-
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Knot3.cs
1066 lines (934 loc) · 31.1 KB
/
Knot3.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
using System;
using System.Text;
/// <summary>
/// Organizes the points that shape a cubic Bezier curve into a coordinate (or anchor
/// point), fore handle (the following control point) and rear handle (the
/// preceding control point).
/// </summary>
[Serializable]
public class Knot3
{
/// <summary>
/// The spatial coordinate of the knot.
/// </summary>
protected Vec3 coord;
/// <summary>
/// The handle that warps the curve segment heading away from the knot
/// along the direction of the curve.
/// </summary>
protected Vec3 foreHandle;
/// <summary>
/// The handle that warps the curve segment heading towards the knot along
/// the direction of the curve.
/// </summary>
protected Vec3 rearHandle;
/// <summary>
/// The spatial coordinate of the knot.
/// </summary>
/// <value>coordinate</value>
public Vec3 Coord
{
get
{
return this.coord;
}
set
{
this.coord = value;
}
}
/// <summary>
/// The handle that warps the curve segment heading away from the knot
/// along the direction of the curve.
/// </summary>
/// <value>fore handle</value>
public Vec3 ForeHandle
{
get
{
return this.foreHandle;
}
set
{
this.foreHandle = value;
}
}
/// <summary>
/// The handle that warps the curve segment heading towards the knot along
/// the direction of the curve.
/// </summary>
/// <value>rear handle</value>
public Vec3 RearHandle
{
get
{
return this.rearHandle;
}
set
{
this.rearHandle = value;
}
}
/// <summary>
/// The default constructor.
/// </summary>
public Knot3()
{
/// Knots do not implement Equatable because, as classes, they are
/// nullable and passed by reference. It is better to defer to
/// reference equality. They do not implement Comparable because
/// it is ambiguous whether two knots with the same coordinate but
/// different handles are equal or unequal.
this.coord = Vec3.Zero;
this.foreHandle = Vec3.Zero;
this.rearHandle = Vec3.Zero;
}
/// <summary>
/// Creates a knot from a coordinate. The forehandle and rearhandle are
/// offset by a small amount.
/// </summary>
/// <param name="coord">coordinate</param>
public Knot3(in Vec3 coord)
{
this.coord = coord;
Vec3 eps = Vec3.CopySign(Utils.Epsilon, this.coord);
this.foreHandle = this.coord + eps;
this.rearHandle = this.coord - eps;
}
/// <summary>
/// Creates a knot from a series of vectors.
/// </summary>
/// <param name="coord">coordinate</param>
/// <param name="foreHandle">fore handle</param>
/// <param name="rearHandle">rear handle</param>
public Knot3(in Vec3 coord, in Vec3 foreHandle, in Vec3 rearHandle)
{
this.coord = coord;
this.foreHandle = foreHandle;
this.rearHandle = rearHandle;
}
/// <summary>
/// Creates a knot from real numbers. The forehandle and rearhandle are
/// offset by a small amount.
/// </summary>
/// <param name="xCo">x coordinate</param>
/// <param name="yCo">y coordinate</param>
/// <param name="zCo">y coordinate</param>
public Knot3(in float xCo, in float yCo, in float zCo = 0.0f)
{
float xEps = Utils.CopySign(Utils.Epsilon, xCo);
float yEps = Utils.CopySign(Utils.Epsilon, yCo);
float zEps = Utils.CopySign(Utils.Epsilon, zCo);
this.Set(
xCo, yCo, zCo,
xCo + xEps,
yCo + yEps,
zCo + zEps,
xCo - xEps,
yCo - yEps,
zCo - zEps);
}
/// <summary>
/// Creates a knot from real numbers.
/// </summary>
/// <param name="xCo">x coordinate</param>
/// <param name="yCo">y coordinate</param>
/// <param name="zCo">y coordinate</param>
/// <param name="xFh">fore handle x</param>
/// <param name="yFh">fore handle y</param>
/// <param name="zFh">fore handle z</param>
/// <param name="xRh">rear handle x</param>
/// <param name="yRh">rear handle y</param>
/// <param name="zRh">rear handle z</param>
public Knot3(
in float xCo, in float yCo, in float zCo,
in float xFh, in float yFh, in float zFh,
in float xRh, in float yRh, in float zRh)
{
this.Set(
xCo, yCo, zCo,
xFh, yFh, zFh,
xRh, yRh, zRh);
}
/// <summary>
/// Returns the knot's hash code based on those of its three constituent
/// vectors.
/// </summary>
/// <returns>hash code</returns>
public override int GetHashCode()
{
unchecked
{
int hash = Utils.HashBase;
hash = hash * Utils.HashMul ^ this.coord.GetHashCode();
hash = hash * Utils.HashMul ^ this.foreHandle.GetHashCode();
hash = hash * Utils.HashMul ^ this.rearHandle.GetHashCode();
return hash;
}
}
/// <summary>
/// Returns a string representation of this knot.
/// </summary>
/// <returns>string</returns>
public override string ToString()
{
return Knot3.ToString(this);
}
/// <summary>
/// Adopts the fore handle of a source knot.
/// </summary>
/// <param name="source">source knot</param>
/// <returns>this knot</returns>
public Knot3 AdoptForeHandle(in Knot3 source)
{
this.foreHandle = this.coord + (source.foreHandle - source.coord);
return this;
}
/// <summary>
/// Adopts the fore handle and rear handle of a source knot.
/// </summary>
/// <param name="source">source knot</param>
/// <returns>this knot</returns>
public Knot3 AdoptHandles(in Knot3 source)
{
this.AdoptForeHandle(source);
this.AdoptRearHandle(source);
return this;
}
/// <summary>
/// Adopts the rear handle of a source knot.
/// </summary>
/// <param name="source">source knot</param>
/// <returns>this knot</returns>
public Knot3 AdoptRearHandle(in Knot3 source)
{
this.rearHandle = this.coord + (source.rearHandle - source.coord);
return this;
}
/// <summary>
/// Aligns this knot's fore handle to its rear handle while preserving
/// magnitude.
/// </summary>
/// <returns>this knot</returns>
public Knot3 AlignHandlesBackward()
{
Vec3 rDir = this.rearHandle - this.coord;
float rMagSq = Vec3.MagSq(rDir);
if (rMagSq > 0.0f)
{
float flipRescale = -Vec3.DistEuclidean(this.foreHandle, this.coord) / MathF.Sqrt(rMagSq);
this.foreHandle = this.coord + (flipRescale * rDir);
}
return this;
}
/// <summary>
/// Aligns this knot's rear handle to its fore handle while preserving
/// magnitude.
/// </summary>
/// <returns>this knot</returns>
public Knot3 AlignHandlesForward()
{
Vec3 fDir = this.foreHandle - this.coord;
float fMagSq = Vec3.MagSq(fDir);
if (fMagSq > 0.0f)
{
float flipRescale = -Vec3.DistEuclidean(this.rearHandle, this.coord) / MathF.Sqrt(fMagSq);
this.rearHandle = this.coord + (flipRescale * fDir);
}
return this;
}
/// <summary>
/// Negates the x component of a knot's
/// coordinate and handles, flipping it
/// about the x axis.
/// </summary>
/// <returns>this knot</returns>
public Knot3 FlipX()
{
this.coord = Vec3.FlipX(this.coord);
this.foreHandle = Vec3.FlipX(this.foreHandle);
this.rearHandle = Vec3.FlipX(this.rearHandle);
return this;
}
/// <summary>
/// Negates the y component of a knot's
/// coordinate and handles, flipping it
/// about the y axis.
/// </summary>
/// <returns>this knot</returns>
public Knot3 FlipY()
{
this.coord = Vec3.FlipY(this.coord);
this.foreHandle = Vec3.FlipY(this.foreHandle);
this.rearHandle = Vec3.FlipY(this.rearHandle);
return this;
}
/// <summary>
/// Negates the z component of a knot's
/// coordinate and handles, flipping it
/// about the z axis.
/// </summary>
/// <returns>this knot</returns>
public Knot3 FlipZ()
{
this.coord = Vec3.FlipZ(this.coord);
this.foreHandle = Vec3.FlipZ(this.foreHandle);
this.rearHandle = Vec3.FlipZ(this.rearHandle);
return this;
}
/// <summary>
/// Sets the forward-facing handle to mirror the rear-facing handle: the
/// fore will have the same magnitude and negated direction of the rear.
/// </summary>
/// <returns>this knot</returns>
public Knot3 MirrorHandlesBackward()
{
this.foreHandle = this.coord - (this.rearHandle - this.coord);
return this;
}
/// <summary>
/// Sets the rear-facing handle to mirror the forward-facing handle: the
/// rear will have the same magnitude and negated direction of the fore.
/// </summary>
/// <returns>this knot</returns>
public Knot3 MirrorHandlesForward()
{
this.rearHandle = this.coord - (this.foreHandle - this.coord);
return this;
}
/// <summary>
/// Relocates the knot to a new location while maintaining the relationship
/// between the central coordinate and its two handles.
/// </summary>
/// <param name="v">coordinate</param>
/// <returns>this knot</returns>
public Knot3 Relocate(in Vec3 v)
{
this.foreHandle -= this.coord;
this.rearHandle -= this.coord;
this.coord = v;
this.foreHandle += this.coord;
this.rearHandle += this.coord;
return this;
}
/// <summary>
/// Reverses the knot's direction by swapping the fore and rear handles.
/// </summary>
/// <returns>this knot</returns>
public Knot3 Reverse()
{
(this.rearHandle, this.foreHandle) = (this.foreHandle, this.rearHandle);
return this;
}
/// <summary>
/// Rotates this knot by a quaternion.
/// </summary>
/// <param name="q">quaternion</param>
/// <returns>this knot</returns>
public Knot3 Rotate(in Quat q)
{
this.coord = Quat.MulVector(q, this.coord);
this.foreHandle = Quat.MulVector(q, this.foreHandle);
this.rearHandle = Quat.MulVector(q, this.rearHandle);
return this;
}
/// <summary>
/// Rotates this knot around an arbitrary axis by an angle in radians.
/// </summary>
/// <param name="radians">angle in radians</param>
/// <param name="axis">axis of rotation</param>
/// <returns>this knot</returns>
public Knot3 Rotate(in float radians, in Vec3 axis)
{
return this.Rotate(MathF.Cos(radians), MathF.Sin(radians), axis);
}
/// <summary>
/// Rotates this knot around an axis by an angle in radians. The axis is
/// assumed to be of unit length.
///
/// Accepts pre-calculated sine and cosine of an angle, so that collections
/// of knots can be efficiently rotated without repeatedly calling cos and
/// sin.
/// </summary>
/// <param name="cosa">cosine of the angle</param>
/// <param name="sina">sine of the angle</param>
/// <param name="axis">axis of rotation</param>
/// <returns>this knot</returns>
public Knot3 Rotate(in float cosa, in float sina, in Vec3 axis)
{
this.coord = Vec3.Rotate(this.coord, cosa, sina, axis);
this.foreHandle = Vec3.Rotate(this.foreHandle, cosa, sina, axis);
this.rearHandle = Vec3.Rotate(this.rearHandle, cosa, sina, axis);
return this;
}
/// <summary>
/// Rotates this knot's fore handle by a quaternion with its coordinate
/// serving as a pivot.
/// </summary>
/// <param name="q">quaternion</param>
/// <returns>this knot</returns>
public Knot3 RotateForeHandle(in Quat q)
{
this.foreHandle -= this.coord;
this.foreHandle = Quat.MulVector(q, this.foreHandle);
this.foreHandle += this.coord;
return this;
}
/// <summary>
/// Rotates this knot's handles by a quaternion with its coordinate serving
/// as a pivot.
/// </summary>
/// <param name="q">quaternion</param>
/// <returns>this knot</returns>
public Knot3 RotateHandles(in Quat q)
{
this.RotateForeHandle(q);
this.RotateRearHandle(q);
return this;
}
/// <summary>
/// Rotates this knot's rear handle by a quaternion with its coordinate
/// serving as a pivot.
/// </summary>
/// <param name="q">quaternion</param>
/// <returns>this knot</returns>
public Knot3 RotateRearHandle(in Quat q)
{
this.rearHandle -= this.coord;
this.rearHandle = Quat.MulVector(q, this.rearHandle);
this.rearHandle += this.coord;
return this;
}
/// <summary>
/// Rotates this knot around the x axis by an angle in radians.
/// </summary>
/// <param name="radians">radians</param>
/// <returns>this knot</returns>
public Knot3 RotateX(in float radians)
{
return this.RotateX(MathF.Cos(radians), MathF.Sin(radians));
}
/// <summary>
/// Rotates a knot around the x axis.
///
/// Accepts calculated sine and cosine of an angle, so that collections of
/// knots can be efficiently rotated without repeatedly calling cos and sin.
/// </summary>
/// <param name="cosa">cosine of the angle</param>
/// <param name="sina">sine of the angle</param>
/// <returns>this knot</returns>
public Knot3 RotateX(in float cosa, in float sina)
{
this.coord = Vec3.RotateX(this.coord, cosa, sina);
this.foreHandle = Vec3.RotateX(this.foreHandle, cosa, sina);
this.rearHandle = Vec3.RotateX(this.rearHandle, cosa, sina);
return this;
}
/// <summary>
/// Rotates this knot around the y axis by an angle in radians.
/// </summary>
/// <param name="radians">radians</param>
/// <returns>this knot</returns>
public Knot3 RotateY(in float radians)
{
return this.RotateY(MathF.Cos(radians), MathF.Sin(radians));
}
/// <summary>
/// Rotates a knot around the y axis.
///
/// Accepts calculated sine and cosine of an angle, so that collections of
/// knots can be efficiently rotated without repeatedly calling cos and sin.
/// </summary>
/// <param name="cosa">cosine of the angle</param>
/// <param name="sina">sine of the angle</param>
/// <returns>this knot</returns>
public Knot3 RotateY(in float cosa, in float sina)
{
this.coord = Vec3.RotateY(this.coord, cosa, sina);
this.foreHandle = Vec3.RotateY(this.foreHandle, cosa, sina);
this.rearHandle = Vec3.RotateY(this.rearHandle, cosa, sina);
return this;
}
/// <summary>
/// Rotates this knot around the z axis by an angle in radians.
/// </summary>
/// <param name="radians">radians</param>
/// <returns>this knot</returns>
public Knot3 RotateZ(in float radians)
{
return this.RotateZ(MathF.Cos(radians), MathF.Sin(radians));
}
/// <summary>
/// Rotates a knot around the z axis.
///
/// Accepts calculated sine and cosine of an angle, so that collections of
/// knots can be efficiently rotated without repeatedly calling cos and sin.
/// </summary>
/// <param name="cosa">cosine of the angle</param>
/// <param name="sina">sine of the angle</param>
/// <returns>this knot</returns>
public Knot3 RotateZ(in float cosa, in float sina)
{
this.coord = Vec3.RotateZ(this.coord, cosa, sina);
this.foreHandle = Vec3.RotateZ(this.foreHandle, cosa, sina);
this.rearHandle = Vec3.RotateZ(this.rearHandle, cosa, sina);
return this;
}
/// <summary>
/// Scales this knot by a factor.
/// </summary>
/// <param name="scale">factor</param>
/// <returns>this knot</returns>
public Knot3 Scale(in float scale)
{
this.coord *= scale;
this.foreHandle *= scale;
this.rearHandle *= scale;
return this;
}
/// <summary>
/// Scales this knot by a non uniform scalar.
/// </summary>
/// <param name="scale">non uniform scalar</param>
/// <returns>this knot</returns>
public Knot3 Scale(in Vec3 scale)
{
this.coord *= scale;
this.foreHandle *= scale;
this.rearHandle *= scale;
return this;
}
/// <summary>
/// Scales the fore handle by a factor.
/// </summary>
/// <param name="scalar">scalar</param>
/// <returns>this knot</returns>
public Knot3 ScaleForeHandleBy(in float scalar)
{
this.foreHandle -= this.coord;
this.foreHandle *= scalar;
this.foreHandle += this.coord;
return this;
}
/// <summary>
/// Scales the fore handle to a magnitude.
/// </summary>
/// <param name="magnitude">magnitude</param>
/// <returns>this knot</returns>
public Knot3 ScaleForeHandleTo(in float magnitude)
{
this.foreHandle -= this.coord;
this.foreHandle = Vec3.Rescale(this.foreHandle, magnitude);
this.foreHandle += this.coord;
return this;
}
/// <summary>
/// Scales both the fore and rear handle by a factor.
/// </summary>
/// <param name="scalar">scalar</param>
/// <returns>this knot</returns>
public Knot3 ScaleHandlesBy(in float scalar)
{
this.ScaleForeHandleBy(scalar);
this.ScaleRearHandleBy(scalar);
return this;
}
/// <summary>
/// Scales both the fore and rear handle to a magnitude.
/// </summary>
/// <param name="magnitude">magnitude</param>
/// <returns>this knot</returns>
public Knot3 ScaleHandlesTo(in float magnitude)
{
this.ScaleForeHandleTo(magnitude);
this.ScaleRearHandleTo(magnitude);
return this;
}
/// <summary>
/// Scales the rear handle by a factor.
/// </summary>
/// <param name="scalar">scalar</param>
/// <returns>this knot</returns>
public Knot3 ScaleRearHandleBy(in float scalar)
{
this.rearHandle -= this.coord;
this.rearHandle *= scalar;
this.rearHandle += this.coord;
return this;
}
/// <summary>
/// Scales the rear handle to a magnitude.
/// </summary>
/// <param name="magnitude">magnitude</param>
/// <returns>this knot</returns>
public Knot3 ScaleRearHandleTo(in float magnitude)
{
this.rearHandle -= this.coord;
this.rearHandle = Vec3.Rescale(this.rearHandle, magnitude);
this.rearHandle += this.coord;
return this;
}
/// <summary>
/// Sets a knot from real numbers.
/// </summary>
/// <param name="xCo">x coordinate</param>
/// <param name="yCo">y coordinate</param>
/// <param name="zCo">y coordinate</param>
/// <param name="xFh">fore handle x</param>
/// <param name="yFh">fore handle y</param>
/// <param name="zFh">fore handle z</param>
/// <param name="xRh">rear handle x</param>
/// <param name="yRh">rear handle y</param>
/// <param name="zRh">rear handle z</param>
/// <returns>this knot</returns>
public Knot3 Set(
in float xCo, in float yCo, in float zCo,
in float xFh, in float yFh, in float zFh,
in float xRh, in float yRh, in float zRh)
{
this.coord = new(xCo, yCo, zCo);
this.foreHandle = new(xFh, yFh, zFh);
this.rearHandle = new(xRh, yRh, zRh);
return this;
}
/// <summary>
/// Transforms this knot by a matrix.
/// </summary>
/// <param name="m">matrix</param>
/// <returns>this knot</returns>
public Knot3 Transform(in Mat4 m)
{
this.coord = Mat4.MulPoint(m, this.coord);
this.foreHandle = Mat4.MulPoint(m, this.foreHandle);
this.rearHandle = Mat4.MulPoint(m, this.rearHandle);
return this;
}
/// <summary>
/// Transforms this knot by a transform.
/// </summary>
/// <param name="tr">transform</param>
/// <returns>this knot</returns>
public Knot3 Transform(in Transform3 tr)
{
this.coord = Transform3.MulPoint(tr, this.coord);
this.foreHandle = Transform3.MulPoint(tr, this.foreHandle);
this.rearHandle = Transform3.MulPoint(tr, this.rearHandle);
return this;
}
/// <summary>
/// Translates this knot by a vector.
/// </summary>
/// <param name="v">vector</param>
/// <returns>this knot</returns>
public Knot3 Translate(in Vec3 v)
{
this.coord += v;
this.foreHandle += v;
this.rearHandle += v;
return this;
}
/// <summary>
/// Converts a vector to a knot.
/// </summary>
/// <param name="v">vector</param>
public static implicit operator Knot3(in Vec3 v)
{
return new Knot3(v);
}
/// <summary>
/// Promotes a 2D knot to a 3D knot.
/// </summary>
/// <param name="kn">knot</param>
public static implicit operator Knot3(in Knot2 kn)
{
return new Knot3(kn.Coord, kn.ForeHandle, kn.RearHandle);
}
/// <summary>
/// Evaluates a point between two knots given an origin, destination and a
/// step.
/// </summary>
/// <param name="a">origin</param>
/// <param name="b">destination</param>
/// <param name="step">step</param>
/// <returns>evaluation</returns>
public static Vec3 BezierPoint(in Knot3 a, in Knot3 b, in float step)
{
return Vec3.BezierPoint(
a.coord, a.foreHandle,
b.rearHandle, b.coord,
step);
}
/// <summary>
/// Evaluates a tangent given an origin, a destination knot and a step.
/// </summary>
/// <param name="a">origin</param>
/// <param name="b">destination</param>
/// <param name="step">step</param>
/// <returns>evaluation</returns>
public static Vec3 BezierTangent(in Knot3 a, in Knot3 b, in float step)
{
return Vec3.BezierTangent(
a.coord, a.foreHandle,
b.rearHandle, b.coord,
step);
}
/// <summary>
/// Evaluates a normalized tangent given an origin, a destination knot and a
/// step.
/// </summary>
/// <param name="a">origin</param>
/// <param name="b">destination</param>
/// <param name="step">step</param>
/// <returns>evaluation</returns>
public static Vec3 BezierTanUnit(in Knot3 a, in Knot3 b, in float step)
{
return Vec3.BezierTanUnit(
a.coord, a.foreHandle,
b.rearHandle, b.coord,
step);
}
/// <summary>
/// Gets the fore handle of a knot as a direction, rather than as a point.
/// </summary>
/// <param name="kn">knot</param>
/// <returns>fore handle vector</returns>
public static Vec3 ForeDir(in Knot3 kn)
{
return Vec3.Normalize(Knot3.ForeVec(kn));
}
/// <summary>
/// Returns the magnitude of the knot's fore handle, i.e., the Euclidean
/// distance between the fore handle and the coordinate.
/// </summary>
/// <param name="kn">knot</param>
/// <returns>magnitude</returns>
public static float ForeMag(in Knot3 kn)
{
return Vec3.DistEuclidean(kn.foreHandle, kn.coord);
}
/// <summary>
/// Gets the fore handle of a knot as a vector, rather than as a point.
/// </summary>
/// <param name="kn">knot</param>
/// <returns>fore handle vector</returns>
public static Vec3 ForeVec(in Knot3 kn)
{
return kn.foreHandle - kn.coord;
}
/// <summary>
/// Gets the rear handle of a knot as a direction, rather than as a point.
/// </summary>
/// <param name="kn">knot</param>
/// <returns>rear handle vector</returns>
public static Vec3 RearDir(in Knot3 kn)
{
return Vec3.Normalize(Knot3.RearVec(kn));
}
/// <summary>
/// Returns the magnitude of the knot's rear handle, i.e., the Euclidean
/// distance between the rear handle and the coordinate.
/// </summary>
/// <param name="kn">knot</param>
/// <returns>magnitude</returns>
public static float RearMag(in Knot3 kn)
{
return Vec3.DistEuclidean(kn.rearHandle, kn.coord);
}
/// <summary>
/// Gets the rear handle of a knot as a vector, rather than as a point.
/// </summary>
/// <param name="kn">knot</param>
/// <returns>rear handle vector</returns>
public static Vec3 RearVec(in Knot3 kn)
{
return kn.rearHandle - kn.coord;
}
/// <summary>
/// Smooths the handles of a knot in a curve.
/// Returns the carry for the next iteration.
/// </summary>
/// <param name="prev">previous knot</param>
/// <param name="curr">current knot</param>
/// <param name="next">next knot</param>
/// <param name="carry">carry</param>
/// <returns>carry next</returns>
public static Vec3 SmoothHandles(
in Knot3 prev,
in Knot3 curr,
in Knot3 next,
in Vec3 carry)
{
Vec3 coCurr = curr.coord;
Vec3 coPrev = prev.coord;
Vec3 coNext = next.coord;
float xBack = coPrev.X - coCurr.X;
float yBack = coPrev.Y - coCurr.Y;
float zBack = coPrev.Z - coCurr.Z;
float xFore = coNext.X - coCurr.X;
float yFore = coNext.Y - coCurr.Y;
float zFore = coNext.Z - coCurr.Z;
float bmSq = xBack * xBack +
yBack * yBack +
zBack * zBack;
float bmInv = bmSq != 0.0f ? 1.0f / MathF.Sqrt(bmSq) : 0.0f;
float fmSq = xFore * xFore +
yFore * yFore +
zFore * zFore;
float fmInv = fmSq != 0.0f ? 1.0f / MathF.Sqrt(fmSq) : 0.0f;
float xDir = carry.X + xBack * bmInv - xFore * fmInv;
float yDir = carry.Y + yBack * bmInv - yFore * fmInv;
float zDir = carry.Z + zBack * bmInv - zFore * fmInv;
float dmSq = xDir * xDir +
yDir * yDir +
zDir * zDir;
float rescl = dmSq != 0.0f ? Utils.OneThird / MathF.Sqrt(dmSq) : 0.0f;
float xCarry = xDir * rescl;
float yCarry = yDir * rescl;
float zCarry = zDir * rescl;
float bMag = bmSq * bmInv;
curr.rearHandle = new Vec3(
coCurr.X + bMag * xCarry,
coCurr.Y + bMag * yCarry,
coCurr.Z + bMag * zCarry);
float fMag = fmSq * fmInv;
curr.foreHandle = new Vec3(
coCurr.X - fMag * xCarry,
coCurr.Y - fMag * yCarry,
coCurr.Z - fMag * zCarry);
return new Vec3(
xCarry,
yCarry,
zCarry);
}
/// <summary>
/// Smooths the handles of the first knot
/// in a curve. Returns the carry for the
/// next iteration.
/// </summary>
/// <param name="curr">current knot</param>
/// <param name="next">next knot</param>
/// <param name="carry">carry</param>
/// <returns>carry next</returns>
public static Vec3 SmoothHandlesFirst(
in Knot3 curr,
in Knot3 next,
in Vec3 carry)
{
Vec3 coCurr = curr.coord;
Vec3 coNext = next.coord;
float xBack = -coCurr.X;
float yBack = -coCurr.Y;
float zBack = -coCurr.Z;
float xFore = coNext.X - coCurr.X;
float yFore = coNext.Y - coCurr.Y;
float zFore = coNext.Z - coCurr.Z;
float bmSq = xBack * xBack +
yBack * yBack +
zBack * zBack;
float bmInv = bmSq > 0.0f ? 1.0f / MathF.Sqrt(bmSq) : 0.0f;
float fmSq = xFore * xFore +
yFore * yFore +
zFore * zFore;
float fmInv = fmSq > 0.0f ? 1.0f / MathF.Sqrt(fmSq) : 0.0f;
float xDir = carry.X + xBack * bmInv - xFore * fmInv;
float yDir = carry.Y + yBack * bmInv - yFore * fmInv;
float zDir = carry.Z + zBack * bmInv - zFore * fmInv;
float dmSq = xDir * xDir +
yDir * yDir +
zDir * zDir;
float rescl = dmSq > 0.0f ? Utils.OneThird / MathF.Sqrt(dmSq) : 0.0f;
float xCarry = xDir * rescl;
float yCarry = yDir * rescl;
float zCarry = zDir * rescl;
float fMag = fmSq * fmInv;
curr.foreHandle = new Vec3(
coCurr.X - fMag * xCarry,
coCurr.Y - fMag * yCarry,
coCurr.Z - fMag * zCarry);
return new Vec3(
xCarry,
yCarry,
zCarry);
}
/// <summary>
/// Smooths the handles of the last knot
/// in a curve. Returns the carry for the
/// next iteration.
/// </summary>
/// <param name="prev">previous knot</param>
/// <param name="curr">current knot</param>
/// <param name="carry">carry</param>
/// <returns>carry next</returns>
public static Vec3 SmoothHandlesLast(
in Knot3 prev,
in Knot3 curr,
in Vec3 carry)
{
Vec3 coCurr = curr.coord;
Vec3 coPrev = prev.coord;
float xBack = coPrev.X - coCurr.X;
float yBack = coPrev.Y - coCurr.Y;
float zBack = coPrev.Z - coCurr.Z;
float xFore = -coCurr.X;
float yFore = -coCurr.Y;
float zFore = -coCurr.Z;
float bmSq = xBack * xBack +
yBack * yBack +