// MIT License - Copyright (C) The Mono.Xna Team // This file is subject to the terms and conditions defined in // file 'LICENSE.txt', which is part of this source code package. using System; using System.ComponentModel; using System.Runtime.Serialization; namespace CommonLang.Geometry { /// /// Contains a collection of points in 2D space and provides methods for evaluating features of the curve they define. /// // TODO : [TypeConverter(typeof(ExpandableObjectConverter))] public class Curve { #region Private Fields private CurveKeyCollection _keys; private CurveLoopType _postLoop; private CurveLoopType _preLoop; #endregion #region Public Properties /// /// Returns true if this curve is constant (has zero or one points); false otherwise. /// public bool IsConstant { get { return this._keys.Count <= 1; } } /// /// The collection of curve keys. /// public CurveKeyCollection Keys { get { return this._keys; } } /// /// Defines how to handle weighting values that are greater than the last control point in the curve. /// public CurveLoopType PostLoop { get { return this._postLoop; } set { this._postLoop = value; } } /// /// Defines how to handle weighting values that are less than the first control point in the curve. /// public CurveLoopType PreLoop { get { return this._preLoop; } set { this._preLoop = value; } } #endregion #region Public Constructors /// /// Constructs a curve. /// public Curve() { this._keys = new CurveKeyCollection(); } #endregion #region Public Methods /// /// Creates a copy of this curve. /// /// A copy of this curve. public Curve Clone() { Curve curve = new Curve(); curve._keys = this._keys.Clone(); curve._preLoop = this._preLoop; curve._postLoop = this._postLoop; return curve; } /// /// Evaluate the value at a position of this . /// /// The position on this . /// Value at the position on this . public float Evaluate(float position) { CurveKey first = _keys[0]; CurveKey last = _keys[_keys.Count - 1]; if (position < first.Position) { switch (this.PreLoop) { case CurveLoopType.Constant: //constant return first.Value; case CurveLoopType.Linear: // linear y = a*x +b with a tangeant of last point return first.Value - first.TangentIn * (first.Position - position); case CurveLoopType.Cycle: //start -> end / start -> end int cycle = GetNumberOfCycle(position); float virtualPos = position - (cycle * (last.Position - first.Position)); return GetCurvePosition(virtualPos); case CurveLoopType.CycleOffset: //make the curve continue (with no step) so must up the curve each cycle of delta(value) cycle = GetNumberOfCycle(position); virtualPos = position - (cycle * (last.Position - first.Position)); return (GetCurvePosition(virtualPos) + cycle * (last.Value - first.Value)); case CurveLoopType.Oscillate: //go back on curve from end and target start // start-> end / end -> start cycle = GetNumberOfCycle(position); if (0 == cycle % 2f)//if pair virtualPos = position - (cycle * (last.Position - first.Position)); else virtualPos = last.Position - position + first.Position + (cycle * (last.Position - first.Position)); return GetCurvePosition(virtualPos); } } else if (position > last.Position) { int cycle; switch (this.PostLoop) { case CurveLoopType.Constant: //constant return last.Value; case CurveLoopType.Linear: // linear y = a*x +b with a tangeant of last point return last.Value + first.TangentOut * (position - last.Position); case CurveLoopType.Cycle: //start -> end / start -> end cycle = GetNumberOfCycle(position); float virtualPos = position - (cycle * (last.Position - first.Position)); return GetCurvePosition(virtualPos); case CurveLoopType.CycleOffset: //make the curve continue (with no step) so must up the curve each cycle of delta(value) cycle = GetNumberOfCycle(position); virtualPos = position - (cycle * (last.Position - first.Position)); return (GetCurvePosition(virtualPos) + cycle * (last.Value - first.Value)); case CurveLoopType.Oscillate: //go back on curve from end and target start // start-> end / end -> start cycle = GetNumberOfCycle(position); virtualPos = position - (cycle * (last.Position - first.Position)); if (0 == cycle % 2f)//if pair virtualPos = position - (cycle * (last.Position - first.Position)); else virtualPos = last.Position - position + first.Position + (cycle * (last.Position - first.Position)); return GetCurvePosition(virtualPos); } } //in curve return GetCurvePosition(position); } /// /// Computes tangents for all keys in the collection. /// /// The tangent type for both in and out. public void ComputeTangents (CurveTangent tangentType) { ComputeTangents(tangentType, tangentType); } /// /// Computes tangents for all keys in the collection. /// /// The tangent in-type. for more details. /// The tangent out-type. for more details. public void ComputeTangents(CurveTangent tangentInType, CurveTangent tangentOutType) { for (var i = 0; i < Keys.Count; ++i) { ComputeTangent(i, tangentInType, tangentOutType); } } /// /// Computes tangent for the specific key in the collection. /// /// The index of a key in the collection. /// The tangent type for both in and out. public void ComputeTangent(int keyIndex, CurveTangent tangentType) { ComputeTangent(keyIndex, tangentType, tangentType); } /// /// Computes tangent for the specific key in the collection. /// /// The index of key in the collection. /// The tangent in-type. for more details. /// The tangent out-type. for more details. public void ComputeTangent(int keyIndex, CurveTangent tangentInType, CurveTangent tangentOutType) { // See http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.curvetangent.aspx var key = _keys[keyIndex]; float p0, p, p1; p0 = p = p1 = key.Position; float v0, v, v1; v0 = v = v1 = key.Value; if ( keyIndex > 0 ) { p0 = _keys[keyIndex - 1].Position; v0 = _keys[keyIndex - 1].Value; } if (keyIndex < _keys.Count-1) { p1 = _keys[keyIndex + 1].Position; v1 = _keys[keyIndex + 1].Value; } switch (tangentInType) { case CurveTangent.Flat: key.TangentIn = 0; break; case CurveTangent.Linear: key.TangentIn = v - v0; break; case CurveTangent.Smooth: var pn = p1 - p0; if (Math.Abs(pn) < float.Epsilon) key.TangentIn = 0; else key.TangentIn = (v1 - v0) * ((p - p0) / pn); break; } switch (tangentOutType) { case CurveTangent.Flat: key.TangentOut = 0; break; case CurveTangent.Linear: key.TangentOut = v1 - v; break; case CurveTangent.Smooth: var pn = p1 - p0; if (Math.Abs(pn) < float.Epsilon) key.TangentOut = 0; else key.TangentOut = (v1 - v0) * ((p1 - p) / pn); break; } } #endregion #region Private Methods private int GetNumberOfCycle(float position) { float cycle = (position - _keys[0].Position) / (_keys[_keys.Count - 1].Position - _keys[0].Position); if (cycle < 0f) cycle--; return (int)cycle; } private float GetCurvePosition(float position) { //only for position in curve CurveKey prev = this._keys[0]; CurveKey next; for (int i = 1; i < this._keys.Count; ++i) { next = this.Keys[i]; if (next.Position >= position) { if (prev.Continuity == CurveContinuity.Step) { if (position >= 1f) { return next.Value; } return prev.Value; } float t = (position - prev.Position) / (next.Position - prev.Position);//to have t in [0,1] float ts = t * t; float tss = ts * t; //After a lot of search on internet I have found all about spline function // and bezier (phi'sss ancien) but finaly use hermite curve //http://en.wikipedia.org/wiki/Cubic_Hermite_spline //P(t) = (2*t^3 - 3t^2 + 1)*P0 + (t^3 - 2t^2 + t)m0 + (-2t^3 + 3t^2)P1 + (t^3-t^2)m1 //with P0.value = prev.value , m0 = prev.tangentOut, P1= next.value, m1 = next.TangentIn return (2 * tss - 3 * ts + 1f) * prev.Value + (tss - 2 * ts + t) * prev.TangentOut + (3 * ts - 2 * tss) * next.Value + (tss - ts) * next.TangentIn; } prev = next; } return 0f; } #endregion } }