module Approx ( bezier2biarc ) where import Debug.Trace import qualified CubicBezier as B import qualified BiArc as BA import qualified Line as L import Data.Bool (bool) import Linear import Data.Complex import Types bezier2biarc :: B.CubicBezier -> Double -> Double -> [BA.BiArc] bezier2biarc mbezier samplingStep tolerance | (B._p1 mbezier) == (B._c1 mbezier) = approxOne mbezier | (B._p2 mbezier) == (B._c2 mbezier) = approxOne mbezier | otherwise = byInflection (B.realInflectionPoint i1) (B.realInflectionPoint i2) where (i1, i2) = B.inflectionPoints mbezier order a b | b < a = (b, a) | otherwise = (a, b) byInflection True False = approxOne b1 ++ approxOne b2 where (b1, b2) = B.bezierSplitAt mbezier (realPart i1) byInflection False True = approxOne b1 ++ approxOne b2 where (b1, b2) = B.bezierSplitAt mbezier (realPart i2) byInflection True True = approxOne b1 ++ approxOne b2 ++ approxOne b3 where (it1, it2') = order (realPart i1) (realPart i2) -- Make the first split and save the first new curve. The second one has to be splitted again -- at the recalculated t2 (it is on a new curve) it2 = (1 - it1) * it2' (b1, toSplit) = B.bezierSplitAt mbezier it1 (b2, b3) = B.bezierSplitAt toSplit it2 byInflection False False = approxOne mbezier -- TODO: make it tail recursive approxOne :: B.CubicBezier -> [BA.BiArc] approxOne bezier -- Edge case: start- and endpoints are the same | (B._p1 bezier) == (B._p2 bezier) = splitAndRecur 0.5 -- Edge case: control lines are parallel | (L._m t1) == (L._m t2) = splitAndRecur 0.5 -- Approximation is not close enough yet, refine | maxDistance > 0.5 = splitAndRecur maxDistanceAt | otherwise = Debug.Trace.trace (show error) [biarc] where -- Edge case: P1==C1 or P2==C2 -- there is no derivative at P1 or P2, use the other control point c1 = bool (B._c1 bezier) (B._c2 bezier) ((B._p1 bezier) == (B._c1 bezier)) c2 = bool (B._c2 bezier) (B._c1 bezier) ((B._p2 bezier) == (B._c2 bezier)) -- V: Intersection point of tangent lines t1 = L.fromPoints (B._p1 bezier) c1 t2 = L.fromPoints (B._p2 bezier) c2 v = L.intersection t1 t2 -- G: incenter point of the triangle (P1, V, P2) dP2V = distance (B._p2 bezier) v dP1V = distance (B._p1 bezier) v dP1P2 = distance (B._p1 bezier) (B._p2 bezier) g = (dP2V *^ B._p1 bezier + dP1V *^ B._p2 bezier + dP1P2 *^ v) ^/ (dP2V + dP1V + dP1P2) -- Calculate the BiArc biarc = BA.create (B._p1 bezier) (B._p1 bezier - c1) (B._p2 bezier) (B._p2 bezier - c2) g -- calculate the error nrPointsToCheck = 10 parameterStep = 1 / nrPointsToCheck (error, maxDistance, maxDistanceAt) = maxDistance' 0 0 0 0 maxDistance' e m mt t | t <= 1 = if' (d > m) (maxDistance' ne d t nt) (maxDistance' ne m mt nt) | otherwise = (e / nrPointsToCheck, m, mt) where d = distance (BA.pointAt biarc t) (B.pointAt bezier t) nt = t + parameterStep ne = e + d splitAndRecur t = let (b1, b2) = B.bezierSplitAt bezier t in approxOne b1 ++ approxOne b2