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Quadratic bézier function in rust (not the most performant, focused in readability)
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use std::fmt; | |
#[derive(Debug, Clone, Copy)] | |
struct Point { | |
x: f64, | |
y: f64, | |
} | |
impl fmt::Display for Point { | |
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result { | |
write!(f, "{}, {}", self.x, self.y) | |
} | |
} | |
impl Point { | |
fn new(x: f64, y: f64) -> Self { | |
Self { x: x, y: y } | |
} | |
} | |
#[derive(Debug)] | |
struct QuadraticBezier { | |
p0: Point, | |
p1: Point, | |
p2: Point, | |
} | |
impl QuadraticBezier { | |
fn new(p0: Point, p1: Point, p2: Point) -> Self { | |
Self { | |
p0: p0, | |
p1: p1, | |
p2: p2, | |
} | |
} | |
fn compute(&self, time: f64) -> Point { | |
let a = walk_line(self.p0, self.p1, time); | |
let b = walk_line(self.p1, self.p2, time); | |
walk_line(a, b, time) | |
} | |
} | |
fn walk_line(start: Point, end: Point, time: f64) -> Point { | |
let dx = end.x - start.x; | |
let dy = end.y - start.y; | |
Point { | |
x: start.x + (time * dx), | |
y: start.y + (time * dy), | |
} | |
} | |
fn main() { | |
let bezier = QuadraticBezier::new(Point::new(0., 0.), Point::new(0., 2.), Point::new(2., 2.)); | |
let precision = 100; | |
for i in 0..(precision + 1) { | |
let t = (i as f64) / (precision as f64); | |
println!("{}", bezier.compute(t)); | |
} | |
} |
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