Curve::rotate (Real phi)
{
Offset rot (complex_exp (Offset (0, phi)));
- for (int i = 1; i < size (); i++)
+ for (int i = 0; i < size (); i++)
(*this)[i] = complex_multiply (rot, (*this)[i]);
}
void
Curve::translate (Offset o)
{
- for (int i = 1; i < size (); i++)
+ for (int i = 0; i < size (); i++)
(*this)[i] += o;
}
Real
Bezier::y (Real x)
{
-// if (x <= curve_[0].x ())
-// return curve_[0].y ();
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();
+ Real y = z1.y () * multiplier + (1.0 - multiplier) * z2.y();
return y;
}
Bezier_bow::calc ()
{
transform ();
- calc_default (0);
- calc_bezier ();
+
+ calc_controls ();
+
+ transform_controls_back ();
+}
+
+/*
+ [TODO]
+ * see if it works
+ * document in Documentation/fonts.tex
+ */
+
+/*
+ Clipping
+
+ 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?)
+
+ We could calculate the tangent of the bezier curve from
+ both ends going inward, and clip the slur at the point
+ where the tangent (after rotation) points up (or inward
+ with a certain maximum angle).
- if (check_fit_bo ())
- calc_return (0, 0);
+ However, we assume that real clipping is not the best
+ answer. We expect that moving the outer control point up
+ if the slur becomes too high will result in a nicer slur
+ after recalculation.
+
+ Knowing that the tangent is the line through the first
+ two control points, we'll clip (move the outer control
+ point upwards) too if the tangent points outwards.
+ */
+
+bool
+Bezier_bow::calc_clipping ()
+{
+ if (!experimental_features_global_b)
+ return false;
+#ifndef STANDALONE
+ Real staffsize_f = paper_l_->get_var ("barsize");
+#else
+ Real staffsize_f = STAFFHEIGHT;
+#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 pi = M_PI;
+ Real begin_alpha = (control_[1] - control_[0]).arg () + alpha_;
+ Real end_alpha = pi - (control_[2] - control_[3]).arg () - alpha_;
+
+ Real max_alpha = 1.1 * 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_);
+
+ 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;
+ }
else
{
- calc_controls ();
- blow_fit ();
+ //ugh
+ Real c = -0.4;
+ if (begin_alpha >= max_alpha)
+ begin_dy = c * begin_alpha / max_alpha * begin_h;
+ if (end_alpha >= max_alpha)
+ end_dy = c * end_alpha / max_alpha * end_h;
+ 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_;
+// again = false;
}
- transform_controls_back ();
+ origin_ = encompass_[0];
+ encompass_.translate (-origin_);
+ // ugh
+ origin_.y () *= dir_;
+ encompass_.rotate (-alpha_);
+
+ return again;
+}
+
+void
+Bezier_bow::calc_controls ()
+{
+ for (int i = 0; i < 3; i++)
+ {
+ calc_default (0);
+ calc_bezier ();
+
+ if (check_fit_bo ())
+ {
+ calc_return (0, 0);
+ return;
+ }
+ calc_tangent_controls ();
+ blow_fit ();
+
+ // ugh
+ blow_fit ();
+
+ if (!calc_clipping ())
+ return;
+ }
}
void
}
/*
- [TODO]
- Document algorithm in:
See Documentation/fonts.tex
*/
void
-Bezier_bow::calc_controls ()
+Bezier_bow::calc_tangent_controls ()
{
Offset ijk_p (control_[3].x () / 2, control_[1].y ());
SLUR_DOUT << "ijk: " << ijk_p.x () << ", " << ijk_p.y () << endl;
encompass_.translate (-origin_);
Offset delta = encompass_[encompass_.size () - 1] - encompass_[0];
-
alpha_ = delta.arg ();
+
encompass_.rotate (-alpha_);
if (dir_ == DOWN)
{
// 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 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);
}