# Copyright (c) 2021-2024 Manfred Moitzi # License: MIT License # pylint: disable=unused-variable from __future__ import annotations from typing import ( Iterator, Sequence, Optional, Generic, TypeVar, ) import math # The pure Python implementation can't import from ._ctypes or ezdxf.math! from ._vector import Vec3, Vec2 from ._matrix44 import Matrix44 __all__ = ["Bezier3P"] def check_if_in_valid_range(t: float) -> None: if not 0.0 <= t <= 1.0: raise ValueError("t not in range [0 to 1]") T = TypeVar("T", Vec2, Vec3) class Bezier3P(Generic[T]): """Implements an optimized quadratic `Bézier curve`_ for exact 3 control points. The class supports points of type :class:`Vec2` and :class:`Vec3` as input, the class instances are immutable. Args: defpoints: sequence of definition points as :class:`Vec2` or :class:`Vec3` compatible objects. """ __slots__ = ("_control_points", "_offset") def __init__(self, defpoints: Sequence[T]): if len(defpoints) != 3: raise ValueError("Three control points required.") point_type = defpoints[0].__class__ if not point_type.__name__ in ("Vec2", "Vec3"): # Cython types!!! raise TypeError(f"invalid point type: {point_type.__name__}") # The start point is the curve offset offset: T = defpoints[0] self._offset: T = offset # moving the curve to the origin reduces floating point errors: self._control_points: tuple[T, ...] = tuple(p - offset for p in defpoints) @property def control_points(self) -> Sequence[T]: """Control points as tuple of :class:`Vec3` or :class:`Vec2` objects.""" # ezdxf optimization: p0 is always (0, 0, 0) _, p1, p2 = self._control_points offset = self._offset return offset, p1 + offset, p2 + offset def tangent(self, t: float) -> T: """Returns direction vector of tangent for location `t` at the Bèzier-curve. Args: t: curve position in the range ``[0, 1]`` """ check_if_in_valid_range(t) return self._get_curve_tangent(t) def point(self, t: float) -> T: """Returns point for location `t` at the Bèzier-curve. Args: t: curve position in the range ``[0, 1]`` """ check_if_in_valid_range(t) return self._get_curve_point(t) def approximate(self, segments: int) -> Iterator[T]: """Approximate `Bézier curve`_ by vertices, yields `segments` + 1 vertices as ``(x, y[, z])`` tuples. Args: segments: count of segments for approximation """ if segments < 1: raise ValueError(segments) delta_t: float = 1.0 / segments cp = self.control_points yield cp[0] for segment in range(1, segments): yield self._get_curve_point(delta_t * segment) yield cp[2] def approximated_length(self, segments: int = 128) -> float: """Returns estimated length of Bèzier-curve as approximation by line `segments`. """ length: float = 0.0 prev_point: Optional[T] = None for point in self.approximate(segments): if prev_point is not None: length += prev_point.distance(point) prev_point = point return length def flattening(self, distance: float, segments: int = 4) -> Iterator[T]: """Adaptive recursive flattening. The argument `segments` is the minimum count of approximation segments, if the distance from the center of the approximation segment to the curve is bigger than `distance` the segment will be subdivided. Args: distance: maximum distance from the center of the quadratic (C2) curve to the center of the linear (C1) curve between two approximation points to determine if a segment should be subdivided. segments: minimum segment count """ stack: list[tuple[float, T]] = [] dt: float = 1.0 / segments t0: float = 0.0 t1: float cp = self.control_points start_point: T = cp[0] end_point: T yield start_point while t0 < 1.0: t1 = t0 + dt if math.isclose(t1, 1.0): end_point = cp[2] t1 = 1.0 else: end_point = self._get_curve_point(t1) while True: mid_t: float = (t0 + t1) * 0.5 mid_point: T = self._get_curve_point(mid_t) chk_point: T = start_point.lerp(end_point) d = chk_point.distance(mid_point) if d < distance: yield end_point t0 = t1 start_point = end_point if stack: t1, end_point = stack.pop() else: break else: stack.append((t1, end_point)) t1 = mid_t end_point = mid_point def _get_curve_point(self, t: float) -> T: # 1st control point (p0) is always (0, 0, 0) # => p0 * a is always (0, 0, 0) _, p1, p2 = self._control_points _1_minus_t = 1.0 - t # a = (1 - t) ** 2 b = 2.0 * t * _1_minus_t c = t * t # add offset at last - it is maybe very large return p1 * b + p2 * c + self._offset def _get_curve_tangent(self, t: float) -> T: # tangent vector is independent from offset location! # 1st control point (p0) is always (0, 0, 0) # => p0 * a is always (0, 0, 0) _, p1, p2 = self._control_points # a = -2 * (1 - t) b = 2.0 - 4.0 * t c = 2.0 * t return p1 * b + p2 * c def reverse(self) -> Bezier3P[T]: """Returns a new Bèzier-curve with reversed control point order.""" return Bezier3P(list(reversed(self.control_points))) def transform(self, m: Matrix44) -> Bezier3P[Vec3]: """General transformation interface, returns a new :class:`Bezier3P` curve and it is always a 3D curve. Args: m: 4x4 transformation :class:`Matrix44` """ defpoints = Vec3.generate(self.control_points) return Bezier3P(tuple(m.transform_vertices(defpoints)))