コード例 #1
0
        public static CubicBezier[] BuildCardinalSpline(Vector2[] pts, Vector2?m0, Vector2?mn, double tension)
        {
            if (pts.Length < 2)
            {
                throw new ArgumentException("There must be at least 2 points to construct cardinal spline", "pts");
            }

            // compute reasonable starting and ending tangents if not supplied
            if (m0 == null)
            {
                m0 = tension * (pts[1] - pts[0]);
            }

            if (mn == null)
            {
                mn = tension * (pts[pts.Length - 1] - pts[pts.Length - 2]);
            }

            if (pts.Length == 2)
            {
                return(new CubicBezier[] { CubicBezier.FromCubicHermite(pts[0], m0.Value, pts[1], mn.Value) });
            }

            // we have > 2 points, so we will have n-1 beziers
            CubicBezier[] beziers = new CubicBezier[pts.Length - 1];

            // fill in the first bezier
            beziers[0] = CubicBezier.FromCubicHermite(pts[0], m0.Value, pts[1], tension * (pts[2] - pts[0]));

            // iterate through and fill in all but the last
            for (int i = 1; i < pts.Length - 2; i++)
            {
                beziers[i] = CubicBezier.FromCubicHermite(pts[i], tension * (pts[i + 1] - pts[i - 1]), pts[i + 1], tension * (pts[i + 2] - pts[i]));
            }

            // fill int the last bezier
            beziers[pts.Length - 2] = CubicBezier.FromCubicHermite(pts[pts.Length - 2], tension * (pts[pts.Length - 1] - pts[pts.Length - 3]), pts[pts.Length - 1], mn.Value);

            // return the beziers
            return(beziers);
        }
コード例 #2
0
        public static CubicBezier[] BuildC2Spline(Vector2[] pts, Vector2?m0, Vector2?mn, double tension)
        {
            if (pts.Length < 2)
            {
                throw new ArgumentException("There must be at least 2 points to construct cardinal spline", "pts");
            }

            // compute reasonable starting and ending tangents if not supplied
            if (m0 == null)
            {
                m0 = tension * (pts[1] - pts[0]);
            }

            if (mn == null)
            {
                mn = tension * (pts[pts.Length - 1] - pts[pts.Length - 2]);
            }

            if (pts.Length == 2)
            {
                return(new CubicBezier[] { CubicBezier.FromCubicHermite(pts[0], m0.Value, pts[1], mn.Value) });
            }

            int n = pts.Length - 1;

            // we have > 2 points, so we will have n-1 beziers
            CubicBezier[] beziers = new CubicBezier[n];

            // build up constraint matrix
            Matrix A = new Matrix(2 * n, 2 * n, 0);

            Matrix b = new Matrix(2 * n, 2);

            // matrix row index value
            int idx = 0;

            // add starting/ending tangent constraint
            Vector2 p01 = m0.Value / 3.0 + pts[0];

            A[idx, 0] = 1;
            b[idx, 0] = p01.X; b[idx, 1] = p01.Y;
            idx++;

            Vector2 pn2 = -mn.Value / 3.0 + pts[n];

            A[idx, 2 * n - 1] = 1;
            b[idx, 0]         = pn2.X; b[idx, 1] = pn2.Y;
            idx++;

            // add C1 constraints
            for (int i = 0; i < n - 1; i++)
            {
                A[idx, i * 2 + 1]   = 1;
                A[idx, (i + 1) * 2] = 1;
                b[idx, 0]           = pts[i + 1].X * 2; b[idx, 1] = pts[i + 1].Y * 2;
                idx++;
            }

            // add C2 constraints
            for (int i = 0; i < n - 1; i++)
            {
                A[idx, i * 2]           = 1;
                A[idx, i * 2 + 1]       = -2;
                A[idx, (i + 1) * 2]     = 2;
                A[idx, (i + 1) * 2 + 1] = -1;
                b[idx, 0] = 0; b[idx, 1] = 0;
                idx++;
            }

            // build the LUDecomposition of A to solve system A*P = b;
            LuDecomposition lu = new LuDecomposition(A);
            Matrix          P  = lu.Solve(b);

            // work back the Parameters
            for (int i = 0; i < n; i++)
            {
                beziers[i] = new CubicBezier(pts[i], new Vector2(P[2 * i, 0], P[2 * i, 1]), new Vector2(P[2 * i + 1, 0], P[2 * i + 1, 1]), pts[i + 1]);
            }

            return(beziers);
        }