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 * Mesa 3-D graphics library
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 * Version:  3.5
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 *
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 * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice shall be included
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 * in all copies or substantial portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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 */
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#define _M_EVAL_H
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 * Horner scheme for Bezier curves
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 *
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 * Bezier curves can be computed via a Horner scheme.
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 * Horner is numerically less stable than the de Casteljau
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 * algorithm, but it is faster. For curves of degree n
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 * the complexity of Horner is O(n) and de Casteljau is O(n^2).
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 * Since stability is not important for displaying curve
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 * points I decided to use the Horner scheme.
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 *
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 * A cubic Bezier curve with control points b0, b1, b2, b3 can be
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 * written as
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 *
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 *        (([3]        [3]     )     [3]       )     [3]
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 * c(t) = (([0]*s*b0 + [1]*t*b1)*s + [2]*t^2*b2)*s + [3]*t^2*b3
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 *
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 *                                           [n]
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 * where s=1-t and the binomial coefficients [i]. These can
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 * be computed iteratively using the identity:
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 *
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 * [n]               [n  ]             [n]
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 * [i] = (n-i+1)/i * [i-1]     and     [0] = 1
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 */
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_math_horner_bezier_curve(const GLfloat *cp, GLfloat *out, GLfloat t,
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			  GLuint dim, GLuint order);
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 * Tensor product Bezier surfaces
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 *
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 * Again the Horner scheme is used to compute a point on a
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 * TP Bezier surface. First a control polygon for a curve
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 * on the surface in one parameter direction is computed,
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 * then the point on the curve for the other parameter
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 * direction is evaluated.
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 *
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 * To store the curve control polygon additional storage
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 * for max(uorder,vorder) points is needed in the
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 * control net cn.
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 */
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_math_horner_bezier_surf(GLfloat *cn, GLfloat *out, GLfloat u, GLfloat v,
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			 GLuint dim, GLuint uorder, GLuint vorder);
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 * The direct de Casteljau algorithm is used when a point on the
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 * surface and the tangent directions spanning the tangent plane
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 * should be computed (this is needed to compute normals to the
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 * surface). In this case the de Casteljau algorithm approach is
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 * nicer because a point and the partial derivatives can be computed
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 * at the same time. To get the correct tangent length du and dv
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 * must be multiplied with the (u2-u1)/uorder-1 and (v2-v1)/vorder-1.
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 * Since only the directions are needed, this scaling step is omitted.
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 *
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 * De Casteljau needs additional storage for uorder*vorder
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 * values in the control net cn.
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 */
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_math_de_casteljau_surf(GLfloat *cn, GLfloat *out, GLfloat *du, GLfloat *dv,
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			GLfloat u, GLfloat v, GLuint dim,
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			GLuint uorder, GLuint vorder);
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