Commit ed71f4b7 authored by charras's avatar charras

in bezier_curves: changed calculations like dx*dx to (double)dx * dx to avoid...

in bezier_curves: changed  calculations like dx*dx to (double)dx * dx to avoid integer overflow in calculation
parent dfffee82
......@@ -6,11 +6,11 @@
#include "bezier_curves.h"
#define add_segment(segment) if(bezier_points[bezier_points.size()-1] != segment) bezier_points.push_back(segment);
#define add_segment(segment) if(s_bezier_Points_Buffer[s_bezier_Points_Buffer.size()-1] != segment) s_bezier_Points_Buffer.push_back(segment);
// Local variables:
static std::vector<wxPoint> bezier_points;
static std::vector<wxPoint> s_bezier_Points_Buffer;
static int bezier_recursion_limit = 12;
static double bezier_approximation_scale = 0.5; // 1
......@@ -36,53 +36,70 @@ static void recursive_bezier( int x1,
/***********************************************************************************/
/**
* Function Bezier2Poly
* convert a Bezier curve to a polyline
* @return a std::vector<wxPoint> containing the points of the polyline
* @param C1, c2, c3, c4 = wxPoints of the Bezier curve
*/
std::vector<wxPoint> Bezier2Poly( wxPoint c1, wxPoint c2, wxPoint c3, wxPoint c4 )
{
return Bezier2Poly( c1.x, c1.y, c2.x, c2.y, c3.x, c3.y, c4.x, c4.y );
}
/**
* Function Bezier2Poly
* convert a Bezier curve to a polyline
* @return a std::vector<wxPoint> containing the points of the polyline
* @param C1, c2, c3 = wxPoints of the Bezier curve
*/
std::vector<wxPoint> Bezier2Poly( wxPoint c1, wxPoint c2, wxPoint c3 )
{
return Bezier2Poly( c1.x, c1.y, c2.x, c2.y, c3.x, c3.y );
}
inline int calc_sq_distance( int x1, int y1, int x2, int y2 )
inline double calc_sq_distance( int x1, int y1, int x2, int y2 )
{
int dx = x2 - x1;
int dy = y2 - y1;
return dx * dx + dy * dy;
return (double)dx * dx + (double)dy * dy;
}
inline double sqrt_len( int dx, int dy )
{
return ((double)dx * dx) + ((double)dy * dy);
}
std::vector<wxPoint> Bezier2Poly( int x1, int y1, int x2, int y2, int x3, int y3 )
{
bezier_points.clear();
s_bezier_Points_Buffer.clear();
bezier_distance_tolerance_square = 0.5 / bezier_approximation_scale;
bezier_distance_tolerance_square *= bezier_distance_tolerance_square;
bezier_points.push_back( wxPoint( x1, y1 ) );
s_bezier_Points_Buffer.push_back( wxPoint( x1, y1 ) );
recursive_bezier( x1, y1, x2, y2, x3, y3, 0 );
bezier_points.push_back( wxPoint( x3, y3 ) );
s_bezier_Points_Buffer.push_back( wxPoint( x3, y3 ) );
wxLogDebug( wxT( "Bezier Conversion - End (%d vertex)" ), bezier_points.size() );
return bezier_points;
wxLogDebug( wxT( "Bezier Conversion - End (%d vertex)" ), s_bezier_Points_Buffer.size() );
return s_bezier_Points_Buffer;
}
std::vector<wxPoint> Bezier2Poly( int x1, int y1, int x2, int y2, int x3, int y3, int x4, int y4 )
{
bezier_points.clear();
s_bezier_Points_Buffer.clear();
bezier_distance_tolerance_square = 0.5 / bezier_approximation_scale;
bezier_distance_tolerance_square *= bezier_distance_tolerance_square;
bezier_points.push_back( wxPoint( x1, y1 ) );
s_bezier_Points_Buffer.push_back( wxPoint( x1, y1 ) );
recursive_bezier( x1, y1, x2, y2, x3, y3, x4, y4, 0 );
bezier_points.push_back( wxPoint( x4, y4 ) );
wxLogDebug( wxT( "Bezier Conversion - End (%d vertex)" ), bezier_points.size() );
return bezier_points;
s_bezier_Points_Buffer.push_back( wxPoint( x4, y4 ) );
wxLogDebug( wxT( "Bezier Conversion - End (%d vertex)" ), s_bezier_Points_Buffer.size() );
return s_bezier_Points_Buffer;
}
......@@ -104,7 +121,7 @@ void recursive_bezier( int x1, int y1, int x2, int y2, int x3, int y3, int level
int dx = x3 - x1;
int dy = y3 - y1;
double d = fabs( (double) ( (x2 - x3) * dy - (y2 - y3) * dx ) );
double d = fabs( ((double) (x2 - x3) * dy) - ((double) (y2 - y3) * dx ) );
double da;
if( d > bezier_curve_collinearity_epsilon )
......@@ -142,14 +159,14 @@ void recursive_bezier( int x1, int y1, int x2, int y2, int x3, int y3, int level
{
// Collinear case
//------------------
da = dx * dx + dy * dy;
da = sqrt_len(dx, dy);
if( da == 0 )
{
d = calc_sq_distance( x1, y1, x2, y2 );
}
else
{
d = ( (x2 - x1) * dx + (y2 - y1) * dy ) / da;
d = ( (double)(x2 - x1) * dx + (double)(y2 - y1) * dy ) / da;
if( d > 0 && d < 1 )
{
// Simple collinear case, 1---2---3
......@@ -276,7 +293,7 @@ void recursive_bezier( int x1, int y1, int x2, int y2, int x3, int y3, int x4, i
// p1,p2,p4 are collinear, p3 is significant
//----------------------
if( d3 * d3 <= bezier_distance_tolerance_square * (dx * dx + dy * dy) )
if( d3 * d3 <= bezier_distance_tolerance_square * sqrt_len(dx, dy) )
{
if( bezier_angle_tolerance < bezier_curve_angle_tolerance_epsilon )
{
......@@ -313,7 +330,7 @@ void recursive_bezier( int x1, int y1, int x2, int y2, int x3, int y3, int x4, i
// p1,p3,p4 are collinear, p2 is significant
//----------------------
if( d2 * d2 <= bezier_distance_tolerance_square * (dx * dx + dy * dy) )
if( d2 * d2 <= bezier_distance_tolerance_square * sqrt_len(dx, dy) )
{
if( bezier_angle_tolerance < bezier_curve_angle_tolerance_epsilon )
{
......@@ -350,7 +367,7 @@ void recursive_bezier( int x1, int y1, int x2, int y2, int x3, int y3, int x4, i
// Regular case
//-----------------
if( (d2 + d3) * (d2 + d3) <= bezier_distance_tolerance_square * (dx * dx + dy * dy) )
if( (d2 + d3) * (d2 + d3) <= bezier_distance_tolerance_square * sqrt_len(dx, dy) )
{
// If the curvature doesn't exceed the distance_tolerance value
// we tend to finish subdivisions.
......
......@@ -3,10 +3,34 @@
#include <vector>
/**
* Function Bezier2Poly
* convert a Bezier curve to a polyline
* @return a std::vector<wxPoint> containing the points of the polyline
* @param C1, c2, c3 = wxPoints of the Bezier curve
*/
std::vector<wxPoint> Bezier2Poly(wxPoint c1, wxPoint c2, wxPoint c3);
std::vector<wxPoint> Bezier2Poly(wxPoint c1, wxPoint c2, wxPoint c3,wxPoint c4);
/**
* Function Bezier2Poly
* convert a Bezier curve to a polyline
* @return a std::vector<wxPoint> containing the points of the polyline
* @param int x1, int y1, int x2, int y2, int x3, int y3 = points of the Bezier curve
*/
std::vector<wxPoint> Bezier2Poly(int x1, int y1, int x2, int y2, int x3, int y3);
/**
* Function Bezier2Poly
* convert a Bezier curve to a polyline
* @return a std::vector<wxPoint> containing the points of the polyline
* @param C1, c2, c3, c4 = wxPoints of the Bezier curve
*/
std::vector<wxPoint> Bezier2Poly(wxPoint c1, wxPoint c2, wxPoint c3,wxPoint c4);
/**
* Function Bezier2Poly
* convert a Bezier curve to a polyline
* @return a std::vector<wxPoint> containing the points of the polyline
* @param int x1, int y1, int x2, int y2, int x3, int y3, int x4, int y4 = points of the Bezier curve
*/
std::vector<wxPoint> Bezier2Poly(int x1, int y1, int x2, int y2, int x3, int y3, int x4, int y4);
......
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