[orx-shapes] Add BezierPatch
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40
orx-shapes/src/demo/kotlin/DemoBezierPatch01.kt
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orx-shapes/src/demo/kotlin/DemoBezierPatch01.kt
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import org.openrndr.application
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import org.openrndr.color.ColorRGBa
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import org.openrndr.extensions.SingleScreenshot
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import org.openrndr.extra.shapes.bezierPatch
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import org.openrndr.shape.LineSegment
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fun main() {
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application {
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configure {
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width = 800
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height = 800
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}
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program {
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if (System.getProperty("takeScreenshot") == "true") {
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extend(SingleScreenshot()) {
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this.outputFile = System.getProperty("screenshotPath")
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}
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}
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extend {
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drawer.clear(ColorRGBa.PINK)
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val c0 = LineSegment(200.0, 100.0, width-200.0, 100.0).contour.segments.first()
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val c1 = LineSegment(100.0, 150.0, width-100.0, 150.0).contour.segments.first()
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val c2 = LineSegment(100.0, height-150.0, width-100.0, height-150.0).contour.segments.first()
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val c3 = LineSegment(200.0, height-100.0, width-200.0, height-100.0).contour.segments.first()
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val bp = bezierPatch(c0, c1, c2, c3)
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val bpsub = bp.sub(0.0, 0.0, 0.5, 0.5)
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for (i in 0..50) {
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drawer.stroke = ColorRGBa.BLACK
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drawer.contour(bp.horizontal(i/50.0))
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drawer.contour(bp.vertical(i/50.0))
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drawer.stroke = ColorRGBa.RED
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drawer.contour(bpsub.horizontal(i/50.0))
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drawer.contour(bpsub.vertical(i/50.0))
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}
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}
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}
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}
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}
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37
orx-shapes/src/demo/kotlin/DemoBezierPatch02.kt
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orx-shapes/src/demo/kotlin/DemoBezierPatch02.kt
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import org.openrndr.application
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import org.openrndr.color.ColorRGBa
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import org.openrndr.extensions.SingleScreenshot
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import org.openrndr.extra.shapes.bezierPatch
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import org.openrndr.math.bezier
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import org.openrndr.shape.Circle
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import org.openrndr.shape.LineSegment
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import org.openrndr.shape.Rectangle
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import org.openrndr.shape.drawComposition
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fun main() {
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application {
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configure {
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width = 800
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height = 800
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}
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program {
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if (System.getProperty("takeScreenshot") == "true") {
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extend(SingleScreenshot()) {
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this.outputFile = System.getProperty("screenshotPath")
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}
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}
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extend {
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drawer.clear(ColorRGBa.PINK)
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val c = Circle(width/2.0, height/2.0, 350.0).contour
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val bp = bezierPatch(c)
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for (i in 0..10) {
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drawer.stroke = ColorRGBa.BLACK
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drawer.contour(bp.horizontal(i/10.0))
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drawer.contour(bp.vertical(i/10.0))
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}
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}
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}
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}
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}
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47
orx-shapes/src/demo/kotlin/DemoBezierPatch03.kt
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orx-shapes/src/demo/kotlin/DemoBezierPatch03.kt
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import org.openrndr.application
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import org.openrndr.color.ColorRGBa
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import org.openrndr.extensions.Screenshots
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import org.openrndr.extensions.SingleScreenshot
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import org.openrndr.extra.shapes.bezierPatch
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import org.openrndr.extra.shapes.distort
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import org.openrndr.extra.shapes.regularStarRounded
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import org.openrndr.math.transforms.transform
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import org.openrndr.shape.Circle
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fun main() {
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application {
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configure {
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width = 800
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height = 800
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}
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program {
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if (System.getProperty("takeScreenshot") == "true") {
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extend(SingleScreenshot()) {
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this.outputFile = System.getProperty("screenshotPath")
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}
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}
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extend(Screenshots())
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extend {
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drawer.clear(ColorRGBa.PINK)
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val bp = bezierPatch(Circle(width / 2.0, height / 2.0, 350.0).contour)
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for (i in 0..50) {
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drawer.stroke = ColorRGBa.BLACK
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drawer.contour(bp.horizontal(i / 50.0))
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drawer.contour(bp.vertical(i / 50.0))
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}
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drawer.fill = ColorRGBa.PINK
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for (j in 1 until 10) {
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for (i in 1 until 10) {
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val r = regularStarRounded(7, 30.0, 40.0, 0.5, 0.5).transform(
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transform {
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translate(j * width / 10.0, i * height / 10.0)
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}
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)
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val dr = bp.distort(r, drawer.bounds)
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drawer.contour(dr)
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}
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}
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}
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}
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}
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}
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182
orx-shapes/src/main/kotlin/BezierPatch.kt
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orx-shapes/src/main/kotlin/BezierPatch.kt
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package org.openrndr.extra.shapes
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import org.openrndr.math.Vector2
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import org.openrndr.shape.Rectangle
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import org.openrndr.shape.Segment
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import org.openrndr.shape.ShapeContour
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import kotlin.random.Random
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class BezierPatch(val points: List<List<Vector2>>) {
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init {
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require(points.size == 4 && points.all { it.size == 4 })
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}
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/**
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* Return a transposed version of the bezier path by transposing the [points] matrix
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*/
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val transposed
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get() = BezierPatch(
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listOf(
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listOf(points[0][0], points[1][0], points[2][0], points[3][0]),
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listOf(points[0][1], points[1][1], points[2][1], points[3][1]),
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listOf(points[0][2], points[1][2], points[2][2], points[3][2]),
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listOf(points[0][3], points[1][3], points[2][3], points[3][3]),
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)
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)
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private fun coeffs(t: Double): DoubleArray {
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val it = 1.0 - t
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val it2 = it * it
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val it3 = it2 * it
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val t2 = t * t
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val t3 = t2 * t
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return doubleArrayOf(it3, 3 * it2 * t, 3 * it * t2, t3)
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}
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/**
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* Return a point on the patch by using its u,v parameterization
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* @param u a value between 0 and 1
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* @param v a value between 0 and 1
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*/
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fun position(u: Double, v: Double): Vector2 {
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val csu = coeffs(u)
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val csv = coeffs(v)
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var result = Vector2.ZERO
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for (j in 0 until 4) {
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for (i in 0 until 4) {
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result += points[j][i] * csu[i] * csv[j]
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}
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}
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return result
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}
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/**
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* Generate a random point on the path
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* @return a point that is uniformly distributed in uv space
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*/
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fun randomPoint(random: Random = Random.Default) = position(random.nextDouble(), random.nextDouble())
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fun horizontal(v: Double): ShapeContour {
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val cs = coeffs(v)
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val cps = Array(4) { Vector2.ZERO }
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for (j in 0 until 4) {
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for (i in 0 until 4) {
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cps[j] += points[i][j] * cs[i]
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}
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}
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return ShapeContour(listOf(Segment(cps[0], cps[1], cps[2], cps[3])), false)
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}
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fun vertical(u: Double): ShapeContour {
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val cs = coeffs(u)
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val cps = Array(4) { Vector2.ZERO }
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for (j in 0 until 4) {
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for (i in 0 until 4) {
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cps[j] += points[j][i] * cs[i]
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}
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}
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return ShapeContour(listOf(Segment(cps[0], cps[1], cps[2], cps[3])), false)
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}
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/**
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* Extract a sub-patch based on uv parameterization
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*/
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fun sub(u0: Double, v0: Double, u1: Double, v1: Double): BezierPatch {
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val c0 = Segment(points[0][0], points[0][1], points[0][2], points[0][3]).sub(u0, u1)
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val c1 = Segment(points[1][0], points[1][1], points[1][2], points[1][3]).sub(u0, u1)
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val c2 = Segment(points[2][0], points[2][1], points[2][2], points[2][3]).sub(u0, u1)
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val c3 = Segment(points[3][0], points[3][1], points[3][2], points[3][3]).sub(u0, u1)
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val sub0 = bezierPatch(c0, c1, c2, c3)
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val d0 = Segment(sub0.points[0][0], sub0.points[1][0], sub0.points[2][0], sub0.points[3][0]).sub(v0, v1)
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val d1 = Segment(sub0.points[0][1], sub0.points[1][1], sub0.points[2][1], sub0.points[3][1]).sub(v0, v1)
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val d2 = Segment(sub0.points[0][2], sub0.points[1][2], sub0.points[2][2], sub0.points[3][2]).sub(v0, v1)
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val d3 = Segment(sub0.points[0][3], sub0.points[1][3], sub0.points[2][3], sub0.points[3][3]).sub(v0, v1)
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return bezierPatch(d0, d1, d2, d3).transposed
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}
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}
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/**
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* Create a cubic bezier patch from 4 segments. The control points of the segments are used in row-wise fashion
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*/
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fun bezierPatch(c0: Segment, c1: Segment, c2: Segment, c3: Segment): BezierPatch {
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val c0c = c0.cubic
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val c1c = c1.cubic
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val c2c = c2.cubic
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val c3c = c3.cubic
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val c0l = listOf(c0c.start, c0c.control[0], c0c.control[1], c0c.end)
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val c1l = listOf(c1c.start, c1c.control[0], c1c.control[1], c1c.end)
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val c2l = listOf(c2c.start, c2c.control[0], c2c.control[1], c2c.end)
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val c3l = listOf(c3c.start, c3c.control[0], c3c.control[1], c3c.end)
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return BezierPatch(listOf(c0l, c1l, c2l, c3l))
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}
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/**
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* Create a bezier patch from a closed shape contour (with 4 segments).
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* @param alpha control for linearity, default is `1.0/3.0`
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*/
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fun bezierPatch(shapeContour: ShapeContour, alpha: Double = 1.0 / 3.0): BezierPatch {
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require(shapeContour.segments.size == 4) {
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"""contour needs exactly 4 segments (has ${shapeContour.segments.size})"""
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}
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val c0 = shapeContour.segments[0].cubic
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val c1 = shapeContour.segments[1].cubic
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val c2 = shapeContour.segments[2].cubic
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val c3 = shapeContour.segments[3].cubic
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val fa = 1.0 - alpha
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val fb = alpha
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val x00 = (c0.control[0] * fa + c2.control[1] * fb + c3.control[1] * fa + c1.control[0] * fb) / 2.0
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val x01 = (c0.control[1] * fa + c2.control[0] * fb + c3.control[1] * fb + c1.control[0] * fa) / 2.0
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val x10 = (c0.control[0] * fb + c2.control[1] * fa + c3.control[0] * fa + c1.control[1] * fb) / 2.0
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val x11 = (c0.control[1] * fb + c2.control[0] * fa + c3.control[0] * fb + c1.control[1] * fa) / 2.0
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val cps = listOf(
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listOf(c0.start, c0.control[0], c0.control[1], c0.end),
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listOf(c3.control[1], x00, x01, c1.control[0]),
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listOf(c3.control[0], x10, x11, c1.control[1]),
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listOf(c2.end, c2.control[1], c2.control[0], c2.start),
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)
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return BezierPatch(cps)
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}
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/**
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* Create a bezier patch from 4 corners
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* @param corners a list of corners from which to create the patch
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* @param alpha control for linearity, default is `1.0/3.0`
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*/
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fun bezierPatch(corners: List<Vector2>, alpha: Double = 1.0 / 3.0): BezierPatch {
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require(corners.size == 4) {
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"""need exactly 4 corners (got ${corners.size}"""
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}
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return bezierPatch(ShapeContour.fromPoints(corners, true), alpha)
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}
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/**
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* Distort a shape contour
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*/
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fun BezierPatch.distort(shapeContour: ShapeContour, referenceRectangle: Rectangle = shapeContour.bounds): ShapeContour {
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val distortedSegments = shapeContour.segments.map {
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val c = it.cubic
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val e = c.end.map(referenceRectangle)
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val c0 = c.control[0].map(referenceRectangle)
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val c1 = c.control[1].map(referenceRectangle)
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val s = c.start.map(referenceRectangle)
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val ne = position(e.x, e.y)
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val ns = position(s.x, s.y)
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val nc0 = position(c0.x, c0.y)
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val nc1 = position(c1.x, c1.y)
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Segment(ns, nc0, nc1, ne)
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}
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return ShapeContour(distortedSegments, shapeContour.closed, shapeContour.polarity)
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}
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private fun Vector2.map(rect: Rectangle): Vector2 {
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val nx = (x - rect.x) / rect.width
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val ny = (y - rect.y) / rect.height
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return Vector2(nx, ny)
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}
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