新增bezierSpline提供了一系列立方贝塞尔点,并提供了帮助方法来访问贝塞尔

This commit is contained in:
yhh
2020-12-10 10:53:05 +08:00
parent 8230d9cd9b
commit f38b5261d5
5 changed files with 330 additions and 51 deletions

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@@ -1650,6 +1650,15 @@ declare module es {
* @param t * @param t
*/ */
static getPoint(p0: Vector2, p1: Vector2, p2: Vector2, t: number): Vector2; static getPoint(p0: Vector2, p1: Vector2, p2: Vector2, t: number): Vector2;
/**
* 求解一个立方体曲率
* @param start
* @param firstControlPoint
* @param secondControlPoint
* @param end
* @param t
*/
static getPointThree(start: Vector2, firstControlPoint: Vector2, secondControlPoint: Vector2, end: Vector2, t: number): Vector2;
/** /**
* 得到二次贝塞尔函数的一阶导数 * 得到二次贝塞尔函数的一阶导数
* @param p0 * @param p0
@@ -1667,15 +1676,6 @@ declare module es {
* @param t * @param t
*/ */
static getFirstDerivativeThree(start: Vector2, firstControlPoint: Vector2, secondControlPoint: Vector2, end: Vector2, t: number): Vector2; static getFirstDerivativeThree(start: Vector2, firstControlPoint: Vector2, secondControlPoint: Vector2, end: Vector2, t: number): Vector2;
/**
* 计算一个三次贝塞尔
* @param start
* @param firstControlPoint
* @param secondControlPoint
* @param end
* @param t
*/
static getPointThree(start: Vector2, firstControlPoint: Vector2, secondControlPoint: Vector2, end: Vector2, t: number): Vector2;
/** /**
* 递归地细分bezier曲线直到满足距离校正 * 递归地细分bezier曲线直到满足距离校正
* 在这种算法中平面切片的点要比曲面切片少。返回完成后应返回到ListPool的合并列表。 * 在这种算法中平面切片的点要比曲面切片少。返回完成后应返回到ListPool的合并列表。
@@ -1698,6 +1698,58 @@ declare module es {
private static recursiveGetOptimizedDrawingPoints; private static recursiveGetOptimizedDrawingPoints;
} }
} }
declare module es {
/**
* 提供了一系列立方贝塞尔点,并提供了帮助方法来访问贝塞尔
*/
class BezierSpline {
_points: FastList<Vector2>;
_curveCount: number;
/**
* 在这个过程中t被修改为在曲线段的范围内。
* @param t
*/
pointIndexAtTime(t: Ref<number>): number;
/**
* 设置一个控制点,考虑到这是否是一个共享点,如果是,则适当调整
* @param index
* @param point
*/
setControlPoint(index: number, point: Vector2): void;
/**
* 得到时间t的贝塞尔曲线上的点
* @param t
*/
getPointAtTime(t: number): Vector2;
/**
* 得到贝塞尔在时间t的速度第一导数
* @param t
*/
getVelocityAtTime(t: number): Vector2;
/**
* 得到时间t时贝塞尔的方向归一化第一导数
* @param t
*/
getDirectionAtTime(t: number): Vector2;
/**
* 在贝塞尔曲线上添加一条曲线
* @param start
* @param firstControlPoint
* @param secondControlPoint
* @param end
*/
addCurve(start: Vector2, firstControlPoint: Vector2, secondControlPoint: Vector2, end: Vector2): void;
/**
* 重置bezier移除所有点
*/
reset(): void;
/**
* 将splitine分解成totalSegments部分并返回使用线条绘制所需的所有点
* @param totalSegments
*/
getDrawingPoints(totalSegments: number): Vector2[];
}
}
declare module es { declare module es {
/** /**
* 帮助处理位掩码的实用程序类 * 帮助处理位掩码的实用程序类

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@@ -4230,7 +4230,25 @@ var es;
Bezier.getPoint = function (p0, p1, p2, t) { Bezier.getPoint = function (p0, p1, p2, t) {
t = es.MathHelper.clamp01(t); t = es.MathHelper.clamp01(t);
var oneMinusT = 1 - t; var oneMinusT = 1 - t;
return es.Vector2.add(es.Vector2.add(es.Vector2.multiply(new es.Vector2(oneMinusT * oneMinusT), p0), es.Vector2.multiply(new es.Vector2(2 * oneMinusT * t), p1)), es.Vector2.multiply(new es.Vector2(t * t), p2)); return new es.Vector2(oneMinusT * oneMinusT).multiply(p0)
.add(new es.Vector2(2 * oneMinusT * t).multiply(p1))
.add(new es.Vector2(t * t).multiply(p2));
};
/**
* 求解一个立方体曲率
* @param start
* @param firstControlPoint
* @param secondControlPoint
* @param end
* @param t
*/
Bezier.getPointThree = function (start, firstControlPoint, secondControlPoint, end, t) {
t = es.MathHelper.clamp01(t);
var oneMinusT = 1 - t;
return new es.Vector2(oneMinusT * oneMinusT * oneMinusT).multiply(start)
.add(new es.Vector2(3 * oneMinusT * oneMinusT * t).multiply(firstControlPoint))
.add(new es.Vector2(3 * oneMinusT * t * t).multiply(secondControlPoint))
.add(new es.Vector2(t * t * t).multiply(end));
}; };
/** /**
* 得到二次贝塞尔函数的一阶导数 * 得到二次贝塞尔函数的一阶导数
@@ -4240,7 +4258,8 @@ var es;
* @param t * @param t
*/ */
Bezier.getFirstDerivative = function (p0, p1, p2, t) { Bezier.getFirstDerivative = function (p0, p1, p2, t) {
return es.Vector2.add(es.Vector2.multiply(new es.Vector2(2 * (1 - t)), es.Vector2.subtract(p1, p0)), es.Vector2.multiply(new es.Vector2(2 * t), es.Vector2.subtract(p2, p1))); return new es.Vector2(2 * (1 - t)).multiply(es.Vector2.subtract(p1, p0))
.add(new es.Vector2(2 * t).multiply(es.Vector2.subtract(p2, p1)));
}; };
/** /**
* 得到一个三次贝塞尔函数的一阶导数 * 得到一个三次贝塞尔函数的一阶导数
@@ -4253,20 +4272,9 @@ var es;
Bezier.getFirstDerivativeThree = function (start, firstControlPoint, secondControlPoint, end, t) { Bezier.getFirstDerivativeThree = function (start, firstControlPoint, secondControlPoint, end, t) {
t = es.MathHelper.clamp01(t); t = es.MathHelper.clamp01(t);
var oneMunusT = 1 - t; var oneMunusT = 1 - t;
return es.Vector2.add(es.Vector2.add(es.Vector2.multiply(new es.Vector2(3 * oneMunusT * oneMunusT), es.Vector2.subtract(firstControlPoint, start)), es.Vector2.multiply(new es.Vector2(6 * oneMunusT * t), es.Vector2.subtract(secondControlPoint, firstControlPoint))), es.Vector2.multiply(new es.Vector2(3 * t * t), es.Vector2.subtract(end, secondControlPoint))); return new es.Vector2(3 * oneMunusT * oneMunusT).multiply(es.Vector2.subtract(firstControlPoint, start))
}; .add(new es.Vector2(6 * oneMunusT * t).multiply(es.Vector2.subtract(secondControlPoint, firstControlPoint)))
/** .add(new es.Vector2(3 * t * t).multiply(es.Vector2.subtract(end, secondControlPoint)));
* 计算一个三次贝塞尔
* @param start
* @param firstControlPoint
* @param secondControlPoint
* @param end
* @param t
*/
Bezier.getPointThree = function (start, firstControlPoint, secondControlPoint, end, t) {
t = es.MathHelper.clamp01(t);
var oneMunusT = 1 - t;
return es.Vector2.add(es.Vector2.add(es.Vector2.add(es.Vector2.multiply(new es.Vector2(oneMunusT * oneMunusT * oneMunusT), start), es.Vector2.multiply(new es.Vector2(3 * oneMunusT * oneMunusT * t), firstControlPoint)), es.Vector2.multiply(new es.Vector2(3 * oneMunusT * t * t), secondControlPoint)), es.Vector2.multiply(new es.Vector2(t * t * t), end));
}; };
/** /**
* 递归地细分bezier曲线直到满足距离校正 * 递归地细分bezier曲线直到满足距离校正
@@ -4321,6 +4329,110 @@ var es;
es.Bezier = Bezier; es.Bezier = Bezier;
})(es || (es = {})); })(es || (es = {}));
var es; var es;
(function (es) {
/**
* 提供了一系列立方贝塞尔点,并提供了帮助方法来访问贝塞尔
*/
var BezierSpline = /** @class */ (function () {
function BezierSpline() {
this._points = new es.FastList();
this._curveCount = 0;
}
/**
* 在这个过程中t被修改为在曲线段的范围内。
* @param t
*/
BezierSpline.prototype.pointIndexAtTime = function (t) {
var i = 0;
if (t.value >= 1) {
t.value = 1;
i = this._points.length - 4;
}
else {
t.value = es.MathHelper.clamp01(t.value) * this._curveCount;
i = ~~t;
t.value -= i;
i *= 3;
}
return i;
};
/**
* 设置一个控制点,考虑到这是否是一个共享点,如果是,则适当调整
* @param index
* @param point
*/
BezierSpline.prototype.setControlPoint = function (index, point) {
if (index % 3 == 0) {
var delta = es.Vector2.subtract(point, this._points.buffer[index]);
if (index > 0)
this._points.buffer[index - 1].add(delta);
if (index + 1 < this._points.length)
this._points.buffer[index + 1].add(delta);
}
this._points.buffer[index] = point;
};
/**
* 得到时间t的贝塞尔曲线上的点
* @param t
*/
BezierSpline.prototype.getPointAtTime = function (t) {
var i = this.pointIndexAtTime(new es.Ref(t));
return es.Bezier.getPointThree(this._points.buffer[i], this._points.buffer[i + 1], this._points.buffer[i + 2], this._points.buffer[i + 3], t);
};
/**
* 得到贝塞尔在时间t的速度第一导数
* @param t
*/
BezierSpline.prototype.getVelocityAtTime = function (t) {
var i = this.pointIndexAtTime(new es.Ref(t));
return es.Bezier.getFirstDerivativeThree(this._points.buffer[i], this._points.buffer[i + 1], this._points.buffer[i + 2], this._points.buffer[i + 3], t);
};
/**
* 得到时间t时贝塞尔的方向归一化第一导数
* @param t
*/
BezierSpline.prototype.getDirectionAtTime = function (t) {
return es.Vector2.normalize(this.getVelocityAtTime(t));
};
/**
* 在贝塞尔曲线上添加一条曲线
* @param start
* @param firstControlPoint
* @param secondControlPoint
* @param end
*/
BezierSpline.prototype.addCurve = function (start, firstControlPoint, secondControlPoint, end) {
// 只有当这是第一条曲线时,我们才会添加起始点。对于其他所有的曲线,前一个曲线的终点应该等于新曲线的起点。
if (this._points.length == 0)
this._points.add(start);
this._points.add(firstControlPoint);
this._points.add(secondControlPoint);
this._points.add(end);
this._curveCount = (this._points.length - 1) / 3;
};
/**
* 重置bezier移除所有点
*/
BezierSpline.prototype.reset = function () {
this._points.clear();
};
/**
* 将splitine分解成totalSegments部分并返回使用线条绘制所需的所有点
* @param totalSegments
*/
BezierSpline.prototype.getDrawingPoints = function (totalSegments) {
var points = [];
for (var i = 0; i < totalSegments; i++) {
var t = i / totalSegments;
points[i] = this.getPointAtTime(t);
}
return points;
};
return BezierSpline;
}());
es.BezierSpline = BezierSpline;
})(es || (es = {}));
var es;
(function (es) { (function (es) {
/** /**
* 帮助处理位掩码的实用程序类 * 帮助处理位掩码的实用程序类

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@@ -13,8 +13,27 @@ module es {
public static getPoint(p0: Vector2, p1: Vector2, p2: Vector2, t: number): Vector2 { public static getPoint(p0: Vector2, p1: Vector2, p2: Vector2, t: number): Vector2 {
t = MathHelper.clamp01(t); t = MathHelper.clamp01(t);
let oneMinusT = 1 - t; let oneMinusT = 1 - t;
return Vector2.add(Vector2.add(Vector2.multiply(new Vector2(oneMinusT * oneMinusT), p0), return new Vector2(oneMinusT * oneMinusT).multiply(p0)
Vector2.multiply(new Vector2(2 * oneMinusT * t), p1)), Vector2.multiply(new Vector2(t * t), p2)); .add(new Vector2(2 * oneMinusT * t).multiply(p1))
.add(new Vector2(t * t).multiply(p2));
}
/**
* 求解一个立方体曲率
* @param start
* @param firstControlPoint
* @param secondControlPoint
* @param end
* @param t
*/
public static getPointThree(start: Vector2, firstControlPoint: Vector2, secondControlPoint: Vector2,
end: Vector2, t: number): Vector2 {
t = MathHelper.clamp01(t);
let oneMinusT = 1 - t;
return new Vector2(oneMinusT * oneMinusT * oneMinusT).multiply(start)
.add(new Vector2(3 * oneMinusT * oneMinusT * t).multiply(firstControlPoint))
.add(new Vector2(3 * oneMinusT * t * t).multiply(secondControlPoint))
.add(new Vector2(t * t * t).multiply(end));
} }
/** /**
@@ -25,8 +44,8 @@ module es {
* @param t * @param t
*/ */
public static getFirstDerivative(p0: Vector2, p1: Vector2, p2: Vector2, t: number) { public static getFirstDerivative(p0: Vector2, p1: Vector2, p2: Vector2, t: number) {
return Vector2.add(Vector2.multiply(new Vector2(2 * (1 - t)), Vector2.subtract(p1, p0)), return new Vector2(2 * (1 - t)).multiply(Vector2.subtract(p1, p0))
Vector2.multiply(new Vector2(2 * t), Vector2.subtract(p2, p1))); .add(new Vector2(2 * t).multiply(Vector2.subtract(p2, p1)));
} }
/** /**
@@ -41,27 +60,9 @@ module es {
end: Vector2, t: number) { end: Vector2, t: number) {
t = MathHelper.clamp01(t); t = MathHelper.clamp01(t);
let oneMunusT = 1 - t; let oneMunusT = 1 - t;
return Vector2.add(Vector2.add(Vector2.multiply(new Vector2(3 * oneMunusT * oneMunusT), Vector2.subtract(firstControlPoint, start)), return new Vector2(3 * oneMunusT * oneMunusT).multiply(Vector2.subtract(firstControlPoint, start))
Vector2.multiply(new Vector2(6 * oneMunusT * t), Vector2.subtract(secondControlPoint, firstControlPoint))), .add(new Vector2(6 * oneMunusT * t).multiply(Vector2.subtract(secondControlPoint, firstControlPoint)))
Vector2.multiply(new Vector2(3 * t * t), Vector2.subtract(end, secondControlPoint))); .add(new Vector2(3 * t * t).multiply(Vector2.subtract(end, secondControlPoint)));
}
/**
* 计算一个三次贝塞尔
* @param start
* @param firstControlPoint
* @param secondControlPoint
* @param end
* @param t
*/
public static getPointThree(start: Vector2, firstControlPoint: Vector2, secondControlPoint: Vector2,
end: Vector2, t: number) {
t = MathHelper.clamp01(t);
let oneMunusT = 1 - t;
return Vector2.add(Vector2.add(Vector2.add(Vector2.multiply(new Vector2(oneMunusT * oneMunusT * oneMunusT), start),
Vector2.multiply(new Vector2(3 * oneMunusT * oneMunusT * t), firstControlPoint)),
Vector2.multiply(new Vector2(3 * oneMunusT * t * t), secondControlPoint)),
Vector2.multiply(new Vector2(t * t * t), end));
} }
/** /**

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@@ -0,0 +1,114 @@
module es {
/**
* 提供了一系列立方贝塞尔点,并提供了帮助方法来访问贝塞尔
*/
export class BezierSpline {
public _points: FastList<Vector2> = new FastList<Vector2>();
public _curveCount: number = 0;
/**
* 在这个过程中t被修改为在曲线段的范围内。
* @param t
*/
public pointIndexAtTime(t: Ref<number>): number {
let i = 0;
if (t.value >= 1) {
t.value = 1;
i = this._points.length - 4;
} else {
t.value = MathHelper.clamp01(t.value) * this._curveCount;
i = ~~t;
t.value -= i;
i *= 3;
}
return i;
}
/**
* 设置一个控制点,考虑到这是否是一个共享点,如果是,则适当调整
* @param index
* @param point
*/
public setControlPoint(index: number, point: Vector2) {
if (index % 3 == 0) {
let delta = Vector2.subtract(point, this._points.buffer[index]);
if (index > 0)
this._points.buffer[index - 1].add(delta);
if (index + 1 < this._points.length)
this._points.buffer[index + 1].add(delta);
}
this._points.buffer[index] = point;
}
/**
* 得到时间t的贝塞尔曲线上的点
* @param t
*/
public getPointAtTime(t: number): Vector2{
let i = this.pointIndexAtTime(new Ref(t));
return Bezier.getPointThree(this._points.buffer[i], this._points.buffer[i + 1], this._points.buffer[i + 2],
this._points.buffer[i + 3], t);
}
/**
* 得到贝塞尔在时间t的速度第一导数
* @param t
*/
public getVelocityAtTime(t: number): Vector2 {
let i = this.pointIndexAtTime(new Ref(t));
return Bezier.getFirstDerivativeThree(this._points.buffer[i], this._points.buffer[i + 1], this._points.buffer[i + 2],
this._points.buffer[i + 3], t);
}
/**
* 得到时间t时贝塞尔的方向归一化第一导数
* @param t
*/
public getDirectionAtTime(t: number) {
return Vector2.normalize(this.getVelocityAtTime(t));
}
/**
* 在贝塞尔曲线上添加一条曲线
* @param start
* @param firstControlPoint
* @param secondControlPoint
* @param end
*/
public addCurve(start: Vector2, firstControlPoint: Vector2, secondControlPoint: Vector2, end: Vector2) {
// 只有当这是第一条曲线时,我们才会添加起始点。对于其他所有的曲线,前一个曲线的终点应该等于新曲线的起点。
if (this._points.length == 0)
this._points.add(start);
this._points.add(firstControlPoint);
this._points.add(secondControlPoint);
this._points.add(end);
this._curveCount = (this._points.length - 1) / 3;
}
/**
* 重置bezier移除所有点
*/
public reset() {
this._points.clear();
}
/**
* 将splitine分解成totalSegments部分并返回使用线条绘制所需的所有点
* @param totalSegments
*/
public getDrawingPoints(totalSegments: number): Vector2[] {
let points: Vector2[] = [];
for (let i = 0; i < totalSegments; i ++) {
let t = i / totalSegments;
points[i] = this.getPointAtTime(t);
}
return points;
}
}
}