#include <math.h>
#include "bezier.hh"
-#include "direction.hh"
#ifndef STANDALONE
#include "direction.hh"
void
Curve::flipy ()
{
- // ugh, Offset should have mirror funcs
for (int i = 0; i < size (); i++)
(*this)[i].mirror (Y_AXIS);
}
void
Curve::rotate (Real phi)
{
- Offset rot (complex_exp (Offset (0,phi)));
-
+ Offset rot (complex_exp (Offset (0, phi)));
for (int i = 1; i < size (); i++)
(*this)[i] = complex_multiply (rot, (*this)[i]);
}
(*this)[i] += o;
}
-Bezier::Bezier (int steps)
+Bezier::Bezier ()
{
control_.set_size (4);
- curve_.set_size (steps);
}
-//from GNU gs3.33: ega.c
void
-Bezier::calc ()
+Bezier::calc (int steps)
{
+ steps = steps >? 10;
+ curve_.set_size (steps);
Real dt = 1.0 / curve_.size ();
Offset c = 3.0 * (control_[1] - control_[0]);
Offset b = 3.0 * (control_[2] - control_[1]) - c;
Real
Bezier::y (Real x)
{
- if (x <= curve_[0].x ())
- return curve_[0].y ();
+// if (x <= curve_[0].x ())
+// return curve_[0].y ();
for (int i = 1; i < curve_.size (); i++ )
{
- if (x < curve_[i].x ())
- // ^ ? see below
+ if (x < curve_[i].x () || (i == curve_.size () - 1))
{
- Real lin = (x - curve_[i-1].x ()) / (curve_[i] - curve_[i-1]).x ();
- // ^ ?
- return (curve_[i-1] + lin * (curve_[i] - curve_[i-1])).y ();
+ 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;
}
}
- return curve_[curve_.size ()-1].y ();
+ assert (false);
+ // silly c++
+ return 0;
}
Bezier_bow::Bezier_bow (Paper_def* paper_l)
- : Bezier(10)
{
paper_l_ = paper_l;
return_.set_size (4);
}
-/*
- from feta-sleur.ly
-
- slurheightlimit#:=staffsize#/2;
- sluralpha:=slurheightlimit#*pi/2;
- % slurratio:=1/3;
- slurratio:=0.3333;
- slurbeta:=3/4*pi*slurratio/sluralpha;
-
- b#:=length(dx#,dy#);
- % ugh: huh? 2/5
- indent#:=2/5*sluralpha*atan(slurbeta*b#);
- height:=(indent+h)*d;
- z1=(0,0);
- z2=(b,0);
- z3=(indent,height);
- z4=(b-indent,height);
-
- boogje:=boogje rotated angle(dxs,dys);
-*/
-
void
Bezier_bow::blow_fit ()
{
return;
// be careful not to take too big step
- Real f = 0.75;
+ Real f = 0.3;
Real h1 = dy1 * f;
control_[1].y () += h1;
control_[2].y () += h1;
return_[1].y () += h1;
return_[2].y () += h1;
+ calc_bezier ();
Real dy2 = check_fit_f ();
if (!dy2)
return;
Real h = -b / a;
control_[1].y () += -h1 +h;
- control_[2].y () = -h1 +h;
- return_[1].y () = -h1 +h;
- return_[2].y () = -h1 +h;
+ control_[2].y () += -h1 +h;
+ return_[1].y () += -h1 +h;
+ return_[2].y () += -h1 +h;
+}
+
+void
+Bezier_bow::calc_bezier ()
+{
+ Real s = sqrt (control_[3].x () * control_[3].x ()
+ + control_[1].y () * control_[2].y ());
+#ifndef STANDALONE
+ Real internote = paper_l_->internote_f ();
+#else
+ Real internote = STAFFHEIGHT / 8;
+#endif
+ int steps = (int)rint (s / internote);
+ Bezier::calc (steps);
}
Real
{
transform ();
calc_default (height);
- Bezier::calc ();
-
+
+ calc_bezier ();
+
Real dy = check_fit_f ();
calc_return (0, 0);
{
transform ();
calc_default (0);
- Bezier::calc ();
+ calc_bezier ();
if (check_fit_bo ())
calc_return (0, 0);
#ifndef STANDALONE
Real thick = 1.8 * paper_l_->rule_thickness ();
#else
- Real thick = 10.0 * 1.8 * 0.4 PT;
+ Real thick = 1.8 * 0.4 PT;
#endif
+
return_[0] = control_[3];
+ return_[3] = control_[0];
return_[1] = control_[2] - thick * complex_exp (Offset (0, 90 + end_alpha));
- return_[2] = control_[1] - thick * complex_exp (Offset (0, 90 - begin_alpha));
-
- /*
- return_[1].x () = control_[2].x () - thick * cos (90 + end_alpha);
- return_[1].y () = control_[2].y () - thick * sin (90 + end_alpha);
- return_[2].x () = control_[1].x () - thick * cos (90 - begin_alpha);
- return_[2].y () = control_[1].y () - thick * sin (90 - begin_alpha);
- */
- return_[3] = control_[0];
+ return_[2] = control_[1]
+ - thick * complex_exp (Offset (0, 90 - begin_alpha));
}
+/*
+ [TODO]
+ Document algorithm in:
+ See Documentation/fonts.tex
+ */
void
Bezier_bow::calc_controls ()
{
- // ugh: tooo steep
-// Real default_rc = atan (control_[1].y () / control_[1].x ());
-
Offset ijk_p (control_[3].x () / 2, control_[1].y ());
SLUR_DOUT << "ijk: " << ijk_p.x () << ", " << ijk_p.y () << endl;
begin_rc = default_rc;
}
- // ugh
Curve reversed;
reversed.set_size (encompass_.size ());
Real b = control_[3].x ();
for (int i = 0; i < encompass_.size (); i++ )
{
- reversed[i] = Offset (b,0) - encompass_[encompass_.size () - i -1];
- /*
+ // 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 ();
- */
}
int end_disturb = reversed.largest_disturbing ();
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...
- /*
- UGH UGH UGH! NEVER compare floats with ==
- */
- if (!((begin_p.x () == end_p.x ()) && (begin_p.y () == end_p.y ())))
+ 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 ());
Real rc3 = tan (theta);
encompass_.translate (-origin_);
Offset delta = encompass_[encompass_.size () - 1] - encompass_[0];
- /*
- Real dx = encompass_[encompass_.size () - 1].x () - encompass_[0].x ();
- Real dy = encompass_[encompass_.size () - 1].y () - encompass_[0].y ();
- */
alpha_ = delta.arg ();
encompass_.rotate (-alpha_);
encompass_.translate (origin_);
}
+/*
+ See Documentation/fonts.tex
+ */
void
Bezier_bow::calc_default (Real h)
{
#ifndef STANDALONE
Real staffsize_f = paper_l_->get_var ("barsize");
#else
- Real staffsize_f = 16 PT;
+ Real staffsize_f = STAFFHEIGHT;
#endif
Real height_limit = staffsize_f;
- Real alpha = height_limit * pi / 2.0;
Real ratio = 1.0/3.0;
- Real beta = 3.0/4.0 * pi * ratio/alpha;
-
- Offset delta (encompass_[encompass_.size () - 1].x () - encompass_[0].x (), 0);
-
- Real d = 1;
+ 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);
Real b = delta.length ();
- Real indent = 2.0/5.0 * alpha * atan (beta * b);
- // ugh, ugly height hack, see lily-ps-defs.tex
- Real height = (indent + h) * d;
+ Real indent = alpha * atan (beta * b);
+ Real height = indent + h;
-// Offset control[4] = {0, 0, indent, height, b - indent, height, b, 0 };
Array<Offset> control;
control.push (Offset (0, 0));
control.push (Offset (indent, height));
control.push (Offset (b - indent, height));
control.push (Offset (b, 0));
Bezier::set (control);
-
-// Real phi = dx ? atan (dy/dx) : sign (dy) * pi / 2.0;
-// control.rotate (phi);
}