/* ************************************************************************** description -------------------- copyright : (C) 2002 by Andreas Zehender email : zehender@kde.org ************************************************************************** ************************************************************************** * * * This program is free software; you can redistribute it and/or modify * * it under the terms of the GNU General Public License as published by * * the Free Software Foundation; either version 2 of the License, or * * (at your option) any later version. * * * **************************************************************************/ #include "pmsplinesegment.h" PMVector PMSplineSegment::point( double t ) const { double t2 = t * t; double t3 = t2 * t; return PMVector( m_a[0]*t3 + m_b[0]*t2 + m_c[0]*t + m_d[0], m_a[1]*t3 + m_b[1]*t2 + m_c[1]*t + m_d[1] ); } PMVector PMSplineSegment::gradient( double t ) const { double t2 = t * t; return PMVector( 3*m_a[0]*t2 + 2*m_b[0]*t + m_c[0], 3*m_a[1]*t2 + 2*m_b[1]*t + m_c[1] ); } void PMSplineSegment::calculateLinear( const PMVector& p1, const PMVector& p2 ) { m_a[0] = 0.0; m_b[0] = 0.0; m_c[0] = -1.0 * p1[0] + 1.0 * p2[0]; m_d[0] = 1.0 * p1[0]; m_a[1] = 0.0; m_b[1] = 0.0; m_c[1] = -1.0 * p1[1] + 1.0 * p2[1]; m_d[1] = 1.0 * p1[1]; } void PMSplineSegment::calculateQuadratic( const PMVector& p1, const PMVector& p2, const PMVector& p3 ) { m_a[0] = 0.0; m_b[0] = 0.5 * p1[0] - 1.0 * p2[0] + 0.5 * p3[0]; m_c[0] = -0.5 * p1[0] + 0.5 * p3[0]; m_d[0] = 1.0 * p2[0]; m_a[1] = 0.0; m_b[1] = 0.5 * p1[1] - 1.0 * p2[1] + 0.5 * p3[1]; m_c[1] = -0.5 * p1[1] + 0.5 * p3[1]; m_d[1] = 1.0 * p2[1]; } void PMSplineSegment::calculateCubic( const PMVector& p1, const PMVector& p2, const PMVector& p3, const PMVector& p4 ) { m_a[0] = -0.5 * p1[0] + 1.5 * p2[0] - 1.5 * p3[0] + 0.5 * p4[0]; m_b[0] = p1[0] - 2.5 * p2[0] + 2.0 * p3[0] - 0.5 * p4[0]; m_c[0] = -0.5 * p1[0] + 0.5 * p3[0]; m_d[0] = p2[0]; m_a[1] = -0.5 * p1[1] + 1.5 * p2[1] - 1.5 * p3[1] + 0.5 * p4[1]; m_b[1] = p1[1] - 2.5 * p2[1] + 2.0 * p3[1] - 0.5 * p4[1]; m_c[1] = -0.5 * p1[1] + 0.5 * p3[1]; m_d[1] = p2[1]; } void PMSplineSegment::calculateBezier( const PMVector& p1, const PMVector& p2, const PMVector& p3, const PMVector& p4 ) { m_a[0] = - p1[0] + 3.0 * p2[0] - 3.0 * p3[0] + p4[0]; m_b[0] = 3.0 * p1[0] - 6.0 * p2[0] + 3.0 * p3[0]; m_c[0] = -3.0 * p1[0] + 3.0 * p2[0]; m_d[0] = p1[0]; m_a[1] = - p1[1] + 3.0 * p2[1] - 3.0 * p3[1] + p4[1]; m_b[1] = 3.0 * p1[1] - 6.0 * p2[1] + 3.0 * p3[1]; m_c[1] = -3.0 * p1[1] + 3.0 * p2[1]; m_d[1] = p1[1]; } void PMSplineSegment::calculateQuadricBezier( const PMVector& p1, const PMVector& p2, const PMVector& p3 ) { m_a[0] = 0; m_b[0] = p1[0] - 2.0 * p2[0] + p3[0]; m_c[0] = -2.0 * p1[0] + 2.0 * p2[0]; m_d[0] = p1[0]; m_a[1] = 0; m_b[1] = p1[1] - 2.0 * p2[1] + p3[1]; m_c[1] = -2.0 * p1[1] + 2.0 * p2[1]; m_d[1] = p1[1]; }