Add cubic bezier curve function

This commit is contained in:
James Melkonian 2022-01-27 21:25:17 -08:00
parent b41f86ab99
commit 04bdcf2924
2 changed files with 104 additions and 39 deletions

View File

@ -40,21 +40,28 @@ pub enum Primitive {
Cylinder(Aabb<i32>), Cylinder(Aabb<i32>),
Cone(Aabb<i32>), Cone(Aabb<i32>),
Sphere(Aabb<i32>), Sphere(Aabb<i32>),
Ellipsoid(Aabb<i32>),
/// An Aabb with rounded corners. The degree relates to how rounded the /// An Aabb with rounded corners. The degree relates to how rounded the
/// corners are. A value less than 1.0 results in concave faces. A value /// corners are. A value less than 1.0 results in concave faces. A value
/// of 2.0 results in an ellipsoid. Values greater than 2.0 result in a /// of 2.0 results in an ellipsoid. Values greater than 2.0 result in a
/// rounded aabb. Values less than 0.0 are clamped to 0.0 as negative values /// rounded aabb. Values less than 0.0 are clamped to 0.0 as negative values
/// would theoretically yield shapes extending to infinity. /// would theoretically yield shapes extending to infinity.
RoundedAabb { Superquadric {
aabb: Aabb<i32>, aabb: Aabb<i32>,
degree: f32, degree: f32,
}, },
Plane(Aabr<i32>, Vec3<i32>, Vec2<f32>), Plane(Aabr<i32>, Vec3<i32>, Vec2<f32>),
/// A line segment from start to finish point with a given radius /// A line segment from start to finish point with a given radius
Segment(LineSegment3<i32>, f32), Segment {
/// A 2d line segment with a given radius, z-coord, and height segment: LineSegment3<i32>,
SegmentPrism(LineSegment3<i32>, f32, f32), radius: f32,
},
/// A prism created by projecting a line segment with a given radius along
/// the z axis up to a provided height
SegmentPrism {
segment: LineSegment3<i32>,
radius: f32,
height: f32,
},
/// A sampling function is always a subset of another primitive to avoid /// A sampling function is always a subset of another primitive to avoid
/// needing infinite bounds /// needing infinite bounds
Sampling(Id<Primitive>, Box<dyn Fn(Vec3<i32>) -> bool>), Sampling(Id<Primitive>, Box<dyn Fn(Vec3<i32>) -> bool>),
@ -222,26 +229,17 @@ impl Fill {
&& pos.as_().distance_squared(aabb.as_().center() - 0.5) && pos.as_().distance_squared(aabb.as_().center() - 0.5)
< (aabb.size().w.min(aabb.size().h) as f32 / 2.0).powi(2) < (aabb.size().w.min(aabb.size().h) as f32 / 2.0).powi(2)
}, },
Primitive::Ellipsoid(aabb) => { Primitive::Superquadric { aabb, degree } => {
let center = aabb.center().map(|e| e as f32);
let a: f32 = aabb.max.x as f32 - center.x;
let b: f32 = aabb.max.y as f32 - center.y;
let c: f32 = aabb.max.z as f32 - center.z;
let rpos = pos.as_::<f32>() - center;
aabb_contains(*aabb, pos)
&& (rpos.x / a).powi(2) + (rpos.y / b).powi(2) + (rpos.z / c).powi(2) < 1.0
},
Primitive::RoundedAabb { aabb, degree } => {
let degree = degree.max(0.0); let degree = degree.max(0.0);
let center = aabb.center().map(|e| e as f32); let center = aabb.center().map(|e| e as f32);
let a: f32 = aabb.max.x as f32 - center.x; let a: f32 = aabb.max.x as f32 - center.x - 0.5;
let b: f32 = aabb.max.y as f32 - center.y; let b: f32 = aabb.max.y as f32 - center.y - 0.5;
let c: f32 = aabb.max.z as f32 - center.z; let c: f32 = aabb.max.z as f32 - center.z - 0.5;
let rpos = pos.as_::<f32>() - center; let rpos = pos.as_::<f32>() - center;
aabb_contains(*aabb, pos) aabb_contains(*aabb, pos)
&& (rpos.x / a).abs().powf(*degree) && (rpos.x / a).abs().powf(degree)
+ (rpos.y / b).abs().powf(*degree) + (rpos.y / b).abs().powf(degree)
+ (rpos.z / c).abs().powf(*degree) + (rpos.z / c).abs().powf(degree)
< 1.0 < 1.0
}, },
Primitive::Plane(aabr, origin, gradient) => { Primitive::Plane(aabr, origin, gradient) => {
@ -255,10 +253,14 @@ impl Fill {
.as_() .as_()
.dot(*gradient) as i32) .dot(*gradient) as i32)
}, },
Primitive::Segment(segment, radius) => { Primitive::Segment { segment, radius } => {
segment.distance_to_point(pos.map(|e| e as f32)) < radius - 0.25 segment.distance_to_point(pos.map(|e| e as f32)) < radius - 0.25
}, },
Primitive::SegmentPrism(segment, radius, height) => { Primitive::SegmentPrism {
segment,
radius,
height,
} => {
let segment_2d = LineSegment2 { let segment_2d = LineSegment2 {
start: segment.start.xy(), start: segment.start.xy(),
end: segment.end.xy(), end: segment.end.xy(),
@ -397,8 +399,7 @@ impl Fill {
Primitive::Cylinder(aabb) => *aabb, Primitive::Cylinder(aabb) => *aabb,
Primitive::Cone(aabb) => *aabb, Primitive::Cone(aabb) => *aabb,
Primitive::Sphere(aabb) => *aabb, Primitive::Sphere(aabb) => *aabb,
Primitive::Ellipsoid(aabb) => *aabb, Primitive::Superquadric { aabb, .. } => *aabb,
Primitive::RoundedAabb { aabb, .. } => *aabb,
Primitive::Plane(aabr, origin, gradient) => { Primitive::Plane(aabr, origin, gradient) => {
let half_size = aabr.half_size().reduce_max(); let half_size = aabr.half_size().reduce_max();
let longest_dist = ((aabr.center() - origin.xy()).map(|x| x.abs()) let longest_dist = ((aabr.center() - origin.xy()).map(|x| x.abs())
@ -416,7 +417,7 @@ impl Fill {
}; };
aabb.made_valid() aabb.made_valid()
}, },
Primitive::Segment(segment, radius) => { Primitive::Segment { segment, radius } => {
let aabb = Aabb { let aabb = Aabb {
min: segment.start, min: segment.start,
max: segment.end, max: segment.end,
@ -427,7 +428,11 @@ impl Fill {
max: aabb.max + radius.ceil() as i32, max: aabb.max + radius.ceil() as i32,
} }
}, },
Primitive::SegmentPrism(segment, radius, height) => { Primitive::SegmentPrism {
segment,
radius,
height,
} => {
let aabb = Aabb { let aabb = Aabb {
min: segment.start, min: segment.start,
max: segment.end, max: segment.end,
@ -510,13 +515,31 @@ impl Painter {
self.prim(Primitive::Sphere(aabb.made_valid())) self.prim(Primitive::Sphere(aabb.made_valid()))
} }
pub fn ellipsoid(&self, aabb: Aabb<i32>) -> PrimitiveRef { pub fn sphere2(&self, aabb: Aabb<i32>) -> PrimitiveRef {
self.prim(Primitive::Ellipsoid(aabb.made_valid())) let aabb = aabb.made_valid();
let radius = aabb.size().w.min(aabb.size().h) / 2;
let aabb = Aabb {
min: aabb.center() - radius,
max: aabb.center() + radius,
};
let degree = 2.0;
self.prim(Primitive::Superquadric { aabb, degree })
} }
pub fn rounded_aabb(&self, aabb: Aabb<i32>, degree: f32) -> PrimitiveRef { pub fn ellipsoid(&self, aabb: Aabb<i32>) -> PrimitiveRef {
let aabb = aabb.made_valid(); let aabb = aabb.made_valid();
self.prim(Primitive::RoundedAabb { aabb, degree }) let degree = 2.0;
self.prim(Primitive::Superquadric { aabb, degree })
}
pub fn superquadric(&self, aabb: Aabb<i32>, degree: f32) -> PrimitiveRef {
let aabb = aabb.made_valid();
self.prim(Primitive::Superquadric { aabb, degree })
}
pub fn rounded_aabb(&self, aabb: Aabb<i32>) -> PrimitiveRef {
let aabb = aabb.made_valid();
self.prim(Primitive::Superquadric { aabb, degree: 3.0 })
} }
pub fn cylinder(&self, aabb: Aabb<i32>) -> PrimitiveRef { pub fn cylinder(&self, aabb: Aabb<i32>) -> PrimitiveRef {
@ -533,13 +556,13 @@ impl Painter {
b: Vec3<impl AsPrimitive<f32>>, b: Vec3<impl AsPrimitive<f32>>,
radius: f32, radius: f32,
) -> PrimitiveRef { ) -> PrimitiveRef {
self.prim(Primitive::Segment( self.prim(Primitive::Segment {
LineSegment3 { segment: LineSegment3 {
start: a.as_(), start: a.as_(),
end: b.as_(), end: b.as_(),
}, },
radius, radius,
)) })
} }
pub fn segment_prism( pub fn segment_prism(
@ -550,7 +573,49 @@ impl Painter {
height: f32, height: f32,
) -> PrimitiveRef { ) -> PrimitiveRef {
let segment = LineSegment3 { start: a, end: b }; let segment = LineSegment3 { start: a, end: b };
self.prim(Primitive::SegmentPrism(segment, radius, height)) self.prim(Primitive::SegmentPrism {
segment,
radius,
height,
})
}
pub fn cubic_bezier(
&self,
start: Vec3<i32>,
ctrl0: Vec3<i32>,
ctrl1: Vec3<i32>,
end: Vec3<i32>,
radius: f32,
) -> PrimitiveRef {
let bezier = CubicBezier3 {
start: start.as_::<f32>(),
ctrl0: ctrl0.as_::<f32>(),
ctrl1: ctrl1.as_::<f32>(),
end: end.as_::<f32>(),
};
let p0 = start;
let p1 = bezier.evaluate(0.1).map(|e| e.floor() as i32);
let p2 = bezier.evaluate(0.2).map(|e| e.floor() as i32);
let p3 = bezier.evaluate(0.3).map(|e| e.floor() as i32);
let p4 = bezier.evaluate(0.4).map(|e| e.floor() as i32);
let p5 = bezier.evaluate(0.5).map(|e| e.floor() as i32);
let p6 = bezier.evaluate(0.6).map(|e| e.floor() as i32);
let p7 = bezier.evaluate(0.7).map(|e| e.floor() as i32);
let p8 = bezier.evaluate(0.8).map(|e| e.floor() as i32);
let p9 = bezier.evaluate(0.9).map(|e| e.floor() as i32);
let p10 = end;
self.line(p0, p1, radius)
.union(self.line(p1, p2, radius))
.union(self.line(p2, p3, radius))
.union(self.line(p3, p4, radius))
.union(self.line(p4, p5, radius))
.union(self.line(p5, p6, radius))
.union(self.line(p6, p7, radius))
.union(self.line(p7, p8, radius))
.union(self.line(p8, p9, radius))
.union(self.line(p9, p10, radius))
} }
pub fn plane(&self, aabr: Aabr<i32>, origin: Vec3<i32>, gradient: Vec2<f32>) -> PrimitiveRef { pub fn plane(&self, aabr: Aabr<i32>, origin: Vec3<i32>, gradient: Vec2<f32>) -> PrimitiveRef {

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@ -633,11 +633,11 @@ impl Structure for House {
0.75, 0.75,
), ),
//2 => { //2 => {
// painter.prim(Primitive::Segment(LineSegment3 { // painter.line(
// start: Vec2::new(temp.x, self.bounds.min.y - storey_increase - // Vec2::new(temp.x, self.bounds.min.y - storey_increase -
// 6).with_z(alt + previous_height + 30), // 6).with_z(alt + previous_height + 30),
// end: Vec2::new(temp.x + 1, self.bounds.min.y - storey_increase // Vec2::new(temp.x + 1, self.bounds.min.y - storey_increase
// - 3).with_z(alt + previous_height - 3), }, 1.0)) // - 3).with_z(alt + previous_height - 3), 1.0)
//}, //},
_ => painter.prim(Primitive::Empty), _ => painter.prim(Primitive::Empty),
}; };