hgeometry-0.12.0.2: src/Data/Geometry/BezierSpline.hs
{-# LANGUAGE BangPatterns #-}
{-# LANGUAGE UndecidableInstances #-}
--------------------------------------------------------------------------------
-- |
-- Module : Data.Geometry.BezierSpline
-- Copyright : (C) Frank Staals
-- License : see the LICENSE file
-- Maintainer : Frank Staals
--------------------------------------------------------------------------------
module Data.Geometry.BezierSpline(
BezierSpline (BezierSpline)
, controlPoints
, fromPointSeq
, evaluate
, split
, subBezier
, tangent
, approximate
, parameterOf
, snap
, pattern Bezier2, pattern Bezier3
, colinear
, lineApproximate
, quadToCubic
) where
import Control.Lens hiding (Empty)
import qualified Data.Foldable as F
import Data.Geometry.Line
import Data.Geometry.Point
import Data.Geometry.Properties
import Data.Geometry.Transformation
import Data.Geometry.Vector
import Data.LSeq (LSeq)
import qualified Data.LSeq as LSeq
import Data.Sequence (Seq (..))
import qualified Data.Sequence as Seq
import Data.Traversable (fmapDefault, foldMapDefault)
import GHC.TypeNats
import qualified Test.QuickCheck as QC
--------------------------------------------------------------------------------
-- | Datatype representing a Bezier curve of degree \(n\) in \(d\)-dimensional space.
newtype BezierSpline n d r = BezierSpline { _controlPoints :: LSeq (1+n) (Point d r) }
-- makeLenses ''BezierSpline
-- | Bezier control points. With n degrees, there are n+1 control points.
controlPoints :: Iso (BezierSpline n1 d1 r1) (BezierSpline n2 d2 r2) (LSeq (1+n1) (Point d1 r1)) (LSeq (1+n2) (Point d2 r2))
controlPoints = iso _controlPoints BezierSpline
-- | Quadratic Bezier Spline
pattern Bezier2 :: Point d r -> Point d r -> Point d r -> BezierSpline 2 d r
pattern Bezier2 p q r <- (F.toList . LSeq.take 3 . _controlPoints -> [p,q,r])
where
Bezier2 p q r = fromPointSeq . Seq.fromList $ [p,q,r]
{-# COMPLETE Bezier2 #-}
-- | Cubic Bezier Spline
pattern Bezier3 :: Point d r -> Point d r -> Point d r -> Point d r -> BezierSpline 3 d r
pattern Bezier3 p q r s <- (F.toList . LSeq.take 4 . _controlPoints -> [p,q,r,s])
where
Bezier3 p q r s = fromPointSeq . Seq.fromList $ [p,q,r,s]
{-# COMPLETE Bezier3 #-}
deriving instance (Arity d, Eq r) => Eq (BezierSpline n d r)
type instance Dimension (BezierSpline n d r) = d
type instance NumType (BezierSpline n d r) = r
instance (Arity n, Arity d, QC.Arbitrary r) => QC.Arbitrary (BezierSpline n d r) where
arbitrary = fromPointSeq . Seq.fromList <$> QC.vector (fromIntegral . (1+) . natVal $ C @n)
-- | Constructs the Bezier Spline from a given sequence of points.
fromPointSeq :: Seq (Point d r) -> BezierSpline n d r
fromPointSeq = BezierSpline . LSeq.promise . LSeq.fromSeq
instance (Arity d, Show r) => Show (BezierSpline n d r) where
show (BezierSpline ps) =
mconcat [ "BezierSpline", show $ length ps - 1, " ", show (F.toList ps) ]
instance Arity d => Functor (BezierSpline n d) where
fmap = fmapDefault
instance Arity d => Foldable (BezierSpline n d) where
foldMap = foldMapDefault
instance Arity d => Traversable (BezierSpline n d) where
traverse f (BezierSpline ps) = BezierSpline <$> traverse (traverse f) ps
instance (Fractional r, Arity d, Arity (d + 1), Arity n)
=> IsTransformable (BezierSpline n d r) where
transformBy = transformPointFunctor
instance PointFunctor (BezierSpline n d) where
pmap f = over controlPoints (fmap f)
-- | Evaluate a BezierSpline curve at time t in [0, 1]
--
-- pre: \(t \in [0,1]\)
evaluate :: (Arity d, Ord r, Num r) => BezierSpline n d r -> r -> Point d r
evaluate b t = evaluate' (b^.controlPoints.to LSeq.toSeq)
where
evaluate' = \case
(p :<| Empty) -> p
pts@(_ :<| tl) -> let (ini :|> _) = pts in evaluate' $ Seq.zipWith blend ini tl
_ -> error "evaluate: absurd"
blend p q = p .+^ t *^ (q .-. p)
-- | Tangent to the bezier spline at the starting point.
tangent :: (Arity d, Num r, 1 <= n) => BezierSpline n d r -> Vector d r
tangent b = b^?!controlPoints.ix 1 .-. b^?!controlPoints.ix 0
-- | Restrict a Bezier curve to th,e piece between parameters t < u in [0, 1].
subBezier :: (KnownNat n, Arity d, Ord r, Num r)
=> r -> r -> BezierSpline n d r -> BezierSpline n d r
subBezier t u = fst . split u . snd . split t
-- | Split a Bezier curve at time t in [0, 1] into two pieces.
split :: forall n d r. (KnownNat n, Arity d, Ord r, Num r)
=> r -> BezierSpline n d r -> (BezierSpline n d r, BezierSpline n d r)
split t b | t < 0 || t > 1 = error "Split parameter out of bounds."
| otherwise = let n = fromIntegral $ natVal (C @n)
ps = collect t $ b^.controlPoints
in ( fromPointSeq . Seq.take (n + 1) $ ps
, fromPointSeq . Seq.drop n $ ps
)
collect :: (Arity d, Ord r, Num r) => r -> LSeq n (Point d r) -> Seq (Point d r)
collect t = go . LSeq.toSeq
where
go = \case
ps@(_ :<| Empty) -> ps
ps@(p :<| tl) -> let (ini :|> q) = ps in (p :<| go (Seq.zipWith blend ini tl)) :|> q
_ -> error "collect: absurd"
blend p q = p .+^ t *^ (q .-. p)
-- {-
-- -- | Merge to Bezier pieces. Assumes they can be merged into a single piece of the same degree
-- -- (as would e.g. be the case for the result of a 'split' operation).
-- -- Does not test whether this is the case!
-- merge :: (Arity d, Ord r, Num r) => (Bezier d r, Bezier d r) -> Bezier d r
-- -}
-- | Approximate Bezier curve by Polyline with given resolution.
approximate :: forall n d r. (KnownNat n, Arity d, Ord r, Fractional r)
=> r -> BezierSpline n d r -> [Point d r]
approximate eps b
| squaredEuclideanDist p q < eps^2 = [p,q]
| otherwise = let (b1, b2) = split 0.5 b
in approximate eps b1 ++ tail (approximate eps b2)
where
p = b^.controlPoints.to LSeq.head
q = b^.controlPoints.to LSeq.last
-- | Given a point on (or close to) a Bezier curve, return the corresponding parameter value.
-- (For points far away from the curve, the function will return the parameter value of
-- an approximate locally closest point to the input point.)
parameterOf :: (Arity d, Ord r, Fractional r) => BezierSpline n d r -> Point d r -> r
parameterOf b p = binarySearch (qdA p . evaluate b) treshold (1 - treshold)
where treshold = 0.0001
binarySearch :: (Ord r, Fractional r) => (r -> r) -> r -> r -> r
binarySearch f l r | abs (f l - f r) < treshold = m
| derivative f m > 0 = binarySearch f l m
| otherwise = binarySearch f m r
where m = (l + r) / 2
treshold = 0.0001
derivative :: Fractional r => (r -> r) -> r -> r
derivative f x = (f (x + delta) - f x) / delta
where delta = 0.00001
-- | Snap a point close to a Bezier curve to the curve.
snap :: (Arity d, Ord r, Fractional r) => BezierSpline n d r -> Point d r -> Point d r
snap b = evaluate b . parameterOf b
-- If both control points are on the same side of the straight line from the start and end
-- points then the curve is guaranteed to be within 3/4 of the distance from the straight line
-- to the furthest control point.
-- Otherwise, if the control points are on either side of the straight line, the curve is
-- guaranteed to be within 4/9 of the maximum distance from the straight line to a control
-- point.
-- Also: 3/4 * sqrt(v) = sqrt (9/16 * v)
-- 4/9 * sqrt(v) = sqrt (16/81 * v)
-- So: 3/4 * sqrt(v) < eps =>
-- sqrt(9/16 * v) < eps =>
-- 9/16*v < eps*eps
-- | Return True if the curve is definitely completely covered by a line of thickness
-- twice the given tolerance. May return false negatives but not false positives.
colinear :: (Ord r, Fractional r) => r -> BezierSpline 3 2 r -> Bool
colinear eps (Bezier3 !a !b !c !d) = sqBound < eps*eps
where ld = flip sqDistanceTo (lineThrough a d)
sameSide = ccw a d b == ccw a d c
maxDist = max (ld b) (ld c)
sqBound
| sameSide = 9/16 * maxDist
| otherwise = 16/81 * maxDist
-- | Approximate curve as line segments where no point on the curve is further away
-- from the nearest line segment than the given tolerance.
lineApproximate :: (Ord r, Fractional r) => r -> BezierSpline 3 2 r -> [Point 2 r]
lineApproximate eps bezier
| colinear eps bezier =
[ bezier^.controlPoints.to LSeq.head
, bezier^.controlPoints.to LSeq.last ]
| otherwise =
let (b1, b2) = split 0.5 bezier
in lineApproximate eps b1 ++ tail (lineApproximate eps b2)
-- | Convert a quadratic bezier to a cubic bezier.
quadToCubic :: (Fractional r) => BezierSpline 2 2 r -> BezierSpline 3 2 r
quadToCubic (Bezier2 a b c) =
Bezier3 a ((1/3)*^(Point (toVec a ^+^ 2*^toVec b))) ((1/3)*^(Point (2*^ toVec b ^+^ toVec c))) c