示例#1
0
        /// <summary>
        /// 按照匀速运动模式计算贝塞尔插值点
        /// </summary>
        /// <param name="bezier">控制点</param>
        /// <param name="t1">比例</param>
        /// <returns></returns>
        private BezierPoints LerpBezierCurve(BezierPoints bezier, float t1)
        {
            BezierPoints ret = new BezierPoints();

            float x1 = bezier.pts[0].X;
            float bx1 = bezier.pts[1].X;
            float bx2 = bezier.pts[2].X;
            float x2 = bezier.pts[3].X;

            float y1 = bezier.pts[0].Y;
            float by1 = bezier.pts[1].Y;
            float by2 = bezier.pts[2].Y;
            float y2 = bezier.pts[3].Y;

            float t0 = 0;

            float u0 = 1.0f - t0;
            float u1 = 1.0f - t1;

            float qxa = x1 * u0 * u0 + bx1 * 2 * t0 * u0 + bx2 * t0 * t0;
            float qxb = x1 * u1 * u1 + bx1 * 2 * t1 * u1 + bx2 * t1 * t1;
            float qxc = bx1 * u0 * u0 + bx2 * 2 * t0 * u0 + x2 * t0 * t0;
            float qxd = bx1 * u1 * u1 + bx2 * 2 * t1 * u1 + x2 * t1 * t1;

            float qya = y1 * u0 * u0 + by1 * 2 * t0 * u0 + by2 * t0 * t0;
            float qyb = y1 * u1 * u1 + by1 * 2 * t1 * u1 + by2 * t1 * t1;
            float qyc = by1 * u0 * u0 + by2 * 2 * t0 * u0 + y2 * t0 * t0;
            float qyd = by1 * u1 * u1 + by2 * 2 * t1 * u1 + y2 * t1 * t1;

            float xa = qxa * u0 + qxc * t0;
            float xb = qxa * u1 + qxc * t1;
            float xc = qxb * u0 + qxd * t0;
            float xd = qxb * u1 + qxd * t1;

            float ya = qya * u0 + qyc * t0;
            float yb = qya * u1 + qyc * t1;
            float yc = qyb * u0 + qyd * t0;
            float yd = qyb * u1 + qyd * t1;

            ret.pts[0].X = xa;
            ret.pts[1].X = xb;
            ret.pts[2].X = xc;
            ret.pts[3].X = xd;

            ret.pts[0].Y = ya;
            ret.pts[1].Y = yb;
            ret.pts[2].Y = yc;
            ret.pts[3].Y = yd;

            return ret;
        }
示例#2
0
 private BezierPoints[] PreBeziers(int num)
 {
     BezierPoints[] beziers = new BezierPoints[num];
     for (int i = 0; i < num; i++)
     {
         beziers[i] = new BezierPoints();
     }
     return beziers;
 }
示例#3
0
 private BezierPoints[] drawP(string[] keyPointList)
 {
     BezierPoints[] beziers = new BezierPoints[1];
     beziers[0] = bezierPie(keyPointList, 0, 2);
     return beziers;
 }
示例#4
0
 private BezierPoints[] drawXG(string[] keyPointList)
 {
     BezierPoints[] beziers = new BezierPoints[2];
     beziers[0] = bezierPie(keyPointList, 0, 2);
     beziers[1] = bezierLine(keyPointList, 2, 3);
     return beziers;
 }
示例#5
0
 private BezierPoints[] drawHZZZ(string[] keyPointList)
 {
     BezierPoints[] beziers = new BezierPoints[4];
     beziers[0] = bezierLine(keyPointList, 0, 1);
     beziers[1] = bezierLine(keyPointList, 1, 2);
     beziers[2] = bezierLine(keyPointList, 2, 3);
     beziers[3] = bezierLine(keyPointList, 3, 4);
     return beziers;
 }
示例#6
0
        private BezierPoints[] drawDT(string[] keyPointList)
        {
            BezierPoints[] beziers = new BezierPoints[]
            {
                new BezierPoints()
            };

            PointF base0 = SplitKeyPoints(keyPointList, 0);
            PointF base1 = SplitKeyPoints(keyPointList, 1);
            PointF base2 = SplitKeyPoints(keyPointList, 2);

            beziers[0].pts[0] = new PointF(
                base0.X * 0.6f + base1.X * 0.4f,
                base0.Y * 0.0f + base1.Y * 1.0f);

            beziers[0].pts[1] = new PointF(
                base1.X * 0.5f + base2.X * 0.5f,
                base1.Y * 0.4f + base2.Y * 0.6f);

            beziers[0].pts[2] = beziers[0].pts[1];
            beziers[0].pts[3] = beziers[0].pts[1];

            return beziers;
        }
示例#7
0
        private BezierPoints[] drawD(string[] keyPointList)
        {
            BezierPoints[] beziers = new BezierPoints[]
            {
                new BezierPoints()
            };

            beziers[0].pts[0] = SplitKeyPoints(keyPointList, 0);
            beziers[0].pts[3] = SplitKeyPoints(keyPointList, 2);

            beziers[0].pts[1] = new PointF(
                beziers[0].pts[0].X * 0.3f + beziers[0].pts[3].X * 0.7f,
                beziers[0].pts[0].Y * 0.5f + beziers[0].pts[3].Y * 0.5f);

            beziers[0].pts[2] = beziers[0].pts[1];

            return beziers;
        }
示例#8
0
        private BezierPoints bezierPie(string[] keyPoints, int idxStart, int idxEnd)
        {
            BezierPoints pie = new BezierPoints();

            pie.pts[0] = SplitKeyPoints(keyPoints, idxStart);
            pie.pts[3] = SplitKeyPoints(keyPoints, idxEnd);

            PointF base0 = SplitKeyPoints(keyPoints, idxStart + 1);

            pie.pts[1] = new PointF(
                pie.pts[0].X * 0.2f + base0.X * 0.8f,
                base0.Y);

            pie.pts[2] = new PointF(
                base0.X,
                base0.Y * 0.7f + pie.pts[3].Y * 0.3f);

            return pie;
        }
示例#9
0
        private BezierPoints bezierLine(string[] keyPoints, int idxStart, int idxEnd)
        {
            BezierPoints line = new BezierPoints();

            line.pts[0] = SplitKeyPoints(keyPoints, idxStart);
            line.pts[3] = SplitKeyPoints(keyPoints, idxEnd);

            if (Math.Abs(line.pts[3].X - line.pts[0].X) < 8)
                line.pts[3].X = line.pts[0].X;
            if (Math.Abs(line.pts[3].Y - line.pts[0].Y) < 8)
                line.pts[3].Y = line.pts[0].Y;

            LinearLerp(line.pts[0], line.pts[3], ref  line.pts[1], ref line.pts[2]);
            //line.pts[1].X = line.pts[0].X * 0.67f + line.pts[3].X * 0.33f;
            //line.pts[1].Y = line.pts[0].Y * 0.67f + line.pts[3].Y * 0.33f;
            //line.pts[2].X = line.pts[0].X * 0.33f + line.pts[3].X * 0.67f;
            //line.pts[2].Y = line.pts[0].Y * 0.33f + line.pts[3].Y * 0.67f;

            return line;
        }