using MoonTools.Curve.Extensions; using System; using System.Numerics; namespace MoonTools.Curve { /// /// A 2-dimensional Bezier curve defined by 3 points. /// public struct QuadraticBezierCurve2D : IEquatable { /// /// The start point. /// public Vector2 P0 { get; } /// /// The control point. /// public Vector2 P1 { get; } /// /// The end point. /// public Vector2 P2 { get; } /// /// A representation of a 2D quadratic Bezier curve. /// /// The start point. /// The control point. /// The end point. public QuadraticBezierCurve2D(Vector2 p0, Vector2 p1, Vector2 p2) { P0 = p0; P1 = p1; P2 = p2; } /// /// Returns the curve coordinate given by t. /// /// A value between 0 and 1. public Vector2 Point(float t) => Point(P0, P1, P2, t); /// /// Returns the curve coordinate given by a normalized time value. /// /// A time value between startTime and endTime. /// /// public Vector2 Point(float t, float startTime, float endTime) => Point(P0, P1, P2, 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, 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, t, startTime, endTime); /// /// Performs degree elevation on the curve to turn it into a Cubic Bezier curve. /// public CubicBezierCurve2D AsCubic() { var (p0, p1, p2, p3) = AsCubic(this.P0, this.P1, this.P2); return new CubicBezierCurve2D(p0, p1, p2, p3); } /// /// Given quadratic control points, returns cubic control points. /// public static (Vector2, Vector2, Vector2, Vector2) AsCubic(Vector2 p0, Vector2 p1, Vector2 p2) { var cubicP0 = p0; var cubicP1 = (2f / 3f * p1) + ((1f / 3f) * p0); var cubicP2 = (2f / 3f * p1) + ((1f / 3f) * p2); var cubicP3 = p2; return (cubicP0, cubicP1, cubicP2, cubicP3); } /// /// Returns the curve coordinate given by 3 points and a time value. /// /// The start point. /// The control point. /// The end point. /// A value between 0 and 1. public static Vector2 Point(Vector2 p0, Vector2 p1, Vector2 p2, float t) { return QuadraticBezierCurve3D.Point( new Vector3(p0.X, p0.Y, 0), new Vector3(p1.X, p1.Y, 0), new Vector3(p2.X, p2.Y, 0), t ).XY(); } /// /// Returns the curve coordinate given by 3 points and a normalized time value. /// /// The start point. /// The control point. /// The end point. /// A value between startTime and endTime. /// /// public static Vector2 Point(Vector2 p0, Vector2 p1, Vector2 p2, float t, float startTime, float endTime) { return Point(p0, p1, p2, TimeHelper.Normalized(t, startTime, endTime)); } /// /// Returns the instantaneous velocity given by 3 points and a normalized time value. /// /// The start point. /// The control point. /// The end point. /// A value between 0 and 1. public static Vector2 Velocity(Vector2 p0, Vector2 p1, Vector2 p2, float t) { return QuadraticBezierCurve3D.Velocity( new Vector3(p0.X, p0.Y, 0), new Vector3(p1.X, p1.Y, 0), new Vector3(p2.X, p2.Y, 0), t ).XY(); } /// /// Returns the instantaneous velocity given by 3 points and a normalized time value. /// /// The start point. /// The control point. /// The end point. /// A value between startTime and endTime. /// /// public static Vector2 Velocity(Vector2 p0, Vector2 p1, Vector2 p2, float t, float startTime, float endTime) { return Velocity(p0, p1, p2, TimeHelper.Normalized(t, startTime, endTime)); } public override bool Equals(object obj) { return obj is QuadraticBezierCurve2D d && Equals(d); } public bool Equals(QuadraticBezierCurve2D other) { return P0.Equals(other.P0) && P1.Equals(other.P1) && P2.Equals(other.P2); } public override int GetHashCode() { return HashCode.Combine(P0, P1, P2); } public static bool operator ==(QuadraticBezierCurve2D left, QuadraticBezierCurve2D right) { return left.Equals(right); } public static bool operator !=(QuadraticBezierCurve2D left, QuadraticBezierCurve2D right) { return !(left == right); } } }