如何修改我的代码以通过bezier控制点进行排队?

Wil*_*ead 1 flash bezier drawing actionscript actionscript-3

大家好 -

我正在使用锚点和控制点来使用curveTo创建一个形状.这一切都很好,但是当线不直时,我无法弄清楚如何让我的线穿过控制点的中心(蓝点).

这是我绘制形状的代码:

           // clear old line and draw new / begin fill
        var g:Graphics = graphics;
        g.clear();
        g.lineStyle(2, 0, 1);
        g.beginFill(0x0099FF,.1);

        //move to starting anchor point
        var startX:Number = anchorPoints[0].x;
        var startY:Number = anchorPoints[0].y;
        g.moveTo(startX, startY);

        // Connect the dots
        var numAnchors:Number = anchorPoints.length;
        for (var i:Number=1; i<numAnchors; i++) {

            // curve to next anchor through control
            g.curveTo(controlPoints[i].x,controlPoints[i].y, anchorPoints[i].x, anchorPoints[i].y);

        }
        // Close the loop
        g.curveTo(controlPoints[0].x,controlPoints[0].y,startX,startY);
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我正在绘制的形状供参考:

如何修改我的代码,以便直接通过蓝色控制点?

提前致谢!

b

Sly*_*nal 7

示例项目源代码

如果您对如何推导出来感兴趣,请跳至答案部分.

背景资料


Bezier曲线很有趣,也很有趣.此动画显示了如何相对于控制点(P1)在两个锚点(P0和P2)之间绘制二次曲线.

您需要做的是,而不是绘制控制点(P1),在t = 0.5时绘制曲线上的点:

点t = 0.5 http://whilenotnull.com/files/imagedump/stackoverflow/Bezier_2_t05.gif

幸运的是,使用维基百科页面上给出的公式很容易做到这一点:http://en.wikipedia.org/wiki/Bezier_Curve#Quadratic_B.C3.A9zier_curves

这是Actionscript中的公式:

public function calculatePoint(p0:Point, p1:Point, p2:Point, t:Number):Point
{
    var p:Point = new Point(calculateTerm(p0.x, p1.x, p2.x, t), calculateTerm(p0.y, p1.y, p2.y, t));
    return p;
}

public function calculateTerm(p0:Number, p1:Number, p2:Number, t:Number):Number
{
    var negT:Number = 1 - t;

    var a0:Number = Math.pow(negT, 2) * p0;
    var a1:Number = 2 * negT * t * p1;
    var a2:Number = Math.pow(t, 2) * p2;

    var pos:Number = a0 + a1 + a2;
    return pos;
}
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因此,如果您插入三个点:var t0:Point = calculatePoint(p0, p1, p2, 0.5);您将获得曲线上您想要绘制"控制点"的点.


回答

现在我们可以编写一个函数,假设第二个参数是曲线上的一个点,并确定控制点的坐标:

public function derivePoint(p0:Point, b1:Point, p2:Point, t:Number = 0.5):Point
{
    var p:Point = new Point(deriveTerm(p0.x, b1.x, p2.x, t), deriveTerm(p0.y, b1.y, p2.y, t));
    return p;
}

public function deriveTerm(p0:Number, bt:Number, p2:Number, t:Number):Number
{
    var negT:Number = 1 - t;

    var a0:Number = Math.pow(negT, 2) * p0;
    var a1:Number = 2 * negT * t;
    var a2:Number = Math.pow(t, 2) * p2;

    var p1:Number = (bt - a0 - a2) / a1;
    return p1;
}
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从这里我已经更新了你的代码片段(希望)通过你的"控制点"绘制曲线:

// clear old line and draw new / begin fill
var g:Graphics = graphics;
g.clear();
g.lineStyle(2, 0, 1);
g.beginFill(0x0099FF,.1);

//move to starting anchor point
var startX:Number = anchorPoints[0].x;
var startY:Number = anchorPoints[0].y;
g.moveTo(startX, startY);

// Connect the dots
var p0:Point = new Point(startX, startY);
var p2:Point;

var numAnchors:Number = anchorPoints.length;
for (var i:Number=1; i<numAnchors; i++) {

    p2 = new Point(anchorPoints[i].x, anchorPoints[i].y);

    // curve to next anchor through control
    var b1:Point = new Point(controlPoints[i].x,controlPoints[i].y);
    var p1:Point = derivePoint(p0, b1, p2);

    g.curveTo(p1.x, p1.y, p2.x, p2.y);

    p0 = p2;

}
// Close the loop
g.curveTo(controlPoints[0].x,controlPoints[0].y,startX,startY);
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示例项目源代码