二次贝塞尔曲线通常以如下方式构建,给定二维平面上的固定点P0,P1,P2,用B(t)表示该条曲线
用一个动画来演示,可以更加清楚的表明这条曲线的构建过程
如果t变量本身线形变化的话,这条贝塞尔曲线本身的生成过程是并不是匀速的,通常都是两头快中间慢。
如果t变量本身线形变化的话,这条贝塞尔曲线本身的生成过程是并不是匀速的,通常都是两头快中间慢。
如何想要得到匀速的贝塞尔曲线运动呢?比如我们在某款游戏中设计了一条贝塞尔曲线的路径,如何实现玩家匀速在这条路径上运动呢?
思考这个算法颇费了一番脑筋,其间还得到数学牛人Charlesgao的帮助,非常感谢他(比较糗的是,我问问题的时候就把其中的一个公式搞错了,见笑了-_-!)。
首先需要求得B(t)相对于t的速度公式s(t)
s(t) = Math.sqrt(Bx(t)^2 + By(t)^2)
为了简化公式,我们定义如下变量:
a = P0 -2*P1 + P2
b = 2*P1 - 2P0
计算出的s(t)可以表达为:
s(t) =Math.sqrt(A*t^2 + B*t + C)
其中A,B,C是根据P0,P1,P2计算出的常数:
A = 4 * (ax^2 + by^2)
B = 4 * (ax* by + ay* by)
C = bx^2 + by^2
根据这个公式,求得贝塞尔曲线的长度公式L(t):
设t`就是能够使L实现匀速运动的自变量,那么显然L(t`)=L(1.0)*t,即:
由于L(t)函数非常复杂,直接求逆函数的表达式几乎不可能,还好我们可以知道它的导数为s(t),在实际使用中,可以使用牛顿切线法求出近似解。其迭代算法可以表达为:
我写了一个测试程序用于验证该算法,运算结果如下,可以看到,这条曲线已经是以匀速方式生成的了 ^_^:
- #include <stdio.h>
- #include <math.h>
- #include <windows.h>
- //三个控制点
- POINT P0={50,50},P1={500,600},P2={800,200};
- int ax = P0.x-2*P1.x+P2.x;
- int ay = P0.y-2*P1.y+P2.y;
- int bx = 2*P1.x-2*P0.x;
- int by = 2*P1.y-2*P0.y;
- double A = 4*(ax*ax+ay*ay);
- double B = 4*(ax*bx+ay*by);
- double C = bx*bx+by*by;
- //曲线总长度
- double total_length = 0.0;
- //曲线分割的份数
- const int STEP = 70;
- //用于保存绘制点数据的数组
- POINT pixels[STEP];
- //-------------------------------------------------------------------------------------
- //速度函数
- /*
- s(t_) = Sqrt[A*t*t+B*t+C]
- */
- double s(double t)
- {
- return sqrt(A*t*t+B*t+C);
- }
- //-------------------------------------------------------------------------------------
- //长度函数
- /*
- L(t) = Integrate[s[t], t]
- L(t_) = ((2*Sqrt[A]*(2*A*t*Sqrt[C + t*(B + A*t)] + B*(-Sqrt[C] + Sqrt[C + t*(B + A*t)])) +
- (B^2 - 4*A*C) (Log[B + 2*Sqrt[A]*Sqrt[C]] - Log[B + 2*A*t + 2 Sqrt[A]*Sqrt[C + t*(B + A*t)]]))
- /(8* A^(3/2)));
- */
- double L(double t)
- {
- double temp1 = sqrt(C+t*(B+A*t));
- double temp2 = (2*A*t*temp1+B*(temp1-sqrt(C)));
- double temp3 = log(B+2*sqrt(A)*sqrt(C));
- double temp4 = log(B+2*A*t+2*sqrt(A)*temp1);
- double temp5 = 2*sqrt(A)*temp2;
- double temp6 = (B*B-4*A*C)*(temp3-temp4);
- return (temp5+temp6)/(8*pow(A,1.5));
- }
- //-------------------------------------------------------------------------------------
- //长度函数反函数,使用牛顿切线法求解
- /*
- X(n+1) = Xn - F(Xn)/F'(Xn)
- */
- double InvertL(double t, double l)
- {
- double t1=t, t2;
- do
- {
- t2 = t1 - (L(t1)-l)/s(t1);
- if(abs(t1-t2)<0.000001) break;
- t1=t2;
- }while(true);
- return t2;
- }
- //-------------------------------------------------------------------------------------
- LRESULT CALLBACK _WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
- {
- switch (message)
- {
- case WM_TIMER:
- {
- static nIndex = 0;
- if(nIndex>=0 && nIndex<=STEP)
- {
- double t = (double)nIndex/STEP;
- //如果按照线形增长,此时对应的曲线长度
- double l = t*total_length;
- //根据L函数的反函数,求得l对应的t值
- t = InvertL(t, l);
- //根据贝塞尔曲线函数,求得取得此时的x,y坐标
- double x = (1-t)*(1-t)*P0.x +2*(1-t)*t*P1.x + t*t*P2.x;
- double y = (1-t)*(1-t)*P0.y +2*(1-t)*t*P1.y + t*t*P2.y;
- //取整
- pixels[nIndex].x = (int)(x+0.5);
- pixels[nIndex].y = (int)(y+0.5);
- nIndex++;
- InvalidateRect(hWnd, 0, 0);
- }
- else
- {
- KillTimer(hWnd, 101);
- }
- }
- break;
- case WM_PAINT:
- {
- PAINTSTRUCT ps;
- HDC hdc = BeginPaint(hWnd, &ps);
- ::MoveToEx(hdc, P0.x, P0.y, 0);
- LineTo(hdc, P1.x, P1.y);
- LineTo(hdc, P2.x, P2.y);
- for(int i=0; i<STEP; i++)
- {
- const POINT &pt = pixels[i];
- if(pt.x==0 && pt.y==0) break;
- ::MoveToEx(hdc, pt.x-2, pt.y, 0);
- ::LineTo(hdc, pt.x+2, pt.y);
- ::MoveToEx(hdc, pt.x, pt.y-2, 0);
- ::LineTo(hdc, pt.x, pt.y+2);
- }
- EndPaint(hWnd, &ps);
- }
- break;
- case WM_DESTROY:
- PostQuitMessage(0);
- break;
- default:
- return DefWindowProc(hWnd, message, wParam, lParam);
- }
- return 0;
- }
- //-------------------------------------------------------------------------------------
- int APIENTRY WinMain(HINSTANCE hInstance,
- HINSTANCE hPrevInstance,
- LPTSTR lpCmdLine,
- int nCmdShow)
- {
- //注册窗口类
- WNDCLASSEX wcex;
- ZeroMemory(&wcex, sizeof(WNDCLASSEX));
- wcex.cbSize = sizeof(WNDCLASSEX);
- wcex.style = CS_HREDRAW | CS_VREDRAW;
- wcex.lpfnWndProc = (WNDPROC)_WndProc;
- wcex.hInstance = hInstance;
- wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
- wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
- wcex.lpszClassName = "BezierClass";
- RegisterClassEx(&wcex);
- //创建窗口
- HWND hWnd = CreateWindow("BezierClass", "BezierDemo", WS_OVERLAPPEDWINDOW,
- CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);
- ShowWindow(hWnd, nCmdShow);
- UpdateWindow(hWnd);
- //计算总长度
- total_length = L(1);
- //清空绘制点数据
- ZeroMemory(&pixels, sizeof(pixels));
- //设定定时刷新计时器
- SetTimer(hWnd, 101, 10, 0);
- //消息循环
- MSG msg;
- while(GetMessage(&msg, NULL, 0, 0))
- {
- TranslateMessage(&msg);
- DispatchMessage(&msg);
- }
- return (int) msg.wParam;
- }
来自:http://blog.csdn.net/kongbu0622/article/details/10123989