来自:https://blog.csdn.net/microchenhong/article/details/6316332
真正的原文:https://www.cnblogs.com/muxue/archive/2010/06/23/1763886.html
没时间研究,先翻译过来
Point类用的是wpf里的Point,就是里面有double类型的X,Y,没有其他依赖
void createCurve(Point[] originPoint, int originCount, List<Point> curvePoint)
{
//控制点收缩系数 ,经调试0.6较好
double scale = 0.6;
Point[] midpoints = new Point[originCount];
//生成中点
for (int i = 0; i < originCount; i++)
{
int nexti = (i + 1) % originCount;
midpoints[i].X = (originPoint[i].X + originPoint[nexti].X) / 2.0;
midpoints[i].Y = (originPoint[i].Y + originPoint[nexti].Y) / 2.0;
}
//平移中点
Point[] extrapoints = new Point[2 * originCount];
for (int i = 0; i < originCount; i++)
{
int nexti = (i + 1) % originCount;
int backi = (i + originCount - 1) % originCount;
Point midinmid = new Point();
midinmid.X = (midpoints[i].X + midpoints[backi].X) / 2.0;
midinmid.Y = (midpoints[i].Y + midpoints[backi].Y) / 2.0;
double offsetx = originPoint[i].X - midinmid.X;
double offsety = originPoint[i].Y - midinmid.Y;
int extraindex = 2 * i;
extrapoints[extraindex].X = midpoints[backi].X + offsetx;
extrapoints[extraindex].Y = midpoints[backi].Y + offsety;
//朝 originPoint[i]方向收缩
double addx = (extrapoints[extraindex].X - originPoint[i].X) * scale;
double addy = (extrapoints[extraindex].Y - originPoint[i].Y) * scale;
extrapoints[extraindex].X = originPoint[i].X + addx;
extrapoints[extraindex].Y = originPoint[i].Y + addy;
int extranexti = (extraindex + 1) % (2 * originCount);
extrapoints[extranexti].X = midpoints[i].X + offsetx;
extrapoints[extranexti].Y = midpoints[i].Y + offsety;
//朝 originPoint[i]方向收缩
addx = (extrapoints[extranexti].X - originPoint[i].X) * scale;
addy = (extrapoints[extranexti].Y - originPoint[i].Y) * scale;
extrapoints[extranexti].X = originPoint[i].X + addx;
extrapoints[extranexti].Y = originPoint[i].Y + addy;
}
Point[] controlPoint = new Point[4];
//生成4控制点,产生贝塞尔曲线
for (int i = 0; i < originCount; i++)
{
controlPoint[0] = originPoint[i];
int extraindex = 2 * i;
controlPoint[1] = extrapoints[extraindex + 1];
int extranexti = (extraindex + 2) % (2 * originCount);
controlPoint[2] = extrapoints[extranexti];
int nexti = (i + 1) % originCount;
controlPoint[3] = originPoint[nexti];
double u = 1;
while (u >= 0)
{
double px = bezier3funcX(u, controlPoint);
double py = bezier3funcY(u, controlPoint);
//u的步长决定曲线的疏密
u -= 0.005;
Point tempP = new Point(px, py);
//存入曲线点
curvePoint.Add(tempP);
}
}
}
//三次贝塞尔曲线
double bezier3funcX(double uu, Point[] controlP)
{
double part0 = controlP[0].X * uu * uu * uu;
double part1 = 3 * controlP[1].X * uu * uu * (1 - uu);
double part2 = 3 * controlP[2].X * uu * (1 - uu) * (1 - uu);
double part3 = controlP[3].X * (1 - uu) * (1 - uu) * (1 - uu);
return part0 + part1 + part2 + part3;
}
double bezier3funcY(double uu, Point[] controlP)
{
double part0 = controlP[0].Y * uu * uu * uu;
double part1 = 3 * controlP[1].Y * uu * uu * (1 - uu);
double part2 = 3 * controlP[2].Y * uu * (1 - uu) * (1 - uu);
double part3 = controlP[3].Y * (1 - uu) * (1 - uu) * (1 - uu);
return part0 + part1 + part2 + part3;
}
public void GetControlPoint(double x0, double y0, double x1, double y1, double x2, double y2, double x3, double y3, double smooth_value)
{
// Assume we need to calculate the control
// points between (x1,y1) and (x2,y2).
// Then x0,y0 - the previous vertex,
// x3,y3 - the next one.
double xc1 = (x0 + x1) / 2.0;
double yc1 = (y0 + y1) / 2.0;
double xc2 = (x1 + x2) / 2.0;
double yc2 = (y1 + y2) / 2.0;
double xc3 = (x2 + x3) / 2.0;
double yc3 = (y2 + y3) / 2.0;
double len1 = Math.Sqrt((x1 - x0) * (x1 - x0) + (y1 - y0) * (y1 - y0));
double len2 = Math.Sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));
double len3 = Math.Sqrt((x3 - x2) * (x3 - x2) + (y3 - y2) * (y3 - y2));
double k1 = len1 / (len1 + len2);
double k2 = len2 / (len2 + len3);
double xm1 = xc1 + (xc2 - xc1) * k1;
double ym1 = yc1 + (yc2 - yc1) * k1;
double xm2 = xc2 + (xc3 - xc2) * k2;
double ym2 = yc2 + (yc3 - yc2) * k2;
// Resulting control points. Here smooth_value is mentioned
// above coefficient K whose value should be in range [0...1].
///两个控制点
double ctrl1_x = xm1 + (xc2 - xm1) * smooth_value + x1 - xm1;
double ctrl1_y = ym1 + (yc2 - ym1) * smooth_value + y1 - ym1;
double ctrl2_x = xm2 + (xc2 - xm2) * smooth_value + x2 - xm2;
double ctrl2_y = ym2 + (yc2 - ym2) * smooth_value + y2 - ym2;
}
void curve4(List<Point> p,
double x1, double y1, //Anchor1
double x2, double y2, //Control1
double x3, double y3, //Control2
double x4, double y4) //Anchor2
{
int step = 20;
double dx1 = x2 - x1;
double dy1 = y2 - y1;
double dx2 = x3 - x2;
double dy2 = y3 - y2;
double dx3 = x4 - x3;
double dy3 = y4 - y3;
double subdiv_step = 1.0 / (step + 1);
double subdiv_step2 = subdiv_step * subdiv_step;
double subdiv_step3 = subdiv_step * subdiv_step * subdiv_step;
double pre1 = 3.0 * subdiv_step;
double pre2 = 3.0 * subdiv_step2;
double pre4 = 6.0 * subdiv_step2;
double pre5 = 6.0 * subdiv_step3;
double tmp1x = x1 - x2 * 2.0 + x3;
double tmp1y = y1 - y2 * 2.0 + y3;
double tmp2x = (x2 - x3) * 3.0 - x1 + x4;
double tmp2y = (y2 - y3) * 3.0 - y1 + y4;
double fx = x1;
double fy = y1;
double dfx = (x2 - x1) * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
double dfy = (y2 - y1) * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
double ddfx = tmp1x * pre4 + tmp2x * pre5;
double ddfy = tmp1y * pre4 + tmp2y * pre5;
double dddfx = tmp2x * pre5;
double dddfy = tmp2y * pre5;
// Suppose, we have some abstract object Polygon which
// has method AddVertex(x, y), similar to LineTo in
// many graphical APIs.
// Note, that the loop has only operation add!
while (step > 0)
{
step--;
fx += dfx;
fy += dfy;
dfx += ddfx;
dfy += ddfy;
ddfx += dddfx;
ddfy += dddfy;
p.Add(new Point(fx, fy));
}
p.Add(new Point(x4, y4)); // Last step must go exactly to x4, y4
}