Bezier solver

This commit is contained in:
Chlumsky 2023-10-22 16:52:21 +02:00
parent 5ec8cef4c2
commit d3bede1e64
4 changed files with 166 additions and 5 deletions

94
core/bezier-solver.hpp Normal file
View File

@ -0,0 +1,94 @@
#pragma once
#include <cmath>
#include "Vector2.hpp"
// Parameters for iterative search of closest point on a cubic Bezier curve. Increase for higher precision.
#define MSDFGEN_CUBIC_SEARCH_STARTS 4
#define MSDFGEN_CUBIC_SEARCH_STEPS 4
#define MSDFGEN_QUADRATIC_RATIO_LIMIT 1e8
#ifndef MSDFGEN_CUBE_ROOT
#define MSDFGEN_CUBE_ROOT(x) pow((x), 1/3.)
#endif
namespace msdfgen {
/**
* Returns the parameter for the quadratic Bezier curve (P0, P1, P2) for the point closest to point P. May be outside the (0, 1) range.
* p = P-P0
* q = 2*P1-2*P0
* r = P2-2*P1+P0
*/
inline double quadraticNearPoint(const Vector2 p, const Vector2 q, const Vector2 r) {
double qq = q.squaredLength();
double rr = r.squaredLength();
if (qq >= MSDFGEN_QUADRATIC_RATIO_LIMIT*rr)
return dotProduct(p, q)/qq;
double norm = .5/rr;
double a = 3*norm*dotProduct(q, r);
double b = norm*(qq-2*dotProduct(p, r));
double c = norm*dotProduct(p, q);
double aa = a*a;
double g = 1/9.*(aa-3*b);
double h = 1/54.*(a*(aa+aa-9*b)-27*c);
double hh = h*h;
double ggg = g*g*g;
a *= 1/3.;
if (hh < ggg) {
double u = 1/3.*acos(h/sqrt(ggg));
g = -2*sqrt(g);
if (h >= 0) {
double t = g*cos(u)-a;
if (t >= 0)
return t;
return g*cos(u+2.0943951023931954923)-a; // 2.094 = PI*2/3
} else {
double t = g*cos(u+2.0943951023931954923)-a;
if (t <= 1)
return t;
return g*cos(u)-a;
}
}
double s = (h < 0 ? 1. : -1.)*MSDFGEN_CUBE_ROOT(fabs(h)+sqrt(hh-ggg));
return s+g/s-a;
}
/**
* Returns the parameter for the cubic Bezier curve (P0, P1, P2, P3) for the point closest to point P. Squared distance is provided as optional output parameter.
* p = P-P0
* q = 3*P1-3*P0
* r = 3*P2-6*P1+3*P0
* s = P3-3*P2+3*P1-P0
*/
inline double cubicNearPoint(const Vector2 p, const Vector2 q, const Vector2 r, const Vector2 s, double &squaredDistance) {
squaredDistance = p.squaredLength();
double bestT = 0;
for (int i = 0; i <= MSDFGEN_CUBIC_SEARCH_STARTS; ++i) {
double t = 1./MSDFGEN_CUBIC_SEARCH_STARTS*i;
Vector2 curP = p-(q+(r+s*t)*t)*t;
for (int step = 0; step < MSDFGEN_CUBIC_SEARCH_STEPS; ++step) {
Vector2 d0 = q+(r+r+3*s*t)*t;
Vector2 d1 = r+r+6*s*t;
t += dotProduct(curP, d0)/(d0.squaredLength()-dotProduct(curP, d1));
if (t <= 0 || t >= 1)
break;
curP = p-(q+(r+s*t)*t)*t;
double curSquaredDistance = curP.squaredLength();
if (curSquaredDistance < squaredDistance) {
squaredDistance = curSquaredDistance;
bestT = t;
}
}
}
return bestT;
}
inline double cubicNearPoint(const Vector2 p, const Vector2 q, const Vector2 r, const Vector2 s) {
double squaredDistance;
return cubicNearPoint(p, q, r, s, squaredDistance);
}
}

View File

@ -3,6 +3,9 @@
#include "arithmetics.hpp"
#include "equation-solver.h"
#include "bezier-solver.hpp"
#define MSDFGEN_USE_BEZIER_SOLVER
namespace msdfgen {
@ -184,6 +187,68 @@ SignedDistance LinearSegment::signedDistance(Point2 origin, double &param) const
return SignedDistance(nonZeroSign(crossProduct(aq, ab))*endpointDistance, fabs(dotProduct(ab.normalize(), eq.normalize())));
}
#ifdef MSDFGEN_USE_BEZIER_SOLVER
SignedDistance QuadraticSegment::signedDistance(Point2 origin, double &param) const {
Vector2 ap = origin-p[0];
Vector2 bp = origin-p[2];
Vector2 q = 2*(p[1]-p[0]);
Vector2 r = p[2]-2*p[1]+p[0];
double aSqD = ap.squaredLength();
double bSqD = bp.squaredLength();
double t = quadraticNearPoint(ap, q, r);
if (t > 0 && t < 1) {
Vector2 tp = ap-(q+r*t)*t;
double tSqD = tp.squaredLength();
if (tSqD < aSqD && tSqD < bSqD) {
param = t;
return SignedDistance(nonZeroSign(crossProduct(tp, q+2*r*t))*sqrt(tSqD), 0);
}
}
if (bSqD < aSqD) {
Vector2 d = q+r+r;
if (!d)
d = p[2]-p[0];
param = dotProduct(bp, d)/d.squaredLength()+1;
return SignedDistance(nonZeroSign(crossProduct(bp, d))*sqrt(bSqD), dotProduct(bp.normalize(), d.normalize()));
}
if (!q)
q = p[2]-p[0];
param = dotProduct(ap, q)/q.squaredLength();
return SignedDistance(nonZeroSign(crossProduct(ap, q))*sqrt(aSqD), -dotProduct(ap.normalize(), q.normalize()));
}
SignedDistance CubicSegment::signedDistance(Point2 origin, double &param) const {
Vector2 ap = origin-p[0];
Vector2 bp = origin-p[3];
Vector2 q = 3*(p[1]-p[0]);
Vector2 r = 3*(p[2]-p[1])-q;
Vector2 s = p[3]-3*(p[2]-p[1])-p[0];
double aSqD = ap.squaredLength();
double bSqD = bp.squaredLength();
double tSqD;
double t = cubicNearPoint(ap, q, r, s, tSqD);
if (t > 0 && t < 1) {
if (tSqD < aSqD && tSqD < bSqD) {
param = t;
return SignedDistance(nonZeroSign(crossProduct(ap-(q+(r+s*t)*t)*t, q+(r+r+3*s*t)*t))*sqrt(tSqD), 0);
}
}
if (bSqD < aSqD) {
Vector2 d = q+r+r+3*s;
if (!d)
d = p[3]-p[1];
param = dotProduct(bp, d)/d.squaredLength()+1;
return SignedDistance(nonZeroSign(crossProduct(bp, d))*sqrt(bSqD), dotProduct(bp.normalize(), d.normalize()));
}
if (!q)
q = p[2]-p[0];
param = dotProduct(ap, q)/q.squaredLength();
return SignedDistance(nonZeroSign(crossProduct(ap, q))*sqrt(aSqD), -dotProduct(ap.normalize(), q.normalize()));
}
#else
SignedDistance QuadraticSegment::signedDistance(Point2 origin, double &param) const {
Vector2 qa = p[0]-origin;
Vector2 ab = p[1]-p[0];
@ -270,6 +335,8 @@ SignedDistance CubicSegment::signedDistance(Point2 origin, double &param) const
return SignedDistance(minDistance, fabs(dotProduct(direction(1).normalize(), (p[3]-origin).normalize())));
}
#endif
int LinearSegment::scanlineIntersections(double x[3], int dy[3], double y) const {
if ((y >= p[0].y && y < p[1].y) || (y >= p[1].y && y < p[0].y)) {
double param = (y-p[0].y)/(p[1].y-p[0].y);

View File

@ -7,10 +7,6 @@
namespace msdfgen {
// Parameters for iterative search of closest point on a cubic Bezier curve. Increase for higher precision.
#define MSDFGEN_CUBIC_SEARCH_STARTS 4
#define MSDFGEN_CUBIC_SEARCH_STEPS 4
/// An abstract edge segment.
class EdgeSegment {

View File

@ -4,6 +4,10 @@
#define _USE_MATH_DEFINES
#include <cmath>
#ifndef MSDFGEN_CUBE_ROOT
#define MSDFGEN_CUBE_ROOT(x) pow((x), 1/3.)
#endif
namespace msdfgen {
int solveQuadratic(double x[2], double a, double b, double c) {
@ -49,7 +53,7 @@ static int solveCubicNormed(double x[3], double a, double b, double c) {
x[2] = q*cos(1/3.*(t-2*M_PI))-a;
return 3;
} else {
double u = (r < 0 ? 1 : -1)*pow(fabs(r)+sqrt(r2-q3), 1/3.);
double u = (r < 0 ? 1 : -1)*MSDFGEN_CUBE_ROOT(fabs(r)+sqrt(r2-q3));
double v = u == 0 ? 0 : q/u;
x[0] = (u+v)-a;
if (u == v || fabs(u-v) < 1e-12*fabs(u+v)) {