metabrush/src/lib/Math/Bezier/Cubic.hs

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{-# LANGUAGE AllowAmbiguousTypes #-}
{-# LANGUAGE BangPatterns #-}
{-# LANGUAGE DeriveAnyClass #-}
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{-# LANGUAGE DeriveGeneric #-}
{-# LANGUAGE DeriveTraversable #-}
{-# LANGUAGE DerivingVia #-}
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{-# LANGUAGE FlexibleInstances #-}
{-# LANGUAGE MultiParamTypeClasses #-}
{-# LANGUAGE NamedFieldPuns #-}
{-# LANGUAGE NegativeLiterals #-}
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{-# LANGUAGE RecordWildCards #-}
{-# LANGUAGE ScopedTypeVariables #-}
{-# LANGUAGE StandaloneDeriving #-}
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{-# LANGUAGE TypeApplications #-}
{-# LANGUAGE UndecidableInstances #-}
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module Math.Bezier.Cubic
( Bezier(..)
, fromQuadratic
, bezier, bezier', bezier''
, curvature, squaredCurvature
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, subdivide
, ddist, closestPoint
, drag
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)
where
-- base
import Data.List.NonEmpty
( NonEmpty(..) )
import Data.Monoid
( Ap(..) )
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import Data.Semigroup
( ArgMin, Min(..), Arg(..) )
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import GHC.Generics
( Generic, Generic1 )
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-- acts
import Data.Act
( Act(..)
, Torsor
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( (-->) )
)
-- deepseq
import Control.DeepSeq
( NFData, NFData1 )
-- generic-data
import Generic.Data
( GenericProduct(..), Generically1(..) )
-- groups
import Data.Group
( Group )
-- groups-generic
import Data.Group.Generics
()
-- primitive
import Data.Primitive.Types
( Prim )
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-- MetaBrush
import qualified Math.Bezier.Quadratic as Quadratic
( Bezier(..), bezier )
import Math.Epsilon
( epsilon )
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import Math.Module
( Module (..)
, lerp
, Inner(..), squaredNorm
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)
import Math.Roots
( realRoots )
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--------------------------------------------------------------------------------
-- | Points defining a cubic Bézier curve (Bernstein form).
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--
-- @ p0 @ and @ p3 @ are endpoints, whereas @ p1 @ and @ p2 @ are control points.
data Bezier p
= Bezier
{ p0, p1, p2, p3 :: !p }
deriving stock ( Show, Generic, Generic1, Functor, Foldable, Traversable )
deriving ( Semigroup, Monoid, Group )
via GenericProduct ( Bezier p )
deriving Applicative
via Generically1 Bezier
deriving anyclass ( NFData, NFData1 )
deriving via Ap Bezier p
instance {-# OVERLAPPING #-} Act v p => Act v ( Bezier p )
-- | Degree raising: convert a quadratic Bézier curve to a cubic Bézier curve.
fromQuadratic :: forall v r p. ( Torsor v p, Module r v, Fractional r ) => Quadratic.Bezier p -> Bezier p
fromQuadratic ( Quadratic.Bezier { p0 = q0, p1 = q1, p2 = q2 } ) = Bezier {..}
where
p0 = q0
p1 = lerp @v (2/3) q0 q1
p2 = lerp @v (1/3) q1 q2
p3 = q2
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-- | Cubic Bézier curve.
bezier :: forall v r p. ( Torsor v p, Module r v ) => Bezier p -> r -> p
bezier ( Bezier {..} ) t =
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lerp @v t
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( Quadratic.bezier @v ( Quadratic.Bezier p0 p1 p2 ) t )
( Quadratic.bezier @v ( Quadratic.Bezier p1 p2 p3 ) t )
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-- | Derivative of cubic Bézier curve.
bezier' :: forall v r p. ( Torsor v p, Module r v ) => Bezier p -> r -> v
bezier' ( Bezier {..} ) t
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= ( 3 *^ )
$ lerp @v t
( lerp @v t ( p0 --> p1 ) ( p1 --> p2 ) )
( lerp @v t ( p1 --> p2 ) ( p2 --> p3 ) )
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-- | Second derivative of a cubic Bézier curve.
bezier'' :: forall v r p. ( Torsor v p, Module r v ) => Bezier p -> r -> v
bezier'' ( Bezier {..} ) t
= ( 6 *^ )
$ lerp @v t
( p1 --> p0 ^+^ p1 --> p2 )
( p2 --> p1 ^+^ p2 --> p3 )
-- | Curvature of a quadratic Bézier curve.
curvature :: forall v r p. ( Torsor v p, Inner r v, RealFloat r ) => Bezier p -> r -> r
curvature bez t = sqrt $ squaredCurvature @v bez t
-- | Square of curvature of a quadratic Bézier curve.
squaredCurvature :: forall v r p. ( Torsor v p, Inner r v, RealFloat r ) => Bezier p -> r -> r
squaredCurvature bez t
| sq_nm_g' < epsilon
= 1 / 0
| otherwise
= ( sq_nm_g' * squaredNorm @v g'' - ( g' ^.^ g'' ) ^ ( 2 :: Int ) )
/ ( sq_nm_g' ^ ( 3 :: Int ) )
where
g', g'' :: v
g' = bezier' @v bez t
g'' = bezier'' @v bez t
sq_nm_g' :: r
sq_nm_g' = squaredNorm @v g'
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-- | Subdivide a cubic Bézier curve into two parts.
subdivide :: forall v r p. ( Torsor v p, Module r v ) => Bezier p -> r -> ( Bezier p, Bezier p )
subdivide ( Bezier {..} ) t = ( Bezier p0 q1 q2 pt, Bezier pt r1 r2 p3 )
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where
pt, s, q1, q2, r1, r2 :: p
q1 = lerp @v t p0 p1
s = lerp @v t p1 p2
r2 = lerp @v t p2 p3
q2 = lerp @v t q1 s
r1 = lerp @v t s r2
pt = lerp @v t q2 r1
-- | Polynomial coefficients of the derivative of the distance to a cubic Bézier curve.
ddist :: forall v r p. ( Torsor v p, Inner r v, RealFloat r ) => Bezier p -> p -> [ r ]
ddist ( Bezier {..} ) c = [ a5, a4, a3, a2, a1, a0 ]
where
v, v', v'', v''' :: v
!v = c --> p0
!v' = p0 --> p1
!v'' = p1 --> p0 ^+^ p1 --> p2
!v''' = p0 --> p3 ^+^ 3 *^ ( p2 --> p1 )
a0, a1, a2, a3, a4, a5 :: r
!a0 = v ^.^ v'
!a1 = 3 * squaredNorm v' + 2 * v ^.^ v''
!a2 = 9 * v' ^.^ v'' + v ^.^ v'''
!a3 = 6 * squaredNorm v'' + 4 * v' ^.^ v'''
!a4 = 5 * v'' ^.^ v'''
!a5 = squaredNorm v'''
-- | Finds the closest point to a given point on a cubic Bézier curve.
closestPoint
:: forall v r p. ( Torsor v p, Inner r v, RealFloat r, Prim r )
=> Bezier p -> p -> ArgMin r ( r, p )
closestPoint pts@( Bezier {..} ) c = pickClosest ( 0 :| 1 : roots ) -- todo: also include the self-intersection point if one exists
where
roots :: [ r ]
roots = filter ( \ r -> r > 0 && r < 1 ) ( realRoots 2000 $ ddist @v pts c )
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pickClosest :: NonEmpty r -> ArgMin r ( r, p )
pickClosest ( s :| ss ) = go s q nm0 ss
where
q :: p
q = bezier @v pts s
nm0 :: r
nm0 = squaredNorm ( c --> q :: v )
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go t p nm [] = Min ( Arg nm ( t, p ) )
go t p nm ( t' : ts )
| nm' < nm = go t' p' nm' ts
| otherwise = go t p nm ts
where
p' :: p
p' = bezier @v pts t'
nm' :: r
nm' = squaredNorm ( c --> p' :: v )
-- | Drag a cubic Bézier curve to pass through a given point.
--
-- Given a cubic Bézier curve, a time \( 0 < t < 1 \) and a point `q`,
-- modifies the control points to make the curve pass through `q` at time `t`.
--
-- Affects the two control points depending on how far along the dragged point is.
-- For instance, dragging near the middle moves both control points equally,
-- while dragging near an endpoint will mostly affect the control point associated with that endpoint.
drag :: forall v r p. ( Torsor v p, Module r v, Fractional r ) => Bezier p -> r -> p -> Bezier p
drag ( Bezier {..} ) t q = Bezier { p0, p1 = p1', p2 = p2', p3 }
where
v0, v1, v2, v3, delta :: v
v0 = q --> p0
v1 = q --> p1
v2 = q --> p2
v3 = q --> p3
delta = ( recip $ t * ( -3 + t * ( 9 + t * ( -12 + 6 * t ) ) ) )
*^ bezier @v ( Bezier v0 v1 v2 v3 ) t
p1', p2' :: p
p1' = ( ( 1 - t ) *^ delta ) p1
p2' = ( t *^ delta ) p2