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package ru.casperix.math
import casperix.math.curve.float32.BezierCubic2f
import casperix.math.vector.float32.Vector2f
import kotlin.math.absoluteValue
object BezierCalculation {
fun getDirectHeight(curve: BezierCubic2f, x: Float, steps: Int): Float {
val nearPos = (0 until steps).map {
val t = it / steps.toFloat()
curve.getPosition(t)
}.minBy { (it.x - x).absoluteValue }
return nearPos.y
}
fun getApproximateIterationHeight(curve: BezierCubic2f, x: Float, steps: Int): Float {
var tPos = 0.50f
var tStep = 0.25f
var remains = steps
while (true) {
val pos = curve.getPosition(tPos)
if (x == pos.x) {
return pos.y
} else if (x < pos.x) {
tPos -= tStep
} else {
tPos += tStep
}
tStep /= 2f
if (remains-- == 0) {
return pos.y
}
}
}
fun getApproximateErrorHeightPrecision(curve: BezierCubic2f, x: Float, error:Float): Float {
var tPos = 0.50f
var tStep = 0.25f
var lastPos = Vector2f.NaN
while (true) {
val pos = curve.getPosition(tPos)
if (pos.distTo(lastPos) < error) {
return pos.y
} else if (x < pos.x) {
tPos -= tStep
} else {
tPos += tStep
}
lastPos = pos
tStep /= 2f
}
}
fun getApproximateErrorHeight(curve: BezierCubic2f, x: Float, error:Float): Float {
var tPos = 0.50f
var tStep = 0.25f
// var steps = 0
while (true) {
// steps++
val pos = curve.getPosition(tPos)
if ((pos.x - x).absoluteValue < error) {
return pos.y
// return Pair(steps, pos.y)
} else if (x < pos.x) {
tPos -= tStep
} else {
tPos += tStep
}
tStep /= 2f
}
}
}