MayaFlux 0.2.0
Digital-First Multimedia Processing Framework
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◆ compute_path_tangents()

std::vector< Nodes::LineVertex > MayaFlux::Kinesis::compute_path_tangents ( const std::vector< Nodes::LineVertex > &  path_vertices,
float  tangent_length,
size_t  stride = 1 
)

Compute tangent vectors along a piecewise-linear path.

Parameters
path_verticesSequential vertices defining curve
tangent_lengthMagnitude of tangent vectors
strideSample every stride-th vertex
Returns
Line segments (pairs) representing tangents (for LINE_LIST topology)

Tangent at vertex i: direction (v[i+1] - v[i]) Returned as pairs: [vertex - tangent/2, vertex + tangent/2]

Definition at line 282 of file GeometryPrimitives.cpp.

286{
287 if (path_vertices.size() < 2 || stride == 0) {
288 return {};
289 }
290
291 std::vector<Nodes::LineVertex> tangents;
292 tangents.reserve((path_vertices.size() - 1) / stride * 2);
293
294 for (size_t i = 0; i < path_vertices.size() - 1; i += stride) {
295 glm::vec3 p0 = path_vertices[i].position;
296 glm::vec3 p1 = path_vertices[i + 1].position;
297
298 glm::vec3 tangent = p1 - p0;
299 float length = glm::length(tangent);
300
301 if (length < 1e-6F) {
302 continue;
303 }
304
305 tangent = glm::normalize(tangent) * tangent_length;
306
307 glm::vec3 color = path_vertices[i].color;
308 float thickness = path_vertices[i].thickness;
309
310 tangents.push_back({ .position = p0 - tangent * 0.5F,
311 .color = color,
312 .thickness = thickness });
313
314 tangents.push_back({ .position = p0 + tangent * 0.5F,
315 .color = color,
316 .thickness = thickness });
317 }
318
319 return tangents;
320}