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TinySpline is a C library for NURBS, B-Splines and Bézier curves (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, hence feel free to use it anywhere.

###Table of Contents

###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]( - Evaluate splines using [De Boor's 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]( and [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 and 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 (3.0.1 or above). While tinyspline.i configures all language independent settings, tinysplineXYZ.i adds language related features. The file 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. The directory 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 python

By 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

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:

// loads the shared library

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 -*

* The Python bindings are copied from the source code directory into the build directory and may be renamed for convenience.

###API ####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]( 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:

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:

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:

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. 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:

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.

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:
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:
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:
tsBSpline spline;
const tsError err = ts_bspline_new(3, 3, 7, TS_CLAMPED, &spline);
if (err < 0) // or use err != TS_SUCCESS
  // error
  // 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.
tsBSpline spline;
ts_bspline_new(3, 3, 7, TS_CLAMPED, &spline); // create spline
// setup control points

GLUnurbsObj *theNurb = gluNewNurbsRenderer(); // is part of GLU
// setup theNurb, have a look at: gluNurbsProperty, gluNurbsCallback etc.

// draw spline
    spline.order, // no need to calc deg + 1
    GL_MAP1_VERTEX_3 // MAP1 = spline, VERTEX_3 = 3 dimensions

// draw evaluation at u = 0.5
tsDeBoorNet net;
ts_bspline_evaluate(&spline, 0.5f, &net);

If your spline is a Bézier curve, you can use the following code instead:

tsBSpline spline;
ts_bspline_new(3, 2, 4, TS_CLAMPED, &spline); // create bezier curve
// setup control points

// setup evaluator
  GL_MAP1_VERTEX_3, // MAP1 = curve, VERTEX_3 = 3 dimensions
  0.0, // u_min, usually 0 
  1.0, // u_max, usually 1
  spline.order, // no need to calc deg + 1

// draw bezier curve
  for (i = 0; i <= 30; i++) 
    glEvalCoord1f((GLfloat) i/30.0);
####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). 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]](    is a very good entry point for B-Splines. [[2]](    explains the De Boor's Algorithm and gives some pseudo code. [[3]](    provides a good overview of NURBS with some mathematical background. [[4]](    is useful if you want to use NURBS in TinySpline. ###Installation

####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
git clone tinyspline
cd tinyspline
  • Create a build directory
mkdir build
cd build
  • Create the Makefiles and build the library
cmake ..

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

cmake -DCMAKE_TOOLCHAIN_FILE=<path to root dir of tinypsline>/Toolchain-*.cmake ..
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