|
|
|
@ -334,6 +334,39 @@ final public class FastMath { |
|
|
|
|
return l; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
/** |
|
|
|
|
* Compute the length on a Bezier spline between control point 1 and 2. |
|
|
|
|
* @param p0 control point 0 |
|
|
|
|
* @param p1 control point 1 |
|
|
|
|
* @param p2 control point 2 |
|
|
|
|
* @param p3 control point 3 |
|
|
|
|
* @param startRange the starting range on the segment (use 0) |
|
|
|
|
* @param endRange the end range on the segment (use 1) |
|
|
|
|
* @return the length of the segment |
|
|
|
|
*/ |
|
|
|
|
public static float getBezierP1toP2Length(Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3, float startRange, float endRange) { |
|
|
|
|
float epsilon = 0.001f; |
|
|
|
|
float middleValue = (startRange + endRange) * 0.5f; |
|
|
|
|
Vector3f start = p1.clone(); |
|
|
|
|
if (startRange != 0) { |
|
|
|
|
FastMath.interpolateBezier(startRange, p0, p1, p2, p3, start); |
|
|
|
|
} |
|
|
|
|
Vector3f end = p2.clone(); |
|
|
|
|
if (endRange != 1) { |
|
|
|
|
FastMath.interpolateBezier(endRange, p0, p1, p2, p3, end); |
|
|
|
|
} |
|
|
|
|
Vector3f middle = FastMath.interpolateBezier(middleValue, p0, p1, p2, p3); |
|
|
|
|
float l = end.subtract(start).length(); |
|
|
|
|
float l1 = middle.subtract(start).length(); |
|
|
|
|
float l2 = end.subtract(middle).length(); |
|
|
|
|
float len = l1 + l2; |
|
|
|
|
if (l + epsilon < len) { |
|
|
|
|
l1 = FastMath.getBezierP1toP2Length(p0, p1, p2, p3, startRange, middleValue); |
|
|
|
|
l2 = FastMath.getBezierP1toP2Length(p0, p1, p2, p3, middleValue, endRange); |
|
|
|
|
} |
|
|
|
|
l = l1 + l2; |
|
|
|
|
return l; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
/** |
|
|
|
|
* Returns the arc cosine of an angle given in radians.<br> |
|
|
|
|