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56 | pj | 1 | /* $Id: m_eval.h,v 1.1 2003-02-28 11:48:05 pj Exp $ */ |
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3 | /* |
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4 | * Mesa 3-D graphics library |
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5 | * Version: 3.5 |
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6 | * |
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7 | * Copyright (C) 1999-2001 Brian Paul All Rights Reserved. |
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8 | * |
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9 | * Permission is hereby granted, free of charge, to any person obtaining a |
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10 | * copy of this software and associated documentation files (the "Software"), |
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11 | * to deal in the Software without restriction, including without limitation |
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12 | * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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13 | * and/or sell copies of the Software, and to permit persons to whom the |
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14 | * Software is furnished to do so, subject to the following conditions: |
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15 | * |
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16 | * The above copyright notice and this permission notice shall be included |
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17 | * in all copies or substantial portions of the Software. |
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18 | * |
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19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
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20 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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22 | * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN |
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23 | * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
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24 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
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25 | */ |
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26 | |||
27 | #ifndef _M_EVAL_H |
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28 | #define _M_EVAL_H |
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29 | |||
30 | #include "glheader.h" |
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31 | |||
32 | void _math_init_eval( void ); |
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33 | |||
34 | |||
35 | /* |
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36 | * Horner scheme for Bezier curves |
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37 | * |
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38 | * Bezier curves can be computed via a Horner scheme. |
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39 | * Horner is numerically less stable than the de Casteljau |
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40 | * algorithm, but it is faster. For curves of degree n |
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41 | * the complexity of Horner is O(n) and de Casteljau is O(n^2). |
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42 | * Since stability is not important for displaying curve |
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43 | * points I decided to use the Horner scheme. |
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44 | * |
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45 | * A cubic Bezier curve with control points b0, b1, b2, b3 can be |
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46 | * written as |
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47 | * |
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48 | * (([3] [3] ) [3] ) [3] |
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49 | * c(t) = (([0]*s*b0 + [1]*t*b1)*s + [2]*t^2*b2)*s + [3]*t^2*b3 |
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50 | * |
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51 | * [n] |
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52 | * where s=1-t and the binomial coefficients [i]. These can |
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53 | * be computed iteratively using the identity: |
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54 | * |
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55 | * [n] [n ] [n] |
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56 | * [i] = (n-i+1)/i * [i-1] and [0] = 1 |
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57 | */ |
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58 | |||
59 | |||
60 | void |
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61 | _math_horner_bezier_curve(const GLfloat *cp, GLfloat *out, GLfloat t, |
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62 | GLuint dim, GLuint order); |
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63 | |||
64 | |||
65 | /* |
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66 | * Tensor product Bezier surfaces |
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67 | * |
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68 | * Again the Horner scheme is used to compute a point on a |
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69 | * TP Bezier surface. First a control polygon for a curve |
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70 | * on the surface in one parameter direction is computed, |
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71 | * then the point on the curve for the other parameter |
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72 | * direction is evaluated. |
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73 | * |
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74 | * To store the curve control polygon additional storage |
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75 | * for max(uorder,vorder) points is needed in the |
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76 | * control net cn. |
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77 | */ |
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78 | |||
79 | void |
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80 | _math_horner_bezier_surf(GLfloat *cn, GLfloat *out, GLfloat u, GLfloat v, |
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81 | GLuint dim, GLuint uorder, GLuint vorder); |
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82 | |||
83 | |||
84 | /* |
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85 | * The direct de Casteljau algorithm is used when a point on the |
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86 | * surface and the tangent directions spanning the tangent plane |
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87 | * should be computed (this is needed to compute normals to the |
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88 | * surface). In this case the de Casteljau algorithm approach is |
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89 | * nicer because a point and the partial derivatives can be computed |
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90 | * at the same time. To get the correct tangent length du and dv |
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91 | * must be multiplied with the (u2-u1)/uorder-1 and (v2-v1)/vorder-1. |
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92 | * Since only the directions are needed, this scaling step is omitted. |
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93 | * |
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94 | * De Casteljau needs additional storage for uorder*vorder |
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95 | * values in the control net cn. |
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96 | */ |
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97 | |||
98 | void |
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99 | _math_de_casteljau_surf(GLfloat *cn, GLfloat *out, GLfloat *du, GLfloat *dv, |
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100 | GLfloat u, GLfloat v, GLuint dim, |
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101 | GLuint uorder, GLuint vorder); |
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102 | |||
103 | |||
104 | #endif |