public static void CreateBezierVxs3(Agg.VertexStore vxs, Vector2 start, Vector2 end, Vector2 control1) { var curve = new VectorMath.BezierCurveQuadric( start, end, control1); vxs.AddLineTo(start.x, start.y); float eachstep = (float)1 / NSteps; float stepSum = eachstep;//start for (int i = 1; i < NSteps; ++i) { var vector2 = curve.CalculatePoint(stepSum); vxs.AddLineTo(vector2.x, vector2.y); stepSum += eachstep; } vxs.AddLineTo(end.x, end.y); //------------------------------------------------------ //convert c3 to c4 //Vector2 c4p2, c4p3; //Curve3GetControlPoints(start, control1, end, out c4p2, out c4p3); //CreateBezierVxs4(vxs, start, end, c4p2, c4p3); }
public static void CreateBezierVxs3(VertexStore vxs, Vector2 start, Vector2 end, Vector2 control1) { var curve = new VectorMath.BezierCurveQuadric( start, end, control1); vxs.AddLineTo(start.x, start.y); float eachstep = (float)1 / NSteps; float stepSum = eachstep;//start for (int i = 1; i < NSteps; ++i) { var vector2 = curve.CalculatePoint(stepSum); vxs.AddLineTo(vector2.x, vector2.y); stepSum += eachstep; } vxs.AddLineTo(end.x, end.y); //------------------------------------------------------ //convert c3 to c4 //Vector2 c4p2, c4p3; //Curve3GetControlPoints(start, control1, end, out c4p2, out c4p3); //CreateBezierVxs4(vxs, start, end, c4p2, c4p3); }