標籤:c# drawcurve 基數樣條曲線 樣條曲線
C#的繪圖函數中有一個繪製樣條曲線的函數DrawCurve,當只傳入Pen和Point數組時,採用的是基數樣條曲線繪製。如果只是繪製樣條曲線,那這個函數已經滿足了。但是項目中要求不但要繪製曲線,還要將曲線以方格的形式類比來實現。為此,就必須知道樣條曲線是如何繪製的,才有辦法知道都有哪些點,然後再用格子來類比。
起初,使用了很粗暴的方法,即使用DrawCurve在記憶體中繪製到Image中,然後從Image中取出黑白點,然後形成黑白點的矩陣,進而利用這些矩陣點對應到像素點來繪製方格。做了簡單的實現,但效果不理想。原因有幾個。
1.不斷使用記憶體繪製到Image中需要消耗大量的記憶體。
2.利用像素點來採集矩陣的點時,難以確定一個採集的範圍。
3.至少需要對像素進行X和Y的雙重迴圈遍曆才能達成,這樣時間複雜度會隨著X、Y的增加而不斷加大。
後面找到了一份類比實現,經過改造,初步達成了目的。來看看類比實現的和DrawCurve的擬合,見。
註:圖中黑色部分使用DrawCurve來繪製,黑色線中間的白色部分採用的是類比繪製。從測試的結果來看,符合程度比較理想。下面是實現的代碼。
using System;using System.Collections.Generic;using System.Drawing;using System.Linq;using System.Text;namespace SplineTest{ /// <summary> /// 樣條曲線。每根樣條曲線包含4個控制點 /// </summary> public class Spline { /// <summary> /// 樣點數。在點Pk和Pk+1之間,將會產生若干個樣點。所以"u"將會從0.00F增長到0.05F. /// </summary> private static readonly int _samplePointCount = 20; /// <summary> /// 在基數演算法中的t /// </summary> private static readonly float _tension = 0.0F; #region 屬性 private PointF _startControlPoint; /// <summary> /// "Pk-1"點(起始控制點) /// </summary> public PointF StartControlPoint { get { return this._startControlPoint; } set { this._startControlPoint = value; } } private PointF _startPoint; /// <summary> /// "Pk"點(起始點) /// </summary> public PointF StartPoint { get { return this._startPoint; } set { this._startPoint = value; } } private PointF _endPoint; /// <summary> /// "Pk+1"點(結束點) /// </summary> public PointF EndPoint { get { return this._endPoint; } set { this._endPoint = value; } } private PointF _endControlPoint; /// <summary> /// "Pk+2"點(結束控制點) /// </summary> public PointF EndControlPoint { get { return this._endControlPoint; } set { this._endControlPoint = value; } } private PointF[] _ctrlPoints; /// <summary> /// 曲線點(控制點及類比的樣點) /// </summary> public PointF[] CtrlPoints { get { return this._ctrlPoints; } } private bool _isFirst = false; /// <summary> /// 標識當前樣條曲線是否是第一條,如果是m_startControlPoint 和 m_startPoint將會相同。 /// 因為在Pk和Pk+1之間需要4個點來決定樣條曲線,所以我們需要在Pk-1點前手動添加一個點。 /// 這樣我們才能在Pk-1和Pk+1之間繪製樣條曲線。 /// 同樣的,最後一根樣條曲線的Pk+2點會與它的"Pk+1"點相同, /// 這樣我們才能在Pk+1和Pk+2之間繪製樣條曲線。 /// </summary> public bool IsFirst { get { return this._isFirst; } set { this._isFirst = value; } } #endregion public Spline() { _startControlPoint = new PointF(); _startPoint = new PointF(); _endPoint = new PointF(); _endControlPoint = new PointF(); _ctrlPoints = new PointF[_samplePointCount + 1]; for (int i = 0; i < _ctrlPoints.Length; i++) { _ctrlPoints[i] = new PointF(); } } /// <summary> ///添加關節。將新控制點添加到控制點列表中,並更新前面的樣條曲線。 /// </summary> /// <param name="prevSpline">前一根樣條曲線</param> /// <param name="currentPoint">當前點</param> public void AddJoint(Spline prevSpline, PointF currentPoint) { //前一根樣條曲線(prevSpline)為null,說明控制點列表中只有一個點,所以4個控制點樣同。 //當第2個及之後的控制點添加到控制點列表中時,那第1根樣條曲線的Pk+1和Pk+2點需要更新 if (null == prevSpline) { this._startControlPoint = currentPoint; this._startPoint = currentPoint; this._endPoint = currentPoint; this._endControlPoint = currentPoint; this._isFirst = true; } else//前一根樣條曲線不為null,所以更新前一根樣條曲線的控制點列表,同時更新當前樣條曲線的控制點列表。 { //前一根樣條曲線是第1根樣條曲線,更新它的Pk+1和Pk+2點 if (true == prevSpline._isFirst) { this._startControlPoint = prevSpline.StartControlPoint; this._startPoint = prevSpline.StartPoint; this._endPoint = currentPoint; this._endControlPoint = currentPoint; GenerateSamplePoint(); return; } else///前一根樣條曲線不是第1根樣條曲線,僅更新它的Pk+2點 { prevSpline.EndControlPoint = currentPoint; prevSpline.GenerateSamplePoint(); //類比當前樣條曲線的樣點 this._startControlPoint = prevSpline._startPoint; this._startPoint = prevSpline._endPoint; this._endPoint = currentPoint; this._endControlPoint = currentPoint; GenerateSamplePoint(); } } } /// <summary> /// 使用基數演算法產生樣點 /// </summary> public void GenerateSamplePoint() { PointF startControlPoint = this.StartControlPoint; PointF startPoint = this.StartPoint; PointF endPoint = this.EndPoint; PointF endControlPoint = this.EndControlPoint; float step = 1.0F / (float)_samplePointCount; float uValue = 0.00F; for (int i = 0; i < _samplePointCount; i++) { PointF pointNew = GenerateSimulatePoint(uValue, startControlPoint, startPoint, endPoint, endControlPoint); this.CtrlPoints[i] = pointNew; uValue += step; } this.CtrlPoints[_ctrlPoints.Length - 1] = endPoint; } /// <summary> /// 繪製樣條曲線 /// </summary> /// <param name="g"></param> public void Draw(Graphics g, Pen pen) { for (int i = 0; i < _ctrlPoints.Length - 1; i++) { PointF lastPoint = _ctrlPoints[i]; PointF nextPoint = _ctrlPoints[i + 1]; g.DrawLine(pen, lastPoint, nextPoint); } } #region GenerateSimulatePoint /// <summary> /// 產生曲線類比點,該點在startPoint和endPoint之間 /// </summary> /// <param name="u">介於0和1之間的變數</param> /// <param name="startControlPoint">起始點startPoint之前的控制點, 協助確定曲線的外觀</param> /// <param name="startPoint">目標曲線的起始點startPoint,當u=0時,返回結果為起始點startPoint</param> /// <param name="endPoint">目標曲線的結束點endPoint, 當u=1時,返回結果為結束點endPoint</param> /// <param name="endControlPoint">在起結點startPoint之後的控制點, 協助確定曲線的外觀</param> /// <returns>返回介於startPoint和endPoint的點</returns> private PointF GenerateSimulatePoint(float u, PointF startControlPoint, PointF startPoint, PointF endPoint, PointF endControlPoint) { float s = (1 - _tension) / 2; PointF resultPoint = new PointF(); resultPoint.X = CalculateAxisCoordinate(startControlPoint.X, startPoint.X, endPoint.X, endControlPoint.X, s, u); resultPoint.Y = CalculateAxisCoordinate(startControlPoint.Y, startPoint.Y, endPoint.Y, endControlPoint.Y, s, u); return resultPoint; } /// <summary> /// 計算軸座標 /// </summary> /// <param name="a"></param> /// <param name="b"></param> /// <param name="c"></param> /// <param name="d"></param> /// <param name="s"></param> /// <param name="u"></param> /// <returns></returns> private float CalculateAxisCoordinate(float a, float b, float c, float d, float s, float u) { float result = 0.0F; result = a * (2 * s * u * u - s * u * u * u - s * u) + b * ((2 - s) * u * u * u + (s - 3) * u * u + 1) + c * ((s - 2) * u * u * u + (3 - 2 * s) * u * u + s * u) + d * (s * u * u * u - s * u * u); return result; } #endregion /// <summary> /// 擷取樣條曲線上的點 /// </summary> /// <param name="g"></param> /// <param name="pen"></param> /// <param name="points"></param> public static List<PointF> FetchPoints(PointF[] points) { if (points == null || points.Length <= 0) { return null; } List<Spline> _splines = new List<Spline>(); Spline splineNew = null; Spline lastNew = null; foreach (PointF nowPoint in points) { if (null == _splines || 0 == _splines.Count) { splineNew = new Spline(); splineNew.AddJoint(null, nowPoint); _splines.Add(splineNew); } else { splineNew = new Spline(); lastNew = _splines[_splines.Count - 1] as Spline; splineNew.AddJoint(lastNew, nowPoint); _splines.Add(splineNew); }; } List<PointF> _points = new List<PointF>(); foreach (Spline spline in _splines) { if (spline.IsFirst) { continue; } foreach (PointF point in spline.CtrlPoints) { if (_points.Contains(point)) { continue; } _points.Add(point); } } return _points; } } /// <summary> /// Graphics擴充 /// </summary> public static class GraphicsExtension { /// <summary> /// 繪製樣條曲線 /// </summary> /// <param name="g"></param> /// <param name="pen"></param> /// <param name="points"></param> public static void DrawSpline(this Graphics g, Pen pen, PointF[] points) { if (g == null) { return; } if (pen == null) { return; } if (points == null || points.Length <= 0) { return; } List<Spline> _splines = new List<Spline>(); Spline splineNew = null; Spline lastNew = null; foreach (PointF nowPoint in points) { if (null == _splines || 0 == _splines.Count) { splineNew = new Spline(); splineNew.AddJoint(null, nowPoint); _splines.Add(splineNew); } else { splineNew = new Spline(); lastNew = _splines[_splines.Count - 1]; splineNew.AddJoint(lastNew, nowPoint); _splines.Add(splineNew); } } Spline spline = null; for (int i = 0; i < _splines.Count; i++) { spline = _splines[i]; if (spline.IsFirst) { continue; } spline.Draw(g, pen); } } }}注:
1.Spline部分最核心的演算法是CalculateAxisCoordinate,網上有很多類似的實現,但都不理想,這個是比較理想的一個。
2.為了便於在Graphics中直接調用,這裡對Graphics增加了一個擴充方法DrawSpline,這樣就可以像調用DrawCurve一樣調用,即g.DrawSpline(pen,points).
3.在繪製出樣條曲線後,還需要能得到其所類比的點,於是在Spline中增加了一個FetchPoints的方法。
轉載請註明出處http://blog.csdn.net/xxdddail/article/details/47662983。
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C#基數樣條曲線的類比實現(對應Graphics的DrawCurve)