穿过已知点画平滑曲线(3次贝塞尔曲线)
为了把一串点连成光滑的曲线,先研究贝塞尔曲线,又搞B样条插值。。。。都没有成功(数学没那么强)。
后来在
“”http://liyiwen.iteye.com/blog/705489 。看到一种比较好的方法:
运用贝塞尔曲线的光滑性来穿过这些点。
大致思路就是 先算出相邻原始点的中点,在把相邻中点连成的线段平移到对应的原始点,以平移后的中点作为控制点,相邻原始点为起始点画贝塞尔曲线,这样就保证了连接处的光滑。而贝塞尔曲线本身是光滑的,所以就把这些原始点用光滑曲线连起来了。
我封装了一个函数,留着以后用。
(c++版,其它语言只要把数组和可变数组稍微变一下就能用)
void createCurve(CvPoint *originPoint,int originCount,vector<CvPoint> &curvePoint){
//控制点收缩系数 ,经调试0.6较好,CvPoint是opencv的,可自行定义结构体(x,y)
float scale = 0.6;
CvPoint midpoints[originCount];
//生成中点
for(int i = 0 ;i < originCount ; i++){
int nexti = (i + 1) % originCount;
midpoints[i].x = (originPoint[i].x + originPoint[nexti].x)/2.0;
midpoints[i].y = (originPoint[i].y + originPoint[nexti].y)/2.0;
}
//平移中点
CvPoint extrapoints[2 * originCount];
for(int i = 0 ;i < originCount ; i++){
int nexti = (i + 1) % originCount;
int backi = (i + originCount - 1) % originCount;
CvPoint midinmid;
midinmid.x = (midpoints[i].x + midpoints[backi].x)/2.0;
midinmid.y = (midpoints[i].y + midpoints[backi].y)/2.0;
int offsetx = originPoint[i].x - midinmid.x;
int offsety = originPoint[i].y - midinmid.y;
int extraindex = 2 * i;
extrapoints[extraindex].x = midpoints[backi].x + offsetx;
extrapoints[extraindex].y = midpoints[backi].y + offsety;
//朝 originPoint[i]方向收缩
int addx = (extrapoints[extraindex].x - originPoint[i].x) * scale;
int addy = (extrapoints[extraindex].y - originPoint[i].y) * scale;
extrapoints[extraindex].x = originPoint[i].x + addx;
extrapoints[extraindex].y = originPoint[i].y + addy;
int extranexti = (extraindex + 1)%(2 * originCount);
extrapoints[extranexti].x = midpoints[i].x + offsetx;
extrapoints[extranexti].y = midpoints[i].y + offsety;
//朝 originPoint[i]方向收缩
addx = (extrapoints[extranexti].x - originPoint[i].x) * scale;
addy = (extrapoints[extranexti].y - originPoint[i].y) * scale;
extrapoints[extranexti].x = originPoint[i].x + addx;
extrapoints[extranexti].y = originPoint[i].y + addy;
}
CvPoint controlPoint[4];
//生成4控制点,产生贝塞尔曲线
for(int i = 0 ;i < originCount ; i++){
controlPoint[0] = originPoint[i];
int extraindex = 2 * i;
controlPoint[1] = extrapoints[extraindex + 1];
int extranexti = (extraindex + 2) % (2 * originCount);
controlPoint[2] = extrapoints[extranexti];
int nexti = (i + 1) % originCount;
controlPoint[3] = originPoint[nexti];
float u = 1;
while(u >= 0){
int px = bezier3funcX(u,controlPoint);
int py = bezier3funcY(u,controlPoint);
//u的步长决定曲线的疏密
u -= 0.005;
CvPoint tempP = cvPoint(px,py);
//存入曲线点
curvePoint.push_back(tempP);
}
}
}
//三次贝塞尔曲线
float bezier3funcX(float uu,CvPoint *controlP){
float part0 = controlP[0].x * uu * uu * uu;
float part1 = 3 * controlP[1].x * uu * uu * (1 - uu);
float part2 = 3 * controlP[2].x * uu * (1 - uu) * (1 - uu);
float part3 = controlP[3].x * (1 - uu) * (1 - uu) * (1 - uu);
return part0 + part1 + part2 + part3;
}
float bezier3funcY(float uu,CvPoint *controlP){
float part0 = controlP[0].y * uu * uu * uu;
float part1 = 3 * controlP[1].y * uu * uu * (1 - uu);
float part2 = 3 * controlP[2].y * uu * (1 - uu) * (1 - uu);
float part3 = controlP[3].y * (1 - uu) * (1 - uu) * (1 - uu);
return part0 + part1 + part2 + part3;
}
我用opencv画的效果图: