flo_curves 0.8.0

Library for manipulating Bezier curves
Documentation
use super::fit::*;
use super::basis::*;
use super::solve::*;
use super::length::*;
use super::search::*;
use super::bounds::*;
use super::section::*;
use super::subdivide::*;
use super::nearest_point::*;
use super::characteristics::*;

use crate::geo::*;
use crate::line::*;

///
/// Trait implemented by bezier curves that can create new versions of themselves
/// 
pub trait BezierCurveFactory: BezierCurve {
    ///
    /// Creates a new bezier curve of the same type from some points
    /// 
    fn from_points(start: Self::Point, control_points: (Self::Point, Self::Point), end: Self::Point) -> Self;

    ///
    /// Creates a new bezier curve of this type from an equivalent curve of another type
    /// 
    #[inline]
    fn from_curve<Curve: BezierCurve<Point=Self::Point>>(curve: &Curve) -> Self {
        Self::from_points(curve.start_point(), curve.control_points(), curve.end_point())
    }

    ///
    /// Generates a curve by attempting to find a best fit against a set of points
    /// 
    #[inline]
    fn fit_from_points(points: &[Self::Point], max_error: f64) -> Option<Vec<Self>> {
        fit_curve(points, max_error)
    }

    ///
    /// Creates a new curve by adding a coordinate to all of the control points of this one
    ///
    #[inline]
    fn with_offset(&self, offset: Self::Point) -> Self {
        let (p0, (p1, p2), p3) = self.all_points();

        Self::from_points(p0+offset, (p1+offset, p2+offset), p3+offset)
    }
}

///
/// Trait implemented by things representing a cubic bezier curve
/// 
pub trait BezierCurve: Geo+Clone+Sized {
    ///
    /// Returns the 4 control points making up this curve
    ///
    #[inline]
    fn all_points(&self) -> (Self::Point, (Self::Point, Self::Point), Self::Point) {
        (
            self.start_point(),
            self.control_points(),
            self.end_point()
        )
    }

    ///
    /// The start point of this curve
    /// 
    fn start_point(&self) -> Self::Point;

    ///
    /// The end point of this curve
    /// 
    fn end_point(&self) -> Self::Point;

    ///
    /// The control points in this curve
    /// 
    fn control_points(&self) -> (Self::Point, Self::Point);

    ///
    /// Reverses the direction of this curve
    /// 
    fn reverse<Curve: BezierCurveFactory<Point=Self::Point>>(&self) -> Curve {
        let (cp1, cp2) = self.control_points();
        Curve::from_points(self.end_point(), (cp2, cp1), self.start_point())
    }

    ///
    /// Given a value t from 0 to 1, returns a point on this curve
    /// 
    #[inline]
    fn point_at_pos(&self, t: f64) -> Self::Point {
        let control_points = self.control_points();
        basis(t, self.start_point(), control_points.0, control_points.1, self.end_point())
    }

    ///
    /// Given a point that is on or very close to the curve, returns the t value where the point can be found
    /// (or None if the point is not very close to the curve)
    ///
    /// To find the nearest points on the curve where the point is far away, consider using `nearest_t()`, and 
    /// `nearest_point()` instead. For interactive applications, ray casting with `curve_intersects_ray()` might
    /// be better used to find which area of a curve a user might be trying to indicate.
    ///
    #[inline]
    fn t_for_point(&self, point: &Self::Point) -> Option<f64> {
        solve_curve_for_t_along_axis(self, point, CLOSE_ENOUGH)
    }

    ///
    /// Given a value t from 0 to 1, finds a point on this curve and subdivides it, returning the two resulting curves
    /// 
    #[inline]
    fn subdivide<Curve: BezierCurveFactory<Point=Self::Point>>(&self, t: f64) -> (Curve, Curve) {
        let control_points              = self.control_points();
        let (first_curve, second_curve) = subdivide4(t, self.start_point(), control_points.0, control_points.1, self.end_point());

        (Curve::from_points(first_curve.0, (first_curve.1, first_curve.2), first_curve.3),
            Curve::from_points(second_curve.0, (second_curve.1, second_curve.2), second_curve.3))
    }

    ///
    /// Computes the bounds of this bezier curve
    /// 
    fn bounding_box<Bounds: BoundingBox<Point=Self::Point>>(&self) -> Bounds {
        // Fetch the various points and the derivative of this curve
        let start       = self.start_point();
        let end         = self.end_point();
        let (cp1, cp2)  = self.control_points();

        bounding_box4(start, cp1, cp2, end)
    }
    
    ///
    /// Faster but less accurate bounding box for a curve
    /// 
    /// This will produce a bounding box that contains the curve but which may be larger than necessary
    /// 
    #[inline]
    fn fast_bounding_box<Bounds: BoundingBox<Point=Self::Point>>(&self) -> Bounds {
        let start           = self.start_point();
        let end             = self.end_point();
        let control_points  = self.control_points();

        let min             = Self::Point::from_smallest_components(start, end);
        let min             = Self::Point::from_smallest_components(min, control_points.0);
        let min             = Self::Point::from_smallest_components(min, control_points.1);

        let max             = Self::Point::from_biggest_components(start, end);
        let max             = Self::Point::from_biggest_components(max, control_points.0);
        let max             = Self::Point::from_biggest_components(max, control_points.1);

        Bounds::from_min_max(min, max)
    }

    ///
    /// Given a function that determines if a searched-for point is within a bounding box, searches the
    /// curve for the t values for the corresponding points
    /// 
    fn search_with_bounds<MatchFn: Fn(Self::Point, Self::Point) -> bool>(&self, max_error: f64, match_fn: MatchFn) -> Vec<f64> {
        // Fetch the various points and the derivative of this curve
        let start       = self.start_point();
        let end         = self.end_point();
        let (cp1, cp2)  = self.control_points();

        // Perform the search
        search_bounds4(max_error, start, cp1, cp2, end, match_fn)
    }

    ///
    /// Finds the t values where this curve has extremities
    /// 
    #[inline]
    fn find_extremities(&self) -> Vec<f64> {
        let start       = self.start_point();
        let end         = self.end_point();
        let (cp1, cp2)  = self.control_points();

        find_extremities(start, cp1, cp2, end)
    }

    ///
    /// Attempts to estimate the arc length of this curve
    /// 
    fn estimate_length(&self) -> f64 {
        curve_length(self, 0.01)
    }

    ///
    /// Create a section from this curve. Consider calling `subsection` for curves
    /// that are already `CurveSections`.
    /// 
    fn section(&self, t_min: f64, t_max: f64) -> CurveSection<'_, Self> {
        CurveSection::new(self, t_min, t_max)
    }
}

///
/// Represents a Bezier curve
/// 
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct Curve<Coord: Coordinate> {
    pub start_point:    Coord,
    pub end_point:      Coord,
    pub control_points: (Coord, Coord)
}

impl<Coord: Coordinate> Geo for Curve<Coord> {
    type Point = Coord;
}

impl<Coord: Coordinate> BezierCurveFactory for Curve<Coord> {
    fn from_points(start: Coord, (control_point1, control_point2): (Coord, Coord), end: Coord) -> Self {
        Curve {
            start_point:    start,
            control_points: (control_point1, control_point2),
            end_point:      end
        }
    }
}

impl<Coord: Coordinate> BezierCurve for Curve<Coord> {
    #[inline]
    fn start_point(&self) -> Coord {
        self.start_point
    }

    #[inline]
    fn end_point(&self) -> Coord {
        self.end_point
    }

    #[inline]
    fn control_points(&self) -> (Coord, Coord) {
        self.control_points
    }
}

impl<Coord: Coordinate> HasBoundingBox for Curve<Coord> {
    ///
    /// Computes the bounds of this bezier curve
    /// 
    fn get_bounding_box<Bounds: BoundingBox<Point=Self::Point>>(&self) -> Bounds {
        self.bounding_box()
    }
}

///
/// Functions supported on 2D bezier curves
///
pub trait BezierCurve2D: BezierCurve {
    ///
    /// Finds the characteristics of this curve: for example if it has a loop or is a line
    ///
    fn characteristics(&self) -> CurveCategory;

    ///
    /// Finds the features of this curve (the characteristics and where they occur on the curve)
    ///
    fn features(&self, accuracy: f64) -> CurveFeatures;

    ///
    /// Returns the t value of the nearest point on the curve to the specified point
    ///
    /// Note that in interactive applications the true 'closest' point may not be the most useful for the user trying to indicate
    /// a point on the curve. This is because on the inside of convex regions of the curve, a moving point far enough away will
    /// jump between the end points of the convex region. Consider using ray-casting instead via `curve_intersects_ray()` instead
    /// to find points that the user might be indicating instead.
    ///
    fn nearest_t(&self, point: &Self::Point) -> f64;

    ///
    /// Returns the the nearest point on the curve to the specified point
    ///
    /// Note that in interactive applications the true 'closest' point may not be the most useful for the user trying to indicate
    /// a point on the curve. This is because on the inside of convex regions of the curve, a moving point far enough away will
    /// jump between the end points of the convex region. Consider using ray-casting instead via `curve_intersects_ray()` instead
    /// to find points that the user might be indicating instead.
    ///
    fn nearest_point(&self, point: &Self::Point) -> Self::Point;

    ///
    /// Computes the distance from a point to the closest point on this curve
    ///
    fn distance_to(&self, point: &Self::Point) -> f64;

    ///
    /// Calculates the 'flatness' of the curve, which is the maximum distance between the control points and the baseline
    ///
    /// A flatness value of 0 indicates the curve represents a straight line. Subdividing a curve will always reduce the
    /// flatness value.
    ///
    fn flatness(&self) -> f64;
}

impl<T: BezierCurve> BezierCurve2D for T
where
    T::Point: Coordinate+Coordinate2D,
{
    #[inline]
    fn characteristics(&self) -> CurveCategory {
        let start_point = self.start_point();
        let end_point   = self.end_point();
        let (cp1, cp2)  = self.control_points();

        characterize_cubic_bezier(&start_point, &cp1, &cp2, &end_point)
    }

    #[inline]
    fn features(&self, accuracy: f64) -> CurveFeatures {
        let start_point = self.start_point();
        let end_point   = self.end_point();
        let (cp1, cp2)  = self.control_points();

        features_for_cubic_bezier(&start_point, &cp1, &cp2, &end_point, accuracy)
    }

    #[inline]
    fn nearest_t(&self, point: &Self::Point) -> f64 {
        nearest_point_on_curve(self, point)
    }

    #[inline]
    fn nearest_point(&self, point: &Self::Point) -> Self::Point {
        self.point_at_pos(nearest_point_on_curve(self, point))
    }

    #[inline]
    fn distance_to(&self, point: &Self::Point) -> f64 {
        self.nearest_point(point).distance_to(point)
    }

    #[inline]
    fn flatness(&self) -> f64 {
        let (sp, (cp1, cp2), ep)    = self.all_points();
        let coefficents             = (sp, ep).coefficients();

        coefficents.distance_to(&cp1).abs().max(coefficents.distance_to(&cp2).abs())
    }
}