/** * Sample the given points as a Bezier path. */ public void SamplePoints(Point3DList sourcePoints, double minSqrDistance, double maxSqrDistance, double scale) { if (sourcePoints.Count < 2) { return; } Stack <Point3D> samplePoints = new Stack <Point3D>(); samplePoints.Push(sourcePoints[0]); Point3D potentialSamplePoint = sourcePoints[1]; int i = 2; for (i = 2; i < sourcePoints.Count; i++) { if ( ((potentialSamplePoint.Position - sourcePoints[i].Position).LengthSquared > minSqrDistance) && ((samplePoints.Peek().Position - sourcePoints[i].Position).LengthSquared > maxSqrDistance)) { samplePoints.Push(potentialSamplePoint); } potentialSamplePoint = sourcePoints[i]; } //now handle last bit of curve Point3D p1 = samplePoints.Pop(); //last sample point Point3D p0 = samplePoints.Peek(); //second last sample point Vector3d posT = (p0.Position - potentialSamplePoint.Position).Normalized(); double pos_d2 = (potentialSamplePoint.Position - p1.Position).Length; double pos_d1 = (p1.Position - p0.Position).Length; double pos_scale = ((pos_d1 - pos_d2) / 2f); Vector3d pos_ = p1.Position + posT * pos_scale; Vector3d normT = (p0.Normal - potentialSamplePoint.Normal).Normalized(); double norm_d2 = (potentialSamplePoint.Normal - p1.Normal).Length; double norm_d1 = (p1.Normal - p0.Normal).Length; Vector3d norm_ = p1.Normal + normT * ((norm_d1 - norm_d2) / 2); samplePoints.Push(new Point3D(pos_, norm_, p1.Color.GetStepColor(p0.Color, pos_scale))); samplePoints.Push(potentialSamplePoint); Point3DList l = new Point3DList(samplePoints.Count); l.AddRange(samplePoints); Interpolate(l, scale); }
/** * This gets the drawing points of a bezier curve, using recursive division, * which results in less points for the same accuracy as the above implementation. */ public Point3DList GetDrawingPoints2() { Point3DList drawingPoints = new Point3DList(); for (int curveIndex = 0; curveIndex < curveCount; curveIndex++) { Point3DList bezierCurveDrawingPoints = FindDrawingPoints(curveIndex); if (curveIndex != 0) { //remove the fist point, as it coincides with the last point of the previous Bezier curve. bezierCurveDrawingPoints.RemoveAt(0); } drawingPoints.AddRange(bezierCurveDrawingPoints); } return(drawingPoints); }
/// <summary> /// Get a interpolated list of this list composed od "count" point /// </summary> /// <param name="count"></param> /// <returns></returns> public Point3DList GetInterpolatedList(int count) { Point3DList ret = new Point3DList(count); if (count == 0) { return(ret); } else if (count == Count) { ret.AddRange(this); } else { double max = Max.Y; double d = (max - Min.Y) / count; for (int i = 0; i < count; i++) { Point3D p = GetInterpolateByY(max - i * d, i == 0); ret.Add(p); } } return(ret); }
/** * Sets the control points of this Bezier path. * Points 0-3 forms the first Bezier curve, points * 3-6 forms the second curve, etc. */ public void SetControlPoints(Point3DList newControlPoints) { controlPoints.Clear(); controlPoints.AddRange(newControlPoints); curveCount = (controlPoints.Count - 1) / 3; }