C# .net中B样条曲线转贝塞尔曲线

private static PointF[] Spline2Bezier(PointF[] points, int start, int num, bool closed, float tension) { } 方法的源码如下:

  private static PointF[] Spline2Bezier(PointF[] points, int start, int num, bool closed, float tension)
    {
        var res = new ArrayList();
        int len = points.Length - 1;
        _ = res.Add(points[0]);
        _ = res.Add(ControlPoint(points[1], points[0], tension));
        for (int i = 1; i < len; ++i)
        {
            PointF[] pts = ControlPoints(points[i - 1], points[i + 1], points[i], tension);
            _ = res.Add(pts[0]);
            _ = res.Add(points[i]);
            _ = res.Add(pts[1]);
        }
        _ = res.Add(ControlPoint(points[len - 1], points[len], tension));
        _ = res.Add(points[len]);
        if (closed)
        {
            //adjust rh cp of point 0
            PointF[] pts = ControlPoints(points[len], points[1], points[0], tension);
            res[1] = pts[1];
            //adjust lh cp of point l and add rh cp
            pts = ControlPoints(points[len - 1], points[0], points[len], tension);
            res[res.Count - 2] = pts[0];
            _ = res.Add(pts[1]);
            //add new end point and its lh cp
            pts = ControlPoints(points[len], points[1], points[0], tension);
            _ = res.Add(pts[0]);
            _ = res.Add(points[0]);
            return (PointF[])res.ToArray(typeof(PointF));
        }
        else
        {
            var subset = new ArrayList();
            for (int i = start * 3; i < (start + num) * 3; ++i)
                _ = subset.Add(res[i]);
            _ = subset.Add(res[(start + num) * 3]);
            return (PointF[])subset.ToArray(typeof(PointF));
        }
    }

其中:ControlPoints方法如下:

    #region ControlPoint
    private static PointF ControlPoint(PointF prev, PointF current, float t)
    {
        var v = new PointF(prev.X - current.X, prev.Y - current.Y);
        float vlen = (float)Math.Sqrt((v.X * v.X) + (v.Y * v.Y));
        v.X /= (float)Math.Sqrt(vlen / (10 * t * t));
        v.Y /= (float)Math.Sqrt(vlen / (10 * t * t));
        return new PointF(current.X + v.X, current.Y + v.Y);
    }
    private static PointF[] ControlPoints(PointF prev, PointF next, PointF current, float t)
    {
        //points to vectors
        var lv = new PointF(prev.X - current.X, prev.Y - current.Y);
        var rv = new PointF(next.X - current.X, next.Y - current.Y);
        var nlv = new PointF(lv.X - rv.X, lv.Y - rv.Y);
        var nrv = new PointF(rv.X - lv.X, rv.Y - lv.Y);
        float nlvlen = (float)Math.Sqrt((nlv.X * nlv.X) + (nlv.Y * nlv.Y));
        nlv.X /= (float)Math.Sqrt(nlvlen / (10 * t * t));
        nlv.Y /= (float)Math.Sqrt(nlvlen / (10 * t * t));
        float nrvlen = (float)Math.Sqrt((nrv.X * nrv.X) + (nrv.Y * nrv.Y));
        nrv.X /= (float)Math.Sqrt(nrvlen / (10 * t * t));
        nrv.Y /= (float)Math.Sqrt(nrvlen / (10 * t * t));
        var ret = new PointF[2];
        ret[0] = new PointF(current.X + nlv.X, current.Y + nlv.Y);
        ret[1] = new PointF(current.X + nrv.X, current.Y + nrv.Y);
        return ret;
    }
    #endregion ControlPoint

调用方法:

     #region DrawCurve
    /// <summary>
    /// Implemented.  The <c>DrawCurve</c> functions emulate GDI behavior by drawing a coaligned cubic bezier.  This seems to produce
    /// a very good approximation so probably GDI+ does the same.
    /// </summary>
    public void DrawCurve(Pen pen, PointF[] points)
    {
        PointF[] pts = Spline2Bezier(points, 0, points.Length - 1, false, .5f);
        DrawBeziers(pen, pts);
    }

    /// <summary>
    /// Implemented
    /// </summary>
    public void DrawCurve(Pen pen, PointF[] points, float tension)
    {
        PointF[] pts = Spline2Bezier(points, 0, points.Length - 1, false, tension);
        DrawBeziers(pen, pts);
    }

    /// <summary>
    /// Implemented
    /// </summary>
    public void DrawCurve(Pen pen, PointF[] points, int offset, int numberOfSegments)
    {
        PointF[] pts = Spline2Bezier(points, offset, numberOfSegments, false, .5f);
        DrawBeziers(pen, pts);
    }

    /// <summary>
    /// Implemented
    /// </summary>
    public void DrawCurve(Pen pen, PointF[] points, int offset, int numberOfSegments, float tension)
    {
        PointF[] pts = Spline2Bezier(points, offset, numberOfSegments, false, tension);
        DrawBeziers(pen, pts);
    }

    /// <summary>
    /// Implemented
    /// </summary>
    public void DrawCurve(Pen pen, Point[] points)
    {
        PointF[] pts = Spline2Bezier(Point2PointF(points), 0, points.Length - 1, false, .5f);
        DrawBeziers(pen, pts);
    }

    /// <summary>
    /// Implemented
    /// </summary>
    public void DrawCurve(Pen pen, Point[] points, float tension)
    {
        PointF[] pts = Spline2Bezier(Point2PointF(points), 0, points.Length - 1, false, tension);
        DrawBeziers(pen, pts);
    }

    /// <summary>
    /// Implemented
    /// </summary>
    public void DrawCurve(Pen pen, Point[] points, int offset, int numberOfSegments, float tension)
    {
        PointF[] pts = Spline2Bezier(Point2PointF(points), offset, numberOfSegments, false, tension);
        DrawBeziers(pen, pts);
    }
    #endregion DrawCurve

另:将GDI+中的DrawArc方法转为Svg中的Path路径:

    public static string GdiPlusArc2SvgPath(float x, float y, float width, float height, float startAngle, float sweepAngle, bool pie)
    {
        int longArc = 0;

        var start = new PointF();
        var end = new PointF();
        var center = new PointF(x + (width / 2f), y + (height / 2f));

        startAngle = startAngle / 360f * 2f * (float)Math.PI;
        sweepAngle = sweepAngle / 360f * 2f * (float)Math.PI;

        sweepAngle += startAngle;

#pragma warning disable IDE0180
        if (sweepAngle > startAngle)
        {
            float temp = startAngle;
            startAngle = sweepAngle;
            sweepAngle = temp;
        }
#pragma warning restore IDE0180

        if (sweepAngle - startAngle > Math.PI || startAngle - sweepAngle > Math.PI) longArc = 1;

        start.X = ((float)Math.Cos(startAngle) * (width / 2f)) + center.X;
        start.Y = ((float)Math.Sin(startAngle) * (height / 2f)) + center.Y;

        end.X = ((float)Math.Cos(sweepAngle) * (width / 2f)) + center.X;
        end.Y = ((float)Math.Sin(sweepAngle) * (height / 2f)) + center.Y;

        string s = "M " + start.X.ToString("F", CultureInfo.InvariantCulture) + "," + start.Y.ToString("F", CultureInfo.InvariantCulture) +
            " A " + (width / 2f).ToString("F", CultureInfo.InvariantCulture) + " " + (height / 2f).ToString("F", CultureInfo.InvariantCulture) + " " +
            "0 " + longArc.ToString() + " 0 " + end.X.ToString("F", CultureInfo.InvariantCulture) + " " + end.Y.ToString("F", CultureInfo.InvariantCulture);

        if (pie)
        {
            s += " L " + center.X.ToString("F", CultureInfo.InvariantCulture) + "," + center.Y.ToString("F", CultureInfo.InvariantCulture);
            s += " L " + start.X.ToString("F", CultureInfo.InvariantCulture) + "," + start.Y.ToString("F", CultureInfo.InvariantCulture);
        }

        return s;
    }

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