三次贝塞尔曲线的弧长始终为零

时间:2019-03-05 15:40:41

标签: c# unity3d math bezier

我编写了以下代码来计算三次贝塞尔曲线的长度。我的想法来自Calculate the arclength, curve length of a cubic bezier curve. Why is not working?。问题在于它总是产生零长度。

public Vector2 SegmentAtPoint(int segmentIndex, float t)
{
    t = Mathf.Clamp01(t);
    float oneMinusT = 1f - t;

    return
        oneMinusT * oneMinusT * oneMinusT * points[segmentIndex * 3] + 
        3f * oneMinusT * oneMinusT * t * points[segmentIndex * 3 + 1] +
        3f * oneMinusT * t * t * points[segmentIndex * 3 + 2] +
        t * t * t * points[segmentIndex * 3 + 3];

}

public float SegmentLength(int segmentIndex)    {
    var steps = 10;
    var t = 1 / steps;
    var sumArc = 0.0f;
    var j = 0.0f;
    var a = new Vector2(0.0f, 0.0f);
    var b = points[segmentIndex * 3];

    var dX = 0.0f;
    var dY = 0.0f;
    var dS = 0.0f;

    for (int i = 0; i < steps; j = j + t)
    {
        a = SegmentAtPoint(segmentIndex, j);

        dX = a.x - b.x;
        dY = a.y - b.y;
        dS = Mathf.Sqrt((dX * dX) + (dY * dY));

        sumArc = sumArc + dS;
        b.x = a.x;
        b.y = a.y;
        i++;
    }

    return sumArc;

}

1 个答案:

答案 0 :(得分:3)

代码public StreamedContent getPreviewData() { FacesContext context = FacesContext.getCurrentInstance(); if (context.getCurrentPhaseId() != PhaseId.RENDER_RESPONSE) { String id = context.getExternalContext().getRequestParameterMap().get("id"); GalleryMediaContent mediaContent = previewImageResolver.get(id); if (Objects.nonNull(mediaContent)) { return mediaContent.getPreviewData(); } } return new DefaultStreamedContent(); } 使integer division,成为结果var t = 1 / steps;为零

还要注意,t是在每个循环后执行,因此在第一次迭代j = j + t

此缺陷会导致这样的问题:j==0b在第一次迭代中是相等的,因为a仍为= 0。因此,您可以按以下间隔计算段长度:j-忽略0-0, 0-0.1, 0.1-0.2...0.7-0.8,0.8-0.9间隔