148 lines
5.6 KiB
C#
148 lines
5.6 KiB
C#
using System.Numerics;
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using MoonTools.Core.Curve.Extensions;
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namespace MoonTools.Core.Curve
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{
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/// <summary>
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/// A 2-dimensional Bezier curve defined by 3 points.
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/// </summary>
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public struct QuadraticBezierCurve2D
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{
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/// <summary>
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/// The start point.
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/// </summary>
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public Vector2 p0;
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/// <summary>
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/// The control point.
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/// </summary>
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public Vector2 p1;
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/// <summary>
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/// The end point.
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/// </summary>
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public Vector2 p2;
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/// <param name="p0">The start point.</param>
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/// <param name="p1">The control point.</param>
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/// <param name="p2">The end point.</param>
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public QuadraticBezierCurve2D(Vector2 p0, Vector2 p1, Vector2 p2)
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{
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this.p0 = p0;
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this.p1 = p1;
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this.p2 = p2;
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}
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/// <summary>
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/// Returns the curve coordinate given by t.
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/// </summary>
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/// <param name="t">A value between 0 and 1.</param>
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public Vector2 Point(float t) => Point(p0, p1, p2, t);
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/// <summary>
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/// Returns the curve coordinate given by a normalized time value.
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/// </summary>
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/// <param name="t">A time value between startTime and endTime.</param>
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/// <param name="startTime"></param>
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/// <param name="endTime"></param>
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public Vector2 Point(float t, float startTime, float endTime) => Point(p0, p1, p2, t, startTime, endTime);
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/// <summary>
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/// Returns the instantaneous velocity on the curve given by t.
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/// </summary>
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/// <param name="t">A value between 0 and 1.</param>
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public Vector2 Velocity(float t) => Velocity(p0, p1, p2, t);
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/// <summary>
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/// Returns the instantaneous velocity on the curve given by a normalized time value.
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/// </summary>
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/// <param name="t">A value between startTime and endTime.</param>
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/// <param name="startTime"></param>
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/// <param name="endTime"></param>
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public Vector2 Velocity(float t, float startTime, float endTime) => Velocity(p0, p1, p2, t, startTime, endTime);
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/// <summary>
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/// Performs degree elevation on the curve to turn it into a Cubic Bezier curve.
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/// </summary>
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public CubicBezierCurve2D AsCubic()
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{
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var (p0, p1, p2, p3) = AsCubic(this.p0, this.p1, this.p2);
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return new CubicBezierCurve2D(p0, p1, p2, p3);
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}
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/// <summary>
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/// Given quadratic control points, returns cubic control points.
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/// </summary>
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public static (Vector2, Vector2, Vector2, Vector2) AsCubic(Vector2 p0, Vector2 p1, Vector2 p2)
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{
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var cubicP0 = p0;
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var cubicP1 = (2f / 3f * p1) + ((1f / 3f) * p0);
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var cubicP2 = (2f / 3f * p1) + ((1f / 3f) * p2);
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var cubicP3 = p2;
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return (cubicP0, cubicP1, cubicP2, cubicP3);
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}
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/// <summary>
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/// Returns the curve coordinate given by 3 points and a time value.
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/// </summary>
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/// <param name="p0">The start point.</param>
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/// <param name="p1">The control point.</param>
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/// <param name="p2">The end point.</param>
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/// <param name="t">A value between 0 and 1.</param>
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public static Vector2 Point(Vector2 p0, Vector2 p1, Vector2 p2, float t)
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{
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return QuadraticBezierCurve3D.Point(
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new Vector3(p0.X, p0.Y, 0),
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new Vector3(p1.X, p1.Y, 0),
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new Vector3(p2.X, p2.Y, 0),
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t
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).XY();
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}
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/// <summary>
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/// Returns the curve coordinate given by 3 points and a normalized time value.
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/// </summary>
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/// <param name="p0">The start point.</param>
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/// <param name="p1">The control point.</param>
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/// <param name="p2">The end point.</param>
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/// <param name="t">A value between startTime and endTime.</param>
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/// <param name="startTime"></param>
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/// <param name="endTime"></param>
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public static Vector2 Point(Vector2 p0, Vector2 p1, Vector2 p2, float t, float startTime, float endTime)
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{
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return Point(p0, p1, p2, TimeHelper.Normalized(t, startTime, endTime));
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}
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/// <summary>
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/// Returns the instantaneous velocity given by 3 points and a normalized time value.
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/// </summary>
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/// <param name="p0">The start point.</param>
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/// <param name="p1">The control point.</param>
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/// <param name="p2">The end point.</param>
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/// <param name="t">A value between 0 and 1.</param>
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public static Vector2 Velocity(Vector2 p0, Vector2 p1, Vector2 p2, float t)
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{
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return QuadraticBezierCurve3D.Velocity(
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new Vector3(p0.X, p0.Y, 0),
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new Vector3(p1.X, p1.Y, 0),
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new Vector3(p2.X, p2.Y, 0),
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t
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).XY();
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}
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/// <summary>
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/// Returns the instantaneous velocity given by 3 points and a normalized time value.
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/// </summary>
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/// <param name="p0">The start point.</param>
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/// <param name="p1">The control point.</param>
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/// <param name="p2">The end point.</param>
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/// <param name="t">A value between startTime and endTime.</param>
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/// <param name="startTime"></param>
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/// <param name="endTime"></param>
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public static Vector2 Velocity(Vector2 p0, Vector2 p1, Vector2 p2, float t, float startTime, float endTime)
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{
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return Velocity(p0, p1, p2, TimeHelper.Normalized(t, startTime, endTime));
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}
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}
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} |