Formula of the bezier 3-spline
- sum_{j= 0}^3 (3 over j) z_j (1-t)^ (3-j) t^j
+ sum_{j = 0}^3 (3 over j) z_j (1-t)^ (3-j) t^j
A is the axis of X coordinate.
Real one_min_tj = (1-t)* (1-t)* (1-t);
Offset o;
- for (int j= 0 ; j < 4; j++)
+ for (int j = 0 ; j < 4; j++)
{
o += control_[j] * binomial_coefficient (3, j)
* pow (t,j) * pow (1-t, 3-j);
Bezier::polynomial (Axis a)const
{
Polynomial p (0.0);
- for (int j= 0; j <= 3; j++)
+ for (int j = 0; j <= 3; j++)
{
p +=
(control_[j][a] * binomial_coefficient (3, j))
Array<Real>
Bezier::solve_derivative (Offset deriv)const
{
- Polynomial xp=polynomial (X_AXIS);
- Polynomial yp=polynomial (Y_AXIS);
+ Polynomial xp = polynomial (X_AXIS);
+ Polynomial yp = polynomial (Y_AXIS);
xp.differentiate ();
yp.differentiate ();
Array<Real> sols (solve_derivative (d));
sols.push (1.0);
sols.push (0.0);
- for (int i= sols.size (); i--;)
+ for (int i = sols.size (); i--;)
{
Offset o (curve_point (sols[i]));
iv.unite (Interval (o[a],o[a]));
void
Bezier::assert_sanity () const
{
- for (int i= 0; i < CONTROL_COUNT; i++)
+ for (int i = 0; i < CONTROL_COUNT; i++)
assert (!isnan (control_[i].length ())
&& !isinf (control_[i].length ()));
}