, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3); +inline ImRect ImCubicBezierBoundingRect(const ImCubicBezierPoints& curve); + + +// Project point on Cubic Bezier curve. +struct ImProjectResult +{ + ImVec2 Point; // Point on curve + float Time; // [0 - 1] + float Distance; // Distance to curve +}; + +inline ImProjectResult ImProjectOnCubicBezier(const ImVec2& p, const ImVec2& p0, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const int subdivisions = 100); +inline ImProjectResult ImProjectOnCubicBezier(const ImVec2& p, const ImCubicBezierPoints& curve, const int subdivisions = 100); + + +// Calculate intersection between line and a Cubic Bezier curve. +struct ImCubicBezierIntersectResult +{ + int Count; + ImVec2 Points[3]; +}; + +inline ImCubicBezierIntersectResult ImCubicBezierLineIntersect(const ImVec2& p0, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& a0, const ImVec2& a1); +inline ImCubicBezierIntersectResult ImCubicBezierLineIntersect(const ImCubicBezierPoints& curve, const ImLine& line); + + +// Adaptive Cubic Bezier subdivision. +enum ImCubicBezierSubdivideFlags +{ + ImCubicBezierSubdivide_None = 0, + ImCubicBezierSubdivide_SkipFirst = 1 +}; + +struct ImCubicBezierSubdivideSample +{ + ImVec2 Point; + ImVec2 Tangent; +}; + +using ImCubicBezierSubdivideCallback = void (*)(const ImCubicBezierSubdivideSample& p, void* user_pointer); + +inline void ImCubicBezierSubdivide(ImCubicBezierSubdivideCallback callback, void* user_pointer, const ImVec2& p0, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float tess_tol = -1.0f, ImCubicBezierSubdivideFlags flags = ImCubicBezierSubdivide_None); +inline void ImCubicBezierSubdivide(ImCubicBezierSubdivideCallback callback, void* user_pointer, const ImCubicBezierPoints& curve, float tess_tol = -1.0f, ImCubicBezierSubdivideFlags flags = ImCubicBezierSubdivide_None); + + +// F has signature void(const ImCubicBezierSubdivideSample& p) +template <typename F> inline void ImCubicBezierSubdivide(F& callback, const ImVec2& p0, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float tess_tol = -1.0f, ImCubicBezierSubdivideFlags flags = ImCubicBezierSubdivide_None); +template <typename F> inline void ImCubicBezierSubdivide(F& callback, const ImCubicBezierPoints& curve, float tess_tol = -1.0f, ImCubicBezierSubdivideFlags flags = ImCubicBezierSubdivide_None); + +// Fixed step Cubic Bezier subdivision. +struct ImCubicBezierFixedStepSample +{ + float T; + float Length; + ImVec2 Point; + bool BreakSearch; +}; + +using ImCubicBezierFixedStepCallback = void (*)(ImCubicBezierFixedStepSample& sample, void* user_pointer); + +inline void ImCubicBezierFixedStep(ImCubicBezierFixedStepCallback callback, void* user_pointer, const ImVec2& p0, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float step, bool overshoot = false, float max_value_error = 1e-3f, float max_t_error = 1e-5f); +inline void ImCubicBezierFixedStep(ImCubicBezierFixedStepCallback callback, void* user_pointer, const ImCubicBezierPoints& curve, float step, bool overshoot = false, float max_value_error = 1e-3f, float max_t_error = 1e-5f); + + +// F has signature void(const ImCubicBezierFixedStepSample& p) +template <typename F> inline void ImCubicBezierFixedStep(F& callback, const ImVec2& p0, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float step, bool overshoot = false, float max_value_error = 1e-3f, float max_t_error = 1e-5f); +template <typename F> inline void ImCubicBezierFixedStep(F& callback, const ImCubicBezierPoints& curve, float step, bool overshoot = false, float max_value_error = 1e-3f, float max_t_error = 1e-5f); + + +//------------------------------------------------------------------------------ +# include "imgui_bezier_math.inl" + + +//------------------------------------------------------------------------------ +# endif // __IMGUI_BEZIER_MATH_H__ |