use interpolate;
use interpolation::Spatial;
use num::{Float, NumCast};
use point::Point;
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct BezierPoint<X, Y> where
X: Clone + Copy,
Y: Spatial + Clone + Copy,
Y::Scalar: Float,
{
pub x: X,
pub y: Y,
pub curve: Y::Scalar,
}
impl<X, Y> BezierPoint<X, Y> where
X: Clone + Copy,
Y: Spatial + Clone + Copy,
Y::Scalar: Float,
{
#[inline]
pub fn new(x: X, y: Y, curve: Y::Scalar) -> BezierPoint<X, Y> {
BezierPoint {
x: x,
y: y,
curve: curve,
}
}
}
impl<X, Y> Point for BezierPoint<X, Y>
where X: PartialEq + NumCast + Clone + Copy,
Y: PartialEq + NumCast + Spatial + Clone + Copy,
Y::Scalar: Float,
{
type X = X;
type Y = Y;
#[inline(always)]
fn x_to_scalar(x: X) -> Y::Scalar {
NumCast::from(x).unwrap()
}
#[inline(always)]
fn x(&self) -> X { self.x }
#[inline(always)]
fn y(&self) -> Y { self.y }
#[inline(always)]
fn interpolate(x: X, start: &Self, end: &Self) -> Y where
X: PartialEq,
Y: PartialEq,
{
interpolate::bezier(x, start, end, start.curve)
}
}