如何修改我的代码以通过bezier控制点进行排队?

时间:2010-01-16 00:00:06

标签: flash actionscript-3 actionscript drawing bezier

全部 -

我使用锚点和控制点来使用curveTo创建形状。这一切都很好,但我不明白如何在线不直的时候让我的线穿过控制点的中心(蓝点)。

以下是我绘制形状的代码:

           // clear old line and draw new / begin fill
        var g:Graphics = graphics;
        g.clear();
        g.lineStyle(2, 0, 1);
        g.beginFill(0x0099FF,.1);

        //move to starting anchor point
        var startX:Number = anchorPoints[0].x;
        var startY:Number = anchorPoints[0].y;
        g.moveTo(startX, startY);

        // Connect the dots
        var numAnchors:Number = anchorPoints.length;
        for (var i:Number=1; i<numAnchors; i++) {

            // curve to next anchor through control
            g.curveTo(controlPoints[i].x,controlPoints[i].y, anchorPoints[i].x, anchorPoints[i].y);

        }
        // Close the loop
        g.curveTo(controlPoints[0].x,controlPoints[0].y,startX,startY);

我正在绘制的形状供参考:

如何修改我的代码以便直接通过蓝色控制点?

提前致谢!

B'/ P>

1 个答案:

答案 0 :(得分:7)

示例项目Source code

如果您对如何推导出来感兴趣,请跳到答案部分。

背景资料


Bezier curves使用起来既有趣又有趣。 This animation显示了如何相对于控制点(P1)在两个锚点(P0和P2)之间绘制二次曲线。

您需要做的是,而不是绘制控制点(P1),在t = 0.5时绘制曲线上的点:

Point at t=0.5 http://whilenotnull.com/files/imagedump/stackoverflow/Bezier_2_t05.gif

幸运的是,这很容易用维基百科页面上给出的等式来表达:http://en.wikipedia.org/wiki/Bezier_Curve#Quadratic_B.C3.A9zier_curves

以下是Actionscript中的公式:

public function calculatePoint(p0:Point, p1:Point, p2:Point, t:Number):Point
{
    var p:Point = new Point(calculateTerm(p0.x, p1.x, p2.x, t), calculateTerm(p0.y, p1.y, p2.y, t));
    return p;
}

public function calculateTerm(p0:Number, p1:Number, p2:Number, t:Number):Number
{
    var negT:Number = 1 - t;

    var a0:Number = Math.pow(negT, 2) * p0;
    var a1:Number = 2 * negT * t * p1;
    var a2:Number = Math.pow(t, 2) * p2;

    var pos:Number = a0 + a1 + a2;
    return pos;
}

因此,如果您插入三个点:var t0:Point = calculatePoint(p0, p1, p2, 0.5);,您将获得曲线上您想要绘制“控制点”的点。


答案

现在我们可以编写一个函数,假设第二个参数是曲线上的一个点并确定控制点的坐标:

public function derivePoint(p0:Point, b1:Point, p2:Point, t:Number = 0.5):Point
{
    var p:Point = new Point(deriveTerm(p0.x, b1.x, p2.x, t), deriveTerm(p0.y, b1.y, p2.y, t));
    return p;
}

public function deriveTerm(p0:Number, bt:Number, p2:Number, t:Number):Number
{
    var negT:Number = 1 - t;

    var a0:Number = Math.pow(negT, 2) * p0;
    var a1:Number = 2 * negT * t;
    var a2:Number = Math.pow(t, 2) * p2;

    var p1:Number = (bt - a0 - a2) / a1;
    return p1;
}

由此我将您的代码片段更新为(希望)通过“控制点”绘制曲线:

// clear old line and draw new / begin fill
var g:Graphics = graphics;
g.clear();
g.lineStyle(2, 0, 1);
g.beginFill(0x0099FF,.1);

//move to starting anchor point
var startX:Number = anchorPoints[0].x;
var startY:Number = anchorPoints[0].y;
g.moveTo(startX, startY);

// Connect the dots
var p0:Point = new Point(startX, startY);
var p2:Point;

var numAnchors:Number = anchorPoints.length;
for (var i:Number=1; i<numAnchors; i++) {

    p2 = new Point(anchorPoints[i].x, anchorPoints[i].y);

    // curve to next anchor through control
    var b1:Point = new Point(controlPoints[i].x,controlPoints[i].y);
    var p1:Point = derivePoint(p0, b1, p2);

    g.curveTo(p1.x, p1.y, p2.x, p2.y);

    p0 = p2;

}
// Close the loop
g.curveTo(controlPoints[0].x,controlPoints[0].y,startX,startY);

示例项目Source code