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Knot2.cs
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Knot2.cs
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using System;
using System.Text;
/// <summary>
/// Organizes the points that shape a cubic Bezier curve into a coordinate (or anchor
/// point), fore handle (the following control point) and rear handle (the
/// preceding control point).
/// </summary>
[Serializable]
public class Knot2
{
/// <summary>
/// The spatial coordinate of the knot.
/// </summary>
protected Vec2 coord;
/// <summary>
/// The handle that warps the curve segment heading away from the knot
/// along the direction of the curve.
/// </summary>
protected Vec2 foreHandle;
/// <summary>
/// The handle that warps the curve segment heading towards the knot along
/// the direction of the curve.
/// </summary>
protected Vec2 rearHandle;
/// <summary>
/// The spatial coordinate of the knot.
/// </summary>
/// <value>coordinate</value>
public Vec2 Coord
{
get
{
return this.coord;
}
set
{
this.coord = value;
}
}
/// <summary>
/// The handle that warps the curve segment heading away from the knot
/// along the direction of the curve.
/// </summary>
/// <value>fore handle</value>
public Vec2 ForeHandle
{
get
{
return this.foreHandle;
}
set
{
this.foreHandle = value;
}
}
/// <summary>
/// The handle that warps the curve segment heading towards the knot along
/// the direction of the curve.
/// </summary>
/// <value>rear handle</value>
public Vec2 RearHandle
{
get
{
return this.rearHandle;
}
set
{
this.rearHandle = value;
}
}
/// <summary>
/// The default constructor.
/// </summary>
public Knot2()
{
/// Knots do not implement Equatable because, as classes, they are
/// nullable and passed by reference. It is better to defer to
/// reference equality. They do not implement Comparable because
/// it is ambiguous whether two knots with the same coordinate but
/// different handles are equal or unequal.
this.coord = Vec2.Zero;
this.foreHandle = Vec2.Zero;
this.rearHandle = Vec2.Zero;
}
/// <summary>
/// Creates a knot from a coordinate. The forehandle and rearhandle are
/// offset by a small amount.
/// </summary>
/// <param name="coord">coordinate</param>
public Knot2(in Vec2 coord)
{
this.coord = coord;
Vec2 eps = Vec2.CopySign(Utils.Epsilon, this.coord);
this.foreHandle = this.coord + eps;
this.rearHandle = this.coord - eps;
}
/// <summary>
/// Creates a knot from a series of vectors.
/// </summary>
/// <param name="coord">coordinate</param>
/// <param name="foreHandle">fore handle</param>
/// <param name="rearHandle">rear handle</param>
public Knot2(in Vec2 coord, in Vec2 foreHandle, in Vec2 rearHandle)
{
this.coord = coord;
this.foreHandle = foreHandle;
this.rearHandle = rearHandle;
}
/// <summary>
/// Creates a knot from real numbers. The forehandle and rearhandle are
/// offset by a small amount.
/// </summary>
/// <param name="xCo">x coordinate</param>
/// <param name="yCo">y coordinate</param>
public Knot2(in float xCo, in float yCo)
{
float xEps = Utils.CopySign(Utils.Epsilon, xCo);
float yEps = Utils.CopySign(Utils.Epsilon, yCo);
this.Set(
xCo, yCo,
xCo + xEps,
yCo + yEps,
xCo - xEps,
yCo - yEps);
}
/// <summary>
/// Creates a knot from real numbers.
/// </summary>
/// <param name="xCo">x coordinate</param>
/// <param name="yCo">y coordinate</param>
/// <param name="xFh">fore handle x</param>
/// <param name="yFh">fore handle y</param>
/// <param name="xRh">rear handle x</param>
/// <param name="yRh">rear handle y</param>
public Knot2(
in float xCo, in float yCo,
in float xFh, in float yFh,
in float xRh, in float yRh)
{
this.Set(
xCo, yCo,
xFh, yFh,
xRh, yRh);
}
/// <summary>
/// Returns the knot's hash code based on those of its three constituent
/// vectors.
/// </summary>
/// <returns>hash code</returns>
public override int GetHashCode()
{
unchecked
{
int hash = Utils.HashBase;
hash = hash * Utils.HashMul ^ this.coord.GetHashCode();
hash = hash * Utils.HashMul ^ this.foreHandle.GetHashCode();
hash = hash * Utils.HashMul ^ this.rearHandle.GetHashCode();
return hash;
}
}
/// <summary>
/// Returns a string representation of this knot.
/// </summary>
/// <returns>string</returns>
public override string ToString()
{
return Knot2.ToString(this);
}
/// <summary>
/// Adopts the fore handle of a source knot.
/// </summary>
/// <param name="source">source knot</param>
/// <returns>this knot</returns>
public Knot2 AdoptForeHandle(in Knot2 source)
{
this.foreHandle = this.coord + (source.foreHandle - source.coord);
return this;
}
/// <summary>
/// Adopts the fore handle and rear handle of a source knot.
/// </summary>
/// <param name="source">source knot</param>
/// <returns>this knot</returns>
public Knot2 AdoptHandles(in Knot2 source)
{
this.AdoptForeHandle(source);
this.AdoptRearHandle(source);
return this;
}
/// <summary>
/// Adopts the rear handle of a source knot.
/// </summary>
/// <param name="source">source knot</param>
/// <returns>this knot</returns>
public Knot2 AdoptRearHandle(in Knot2 source)
{
this.rearHandle = this.coord + (source.rearHandle - source.coord);
return this;
}
/// <summary>
/// Aligns this knot's fore handle to its rear handle while preserving
/// magnitude.
/// </summary>
/// <returns>this knot</returns>
public Knot2 AlignHandlesBackward()
{
Vec2 rDir = this.rearHandle - this.coord;
float rMagSq = Vec2.MagSq(rDir);
if (rMagSq > 0.0f)
{
float flipRescale = -Vec2.DistEuclidean(this.foreHandle, this.coord) / MathF.Sqrt(rMagSq);
this.foreHandle = this.coord + (flipRescale * rDir);
}
return this;
}
/// <summary>
/// Aligns this knot's rear handle to its fore handle while preserving
/// magnitude.
/// </summary>
/// <returns>this knot</returns>
public Knot2 AlignHandlesForward()
{
Vec2 fDir = this.foreHandle - this.coord;
float fMagSq = Vec2.MagSq(fDir);
if (fMagSq > 0.0f)
{
float flipRescale = -Vec2.DistEuclidean(this.rearHandle, this.coord) / MathF.Sqrt(fMagSq);
this.rearHandle = this.coord + (flipRescale * fDir);
}
return this;
}
/// <summary>
/// Negates the x component of a knot's
/// coordinate and handles, flipping it
/// about the x axis.
/// </summary>
/// <returns>this knot</returns>
public Knot2 FlipX()
{
this.coord = Vec2.FlipX(this.coord);
this.foreHandle = Vec2.FlipX(this.foreHandle);
this.rearHandle = Vec2.FlipX(this.rearHandle);
return this;
}
/// <summary>
/// Negates the y component of a knot's
/// coordinate and handles, flipping it
/// about the y axis.
/// </summary>
/// <returns>this knot</returns>
public Knot2 FlipY()
{
this.coord = Vec2.FlipY(this.coord);
this.foreHandle = Vec2.FlipY(this.foreHandle);
this.rearHandle = Vec2.FlipY(this.rearHandle);
return this;
}
/// <summary>
/// Sets the forward-facing handle to mirror the rear-facing handle: the
/// fore will have the same magnitude and negated direction of the rear.
/// </summary>
/// <returns>this knot</returns>
public Knot2 MirrorHandlesBackward()
{
this.foreHandle = this.coord - (this.rearHandle - this.coord);
return this;
}
/// <summary>
/// Sets the rear-facing handle to mirror the forward-facing handle: the
/// rear will have the same magnitude and negated direction of the fore.
/// </summary>
/// <returns>this knot</returns>
public Knot2 MirrorHandlesForward()
{
this.rearHandle = this.coord - (this.foreHandle - this.coord);
return this;
}
/// <summary>
/// Relocates the knot to a new location while maintaining the relationship
/// between the central coordinate and its two handles.
/// </summary>
/// <param name="v">coordinate</param>
/// <returns>this knot</returns>
public Knot2 Relocate(in Vec2 v)
{
this.foreHandle -= this.coord;
this.rearHandle -= this.coord;
this.coord = v;
this.foreHandle += this.coord;
this.rearHandle += this.coord;
return this;
}
/// <summary>
/// Reverses the knot's direction by swapping the fore and rear handles.
/// </summary>
/// <returns>this knot</returns>
public Knot2 Reverse()
{
(this.rearHandle, this.foreHandle) = (this.foreHandle, this.rearHandle);
return this;
}
/// <summary>
/// Rotates this knot's fore handle by an angle in radians.
/// </summary>
/// <param name="radians">angle</param>
/// <returns>this knot</returns>
public Knot2 RotateForeHandle(in float radians)
{
return this.RotateForeHandle(MathF.Cos(radians), MathF.Sin(radians));
}
/// <summary>
/// Rotates this knot's fore handle by the cosine and sine of an angle.
/// </summary>
/// <param name="cosa">cosine</param>
/// <param name="sina">sine</param>
/// <returns>this knot</returns>
public Knot2 RotateForeHandle(in float cosa, in float sina)
{
this.foreHandle -= this.coord;
this.foreHandle = Vec2.RotateZ(this.foreHandle, cosa, sina);
this.foreHandle += this.coord;
return this;
}
/// <summary>
/// Rotates this knot's fore and rear handles by an angle in radians.
/// </summary>
/// <param name="radians">angle</param>
/// <returns>this knot</returns>
public Knot2 RotateHandles(in float radians)
{
return this.RotateHandles(MathF.Cos(radians), MathF.Sin(radians));
}
/// <summary>
/// Rotates this knot's fore and rear handles by the cosine and sine of an
/// angle.
/// </summary>
/// <param name="cosa">cosine</param>
/// <param name="sina">sine</param>
/// <returns>this knot</returns>
public Knot2 RotateHandles(in float cosa, in float sina)
{
this.RotateForeHandle(cosa, sina);
this.RotateRearHandle(cosa, sina);
return this;
}
/// <summary>
/// Rotates this knot's rear handle by an angle in radians.
/// </summary>
/// <param name="radians">angle</param>
/// <returns>this knot</returns>
public Knot2 RotateRearHandle(in float radians)
{
return this.RotateRearHandle(MathF.Cos(radians), MathF.Sin(radians));
}
/// <summary>
/// Rotates this knot's rear handle by the cosine and sine of an angle.
/// </summary>
/// <param name="cosa">cosine</param>
/// <param name="sina">sine</param>
/// <returns>this knot</returns>
public Knot2 RotateRearHandle(in float cosa, in float sina)
{
this.rearHandle -= this.coord;
this.rearHandle = Vec2.RotateZ(this.rearHandle, cosa, sina);
this.rearHandle += this.coord;
return this;
}
/// <summary>
/// Rotates this knot around the z axis by an angle in radians.
/// </summary>
/// <param name="radians">radians</param>
/// <returns>this knot</returns>
public Knot2 RotateZ(in float radians)
{
return this.RotateZ(MathF.Cos(radians), MathF.Sin(radians));
}
/// <summary>
/// Rotates a knot around the z axis.
///
/// Accepts calculated sine and cosine of an angle, so that collections of
/// knots can be efficiently rotated without repeatedly calling cos and sin.
/// </summary>
/// <param name="cosa">cosine of the angle</param>
/// <param name="sina">sine of the angle</param>
/// <returns>this knot</returns>
public Knot2 RotateZ(in float cosa, in float sina)
{
this.coord = Vec2.RotateZ(this.coord, cosa, sina);
this.foreHandle = Vec2.RotateZ(this.foreHandle, cosa, sina);
this.rearHandle = Vec2.RotateZ(this.rearHandle, cosa, sina);
return this;
}
/// <summary>
/// Scales this knot by a factor.
/// </summary>
/// <param name="scale">factor</param>
/// <returns>this knot</returns>
public Knot2 Scale(in float scale)
{
this.coord *= scale;
this.foreHandle *= scale;
this.rearHandle *= scale;
return this;
}
/// <summary>
/// Scales this knot by a non uniform scalar.
/// </summary>
/// <param name="scale">non uniform scalar</param>
/// <returns>this knot</returns>
public Knot2 Scale(in Vec2 scale)
{
this.coord *= scale;
this.foreHandle *= scale;
this.rearHandle *= scale;
return this;
}
/// <summary>
/// Scales the fore handle by a factor.
/// </summary>
/// <param name="scalar">scalar</param>
/// <returns>this knot</returns>
public Knot2 ScaleForeHandleBy(in float scalar)
{
this.foreHandle -= this.coord;
this.foreHandle *= scalar;
this.foreHandle += this.coord;
return this;
}
/// <summary>
/// Scales the fore handle to a magnitude.
/// </summary>
/// <param name="magnitude">magnitude</param>
/// <returns>this knot</returns>
public Knot2 ScaleForeHandleTo(in float magnitude)
{
this.foreHandle -= this.coord;
this.foreHandle = Vec2.Rescale(this.foreHandle, magnitude);
this.foreHandle += this.coord;
return this;
}
/// <summary>
/// Scales both the fore and rear handle by a factor.
/// </summary>
/// <param name="scalar">scalar</param>
/// <returns>this knot</returns>
public Knot2 ScaleHandlesBy(in float scalar)
{
this.ScaleForeHandleBy(scalar);
this.ScaleRearHandleBy(scalar);
return this;
}
/// <summary>
/// Scales both the fore and rear handle to a magnitude.
/// </summary>
/// <param name="magnitude">magnitude</param>
/// <returns>this knot</returns>
public Knot2 ScaleHandlesTo(in float magnitude)
{
this.ScaleForeHandleTo(magnitude);
this.ScaleRearHandleTo(magnitude);
return this;
}
/// <summary>
/// Scales the rear handle by a factor.
/// </summary>
/// <param name="scalar">scalar</param>
/// <returns>this knot</returns>
public Knot2 ScaleRearHandleBy(in float scalar)
{
this.rearHandle -= this.coord;
this.rearHandle *= scalar;
this.rearHandle += this.coord;
return this;
}
/// <summary>
/// Scales the rear handle to a magnitude.
/// </summary>
/// <param name="magnitude">magnitude</param>
/// <returns>this knot</returns>
public Knot2 ScaleRearHandleTo(in float magnitude)
{
this.rearHandle -= this.coord;
this.rearHandle = Vec2.Rescale(this.rearHandle, magnitude);
this.rearHandle += this.coord;
return this;
}
/// <summary>
/// Sets a knot from real numbers.
/// </summary>
/// <param name="xCo">x coordinate</param>
/// <param name="yCo">y coordinate</param>
/// <param name="xFh">fore handle x</param>
/// <param name="yFh">fore handle y</param>
/// <param name="xRh">rear handle x</param>
/// <param name="yRh">rear handle y</param>
/// <returns>this knot</returns>
public Knot2 Set(
in float xCo, in float yCo,
in float xFh, in float yFh,
in float xRh, in float yRh)
{
this.coord = new(xCo, yCo);
this.foreHandle = new(xFh, yFh);
this.rearHandle = new(xRh, yRh);
return this;
}
/// <summary>
/// Transforms this knot by a matrix.
/// </summary>
/// <param name="m">matrix</param>
/// <returns>this knot</returns>
public Knot2 Transform(in Mat3 m)
{
this.coord = Mat3.MulPoint(m, this.coord);
this.foreHandle = Mat3.MulPoint(m, this.foreHandle);
this.rearHandle = Mat3.MulPoint(m, this.rearHandle);
return this;
}
/// <summary>
/// Transforms this knot by a transform.
/// </summary>
/// <param name="tr">transform</param>
/// <returns>this knot</returns>
public Knot2 Transform(in Transform2 tr)
{
this.coord = Transform2.MulPoint(tr, this.coord);
this.foreHandle = Transform2.MulPoint(tr, this.foreHandle);
this.rearHandle = Transform2.MulPoint(tr, this.rearHandle);
return this;
}
/// <summary>
/// Translates this knot by a vector.
/// </summary>
/// <param name="v">vector</param>
/// <returns>this knot</returns>
public Knot2 Translate(in Vec2 v)
{
this.coord += v;
this.foreHandle += v;
this.rearHandle += v;
return this;
}
/// <summary>
/// Converts a vector to a knot.
/// </summary>
/// <param name="v">vector</param>
public static implicit operator Knot2(in Vec2 v)
{
return new Knot2(v);
}
/// <summary>
/// Evaluates a point between two knots given an origin, destination and a
/// step.
/// </summary>
/// <param name="a">origin</param>
/// <param name="b">destination</param>
/// <param name="step">step</param>
/// <returns>evaluation</returns>
public static Vec2 BezierPoint(in Knot2 a, in Knot2 b, in float step)
{
return Vec2.BezierPoint(
a.coord, a.foreHandle,
b.rearHandle, b.coord,
step);
}
/// <summary>
/// Evaluates a tangent given an origin, a destination knot and a step.
/// </summary>
/// <param name="a">origin</param>
/// <param name="b">destination</param>
/// <param name="step">step</param>
/// <returns>evaluation</returns>
public static Vec2 BezierTangent(in Knot2 a, in Knot2 b, in float step)
{
return Vec2.BezierTangent(
a.coord, a.foreHandle,
b.rearHandle, b.coord,
step);
}
/// <summary>
/// Evaluates a normalized tangent given an origin, a destination knot and a
/// step.
/// </summary>
/// <param name="a">origin</param>
/// <param name="b">destination</param>
/// <param name="step">step</param>
/// <returns>evaluation</returns>
public static Vec2 BezierTanUnit(in Knot2 a, in Knot2 b, in float step)
{
return Vec2.BezierTanUnit(
a.coord, a.foreHandle,
b.rearHandle, b.coord,
step);
}
/// <summary>
/// Gets the fore handle of a knot as a direction, rather than as a point.
/// </summary>
/// <param name="kn">knot</param>
/// <returns>fore handle vector</returns>
public static Vec2 ForeDir(in Knot2 kn)
{
return Vec2.Normalize(Knot2.ForeVec(kn));
}
/// <summary>
/// Returns the magnitude of the knot's fore handle, i.e., the Euclidean
/// distance between the fore handle and the coordinate.
/// </summary>
/// <param name="kn">knot</param>
/// <returns>magnitude</returns>
public static float ForeMag(in Knot2 kn)
{
return Vec2.DistEuclidean(kn.foreHandle, kn.coord);
}
/// <summary>
/// Gets the fore handle of a knot as a vector, rather than as a point.
/// </summary>
/// <param name="kn">knot</param>
/// <returns>fore handle vector</returns>
public static Vec2 ForeVec(in Knot2 kn)
{
return kn.foreHandle - kn.coord;
}
/// <summary>
/// Creates a knot from polar coordinates, where the knot's fore handle is
/// tangent to the radius.
/// </summary>
/// <param name="cosa">cosine of the angle</param>
/// <param name="sina">sine of the angle</param>
/// <param name="radius">radius</param>
/// <param name="handleMag">length of handles</param>
/// <param name="xCenter">x center</param>
/// <param name="yCenter">y center</param>
/// <returns>knot</returns>
public static Knot2 FromPolar(
in float cosa = 1.0f,
in float sina = 0.0f,
in float radius = 1.0f,
in float handleMag = Utils.FourThirds,
in float xCenter = 0.0f,
in float yCenter = 0.0f)
{
// TODO: Remove this from knots? Inline in curve.
float cox = xCenter + radius * cosa;
float coy = yCenter + radius * sina;
float hmsina = sina * handleMag;
float hmcosa = cosa * handleMag;
float fhx = cox - hmsina;
float fhy = coy + hmcosa;
float rhx = cox + hmsina;
float rhy = coy - hmcosa;
return new Knot2(cox, coy, fhx, fhy, rhx, rhy);
}
/// <summary>
/// Gets the rear handle of a knot as a direction, rather than as a point.
/// </summary>
/// <param name="kn">knot</param>
/// <returns>rear handle vector</returns>
public static Vec2 RearDir(in Knot2 kn)
{
return Vec2.Normalize(Knot2.RearVec(kn));
}
/// <summary>
/// Returns the magnitude of the knot's rear handle, i.e., the Euclidean
/// distance between the rear handle and the coordinate.
/// </summary>
/// <param name="kn">knot</param>
/// <returns>magnitude</returns>
public static float RearMag(in Knot2 kn)
{
return Vec2.DistEuclidean(kn.rearHandle, kn.coord);
}
/// <summary>
/// Gets the rear handle of a knot as a vector, rather than as a point.
/// </summary>
/// <param name="kn">knot</param>
/// <returns>rear handle vector</returns>
public static Vec2 RearVec(in Knot2 kn)
{
return kn.rearHandle - kn.coord;
}
/// <summary>
/// Returns a string representation of a knot.
/// </summary>
/// <param name="kn">knot</param>
/// <param name="places">places</param>
/// <returns>string</returns>
public static string ToString(in Knot2 kn, in int places = 4)
{
return Knot2.ToString(new StringBuilder(256), kn, places).ToString();
}
/// <summary>
/// Appends a representation of a knot to a string builder.
/// </summary>
/// <param name="sb">string builder</param>
/// <param name="kn">knot</param>
/// <param name="places">number of decimal places</param>
/// <returns>string builder</returns>
public static StringBuilder ToString(
in StringBuilder sb,
in Knot2 kn,
in int places = 4)
{
sb.Append("{\"coord\":");
Vec2.ToString(sb, kn.coord, places);
sb.Append(",\"foreHandle\":");
Vec2.ToString(sb, kn.foreHandle, places);
sb.Append(",\"rearHandle\":");
Vec2.ToString(sb, kn.rearHandle, places);
sb.Append('}');
return sb;
}
}