如何一次从 3 个给定点绘制连续曲线
我正在尝试在 Flash 中绘制一条连续的曲线。方法有很多,但到目前为止我发现没有一个完全符合我的要求。首先,我想使用 flash 图形 api 的 curveTo() 方法。 我不想每个曲线段对 lineTo() 进行数百次调用来模拟曲线。这是我的经验和理解该线段是处理器的重载。 Flash 的二次贝塞尔曲线应该占用更少的 CPU 资源。如果您认为我错了,请质疑这个假设。
我也不想使用将整行作为参数的预制方法(例如 mx.charts.chartClasses.GraphicsUtilities.drawPolyline())。 原因是我最终需要修改逻辑以向我正在绘制的线条添加装饰,所以我需要一些我在最低级别理解的东西。
我目前创建了一种方法,可以绘制给定 3 个点的曲线, 使用 mid -点方法在这里找到。
这是一张图片:
问题是这些线实际上并不弯曲通过该线的“真实”点(灰色圆圈)。有没有一种方法可以利用数学的力量来调整控制点,以便曲线实际上穿过“真实”点?仅给出当前点及其上一个/下一个点作为参数?复制上图的代码如下。如果我可以修改它以满足这个要求(注意第一点和最后一点的例外),那就太好了。
package {
import flash.display.Shape;
import flash.display.Sprite;
import flash.display.Stage;
import flash.geom.Point;
[SWF(width="200",height="200")]
public class TestCurves extends Sprite {
public function TestCurves() {
stage.scaleMode = "noScale";
var points:Array = [
new Point(10, 10),
new Point(80, 80),
new Point(80, 160),
new Point(20, 160),
new Point(20, 200),
new Point(200, 100)
];
graphics.lineStyle(2, 0xFF0000);
var point:Point = points[0];
var nextPoint:Point = points[1];
SplineMethod.drawSpline(graphics, point, null, nextPoint);
var prevPoint:Point = point;
var n:int = points.length;
var i:int;
for (i = 2; i < n + 1; i++) {
point = nextPoint;
nextPoint = points[i]; //will eval to null when i == n
SplineMethod.drawSpline(graphics, point, prevPoint, nextPoint);
prevPoint = point;
}
//straight lines and vertices for comparison
graphics.lineStyle(2, 0xC0C0C0, 0.5);
graphics.drawCircle(points[0].x, points[0].y, 4);
for (i = 1; i < n; i++) {
graphics.moveTo(points[i - 1].x, points[i - 1].y);
graphics.lineTo(points[i].x, points[i].y);
graphics.drawCircle(points[i].x, points[i].y, 4);
}
}
}
}
import flash.display.Graphics;
import flash.geom.Point;
internal class SplineMethod {
public static function drawSpline(target:Graphics, p:Point, prev:Point=null, next:Point=null):void {
if (!prev && !next) {
return; //cannot draw a 1-dimensional line, ie a line requires at least two points
}
var mPrev:Point; //mid-point of the previous point and the target point
var mNext:Point; //mid-point of the next point and the target point
if (prev) {
mPrev = new Point((p.x + prev.x) / 2, (p.y + prev.y) / 2);
}
if (next) {
mNext = new Point((p.x + next.x) / 2, (p.y + next.y) / 2);
if (!prev) {
//This is the first line point, only draw to the next point's mid-point
target.moveTo(p.x, p.y);
target.lineTo(mNext.x, mNext.y);
return;
}
} else {
//This is the last line point, finish drawing from the previous mid-point
target.moveTo(mPrev.x, mPrev.y);
target.lineTo(p.x, p.y);
return;
}
//draw from mid-point to mid-point with the target point being the control point.
//Note, the line will unfortunately not pass through the actual vertex... I want to solve this
target.moveTo(mPrev.x, mPrev.y);
target.curveTo(p.x, p.y, mNext.x, mNext.y);
}
}
稍后我将向绘制方法添加箭头和其他东西。
I am trying to draw a continuous curved line in flash. There are many methods but none of the ones I have found so far quite fit my requirements. First of all, I want to use the flash graphic api's curveTo() method. I DO NOT want to simulate a curve with hundreds of calls to lineTo() per curved line segment. It is my experience and understanding that line segments are processor heavy. Flash's quadratic bezier curve should take less CPU power. Please challenge this assumption if you think I am wrong.
I also do not want to use a pre-made method that takes the entire line as an argument (eg mx.charts.chartClasses.GraphicsUtilities.drawPolyline()).
The reason is that I will need to modify the logic eventually to add decorations to the line I am drawing, so I need something I understand at its lowest level.
I have currently created a method that will draw a curve given 3 points, using the mid-point method found here.
Here is a picture:
The problem is that the lines do not actually curve through the "real" points of the line (the gray circles). Is there a way using the power of math that I can adjust the control point so that the curve will actually pass through the "real" point? Given only the current point and its prev/next point as arguments? The code to duplicate the above picture follows. It would be great if I could modify it to meet this requirement (note the exception for first and last point).
package {
import flash.display.Shape;
import flash.display.Sprite;
import flash.display.Stage;
import flash.geom.Point;
[SWF(width="200",height="200")]
public class TestCurves extends Sprite {
public function TestCurves() {
stage.scaleMode = "noScale";
var points:Array = [
new Point(10, 10),
new Point(80, 80),
new Point(80, 160),
new Point(20, 160),
new Point(20, 200),
new Point(200, 100)
];
graphics.lineStyle(2, 0xFF0000);
var point:Point = points[0];
var nextPoint:Point = points[1];
SplineMethod.drawSpline(graphics, point, null, nextPoint);
var prevPoint:Point = point;
var n:int = points.length;
var i:int;
for (i = 2; i < n + 1; i++) {
point = nextPoint;
nextPoint = points[i]; //will eval to null when i == n
SplineMethod.drawSpline(graphics, point, prevPoint, nextPoint);
prevPoint = point;
}
//straight lines and vertices for comparison
graphics.lineStyle(2, 0xC0C0C0, 0.5);
graphics.drawCircle(points[0].x, points[0].y, 4);
for (i = 1; i < n; i++) {
graphics.moveTo(points[i - 1].x, points[i - 1].y);
graphics.lineTo(points[i].x, points[i].y);
graphics.drawCircle(points[i].x, points[i].y, 4);
}
}
}
}
import flash.display.Graphics;
import flash.geom.Point;
internal class SplineMethod {
public static function drawSpline(target:Graphics, p:Point, prev:Point=null, next:Point=null):void {
if (!prev && !next) {
return; //cannot draw a 1-dimensional line, ie a line requires at least two points
}
var mPrev:Point; //mid-point of the previous point and the target point
var mNext:Point; //mid-point of the next point and the target point
if (prev) {
mPrev = new Point((p.x + prev.x) / 2, (p.y + prev.y) / 2);
}
if (next) {
mNext = new Point((p.x + next.x) / 2, (p.y + next.y) / 2);
if (!prev) {
//This is the first line point, only draw to the next point's mid-point
target.moveTo(p.x, p.y);
target.lineTo(mNext.x, mNext.y);
return;
}
} else {
//This is the last line point, finish drawing from the previous mid-point
target.moveTo(mPrev.x, mPrev.y);
target.lineTo(p.x, p.y);
return;
}
//draw from mid-point to mid-point with the target point being the control point.
//Note, the line will unfortunately not pass through the actual vertex... I want to solve this
target.moveTo(mPrev.x, mPrev.y);
target.curveTo(p.x, p.y, mNext.x, mNext.y);
}
}
Later I will be adding arrows and things to the draw method.
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我认为您正在寻找 Catmull-Rom 样条线。我已经为您搜索了 AS3 实现,但尚未尝试过,因此您可以自行决定使用:
http:// actionsnippet.com/?p=1031
I think you're looking for a Catmull-Rom spline. I've googled an AS3 implementation for you but haven't tried it so use at your own discretion:
http://actionsnippet.com/?p=1031
好的,Catmull-Rom 样条建议是一个很好的建议,但不完全是我想要的。
提供的链接中的示例是一个很好的起点,但有点不灵活。我已经拿走了它并修改了我的原始源代码来使用它。我将其发布为答案,因为我认为它比 Zevan 的博客文章更加模块化且更易于理解(无意冒犯 Zevan!)。以下代码将显示以下图像:
这是代码:
这是不是一个完美的解决方案。但不幸的是,我无法拼凑出如何使用 curveTo() 来完成我想要的事情。请注意GraphicsUtilities.drawPolyLine() 确实完成了我正在尝试做的事情 - 问题是它不灵活,我无法解析代码(更重要的是,它似乎没有正确绘制锐角——如果我错了,请纠正我)。如果有人可以提供任何见解,请发帖。目前,以上就是我的回答。
Ok, the Catmull-Rom spline suggestion is a good one but not exactly what I am looking for.
The example from the link provided was a good starting point, but a bit inflexible. I have taken it and modified my original source code to use it. I am posting this as an answer because I think it is more modular and easier to understand than Zevan's blog post (no offense Zevan!). The following code will display the following image:
Here is the code:
This is not a perfect solution. But unfortunately, I cannot piece together how to accomplish what I want using curveTo(). Note that GraphicsUtilities.drawPolyLine() does accomplish what I am attempting to do--the problem there is that it is inflexible and I cannot parse the code (more importantly, it doesn't appear to properly draw acute angles--correct me if I am wrong). If anyone can provide any insight, please post. For now, the above is my answer.
我对此进行了编码,我认为它可能会有所帮助:
SWF: http://dl. dropbox.com/u/2283327/stackoverflow/SplineTest.swf
代码:http://dl.dropbox.com/u/2283327/stackoverflow/SplineTest.as
我在代码上留下了很多评论。我希望它有帮助!
以下是代码背后的理论:
A 和 C 是第一个和最后一个点,B 是“在AS3中,“控制点”可以这样画曲线:
现在,D是矢量AC的中点。 DB的中点就是曲线的中点。现在我在代码中所做的是将 B 精确移动到 D+DB*2 因此,如果您使用该点作为控制点绘制曲线,则曲线的中点将是 B。
PS:对不起我可怜的英语
I code this, I think it may help:
SWF: http://dl.dropbox.com/u/2283327/stackoverflow/SplineTest.swf
Code: http://dl.dropbox.com/u/2283327/stackoverflow/SplineTest.as
I left a lot of comments on the code. I wish it helps!
Here is the theory behind the code:
A and C are the first and last point, B is the "control point" in AS3 you can draw the curve like this:
Now, D is the mid-point of the vector AC. And the mid-point of DB is the mid-point of the curve. Now what I did in the code was to move B exactly to D+DB*2 so, if you draw the curve using that point as control point, the mid-point of the curve will be B.
PS: Sorry for my poor Enlgish