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      1 
      2 /*
      3  * Mesa 3-D graphics library
      4  * Version:  3.5
      5  *
      6  * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
      7  *
      8  * Permission is hereby granted, free of charge, to any person obtaining a
      9  * copy of this software and associated documentation files (the "Software"),
     10  * to deal in the Software without restriction, including without limitation
     11  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
     12  * and/or sell copies of the Software, and to permit persons to whom the
     13  * Software is furnished to do so, subject to the following conditions:
     14  *
     15  * The above copyright notice and this permission notice shall be included
     16  * in all copies or substantial portions of the Software.
     17  *
     18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
     19  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     20  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
     21  * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
     22  * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
     23  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
     24  */
     25 
     26 #ifndef _M_EVAL_H
     27 #define _M_EVAL_H
     28 
     29 #include "main/glheader.h"
     30 
     31 void _math_init_eval( void );
     32 
     33 
     34 /*
     35  * Horner scheme for Bezier curves
     36  *
     37  * Bezier curves can be computed via a Horner scheme.
     38  * Horner is numerically less stable than the de Casteljau
     39  * algorithm, but it is faster. For curves of degree n
     40  * the complexity of Horner is O(n) and de Casteljau is O(n^2).
     41  * Since stability is not important for displaying curve
     42  * points I decided to use the Horner scheme.
     43  *
     44  * A cubic Bezier curve with control points b0, b1, b2, b3 can be
     45  * written as
     46  *
     47  *        (([3]        [3]     )     [3]       )     [3]
     48  * c(t) = (([0]*s*b0 + [1]*t*b1)*s + [2]*t^2*b2)*s + [3]*t^2*b3
     49  *
     50  *                                           [n]
     51  * where s=1-t and the binomial coefficients [i]. These can
     52  * be computed iteratively using the identity:
     53  *
     54  * [n]               [n  ]             [n]
     55  * [i] = (n-i+1)/i * [i-1]     and     [0] = 1
     56  */
     57 
     58 
     59 void
     60 _math_horner_bezier_curve(const GLfloat *cp, GLfloat *out, GLfloat t,
     61 			  GLuint dim, GLuint order);
     62 
     63 
     64 /*
     65  * Tensor product Bezier surfaces
     66  *
     67  * Again the Horner scheme is used to compute a point on a
     68  * TP Bezier surface. First a control polygon for a curve
     69  * on the surface in one parameter direction is computed,
     70  * then the point on the curve for the other parameter
     71  * direction is evaluated.
     72  *
     73  * To store the curve control polygon additional storage
     74  * for max(uorder,vorder) points is needed in the
     75  * control net cn.
     76  */
     77 
     78 void
     79 _math_horner_bezier_surf(GLfloat *cn, GLfloat *out, GLfloat u, GLfloat v,
     80 			 GLuint dim, GLuint uorder, GLuint vorder);
     81 
     82 
     83 /*
     84  * The direct de Casteljau algorithm is used when a point on the
     85  * surface and the tangent directions spanning the tangent plane
     86  * should be computed (this is needed to compute normals to the
     87  * surface). In this case the de Casteljau algorithm approach is
     88  * nicer because a point and the partial derivatives can be computed
     89  * at the same time. To get the correct tangent length du and dv
     90  * must be multiplied with the (u2-u1)/uorder-1 and (v2-v1)/vorder-1.
     91  * Since only the directions are needed, this scaling step is omitted.
     92  *
     93  * De Casteljau needs additional storage for uorder*vorder
     94  * values in the control net cn.
     95  */
     96 
     97 void
     98 _math_de_casteljau_surf(GLfloat *cn, GLfloat *out, GLfloat *du, GLfloat *dv,
     99 			GLfloat u, GLfloat v, GLuint dim,
    100 			GLuint uorder, GLuint vorder);
    101 
    102 
    103 #endif
    104