using System; using System.Numerics; using MoonTools.Curve.Extensions; namespace MoonTools.Curve { /// /// A 2-dimensional Bezier curve defined by 4 points. /// public struct CubicBezierCurve2D : IEquatable { /// /// The start point. /// public Vector2 P0 { get; } /// /// The first control point. /// public Vector2 P1 { get; } /// /// The second control point. /// public Vector2 P2 { get; } /// /// The end point. /// public Vector2 P3 { get; } /// /// A representation of a 2D cubic Bezier curve. /// /// The start point. /// The first control point. /// The second control point. /// The end point. public CubicBezierCurve2D(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3) { P0 = p0; P1 = p1; P2 = p2; P3 = p3; } /// /// Returns the curve coordinate given by t. /// /// A value between 0 and 1. public Vector2 Point(float t) => Point(P0, P1, P2, P3, t); /// /// Returns the curve coordinate given by a normalized time value. /// /// A value between startTime and endTime. /// /// public Vector2 Point(float t, float startTime, float endTime) => Point(P0, P1, P2, P3, t, startTime, endTime); /// /// Returns the instantaneous velocity on the curve given by t. /// /// A value between 0 and 1. public Vector2 Velocity(float t) => Velocity(P0, P1, P2, P3, t); /// /// Returns the instantaneous velocity on the curve given by a normalized time value. /// /// A value between startTime and endTime. /// /// public Vector2 Velocity(float t, float startTime, float endTime) => Velocity(P0, P1, P2, P3, TimeHelper.Normalized(t, startTime, endTime)); /// /// Returns the curve coordinate given by 4 points and a time value. /// /// The start point. /// The first control point. /// The second control point. /// The end point. /// A value between 0 and 1. public static Vector2 Point(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3, float t) { return CubicBezierCurve3D.Point( new Vector3(p0.X, p0.Y, 0), new Vector3(p1.X, p1.Y, 0), new Vector3(p2.X, p2.Y, 0), new Vector3(p3.X, p3.Y, 0), t ).XY(); } /// /// Returns the curve coordinate given by 4 points and a normalized time value. /// /// The start point. /// The first control point. /// The second control point. /// The end point. /// A value between startTime and endTime. /// /// public static Vector2 Point(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3, float t, float startTime, float endTime) { return Point(p0, p1, p2, p3, TimeHelper.Normalized(t, startTime, endTime)); } /// /// Returns the instantaneous velocity given by 4 points and a time value. /// /// The start point. /// The first control point. /// The second control point. /// The end point. /// A value between 0 and 1. public static Vector2 Velocity(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3, float t) { return CubicBezierCurve3D.Velocity( new Vector3(p0.X, p0.Y, 0), new Vector3(p1.X, p1.Y, 0), new Vector3(p2.X, p2.Y, 0), new Vector3(p3.X, p3.Y, 0), t ).XY(); } /// /// Returns the instantaneous velocity given by 4 points and a normalized time value. /// /// The start point. /// The first control point. /// The second control point. /// The end point. /// A value between minT and maxT. /// The starting time value. /// The ending time value. public static Vector2 Velocity(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3, float t, float minT, float maxT) { return Velocity(p0, p1, p2, p3, TimeHelper.Normalized(t, minT, maxT)); } public override bool Equals(object obj) { return obj is CubicBezierCurve2D d && Equals(d); } public bool Equals(CubicBezierCurve2D other) { return P0.Equals(other.P0) && P1.Equals(other.P1) && P2.Equals(other.P2) && P3.Equals(other.P3); } public override int GetHashCode() { return HashCode.Combine(P0, P1, P2, P3); } public static bool operator ==(CubicBezierCurve2D left, CubicBezierCurve2D right) { return left.Equals(right); } public static bool operator !=(CubicBezierCurve2D left, CubicBezierCurve2D right) { return !(left == right); } } }