Class: PerfectShape::CubicBezierCurve
- Includes:
- MultiPoint
- Defined in:
- lib/perfect_shape/cubic_bezier_curve.rb
Overview
Mostly ported from java.awt.geom: docs.oracle.com/javase/8/docs/api/java/awt/geom/QuadCurve2D.html
Instance Attribute Summary
Attributes included from MultiPoint
Class Method Summary collapse
-
.point_crossings(x1, y1, xc1, yc1, xc2, yc2, x2, y2, px, py, level = 0) ⇒ Object
Calculates the number of times the cubic bézier curve from (x1,y1) to (x2,y2) crosses the ray extending to the right from (x,y).
Instance Method Summary collapse
-
#contain?(x_or_point, y = nil) ⇒ @code true
Checks if cubic bézier curve contains point (two-number Array or x, y args).
-
#point_crossings(x_or_point, y = nil, level = 0) ⇒ Object
Calculates the number of times the cubic bézier curve crosses the ray extending to the right from (x,y).
Methods included from MultiPoint
#initialize, #max_x, #max_y, #min_x, #min_y
Methods inherited from Shape
#==, #bounding_box, #center_x, #center_y, #height, #max_x, #max_y, #min_x, #min_y, #normalize_point, #width
Class Method Details
.point_crossings(x1, y1, xc1, yc1, xc2, yc2, x2, y2, px, py, level = 0) ⇒ Object
Calculates the number of times the cubic bézier curve from (x1,y1) to (x2,y2) crosses the ray extending to the right from (x,y). If the point lies on a part of the curve, then no crossings are counted for that intersection. the level parameter should be 0 at the top-level call and will count up for each recursion level to prevent infinite recursion +1 is added for each crossing where the Y coordinate is increasing -1 is added for each crossing where the Y coordinate is decreasing
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# File 'lib/perfect_shape/cubic_bezier_curve.rb', line 37 def point_crossings(x1, y1, xc1, yc1, xc2, yc2, x2, y2, px, py, level = 0) return 0 if (py < y1 && py < yc1 && py < yc2 && py < y2) return 0 if (py >= y1 && py >= yc1 && py >= yc2 && py >= y2) # Note y1 could equal yc1... return 0 if (px >= x1 && px >= xc1 && px >= xc2 && px >= x2) if (px < x1 && px < xc1 && px < xc2 && px < x2) if (py >= y1) return 1 if (py < y2) else # py < y1 return -1 if (py >= y2) end # py outside of y12 range, and/or y1==yc1 return 0 end # double precision only has 52 bits of mantissa return PerfectShape::Line.point_crossings(x1, y1, x2, y2, px, py) if (level > 52) xmid = BigDecimal((xc1 + xc2).to_s) / 2; ymid = BigDecimal((yc1 + yc2).to_s) / 2; xc1 = BigDecimal((x1 + xc1).to_s) / 2; yc1 = BigDecimal((y1 + yc1).to_s) / 2; xc2 = BigDecimal((xc2 + x2).to_s) / 2; yc2 = BigDecimal((yc2 + y2).to_s) / 2; xc1m = BigDecimal((xc1 + xmid).to_s) / 2; yc1m = BigDecimal((yc1 + ymid).to_s) / 2; xmc1 = BigDecimal((xmid + xc2).to_s) / 2; ymc1 = BigDecimal((ymid + yc2).to_s) / 2; xmid = BigDecimal((xc1m + xmc1).to_s) / 2; ymid = BigDecimal((yc1m + ymc1).to_s) / 2; # [xy]mid are NaN if any of [xy]c0m or [xy]mc1 are NaN # [xy]c0m or [xy]mc1 are NaN if any of [xy][c][01] are NaN # These values are also NaN if opposing infinities are added return 0 if (xmid.nan? || ymid.nan?) point_crossings(x1, y1, xc1, yc1, xc1m, yc1m, xmid, ymid, px, py, level+1) + point_crossings(xmid, ymid, xmc1, ymc1, xc2, yc2, x2, y2, px, py, level+1) end |
Instance Method Details
#contain?(x_or_point, y = nil) ⇒ @code true
Checks if cubic bézier curve contains point (two-number Array or x, y args)
the cubic bézier curve, false if the point lies outside of the cubic bézier curve’s bounds.
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# File 'lib/perfect_shape/cubic_bezier_curve.rb', line 86 def contain?(x_or_point, y = nil) x, y = normalize_point(x_or_point, y) return unless x && y # Either x or y was infinite or NaN. # A NaN always produces a negative response to any test # and Infinity values cannot be "inside" any path so # they should return false as well. return false if (!(x * 0.0 + y * 0.0 == 0.0)) # We count the "Y" crossings to determine if the point is # inside the curve bounded by its closing line. x1 = points[0][0] y1 = points[0][1] x2 = points[3][0] y2 = points[3][1] line = PerfectShape::Line.new(points: [[x1, y1], [x2, y2]]) crossings = line.point_crossings(x, y) + point_crossings(x, y); (crossings & 1) == 1 end |
#point_crossings(x_or_point, y = nil, level = 0) ⇒ Object
Calculates the number of times the cubic bézier curve crosses the ray extending to the right from (x,y). If the point lies on a part of the curve, then no crossings are counted for that intersection. the level parameter should be 0 at the top-level call and will count up for each recursion level to prevent infinite recursion +1 is added for each crossing where the Y coordinate is increasing -1 is added for each crossing where the Y coordinate is decreasing
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# File 'lib/perfect_shape/cubic_bezier_curve.rb', line 114 def point_crossings(x_or_point, y = nil, level = 0) x, y = normalize_point(x_or_point, y) return unless x && y CubicBezierCurve.point_crossings(points[0][0], points[0][1], points[1][0], points[1][1], points[2][0], points[2][1], points[3][0], points[3][1], x, y, level) end |