source file of the GNU LilyPond music typesetter
- (c) 1998 Jan Nieuwenhuizen <jan@digicash.com>
+ (c) 1998--1999 Jan Nieuwenhuizen <janneke@gnu.org>
*/
#include <math.h>
#include "bezier.hh"
+#include "misc.hh"
#ifndef STANDALONE
+#include "dimensions.hh"
#include "direction.hh"
-#include "dimen.hh"
#include "paper-def.hh"
#include "debug.hh"
#include "main.hh"
-#define BEZIER_BOW_DOUT if (check_debug && !monitor->silent_b ("Bezier_bow")) cout
+#define BEZIER_BOW_DOUT if (check_debug && !lily_monitor->silent_b ("Bezier_bow")) cout
#else
#define BEZIER_BOW_DOUT cerr
#endif
+
+/*
+ [TODO]
+
+ * better names, esp. for all calc_foo functions
+ * blow_fit vs calc_default (Real) and calc_f (Real)
+ * exact height / tangent calculation
+
+ */
+
+
+/*
+ UGH. Clean up debugging junk.
+ */
+
+
void
Curve::flipy ()
{
int j = 0;
for (int i = 1; i < size (); i++)
{
- if ((*this)[i].y () > 0)
+ if ((*this)[i][Y_AXIS] > 0)
{
- Real phi = (*this)[i].y () / (*this)[i].x ();
+ Real phi = (*this)[i][Y_AXIS] / (*this)[i][X_AXIS];
if (phi > alpha)
{
alpha = phi;
}
}
+void
+Bezier::print () const
+{
+#ifndef NPRINT
+ if (check_debug && !lily_monitor->silent_b ("Bezier_controls"))
+ {
+ if (control_[1].length ())
+ {
+ cout << "Bezier\n";
+ cout << "Controls: ";
+ for (int i=0; i < control_.size (); i++)
+ cout << control_[i].str () << ", ";
+ }
+ }
+#endif
+}
+
void
Bezier::set (Array<Offset> points)
{
Real
Bezier::y (Real x)
{
- for (int i = 1; i < curve_.size (); i++ )
- {
- if (x < curve_[i].x () || (i == curve_.size () - 1))
- {
- Offset z1 = curve_[i-1];
- Offset z2 = curve_[i];
- Real multiplier = (x - z2.x ()) / (z1.x () - z2.x ());
- Real y = z1.y () * multiplier + (1.0 - multiplier) *z2.y();
-
- return y;
- }
- }
- assert (false);
- // silly c++
- return 0;
+ // ugh
+ // bounds func should be templatised to take array of offsets too?
+ Array<Real> positions;
+ for (int i = 0; i < curve_.size (); i++)
+ positions.push (curve_[i][X_AXIS]);
+
+ Slice slice = get_bounds_slice (positions, x);
+ // ugh
+ Offset z1 = curve_[0 >? slice[BIGGER] - 1];
+ Offset z2 = curve_[1 >? slice[BIGGER]];
+ Real multiplier = (x - z2[X_AXIS]) / (z1[X_AXIS] - z2[X_AXIS]);
+ Real y = z1[Y_AXIS] * multiplier + (1.0 - multiplier) * z2[Y_AXIS];
+
+ return y;
}
// be careful not to take too big step
Real f = 0.3;
Real h1 = dy1 * f;
- control_[1].y () += h1;
- control_[2].y () += h1;
- return_[1].y () += h1;
- return_[2].y () += h1;
+ control_[1][Y_AXIS] += h1;
+ control_[2][Y_AXIS] += h1;
+ return_[1][Y_AXIS] += h1;
+ return_[2][Y_AXIS] += h1;
calc_bezier ();
Real dy2 = check_fit_f ();
return;
#ifndef STANDALONE
- Real epsilon = paper_l_->rule_thickness ();
+ Real internote_f = paper_l_->get_realvar (interline_scm_sym)/2.0;
#else
- Real epsilon = 1.5 * 0.4 PT;
+ Real internote_f = STAFFHEIGHT / 8;
#endif
+
+ Real epsilon = internote_f / 4;
if (abs (dy2 - dy1) < epsilon)
return;
Real b = dy1;
Real h = -b / a;
- control_[1].y () += -h1 +h;
- control_[2].y () += -h1 +h;
- return_[1].y () += -h1 +h;
- return_[2].y () += -h1 +h;
+ if (sign (h) != sign (h1))
+ return;
+
+ if (sign (h) != sign (h1))
+ return;
+
+ control_[1][Y_AXIS] += -h1 +h;
+ control_[2][Y_AXIS] += -h1 +h;
+ return_[1][Y_AXIS] += -h1 +h;
+ return_[2][Y_AXIS] += -h1 +h;
}
void
Bezier_bow::calc_bezier ()
{
- Real s = sqrt (control_[3].x () * control_[3].x ()
- + control_[1].y () * control_[2].y ());
+ Real s = sqrt (control_[3][X_AXIS] * control_[3][X_AXIS]
+ + control_[1][Y_AXIS] * control_[2][Y_AXIS]);
#ifndef STANDALONE
- Real internote = paper_l_->internote_f ();
+ Real internote = paper_l_->get_realvar (interline_scm_sym)/2.0;
#else
Real internote = STAFFHEIGHT / 8;
#endif
Real dy = check_fit_f ();
calc_return (0, 0);
- transform_controls_back ();
+ transform_back ();
return dy;
}
void
Bezier_bow::calc ()
{
+#ifndef NPRINT
+// if (check_debug && !lily_monitor->silent_b ("Bezier_bow_controls"))
+ if (check_debug && !(lily_monitor->silent_b ("Bezier_controls")
+ && lily_monitor->silent_b ("Bezier_bow_controls")))
+ {
+ cout << "Before transform*********\n";
+ print ();
+ cout << "************************\n";
+ }
+#endif
transform ();
+ print ();
calc_controls ();
- transform_controls_back ();
+ /*
+ duh, this is crude (control-points)
+ perhaps it's even better to check the amount of blow_fit ()
+ */
+ for (int i=0; i < control_.size (); i++)
+ {
+ Real y = control_[i][Y_AXIS];
+ curve_extent_drul_[Y].unite (Interval (y, y));
+ Real x = control_[i][X_AXIS];
+ curve_extent_drul_[X].unite (Interval (x, x));
+ }
+
+ print ();
+ transform_back ();
+#ifndef NPRINT
+// if (check_debug && !lily_monitor->silent_b ("Bezier_bow_controls"))
+ if (check_debug && !(lily_monitor->silent_b ("Bezier_controls")
+ && lily_monitor->silent_b ("Bezier_bow_controls")))
+ {
+ cout << "After transform*********\n";
+ print ();
+ cout << "************************\n";
+ }
+#endif
}
/*
This function tries to address two issues:
* the tangents of the slur should always point inwards
in the actual slur, i.e. *after rotating back*.
- * slurs shouldn't be too high ( <= 1.5 staffheight?)
+
+ * slurs shouldn't be too high
+ let's try : h <= 1.2 b && h <= 3 staffheight?
We could calculate the tangent of the bezier curve from
both ends going inward, and clip the slur at the point
Bezier_bow::calc_clipping ()
{
#ifndef STANDALONE
- Real staffsize_f = paper_l_->get_var ("barsize");
+ Real clip_height = paper_l_->get_var ("slur_clip_height");
+ Real clip_ratio = paper_l_->get_var ("slur_clip_ratio");
+ Real clip_angle = paper_l_->get_var ("slur_clip_angle");
#else
Real staffsize_f = STAFFHEIGHT;
+ Real clip_height = 3.0 * staffsize_f;
+ Real clip_ratio = 1.2;
+ Real clip_angle = 100;
#endif
- Real clip_h = staffsize_f;
- Real begin_h = control_[1].y () - control_[0].y ();
- Real end_h = control_[2].y () - control_[3].y ();
- Real begin_dy = begin_h - clip_h;
- Real end_dy = end_h - clip_h;
+ Real b = control_[3][X_AXIS] - control_[0][X_AXIS];
+ Real clip_h = clip_ratio * b <? clip_height;
+ Real begin_h = control_[1][Y_AXIS] - control_[0][Y_AXIS];
+ Real end_h = control_[2][Y_AXIS] - control_[3][Y_AXIS];
+ Real begin_dy = 0 >? begin_h - clip_h;
+ Real end_dy = 0 >? end_h - clip_h;
Real pi = M_PI;
- Real begin_alpha = (control_[1] - control_[0]).arg () + alpha_;
- Real end_alpha = pi - (control_[2] - control_[3]).arg () - alpha_;
+ Real begin_alpha = (control_[1] - control_[0]).arg () + dir_ * alpha_;
+ Real end_alpha = pi - (control_[2] - control_[3]).arg () - dir_ * alpha_;
- Real max_alpha = 1.1 * pi/2;
+ Real max_alpha = clip_angle / 90 * pi / 2;
if ((begin_dy < 0) && (end_dy < 0)
&& (begin_alpha < max_alpha) && (end_alpha < max_alpha))
return false;
- encompass_.rotate (alpha_);
- // ugh
- origin_.y () *= dir_;
- encompass_.translate (origin_);
+ transform_back ();
bool again = true;
- //ugh
+
if ((begin_dy > 0) || (end_dy > 0))
{
Real dy = (begin_dy + end_dy) / 4;
dy *= cos (alpha_);
- encompass_[0].y () += dy;
- encompass_[encompass_.size () - 1].y () += dy;
+ encompass_[0][Y_AXIS] += dir_ * dy;
+ encompass_[encompass_.size () - 1][Y_AXIS] += dir_ * dy;
}
else
{
//ugh
- Real c = -0.4;
+ Real c = 0.4;
if (begin_alpha >= max_alpha)
- begin_dy = c * begin_alpha / max_alpha * begin_h;
+ begin_dy = 0 >? c * begin_alpha / max_alpha * begin_h;
if (end_alpha >= max_alpha)
- end_dy = c * end_alpha / max_alpha * end_h;
+ end_dy = 0 >? c * end_alpha / max_alpha * end_h;
- Real dy = end_dy >? begin_dy;
+ encompass_[0][Y_AXIS] += dir_ * begin_dy;
+ encompass_[encompass_.size () - 1][Y_AXIS] += dir_ * end_dy;
- if (!experimental_features_global_b)
- {
- encompass_[0].y () += dy;
- encompass_[encompass_.size () - 1].y () += dy;
- }
- else
- {
- encompass_[0].y () += begin_dy;
- encompass_[encompass_.size () - 1].y () += end_dy;
-
- Offset delta = encompass_[encompass_.size () - 1] - encompass_[0];
- alpha_ = delta.arg ();
- alpha_ *= dir_;
- }
+ Offset delta = encompass_[encompass_.size () - 1] - encompass_[0];
+ alpha_ = delta.arg ();
}
- origin_ = encompass_[0];
- encompass_.translate (-origin_);
- // ugh
- origin_.y () *= dir_;
- encompass_.rotate (-alpha_);
+ transform ();
return again;
}
void
Bezier_bow::calc_controls ()
{
- // try clipping twice
for (int i = 0; i < 3; i++)
{
if (i && !calc_clipping ())
return;
+ /*
+ why do we always recalc from 0?
+ shouldn't calc_f () be used (too), rather than blow_fit () (only)?
+ */
calc_default (0);
calc_bezier ();
Bezier_bow::calc_return (Real begin_alpha, Real end_alpha)
{
#ifndef STANDALONE
- Real thick = 1.8 * paper_l_->rule_thickness ();
+ Real thick = paper_l_->get_var ("slur_thickness");
#else
Real thick = 1.8 * 0.4 PT;
#endif
void
Bezier_bow::calc_tangent_controls ()
{
- Offset ijk_p (control_[3].x () / 2, control_[1].y ());
- BEZIER_BOW_DOUT << "ijk: " << ijk_p.x () << ", " << ijk_p.y () << endl;
+ Offset ijk_p (control_[3][X_AXIS] / 2, control_[1][Y_AXIS]);
+ BEZIER_BOW_DOUT << "ijk: " << ijk_p[X_AXIS] << ", " << ijk_p[Y_AXIS] << endl;
- Real default_rc = ijk_p.y () / ijk_p.x ();
+ Real default_rc = ijk_p[Y_AXIS] / ijk_p[X_AXIS];
int begin_disturb = encompass_.largest_disturbing ();
- Offset begin_p = begin_disturb ? Offset (encompass_[begin_disturb].x (),
- encompass_[begin_disturb].y ()) : ijk_p;
- Real begin_rc = begin_p.y () / begin_p.x ();
+ Offset begin_p = begin_disturb ? Offset (encompass_[begin_disturb][X_AXIS],
+ encompass_[begin_disturb][Y_AXIS]) : ijk_p;
+ Real begin_rc = begin_p[Y_AXIS] / begin_p[X_AXIS];
if (default_rc > begin_rc)
{
begin_p = ijk_p;
Curve reversed;
reversed.set_size (encompass_.size ());
- Real b = control_[3].x ();
+ Real b = control_[3][X_AXIS];
for (int i = 0; i < encompass_.size (); i++ )
{
// b 1 0
// r = - * c
// 0 0 -1
- reversed[i].x () = b - encompass_[encompass_.size () - i - 1].x ();
- reversed[i].y () = encompass_[encompass_.size () - i - 1].y ();
+ reversed[i][X_AXIS] = b - encompass_[encompass_.size () - i - 1][X_AXIS];
+ reversed[i][Y_AXIS] = encompass_[encompass_.size () - i - 1][Y_AXIS];
}
int end_disturb = reversed.largest_disturbing ();
end_disturb = end_disturb ? encompass_.size () - end_disturb - 1 : 0;
- Offset end_p = end_disturb ? Offset (encompass_[end_disturb].x (),
- encompass_[end_disturb].y ()) : ijk_p;
- Real end_rc = end_p.y () / (control_[3].x () - end_p.x ());
+ Offset end_p = end_disturb ? Offset (encompass_[end_disturb][X_AXIS],
+ encompass_[end_disturb][Y_AXIS]) : ijk_p;
+ Real end_rc = end_p[Y_AXIS] / (control_[3][X_AXIS] - end_p[X_AXIS]);
if (default_rc > end_rc)
{
end_p = ijk_p;
end_rc = default_rc;
}
- BEZIER_BOW_DOUT << "begin " << begin_p.x () << ", " << begin_p.y () << endl;
- BEZIER_BOW_DOUT << "end " << end_p.x () << ", " << end_p.y () << endl;
+ BEZIER_BOW_DOUT << "begin " << begin_p[X_AXIS] << ", " << begin_p[Y_AXIS] << endl;
+ BEZIER_BOW_DOUT << "end " << end_p[X_AXIS] << ", " << end_p[Y_AXIS] << endl;
- Real height =control_[1].y ();
+ Real height =control_[1][Y_AXIS];
for (int i = 0; i < encompass_.size (); i++ )
- height = height >? encompass_[i].y ();
+ height = height >? encompass_[i][Y_AXIS];
// emperic computer science:
// * tangents somewhat steeper than minimal line
+#ifndef STANDALONE
+ Real internote = paper_l_->get_realvar (interline_scm_sym)/2.0;
+ Real rc_correct = paper_l_->get_var ("slur_rc_factor");
+#else
+ Real internote = STAFFHEIGHT / 8;
Real rc_correct = 2.4;
+#endif
begin_rc *= rc_correct;
end_rc *= rc_correct;
Real end_alpha = atan (-end_rc);
Real theta = (begin_alpha - end_alpha) / 2;
-#ifndef STANDALONE
- Real internote = paper_l_->internote_f ();
-#else
- Real internote = STAFFHEIGHT / 8;
-#endif
Real epsilon = internote / 5;
// if we have two disturbing points, have height line through those...
- if (!((abs (begin_p.x () - end_p.x ()) < epsilon)
- && (abs (begin_p.y () - end_p.y ()) < epsilon)))
- theta = atan (end_p.y () - begin_p.y ()) / (end_p.x () - begin_p.x ());
+ if (!((abs (begin_p[X_AXIS] - end_p[X_AXIS]) < epsilon)
+ && (abs (begin_p[Y_AXIS] - end_p[Y_AXIS]) < epsilon)))
+ theta = atan (end_p[Y_AXIS] - begin_p[Y_AXIS]) / (end_p[X_AXIS] - begin_p[X_AXIS]);
Real rc3 = tan (theta);
// ugh: be less steep
rc3 /= 2*rc_correct;
- Real c2 = -rc2 * control_[3].x ();
- Real c3 = begin_p.y () > end_p.y () ? begin_p.y ()
- - rc3 * begin_p.x () : end_p.y () - rc3 * end_p.x ();
+ Real c2 = -rc2 * control_[3][X_AXIS];
+ Real c3 = begin_p[Y_AXIS] > end_p[Y_AXIS] ? begin_p[Y_AXIS]
+ - rc3 * begin_p[X_AXIS] : end_p[Y_AXIS] - rc3 * end_p[X_AXIS];
BEZIER_BOW_DOUT << "y1 = " << rc1 << " x + 0" << endl;
BEZIER_BOW_DOUT << "y2 = " << rc2 << " x + " << c2 << endl;
BEZIER_BOW_DOUT << "y3 = " << rc3 << " x + " << c3 << endl;
- control_[1].x () = c3 / (rc1 - rc3);
- control_[1].y () = rc1 * control_[1].x ();
- control_[2].x () = (c3 - c2) / (rc2 - rc3);
- BEZIER_BOW_DOUT << "c2.x () = " << control_[2].x () << endl;
+ control_[1][X_AXIS] = c3 / (rc1 - rc3);
+ control_[1][Y_AXIS] = rc1 * control_[1][X_AXIS];
+ control_[2][X_AXIS] = (c3 - c2) / (rc2 - rc3);
+ BEZIER_BOW_DOUT << "c2[X_AXIS] = " << control_[2][X_AXIS] << endl;
BEZIER_BOW_DOUT << "(c3 - c2) = " << (c3 - c2) << endl;
BEZIER_BOW_DOUT << "(rc2 - rc3) = " << (rc2 - rc3) << endl;
- control_[2].y () = rc2 * control_[2].x () + c2;
- BEZIER_BOW_DOUT << "c2.y ()" << control_[2].y () << endl;
+ control_[2][Y_AXIS] = rc2 * control_[2][X_AXIS] + c2;
+ BEZIER_BOW_DOUT << "c2[Y_AXIS]" << control_[2][Y_AXIS] << endl;
calc_return (begin_alpha, end_alpha);
}
Bezier_bow::check_fit_bo ()
{
for (int i = 1; i < encompass_.size () - 1; i++)
- if (encompass_[i].y () > y (encompass_[i].x ()))
- return false;
+ if ((encompass_[i][X_AXIS] > encompass_[0][X_AXIS])
+ && (encompass_[i][X_AXIS] < encompass_[encompass_.size () -1][X_AXIS]))
+ if (encompass_[i][Y_AXIS] > y (encompass_[i][X_AXIS]))
+ return false;
return true;
}
{
Real dy = 0;
for (int i = 1; i < encompass_.size () - 1; i++)
- dy = dy >? (encompass_[i].y () - y (encompass_[i].x ()));
+ if ((encompass_[i][X_AXIS] > encompass_[0][X_AXIS])
+ && (encompass_[i][X_AXIS] < encompass_[encompass_.size () -1][X_AXIS]))
+ dy = dy >? (encompass_[i][Y_AXIS] - y (encompass_[i][X_AXIS]));
return dy;
}
+void
+Bezier_bow::print () const
+{
+#ifndef NPRINT
+ Bezier::print ();
+ if (check_debug && !lily_monitor->silent_b ("Bezier_bow_controls"))
+ {
+ cout << "Bezier_bow\n";
+ cout << "Encompass: ";
+ for (int i=0; i < encompass_.size (); i++)
+ cout << encompass_[i].str () << ", ";
+// cout << "\n";
+ }
+#endif
+}
+
void
Bezier_bow::set (Array<Offset> points, int dir)
{
}
void
-Bezier_bow::transform_controls_back ()
+Bezier_bow::transform_back ()
{
- // silly name; let's transform encompass back too
- // to allow recalculation without re-set()ting encompass array
-
if (dir_ == DOWN)
{
control_.flipy ();
encompass_.rotate (alpha_);
encompass_.translate (origin_);
-
}
/*
{
Real pi = M_PI;
#ifndef STANDALONE
- Real staffsize_f = paper_l_->get_var ("barsize");
+ Real height_limit = paper_l_->get_var ("slur_height_limit");
+ Real ratio = paper_l_->get_var ("slur_ratio");
#else
Real staffsize_f = STAFFHEIGHT;
-#endif
-
Real height_limit = staffsize_f;
Real ratio = 1.0/3.0;
+#endif
Real alpha = height_limit * 2.0 / pi;
Real beta = pi * ratio / (2.0 * height_limit);
- Offset delta (encompass_[encompass_.size () - 1].x ()
- - encompass_[0].x (), 0);
+ Offset delta (encompass_[encompass_.size () - 1][X_AXIS]
+ - encompass_[0][X_AXIS], 0);
Real b = delta.length ();
Real indent = alpha * atan (beta * b);
Real height = indent + h;
-#define RESIZE_ICE
-#ifndef RESIZE_ICE
Array<Offset> control;
control.push (Offset (0, 0));
control.push (Offset (indent, height));
control.push (Offset (b - indent, height));
control.push (Offset (b, 0));
-#else
- Array<Offset> control (4);
- control[0] = Offset (0, 0);
- control[1] = Offset (indent, height);
- control[2] = Offset (b - indent, height);
- control[3] = Offset (b, 0);
-#endif
Bezier::set (control);
}