using MoonTools.Core.Curve.Extensions;
using System;
using System.Numerics;
namespace MoonTools.Core.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);
}
}
}