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258 lines
8.1 KiB
Haskell
258 lines
8.1 KiB
Haskell
{-# LANGUAGE AllowAmbiguousTypes #-}
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{-# LANGUAGE ScopedTypeVariables #-}
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{-# LANGUAGE UndecidableInstances #-}
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module Math.Bezier.Cubic
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( Bezier(..)
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, fromQuadratic
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, bezier, bezier', bezier'', bezier'''
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, curvature, squaredCurvature, signedCurvature
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, subdivide
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, ddist, closestPoint
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, drag, selfIntersectionParameters
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)
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where
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-- base
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import Data.List.NonEmpty
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( NonEmpty(..) )
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import Data.Monoid
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( Ap(..) )
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import Data.Semigroup
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( ArgMin, Min(..), Arg(..) )
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import GHC.Generics
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( Generic, Generic1
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, Generically(..), Generically1(..)
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)
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-- acts
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import Data.Act
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( Act(..)
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, Torsor
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( (-->) )
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)
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-- deepseq
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import Control.DeepSeq
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( NFData, NFData1 )
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-- groups
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import Data.Group
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( Group )
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-- groups-generic
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import Data.Group.Generics
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()
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-- primitive
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import Data.Primitive.Types
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( Prim )
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-- MetaBrush
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import qualified Math.Bezier.Quadratic as Quadratic
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( Bezier(..), bezier )
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import Math.Epsilon
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( epsilon )
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import Math.Module
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( Module (..)
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, lerp
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, Inner((^.^)), norm, squaredNorm
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, Cross((×))
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)
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import Math.Roots
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( realRoots, solveQuadratic )
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import Math.Linear
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( ℝ(..), T(..) )
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import qualified Math.Ring as Ring
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--------------------------------------------------------------------------------
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-- | Points defining a cubic Bézier curve (Bernstein form).
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--
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-- @ p0 @ and @ p3 @ are endpoints, whereas @ p1 @ and @ p2 @ are control points.
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data Bezier p
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= Bezier
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{ p0, p1, p2, p3 :: !p }
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deriving stock ( Generic, Generic1, Functor, Foldable, Traversable )
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deriving ( Semigroup, Monoid, Group )
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via Generically ( Bezier p )
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deriving Applicative
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via Generically1 Bezier
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deriving anyclass ( NFData, NFData1 )
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deriving via Ap Bezier p
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instance {-# OVERLAPPING #-} Act v p => Act v ( Bezier p )
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deriving via Ap Bezier ( T b )
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instance Module r ( T b ) => Module r ( T ( Bezier b ) )
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instance Show p => Show (Bezier p) where
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show (Bezier p1 p2 p3 p4) =
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show p1 ++ "--" ++ show p2 ++ "--" ++ show p3 ++ "->" ++ show p4
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-- | Degree raising: convert a quadratic Bézier curve to a cubic Bézier curve.
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fromQuadratic :: forall v r p. ( Torsor v p, Module r v, Fractional r ) => Quadratic.Bezier p -> Bezier p
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fromQuadratic ( Quadratic.Bezier { p0 = q0, p1 = q1, p2 = q2 } ) = Bezier {..}
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where
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p0 = q0
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p1 = lerp @v (2/3) q0 q1
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p2 = lerp @v (1/3) q1 q2
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p3 = q2
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-- | Cubic Bézier curve.
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bezier :: forall v r p. ( Torsor v p, Module r v ) => Bezier p -> r -> p
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bezier ( Bezier {..} ) t =
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lerp @v t
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( Quadratic.bezier @v ( Quadratic.Bezier p0 p1 p2 ) t )
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( Quadratic.bezier @v ( Quadratic.Bezier p1 p2 p3 ) t )
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-- | Derivative of a cubic Bézier curve.
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bezier' :: forall v r p. ( Torsor v p, Module r v ) => Bezier p -> r -> v
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bezier' ( Bezier {..} )
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= ( Ring.fromInteger 3 *^ )
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. Quadratic.bezier @v ( Quadratic.Bezier ( p0 --> p1 ) ( p1 --> p2 ) ( p2 --> p3 ) )
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-- | Second derivative of a cubic Bézier curve.
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bezier'' :: forall v r p. ( Torsor v p, Module r v ) => Bezier p -> r -> v
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bezier'' ( Bezier {..} ) t
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= ( Ring.fromInteger 6 *^ )
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$ lerp @v t
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( p1 --> p0 ^+^ p1 --> p2 )
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( p2 --> p1 ^+^ p2 --> p3 )
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-- | Third derivative of a cubic Bézier curve.
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bezier''' :: forall v r p. ( Torsor v p, Module r v ) => Bezier p -> v
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bezier''' ( Bezier {..} )
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= ( Ring.fromInteger 6 *^ )
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$ ( ( p0 --> p3 ) ^+^ Ring.fromInteger 3 *^ ( p2 --> p1 ) )
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-- | Curvature of a cubic Bézier curve.
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curvature :: forall v r p. ( Torsor v p, Inner r v, RealFloat r ) => Bezier p -> r -> r
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curvature bez t = sqrt $ squaredCurvature @v bez t
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-- | Square of curvature of a cubic Bézier curve.
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squaredCurvature :: forall v r p. ( Torsor v p, Inner r v, RealFloat r ) => Bezier p -> r -> r
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squaredCurvature bez t
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| sq_nm_g' < epsilon
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= 1 / 0
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| otherwise
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= ( sq_nm_g' * squaredNorm @v g'' - ( g' ^.^ g'' ) ^ ( 2 :: Int ) )
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/ ( sq_nm_g' ^ ( 3 :: Int ) )
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where
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g', g'' :: v
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g' = bezier' @v bez t
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g'' = bezier'' @v bez t
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sq_nm_g' :: r
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sq_nm_g' = squaredNorm @v g'
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-- | Signed curvature of a planar cubic Bézier curve.
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signedCurvature :: Bezier ( ℝ 2 ) -> Double -> Double
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signedCurvature bez t = ( g' × g'' ) / norm g' ^ ( 3 :: Int )
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where
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g', g'' :: T ( ℝ 2 )
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g' = bezier' @( T ( ℝ 2 ) ) bez t
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g'' = bezier'' @( T ( ℝ 2 ) ) bez t
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-- | Subdivide a cubic Bézier curve into two parts.
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subdivide :: forall v r p. ( Torsor v p, Module r v ) => Bezier p -> r -> ( Bezier p, Bezier p )
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subdivide ( Bezier {..} ) t = ( Bezier p0 q1 q2 pt, Bezier pt r1 r2 p3 )
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where
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pt, s, q1, q2, r1, r2 :: p
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q1 = lerp @v t p0 p1
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s = lerp @v t p1 p2
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r2 = lerp @v t p2 p3
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q2 = lerp @v t q1 s
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r1 = lerp @v t s r2
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pt = lerp @v t q2 r1
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-- | Polynomial coefficients of the derivative of the distance to a cubic Bézier curve.
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ddist :: forall v r p. ( Torsor v p, Inner r v, RealFloat r ) => Bezier p -> p -> [ r ]
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ddist ( Bezier {..} ) c = [ a5, a4, a3, a2, a1, a0 ]
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where
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v, v', v'', v''' :: v
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!v = c --> p0
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!v' = p0 --> p1
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!v'' = p1 --> p0 ^+^ p1 --> p2
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!v''' = p0 --> p3 ^+^ 3 *^ ( p2 --> p1 )
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a0, a1, a2, a3, a4, a5 :: r
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!a0 = v ^.^ v'
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!a1 = 3 * squaredNorm v' + 2 * v ^.^ v''
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!a2 = 9 * v' ^.^ v'' + v ^.^ v'''
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!a3 = 6 * squaredNorm v'' + 4 * v' ^.^ v'''
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!a4 = 5 * v'' ^.^ v'''
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!a5 = squaredNorm v'''
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-- | Finds the closest point to a given point on a cubic Bézier curve.
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closestPoint
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:: forall v r p. ( Torsor v p, Inner r v, RealFloat r, Prim r, NFData r )
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=> Bezier p -> p -> ArgMin r ( r, p )
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closestPoint pts c = pickClosest ( 0 :| 1 : roots )
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where
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roots :: [ r ]
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roots = filter ( \ r -> r > 0 && r < 1 ) ( realRoots 50 $ ddist @v pts c )
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pickClosest :: NonEmpty r -> ArgMin r ( r, p )
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pickClosest ( s :| ss ) = go s q nm0 ss
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where
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q :: p
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q = bezier @v pts s
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nm0 :: r
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nm0 = squaredNorm ( c --> q :: v )
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go t p nm [] = Min ( Arg nm ( t, p ) )
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go t p nm ( t' : ts )
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| nm' < nm = go t' p' nm' ts
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| otherwise = go t p nm ts
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where
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p' :: p
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p' = bezier @v pts t'
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nm' :: r
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nm' = squaredNorm ( c --> p' :: v )
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-- | Drag a cubic Bézier curve to pass through a given point.
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--
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-- Given a cubic Bézier curve, a time \( 0 < t < 1 \) and a point `q`,
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-- modifies the control points to make the curve pass through `q` at time `t`.
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--
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-- Affects the two control points depending on how far along the dragged point is.
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-- For instance, dragging near the middle moves both control points equally,
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-- while dragging near an endpoint will mostly affect the control point associated with that endpoint.
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drag :: forall v r p. ( Torsor v p, Module r v, Fractional r ) => Bezier p -> r -> p -> Bezier p
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drag ( Bezier {..} ) t q = Bezier { p0, p1 = p1', p2 = p2', p3 }
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where
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v0, v1, v2, v3, delta :: v
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v0 = q --> p0
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v1 = q --> p1
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v2 = q --> p2
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v3 = q --> p3
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delta = ( recip $ t * ( -3 + t * ( 9 + t * ( -12 + 6 * t ) ) ) )
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*^ bezier @v ( Bezier v0 v1 v2 v3 ) t
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p1', p2' :: p
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p1' = ( ( 1 - t ) *^ delta ) • p1
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p2' = ( t *^ delta ) • p2
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-- | Compute parameter values for the self-intersection of a planar cubic Bézier curve, if such exist.
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--
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-- The parameter values might lie outside the interval [0,1],
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-- indicating a self-intersection of the extended curve.
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--
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-- Formula taken from:
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-- "A Basis for the Implicit Representation of Planar Rational Cubic Bézier Curves"
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-- – Oliver J. D. Barrowclough, 2016
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selfIntersectionParameters :: Bezier ( ℝ 2 ) -> [ Double ]
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selfIntersectionParameters ( Bezier {..} ) = solveQuadratic c0 c1 c2
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where
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areaConstant :: ℝ 2 -> ℝ 2 -> ℝ 2 -> Double
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areaConstant ( ℝ2 x1 y1 ) ( ℝ2 x2 y2 ) ( ℝ2 x3 y3 ) =
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x1 * ( y2 - y3 ) + x2 * ( y3 - y1 ) + x3 * ( y1 - y2 )
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l0, l1, l2, l3, f1, f2, f3, c0, c1, c2 :: Double
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l0 = areaConstant p3 p2 p1
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l1 = areaConstant p2 p3 p0
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l2 = areaConstant p1 p0 p3
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l3 = areaConstant p0 p1 p2
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f1 = 3 * ( l1 * l1 - 3 * l0 * l2 )
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f2 = 3 * ( l2 * l2 - 3 * l1 * l3 )
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f3 = 3 * ( 9 * l0 * l3 - l1 * l2 )
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c0 = f2
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c1 = f3 - 2 * f2
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c2 = f1 + f2 - f3
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