贝塞尔曲线初探
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貝塞爾曲線初探
貝塞爾曲線,可以通過三個點,來確定一條平滑的曲線。在計算機圖形學應該有講。是圖形開發中的重要工具。
實現的是一個圖形做圓周運動。不過不是簡單的關鍵幀動畫那樣,是計算出了很多點,當然還是用的關鍵幀動畫,即使用CAKeyframeAnimation。有了貝塞爾曲線的支持,可以賦值給CAKeyframeAnimation 貝塞爾曲線的Path引用。
用貝塞爾曲線畫圓,是一種特殊情況,我的做法是通過貝塞爾曲線得到4個半圓的曲線,它們合成的路徑就是整個圓。
以下是動畫部分的代碼:
- (void) doAnimation {?
??? CAKeyframeAnimation *animation=[CAKeyframeAnimation animationWithKeyPath:@"position"];?
??? animation.duration=10.5f;?
??? animation.removedOnCompletion = NO;?
??? animation.fillMode = kCAFillModeForwards;?
??? animation.repeatCount=HUGE_VALF;// repeat forever?
??? animation.calculationMode = kCAAnimationCubicPaced;?
????
??? CGMutablePathRef curvedPath = CGPathCreateMutable();?
??? CGPathMoveToPoint(curvedPath, NULL, 512, 184);
//增加4個二階貝塞爾曲線
??? CGPathAddQuadCurveToPoint(curvedPath, NULL, 312, 184, 312, 384);?
??? CGPathAddQuadCurveToPoint(curvedPath, NULL, 310, 584, 512, 584);?
??? CGPathAddQuadCurveToPoint(curvedPath, NULL, 712, 584, 712, 384);?
??? CGPathAddQuadCurveToPoint(curvedPath, NULL, 712, 184, 512, 184);?
????
??? animation.path=curvedPath;?
????
??? [flyStarLayer addAnimation:animation forKey:nil];?
}
?
?
?
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Bézier curve(貝塞爾曲線)是應用于二維圖形應用程序的數學曲線。?曲線定義:起始點、終止點(也稱錨點)、控制點。通過調整控制點,貝塞爾曲線的形狀會發生變化。?1962年,法國數學家Pierre Bézier第一個研究了這種矢量繪制曲線的方法,并給出了詳細的計算公式,因此按照這樣的公式繪制出來的曲線就用他的姓氏來命名,稱為貝塞爾曲線。
?
?
以下公式中:B(t)為t時間下?點的坐標;
?P0為起點,Pn為終點,Pi為控制點
一階貝塞爾曲線(線段):
意義:由 P0 至 P1 的連續點, 描述的一條線段
?
?
二階貝塞爾曲線(拋物線):
原理:由 P0 至 P1 的連續點 Q0,描述一條線段。?
????? 由 P1 至 P2 的連續點 Q1,描述一條線段。?
????? 由 Q0 至 Q1 的連續點 B(t),描述一條二次貝塞爾曲線。
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經驗:P1-P0為曲線在P0處的切線。
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三階貝塞爾曲線:
?
?
通用公式:
?
高階貝塞爾曲線:
4階曲線:
5階曲線:
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http://www.cs.mtu.edu/~shene/COURSES/cs3621/NOTES/spline/Bezier/de-casteljau.html
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Following the construction of a Bézier curve, the next important task is to find the point?C(u) on the curve for a particular?u. A simple way is to plug?u?into every basis function, compute the product of each basis function and its corresponding control point, and finally add them together. While this works fine, it is not numerically stable (i.e., could introduce numerical errors during the course of evaluating the Bernstein polynomials).
In what follows, we shall only write down the control point numbers. That is, the control points are?00?for?P0,?01?for?P1, ...,?0i?for?Pi, ...,?0n?for?Pn. The?0s in these numbers indicate the initial or the 0-th?iteration. Later on, it will be replaced with?1,?2,?3?and so on.
The fundamental concept of de Casteljau's algorithm is to choose a point?C?in line segment?AB?such that?C?divides the line segment?AB?in a ratio of?u:1-u?(i.e., the ratio of the distance between?A?and?C?and the distance between?A?and?B?is?u). Let us find a way to determine the point?C.
?
The vector from?A?to?B?is?B - A. Since?u?is a ratio in the range of 0 and 1, point?C?is located at?u(B - A). Taking the position of?A?into consideration, point?C?is?A?+?u(B - A) = (1 -?u)A?+?uB. Therefore, given a?u, (1 -?u)A?+?uB?is the point?C?between?A?and?B?that divides?AB?in a ratio of?u:1-u.
The idea of de Casteljau's algorithm goes as follows. Suppose we want to find?C(u), where?u?is in [0,1]. Starting with the first polyline,?00-01-02-03...-0n, use the above formula to find a point?1i?on the leg (i.e.?line segment) from?0i?to0(i+1)?that divides the line segment?0i?and?0(i+1)?in a ratio of?u:1-u. In this way, we will obtain?n?points?10,?11,?12, ....,?1(n-1). They define a new polyline of?n?- 1 legs.
?
In the figure above,?u?is 0.4.?10?is in the leg of?00?and?01,?11?is in the leg of?01?and?02, ..., and?14?is in the leg of04?and?05. All of these new points are in blue.
The new points are numbered as?1i's. Apply the procedure to this new polyline and we shall get a second polyline of?n?- 1 points?20,?21, ...,?2(n-2)?and?n?- 2 legs. Starting with this polyline, we can construct a third one of?n?- 2 points?30,31, ...,?3(n-3)?and?n?- 3 legs. Repeating this process?n?times yields a single point?n0. De Casteljau proved that this is the point?C(u) on the curve that corresponds to?u.
Let us continue with the above figure. Let?20?be the point in the leg of?10?and?11?that divides the line segment?10?and?11in a ratio of?u:1-u. Similarly, choose?21?on the leg of?11?and?12,?22?on the leg of?12?and?13, and?23?on the leg of?13and?14. This gives a third polyline defined by?20,?21,?22?and?23. This third polyline has 4 points and 3 legs. Keep doing this and we shall obtain a new polyline of three points?30,?31?and?32. From this fourth polyline, we have the fifth one of two points?40?and?41. Do it once more, and we have?50, the point?C(0.4) on the curve.
This is the geometric interpretation of de Casteljau's algorithm, one of the most elegant result in curve design.
?
Actual Computation
Given the above geometric interpretation of de Casteljau's algorithm, we shall present a computation method, which is shown in the following figure.?
First, all given control points are arranged into a column, which is the left-most one in the figure. For each pair of adjacent control points, draw a south-east bound arrow and a north-east bound arrow, and write down a new point at the intersection of the two adjacent arrows. For example, if the two adjacent points are?ij?and?i(j+1), the new point is(i+1)j. The south-east (resp., north-east) bound arrow means multiplying 1 -?u?(resp.,?u) to the point at its tail,?ij(resp.,?i(j+1)), and the new point is the sum.
Thus, from the initial column, column?0, we compute column?1; from column?1?we obtain column?2?and so on. Eventually, aftern?applications we shall arrive at a single point?n0?and this is the point on the curve. The following algorithm summarizes what we have discussed. It takes an array?P?of?n+1 points and a?u?in the range of 0 and 1, and returns a point on the Bézier curve?C(u).
?
- ?
- ?Q
- [
- ] :=?
- [
- ]; // save input?
- ?Q
- [
- ] := (1 -?
- )
- [
- ] +?
- [
- + 1];
Output:?point on curve,?C(u)?
Working:?point array?Q[0:n]?
for?i?:= 0?to?n?do?
for?k?:= 1?to?n?do?
return?Q[0];
- ?Q
?
A Recurrence Relation
The above computation can be expressed recursively. Initially, let?P0,j?be?Pj?for?j?= 0, 1, ...,?n. That is,?P0,j?is the?j-th entry on column 0. The computation of entry?j?on column?i?is the following:?
More precisely, entry?Pi,j?is the sum of (1-u)Pi-1,j?(upper-left corner) and?uPi-1,j+1?(lower-left corner). The final result (i.e., the point on the curve) is?Pn,0. Based on this idea, one may immediately come up with the following recursive procedure:
?
- ?
- ?
- ?return?P0,j
return- (1-
- )*
- (
- -1,
- ) +?
- *
- (
- -1,
- +1)
else?
begin?
end - ?return?P0,j
- ?
This procedure looks simple and short; however, it is extremely inefficient. Here is why. We start with a call todeCasteljau(n,0) for computing?Pn,0. The?else?part splits this call into two more calls,?deCasteljau(n-1,0) for computing?Pn-1,0?and?deCasteljau(n-1,1) for computing?Pn-1,1.
?
Consider the call to?deCasteljau(n-1,0). It splits into two more calls,?deCasteljau(n-2,0) for computing?Pn-2,0?anddeCasteljau(n-2,1) for computing?Pn-2,1. The call to?deCasteljau(n-1,1) splits into two calls,?deCasteljau(n-2,1) for computing?Pn-2,1?and?deCasteljau(n-2,2) for computing?Pn-2,2. Thus,?deCasteljau(n-2,1) is called twice. If we keep expanding these function calls, we should discover that almost all function calls for computing?Pi,j?are repeated, not once but many times. How bad is this? In fact, the above computation scheme is identical to the following way of computing then-th Fibonacci number:
- ?
- ?
- ?return
- 1?
return- (
- -1) +?
- (
- -2)
else
beginend - ?return
- ?
?
An Interesting Observation
The triangular computation scheme of de Casteljau's algorithm offers an interesting observation. Take a look at the following computation on a Bézier curve of degree 7 defined by 8 control points?00,?01, ...,?07. Let us consider a set of consecutive points on the same column as the control points of a Bézier curve. Then, given a?u?in [0,1], how do we compute the corresponding point on this Bézier curve? If de Casteljau's algorithm is applied to these control points, the point on the curve is the opposite vertex of the equilateral's base formed by the selected points!
?
For example, if the selected points are?02,?03,?04?and?05, the point on the curve defined by these four control points that corresponds to?u?is?32. See the blue triangle. If the selected points are?11,?12?and?13, the point on the curve is31. See the yellow triangle. If the selected points are?30,?31,?32,?33?and?34, the point on the curve is?70.
By the same reason,?70?is the point on the Bézier curve defined by control points?60?and?61. It is also the point on the curve defined by?50,?51?and?52, and on the curve defined by?40,?41,?42?and?43. In general, if we select a point and draw an equilateral as shown above, the base of this equilateral consists of the control points from which the selected point is computed.
附:
1、動態繪制貝塞爾曲線的網址:http://myst729.github.io/bezier-curve點擊打開鏈接
2、鋼筆工具練習網址:http://bezier.method.ac/點擊打開鏈接
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