贝塞尔曲线入门-笔记

代码

Q:什么是贝塞尔曲线?

A:贝塞尔曲线奠定了计算机绘图,简单说他可以将任何复杂的图像用精确的数学语言进行描述

贝塞尔曲线在Path中方法
作用相关方法备注
二阶贝塞尔quadTo
三阶贝塞尔cubicTo

使用着两个贝塞尔曲线就能就能完成所有复杂的图形

贝塞尔曲线的原理

贝塞尔曲线是用一系列点控制曲线的状态,这些点简单分为

类型作用
数据点确定曲线的起始和结束位置
控制点确定曲线的弯曲程度
  • 一阶贝塞尔曲线(其实就是执行)
    images

  • 二阶贝塞尔曲线(数据点:A和C;控制点:B)

动态图
images

方法名: quadTo

  • 三阶贝塞尔曲线(数据点:P0、P3; 控制点:P1、P2)

images

方法名: cubicTo
images

public class Bezier extends DefaultView {

    private int centerX, centerY;
    private PointF start, end, control;


    {
        mPaint.setColor(Color.BLACK);
        mPaint.setStrokeWidth(8);
        mPaint.setStyle(Paint.Style.STROKE);
        mPaint.setTextSize(60);


        start = new PointF(0, 0);
        end = new PointF(0, 0);
        control = new PointF(0, 0);
    }


    public Bezier(Context context) {
        super(context);
    }

    public Bezier(Context context, @Nullable AttributeSet attrs) {
        super(context, attrs);
    }


    @Override
    protected void onSizeChanged(int w, int h, int oldw, int oldh) {
        super.onSizeChanged(w, h, oldw, oldh);

        centerX = w / 2;
        centerY = h / 2;

        start.x = centerX - 200;
        start.y = centerY;

        end.x = centerX + 200;
        end.y = centerY;

        control.x = centerX;
        control.y = centerY - 100;

    }


    @Override
    public boolean onTouchEvent(MotionEvent event) {
        control.x = event.getX();
        control.y = event.getY();
        invalidate();
        return true;
    }

    Path path = new Path();

    @SuppressLint("DrawAllocation")
    @Override
    protected void onDraw(Canvas canvas) {
        super.onDraw(canvas);

        // 绘制控制点
        mPaint.setColor(Color.GRAY);
        mPaint.setStrokeWidth(20);

        canvas.drawPoint(start.x, start.y, mPaint);
        canvas.drawPoint(end.x, end.y, mPaint);
        canvas.drawPoint(control.x, control.y, mPaint);


        mPaint.setStrokeWidth(4);
        canvas.drawLine(start.x, start.y, control.x, control.y, mPaint);
        canvas.drawLine(end.x, end.y, control.x, control.y, mPaint);

        path.moveTo(start.x, start.y);
        path.quadTo(control.x, control.y, end.x, end.y);
        canvas.drawPath(path,mPaint);
    }
}

images

public class Bezier2 extends DefaultView {
    private Paint mPaint;
    private int centerX, centerY;

    private PointF start, end, control1, control2;
    private boolean mode = true;


    {
        mPaint = new Paint();
        mPaint.setColor(Color.BLACK);
        mPaint.setStrokeWidth(8);
        mPaint.setStyle(Paint.Style.STROKE);
        mPaint.setTextSize(60);

        start = new PointF(0, 0);
        end = new PointF(0, 0);
        control1 = new PointF(0, 0);
        control2 = new PointF(0, 0);
    }


    public Bezier2(Context context) {
        super(context);
    }

    public Bezier2(Context context, @Nullable AttributeSet attrs) {
        super(context, attrs);
    }


    @Override
    protected void onSizeChanged(int w, int h, int oldw, int oldh) {
        super.onSizeChanged(w, h, oldw, oldh);

        centerX = w / 2;
        centerY = h / 2;

        // 初始化数据点和控制点的位置
        start.x = centerX - 200;
        start.y = centerY;
        end.x = centerX + 200;
        end.y = centerY;
        control1.x = centerX;
        control1.y = centerY - 100;
        control2.x = centerX;
        control2.y = centerY - 100;

    }

    @Override
    public boolean onTouchEvent(MotionEvent event) {
        // 根据触摸位置更新控制点,并提示重绘
        if (mode) {
            control1.x = event.getX();
            control1.y = event.getY();
        } else {
            control2.x = event.getX();
            control2.y = event.getY();
        }
        invalidate();
        return true;
    }

    @Override
    protected void onDraw(Canvas canvas) {
        super.onDraw(canvas);
        // 绘制数据点和控制点
        mPaint.setColor(Color.GRAY);
        mPaint.setStrokeWidth(20);
        canvas.drawPoint(start.x, start.y, mPaint);
        canvas.drawPoint(end.x, end.y, mPaint);
        canvas.drawPoint(control1.x, control1.y, mPaint);
        canvas.drawPoint(control2.x, control2.y, mPaint);

        // 绘制辅助线
        mPaint.setStrokeWidth(4);
        canvas.drawLine(start.x, start.y, control1.x, control1.y, mPaint);
        canvas.drawLine(control1.x, control1.y, control2.x, control2.y, mPaint);
        canvas.drawLine(control2.x, control2.y, end.x, end.y, mPaint);

        // 绘制贝塞尔曲线
        mPaint.setColor(Color.RED);
        mPaint.setStrokeWidth(8);

        Path path = new Path();

        path.moveTo(start.x, start.y);
        path.cubicTo(control1.x, control1.y, control2.x, control2.y, end.x, end.y);

        canvas.drawPath(path, mPaint);
    }

    public void setMode(boolean mode) {
        this.mode = mode;
    }
}
Q:如何绘制更复杂的曲线

A:高阶的曲线是可以通过低阶曲线组合达到相同的效果的

类型释义变化
降阶在保存曲线形状和方向不变的情况下,减少控制点数量,即可以降低曲线阶数方法简单了
升阶在保持曲线形状和方向不变的情况下,增加控制点数量,即升高曲线阶数方法更加复杂,
贝塞尔曲线的实例

如何绘制一个桃心
images

public class Bezier3 extends View {
    private static final float C = 0.551915024494f;     // 一个常量,用来计算绘制圆形贝塞尔曲线控制点的位置

    private Paint mPaint;
    private int mCenterX, mCenterY;

    private PointF mCenter = new PointF(0,0);
    private float mCircleRadius = 200;                  // 圆的半径
    private float mDifference = mCircleRadius*C;        // 圆形的控制点与数据点的差值

    private float[] mData = new float[8];               // 顺时针记录绘制圆形的四个数据点
    private float[] mCtrl = new float[16];              // 顺时针记录绘制圆形的八个控制点

    private float mDuration = 1000;                     // 变化总时长
    private float mCurrent = 0;                         // 当前已进行时长
    private float mCount = 100;                         // 将时长总共划分多少份
    private float mPiece = mDuration/mCount;            // 每一份的时长


    public Bezier3(Context context) {
        this(context, null);

    }

    public Bezier3(Context context, AttributeSet attrs) {
        super(context, attrs);

        mPaint = new Paint();
        mPaint.setColor(Color.BLACK);
        mPaint.setStrokeWidth(8);
        mPaint.setStyle(Paint.Style.STROKE);
        mPaint.setTextSize(60);


        // 初始化数据点

        mData[0] = 0;
        mData[1] = mCircleRadius;

        mData[2] = mCircleRadius;
        mData[3] = 0;

        mData[4] = 0;
        mData[5] = -mCircleRadius;

        mData[6] = -mCircleRadius;
        mData[7] = 0;

        // 初始化控制点

        mCtrl[0]  = mData[0]+mDifference;
        mCtrl[1]  = mData[1];

        mCtrl[2]  = mData[2];
        mCtrl[3]  = mData[3]+mDifference;

        mCtrl[4]  = mData[2];
        mCtrl[5]  = mData[3]-mDifference;

        mCtrl[6]  = mData[4]+mDifference;
        mCtrl[7]  = mData[5];

        mCtrl[8]  = mData[4]-mDifference;
        mCtrl[9]  = mData[5];

        mCtrl[10] = mData[6];
        mCtrl[11] = mData[7]-mDifference;

        mCtrl[12] = mData[6];
        mCtrl[13] = mData[7]+mDifference;

        mCtrl[14] = mData[0]-mDifference;
        mCtrl[15] = mData[1];
    }


    @Override
    protected void onSizeChanged(int w, int h, int oldw, int oldh) {
        super.onSizeChanged(w, h, oldw, oldh);
        mCenterX = w / 2;
        mCenterY = h / 2;
    }


    @Override
    protected void onDraw(Canvas canvas) {
        super.onDraw(canvas);
         drawCoordinateSystem(canvas);       // 绘制坐标系

        canvas.translate(mCenterX, mCenterY); // 将坐标系移动到画布中央
        canvas.scale(1,-1);                 // 翻转Y轴

        drawAuxiliaryLine(canvas);


        // 绘制贝塞尔曲线
        mPaint.setColor(Color.RED);
        mPaint.setStrokeWidth(8);

        Path path = new Path();
        path.moveTo(mData[0],mData[1]);

        path.cubicTo(mCtrl[0],  mCtrl[1],  mCtrl[2],  mCtrl[3],     mData[2], mData[3]);
        path.cubicTo(mCtrl[4],  mCtrl[5],  mCtrl[6],  mCtrl[7],     mData[4], mData[5]);
        path.cubicTo(mCtrl[8],  mCtrl[9],  mCtrl[10], mCtrl[11],    mData[6], mData[7]);
        path.cubicTo(mCtrl[12], mCtrl[13], mCtrl[14], mCtrl[15],    mData[0], mData[1]);

        canvas.drawPath(path, mPaint);

        mCurrent += mPiece;
        if (mCurrent < mDuration){

            mData[1] -= 120/mCount;
            mCtrl[7] += 80/mCount;
            mCtrl[9] += 80/mCount;

            mCtrl[4] -= 20/mCount;
            mCtrl[10] += 20/mCount;

            postInvalidateDelayed((long) mPiece);
        }
    }

    // 绘制辅助线
    private void drawAuxiliaryLine(Canvas canvas) {
        // 绘制数据点和控制点
        mPaint.setColor(Color.GRAY);
        mPaint.setStrokeWidth(20);

        for (int i=0; i<8; i+=2){
            canvas.drawPoint(mData[i],mData[i+1], mPaint);
        }

        for (int i=0; i<16; i+=2){
            canvas.drawPoint(mCtrl[i], mCtrl[i+1], mPaint);
        }


        // 绘制辅助线
        mPaint.setStrokeWidth(4);

        for (int i=2, j=2; i<8; i+=2, j+=4){
            canvas.drawLine(mData[i],mData[i+1],mCtrl[j],mCtrl[j+1],mPaint);
            canvas.drawLine(mData[i],mData[i+1],mCtrl[j+2],mCtrl[j+3],mPaint);
        }
        canvas.drawLine(mData[0],mData[1],mCtrl[0],mCtrl[1],mPaint);
        canvas.drawLine(mData[0],mData[1],mCtrl[14],mCtrl[15],mPaint);
    }

    // 绘制坐标系
    private void drawCoordinateSystem(Canvas canvas) {
        canvas.save();                      // 绘制做坐标系

        canvas.translate(mCenterX, mCenterY); // 将坐标系移动到画布中央
        canvas.scale(1,-1);                 // 翻转Y轴

        Paint fuzhuPaint = new Paint();
        fuzhuPaint.setColor(Color.RED);
        fuzhuPaint.setStrokeWidth(5);
        fuzhuPaint.setStyle(Paint.Style.STROKE);

        canvas.drawLine(0, -2000, 0, 2000, fuzhuPaint);
        canvas.drawLine(-2000, 0, 2000, 0, fuzhuPaint);

        canvas.restore();
    }
}
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