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@eeropic
Created September 28, 2022 10:28
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solve y for x with unit beziers in range of x [0,1] for animation etc purposes
// http://svn.webkit.org/repository/webkit/trunk/Source/WebCore/platform/graphics/UnitBezier.h
class UnitBezier {
constructor(p1x,p1y,p2x,p2y){
// Calculate the polynomial coefficients, implicit first and last control points are (0,0) and (1,1).
this.cx = 3.0 * p1x;
this.bx = 3.0 * (p2x - p1x) - this.cx;
this.ax = 1.0 - this.cx - this.bx;
this.cy = 3.0 * p1y;
this.by = 3.0 * (p2y - p1y) - this.cy;
this.ay = 1.0 - this.cy - this.by;
Object.assign(this, {p1x, p1y, p2x, p2y})
}
sampleCurveX(t){
// `ax t^3 + bx t^2 + cx t' expanded using Horner's rule.
return ((this.ax * t + this.bx) * t + this.cx) * t;
}
sampleCurveY(t){
return ((this.ay * t + this.by) * t + this.cy) * t;
}
sampleCurveDerivativeX(t){
return (3.0 * this.ax * t + 2.0 * this.bx) * t + this.cx;
}
solveCurveX(x, epsilon){
if (epsilon === undefined) epsilon = 1e-6;
if (x < 0.0) return 0.0;
if (x > 1.0) return 1.0;
var t = x;
// First try a few iterations of Newton's method - normally very fast.
for (var i = 0; i < 8; i++) {
var x2 = this.sampleCurveX(t) - x;
if (Math.abs(x2) < epsilon) return t;
var d2 = this.sampleCurveDerivativeX(t);
if (Math.abs(d2) < 1e-6) break;
t = t - x2 / d2;
}
// Fall back to the bisection method for reliability.
var t0 = 0.0;
var t1 = 1.0;
t = x;
for (i = 0; i < 20; i++) {
x2 = this.sampleCurveX(t);
if (Math.abs(x2 - x) < epsilon) break;
if (x > x2) {
t0 = t;
} else {
t1 = t;
}
t = (t1 - t0) * 0.5 + t0;
}
return t;
}
solve(x, epsilon) {
return this.sampleCurveY(this.solveCurveX(x, epsilon));
}
}
let testPath = new Path({
segments: [
new Segment({
point: [180,200],
handleOut: [200,20]
}),
new Segment({
point: [400,500],
handleIn: [-200,60]
})
],
strokeColor: "red"
})
function curveToUnit(curve){
const [x0, y0, x1, y1, x2, y2, x3, y3] = curve.values
let w = x3 - x0
let h = y3 - y0
let p1x = (x1 - x0) / w
let p1y = (y1 - y0) / h
let p2x = (x2 - x0) / w
let p2y = (y2 - y0) / h
let kek2 = new UnitBezier(p1x, p1y, p2x, p2y)
let steps = 40;
for(let i = 0; i <= steps; i++){
let xPos = i / steps
let yPos = kek2.solve(xPos)
let circ = new Shape.Circle({
fillColor:"blue",
radius: 2,
position: [x0 + xPos * w, y0 + yPos * h]
})
}
}
curveToUnit(testPath.curves[0])
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