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https://github.com/pellaeon/tinyspline-example
https://github.com/pellaeon/tinyspline-example
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- Host: GitHub
- URL: https://github.com/pellaeon/tinyspline-example
- Owner: pellaeon
- License: mit
- Created: 2015-10-29T07:15:09.000Z (about 9 years ago)
- Default Branch: master
- Last Pushed: 2015-10-29T09:19:06.000Z (about 9 years ago)
- Last Synced: 2023-03-24T11:29:45.539Z (almost 2 years ago)
- Language: C
- Size: 1.57 MB
- Stars: 5
- Watchers: 2
- Forks: 2
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
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README
TinySpline
========TinySpline is a C library for
[NURBS](https://de.wikipedia.org/wiki/Non-Uniform_Rational_B-Spline),
[B-Splines](https://en.wikipedia.org/wiki/B-spline) and
[Bézier curves](https://en.wikipedia.org/wiki/B%C3%A9zier_curve)
(even lines and points) with a modern C++11 wrapper and bindings for C#,
Java and Python (via Swig). The goal of this project is to provide a small
library with a minimum set of dependencies which is easy and intuitively to
use. Moreover, the integration of TinySpline into OpenGL is straightforward.TinySpline is licensed under [the MIT License](http://opensource.org/licenses/MIT),
hence feel free to use it anywhere.###Table of Contents
- [Some Features of This Library](#features)
- [Project Structure](#structure)
- [Bindings](#bindings)
- [API](#api)
- [Data Structures](#structs)
- [NURBS, B-Splines, Béziers, Lines and Points](#types)
- [Functions](#functions)
- [Memory Management](#memory)
- [Error Handling](#error)
- [OpenGL Integration](#opengl)
- [Spline Evaluation and Discontinuity](#evaldisc)
- [Current Development](#development)
- [Theoretical Backgrounds](#backgrounds)
- [Installation](#installation)
###Some Features of This Library
- TinySpline provides NURBS, B-Splines, Béziers, lines and points within a single struct.
- Create splines of any degree with any dimensions.
- Perform cubic spline interpolation using [Thomas' algorithm](https://en.wikipedia.org/wiki/Tridiagonal_matrix_algorithm).
- Evaluate splines using [De Boor's algorithm](https://en.wikipedia.org/wiki/De_Boor%27s_algorithm).
- Insert knots and split splines while keeping the splines shape.
- Subdivide B-Splines into Béziers.
- A C++11 wrapper.
- Bindings for C#, Java and Python.
###Project Structure
The core of TinySpline is written in ANSI C and consists of the files
[tinyspline.h](https://github.com/retuxx/tinyspline/blob/master/library/tinyspline.h)
and [tinyspline.c](https://github.com/retuxx/tinyspline/blob/master/library/tinyspline.c).
You can either copy those files into your project or use CMake to create
a static or shared library.The C++11 wrapper consists of the files [tinysplinecpp.h](https://github.com/retuxx/tinyspline/blob/master/library/tinysplinecpp.h)
and [tinysplinecpp.cpp](https://github.com/retuxx/tinyspline/blob/master/library/tinysplinecpp.cpp).
As for the C library, you can copy those files (alongside tinyspline.h and
tinyspline.c) into your project or use CMake to create a static or shared library.All bindings of TinySpline work on top of the C++11 wrapper and will be
generated with [Swig](http://www.swig.org/) (3.0.1 or above). While
[tinyspline.i](https://github.com/retuxx/tinyspline/blob/master/library/tinyspline.i)
configures all language independent settings, tinysplineXYZ.i adds
language related features. The file
[swig_wrapper.h](https://github.com/retuxx/tinyspline/blob/master/library/swig_wrapper.h)
contains functions which are necessary to provide collections instead of plain C arrays.
Using CMake to create the bindings is recommended.All these files can be found in the directory
[library](https://github.com/retuxx/tinyspline/tree/master/library).
The directory
[example](https://github.com/retuxx/tinyspline/tree/master/example) contains
some examples written in OpenGL.
###Bindings
Alongside Swig, each binding may have additional dependencies to generate the
source code of the target language. The following table gives an overview:Language | Dependencies to Generate Source | (Relative) Output Directory
-------- | ------------------------------- | ---------------------------
C# | - | csharp
Java | JNI headers | so/tinyspline
Python | Python headers | pythonBy design of Swig, each binding generates and compiles its own shared library
which is necessary to use the binding. Depending on your operating system
and the used compiler the actual names of the shared libraries may vary.
The following table shows the names of the shared libraries compiled with
GCC on Linux:Language | Shared Library
-------- | ----------------------
C# | libtinysplinecsharp.so
Java | libtinysplinejava.so
Python | _tinysplinepython.so**Note:** In order to use a binding make sure its shared library is available
in the library path. Java does not load its shared libraries automatically.
Thus, you have to do it manually by placing the following code *before* the first
use of TinySpline:```java
// loads the shared library
System.loadLibrary("tinysplinejava");
```To simplify the usage of the bindings, the generated source code will be compiled
and/or packaged according to the target language idiom. The following table gives
an overview of the neccessary tools and the resulting output files.Language | Necessary Tools | Output File
-------- | -------------------------------- | ----------------
C# | Any of: csc, mcs, dmcs, gmcs | tinysplinecs.dll
Java | javac and jar (available in JDK) | tinyspline.jar
Python | - | tinyspline.py*\* The Python bindings are copied from the source code directory into
the build directory and may be renamed for convenience.
####Data Structures
The C library of TinySpline consists of two enums and two structs:Name | Description
---------------------- | -----------------------------------------------------
`tsError` (enum) | Defines some error codes
`tsBSplineType` (enum) | Defines how to setup knots while creating splines
`tsBSpline` (struct) | The spline itself
`tsDeBoorNet` (struct) | The result of spline evaluation (De Boor's algorithm)The C++11 wrapper wraps `tsBSpline` and `tsDeBoorNet` into classes (namely
`TsBSpline` and `TsDeBoorNet`) and maps functions into methods. Furthermore,
constructors and destructors are provided.
####NURBS, B-Splines, Béziers, Lines and Points
Let `>` be the [superset](https://en.wiktionary.org/wiki/superset) relation
with `A` is superset of `B` iff `A > B`. Then the following equation applies:`NURBS > B-Splines > Béziers > Lines > Points`
It goes without saying that the struct `tsBSpline` can be used directly for
B-Splines because it provides `control points` and `knots`. Now let's have
a look at Bézier curves. A Bézier curve `c` of degree `n` has `n + 1`
control points where `c` is tangent to control point `p_0` and tangent
to control point `p_n`. The following code snippet shows how to create
a Bézier curve `c` of degree 3 in 2D:```c
tsBSpline c;
ts_bspline_new(3, 2, 4, TS_CLAMPED, &c);
```The first parameter is the degree (3) of `c` and the second one the
dimension (2) of `c`. As already mentioned a Bézier curve has
`n + 1` control points. Thus, the third parameter
(number of control points) is 4. The enum `TS_CLAMPED` ensures that
`c` is tangent to the first and last control point. That's it!But wait... you may ask yourself what `tsBSpline.knots` looks like.
Due to the fact that `c` is a Bézier curve and all Bézier curves are
B-Splines, `c` actually **is** a B-Spline. Furthermore, a B-Spline of
degree `n` with `m` control points has `m + n + 1` knots. Thus, `c` has
`3 + 4 + 1 = 8` knots. To ensure a B-Splines is tangent to the first and
last control point the first `n + 1` and the last `n + 1` knots need to
be equal. Since `c` has 8 knots the knot vector may look like:`[0, 0, 0, 0, 1, 1, 1, 1]`
**Note:** Keep in mind that `u_i <= u_i + 1` must apply for all knot
values `u` and `i = 0...m + n - 1`.In conclusion all knot values of `c` are either `0` or `1`.
Without getting too much into details, that's the reason why you
don't need to take care about the knot vector of `c` and
Bézier curves in general.After looking closely to Bézier curves it should be obvious how to
create lines and points. Lines are Bézier curves of degree 1 with
2 control points:```c
tsBSpline line;
ts_bspline_new(1, dim, 2, TS_CLAMPED, &line);
```and points are just a very short lines (generally spoken). Actually
a point is of degree 0 with 1 control point:```c
tsBSpline point;
ts_bspline_new(0, dim, 1, TS_CLAMPED, &point);
```**Note:** If you want to create a sequence of connected lines, you
just have to increase the number of control points. A sequence of
8 connected lines, for example, is of degree 1 with 9 control
points.Finally, we should have a look at NURBS. NURBS are generalizations
of B-Splines and can be expressed by
[homogeneous coordinates](https://en.wikipedia.org/wiki/Homogeneous_coordinates).
If you want to create a NURBS of degree `n` with `m` control points
in 3D, then you have to create a B-Spline of degree `n` with `m`
control points in 4D:```c
tsBSpline nurbs;
ts_bspline_new(n, 4, m, TS_CLAMPED, &nurbs);
// setup homogeneous coordinates
```The forth component of the dimension is used to weight the other
three components. You can find an example of a NURBS in
[nurbs.c](https://github.com/retuxx/tinyspline/blob/master/example/nurbs.c).**Note:** All functions of TinySpline (e.g. `ts_bspline_evaluate`)
are capable of handling NURBS, B-Splines, Béziers, lines and points.
####Functions
With a few exceptions, all functions of the C library provide input and output
parameter, where all input parameter are const. Except of the copy functions
(`ts_***_copy`), the pointer of the input may be equal to the pointer of the
output. To modify a spline use, it as input and output at once:```c
tsBSpline spline;
ts_bspline_new(3, 3, 7, TS_CLAMPED, &spline); // create spline
ts_bspline_buckle(&spline, 0.6f, &spline); // modify spline
...
```
####Memory Management
Due to the fact that TinySpline provides generic splines in size, degree and
dimension, the structs `tsBSpline` and `tsDeBoorNet` contain pointers to
dynamically allocated memory. That means you have to free the memory using one
of the `ts_***_free` functions to prevent memory leaks:```c
tsBSpline spline; // allocated on stack
ts_bspline_new(3, 3, 7, TS_CLAMPED, &spline); // create spline
// do some cool stuff here
tsDeBoorNet net;
ts_bspline_evaluate(&spline, 0.5f, &net);
// do more cool stuff
ts_deboornet_free(&net); // free dynamically allocated memory
ts_bspline_free(&spline); // free dynamically allocated memory
```The C++11 wrapper wraps the call of `ts_***_free` into the destrcutor of
the wrapper class. Thus, you don't need to take care of memory management
in C++ and the bindings.
####Error Handling
The error handling of TinySpline has been implemented with error codes.
The enum `tsError` contains all available errors and should be used to reuse
error codes over several functions. Error checking is straightforward:```c
tsBSpline spline;
const tsError err = ts_bspline_new(3, 3, 7, TS_CLAMPED, &spline);
if (err < 0) // or use err != TS_SUCCESS
// error
else
// no error
```The C++11 wrapper uses std::runtime_error instead. All bindings map
std::runtime_error into their own exception types.
####OpenGL Integration
Using TinySpline within OpenGL is simple because the structs provide
all necessary fields.```c
tsBSpline spline;
ts_bspline_new(3, 3, 7, TS_CLAMPED, &spline); // create spline
// setup control pointsGLUnurbsObj *theNurb = gluNewNurbsRenderer(); // is part of GLU
// setup theNurb, have a look at: gluNurbsProperty, gluNurbsCallback etc.// draw spline
gluBeginCurve(theNurb);
gluNurbsCurve(
theNurb,
spline.n_knots,
spline.knots,
spline.dim,
spline.ctrlp,
spline.order, // no need to calc deg + 1
GL_MAP1_VERTEX_3 // MAP1 = spline, VERTEX_3 = 3 dimensions
);
gluEndCurve(theNurb);// draw evaluation at u = 0.5
tsDeBoorNet net;
ts_bspline_evaluate(&spline, 0.5f, &net);
glBegin(GL_POINTS);
glVertex3fv(net.result);
glEnd();
...
```If your spline is a Bézier curve, you can use the following code instead:
```c
tsBSpline spline;
ts_bspline_new(3, 2, 4, TS_CLAMPED, &spline); // create bezier curve
// setup control points// setup evaluator
glMap1f(
GL_MAP1_VERTEX_3, // MAP1 = curve, VERTEX_3 = 3 dimensions
0.0, // u_min, usually 0
1.0, // u_max, usually 1
spline.dim,
spline.order, // no need to calc deg + 1
spline.ctrlp
);
glEnable(GL_MAP1_VERTEX_3);// draw bezier curve
glBegin(GL_LINE_STRIP);
for (i = 0; i <= 30; i++)
glEvalCoord1f((GLfloat) i/30.0);
glEnd();
```
####Spline Evaluation and Discontinuity
Although evaluating a spline at a given knot value is straightforward,
there are some notes you should know about.1. TinySpline uses floats for control points and knots. Now if you want
to evaluate a spline `s` at knot value `u`, the function `ts_bspline_evaluate`
tries to find `u` within the knot vector of `s` and count its multiplicity
(as part of [De Boor's algorithm](https://en.wikipedia.org/wiki/De_Boor%27s_algorithm)).
Because of comparing floats with `==` isn't a smart idea in general, TinySpline provides
its own float comparing function (namely `ts_fequals`) which uses absolute and relative
errors. To keep things valid, the field `tsDeBoorNet.u` contains the actual used knot
value and may only differ from the given `u` if the multiplicity of `u` is
greater than or equals to 1 and `u` is not `==` to `tsDeBoorNet.u` but
`ts_fequals(u, tsDeBoorNet.u) == 1`. If further calculations depend on the
exact value of `u` use `tsDeBoorNet.u` instead.2. As you perhaps know increasing the multiplicity of a knot `u` by 1 within a spline
`s` decreases the continuity of `s` by 1. The upper bound of the multiplicity of `u`
is equals to the order (degree + 1) of `s` (in this case `s` is C^-1 continuous
aka. discontinuous). Usually you will find this in clamped splines to ensure a
spline 'hits' the first and last control point. TODO... FINISH THIS.**Note:** Keep in mind that these are rare cases. Usually you do not need to take care of this.
###Current Development
- Deriving splines.
- Knot removal.
- Given a point P and a spline S, find the Point Q on S with the
minimal distance ||P - Q||2.
- Bindings for Rust and Julia.
###Theoretical Backgrounds
[[1]](http://www.cs.mtu.edu/~shene/COURSES/cs3621/NOTES/spline/B-spline/bspline-curve.html)
is a very good entry point for B-Splines.
[[2]](http://www.cs.mtu.edu/~shene/COURSES/cs3621/NOTES/spline/B-spline/de-Boor.html)
explains the De Boor's Algorithm and gives some pseudo code.
[[3]](http://www.codeproject.com/Articles/996281/NURBS-curve-made-easy)
provides a good overview of NURBS with some mathematical background.
[[4]](http://www.cs.mtu.edu/~shene/COURSES/cs3621/NOTES/spline/NURBS/NURBS-def.html)
is useful if you want to use NURBS in TinySpline.####Compiling From Source
TinySpline uses the CMake build system. The C library is written in
ANSI C and should be compilable with nearly every compiler. All
other features of TinySpline are optional and will be disabled
if CMake does not find the required dependencies (such as
Swig and OpenGL).- Checkout the repository
```bash
git clone [email protected]:retuxx/tinyspline.git tinyspline
cd tinyspline
```
- Create a build directory
```bash
mkdir build
cd build
```
- Create the Makefiles and build the library
```bash
cmake ..
make
```You will find all static and shared libraries, jars etc. in
`tinyspline/build/library`####Cross Compiling
TinySpline provides toolchain files for mingw and arm. Use the following
command within your build directory for cross compiling
```bash
cmake -DCMAKE_TOOLCHAIN_FILE=/Toolchain-*.cmake ..
```