Bézier 曲线是一种用于计算机图形学的参数曲线。
在本次作业中,你需要实现de Casteljau 算法来绘制由4 个控制点表示的Bézier 曲线(当你正确实现该算法时,你可以支持绘制由更多点来控制的Bézier 曲线)。
你需要修改的函数在提供的main.cpp 文件中。
bezier
:该函数实现绘制Bézier 曲线的功能。
它使用一个控制点序列和一个OpenCV::Mat 对象作为输入,没有返回值。它会使t 在0 到1 的范围内进行迭代,并在每次迭代中使t 增加一个微小值。对于每个需要计算的t,将调用另一个函数recursive_bezier,然后该函数将返回在Bézier 曲线上t处的点。最后,将返回的点绘制在OpenCV ::Mat 对象上。
recursive_bezier:该函数使用一个控制点序列和一个浮点数t 作为输入,实现de Casteljau 算法来返回Bézier 曲线上对应点的坐标。
naive_bezier
数学公式
代码
void AActor_BezierCuve::naive_bezier()
{
FVector& p_0 = m_points[0];
FVector& p_1 = m_points[1];
FVector& p_2 = m_points[2];
FVector& p_3 = m_points[3];
FVector& p_4 = m_points[4];
for (double t = 0.0; t <= 1.0; t += 0.001)
{
auto point = std::pow(1 - t, 4) * p_0 + 4 * t * std::pow(1 - t, 3) * p_1 +
6 * std::pow(t, 2) * std::pow((1 - t), 2) * p_2 + 4 * std::pow(t, 3) * (1 - t) * p_3 + std::pow(t, 4) * p_4;
DrawDebugPoint(GetWorld(), point, 2.0f, FColor::Green,true,5.0f);
//UKismetSystemLibrary::PrintString(GetWorld(), point.ToString());
}
}
recursive_bezier
De Casteljau 算法说明如下:
代码
void AActor_BezierCuve::bezier()
{
for (double t = 0.0; t <= 1.0; t += 0.001)
{
FVector point = recursive_bezier(m_points, t);
DrawDebugPoint(GetWorld(), point, 2.0f, FColor(10,214,255,255),true,5.0f);
}
}
// De Casteljau 算法,递归
FVector AActor_BezierCuve::recursive_bezier(TArray<FVector>& points, float t)
{
if (points.Num() < 3) {
return (1 - t) * points[0] + t * points[1];
}TArray<FVector> newPoint;
for (int i = 0; i < points.Num() - 1; i++) {
newPoint.Add((1 - t) * points[i] + t * points[i + 1]);
}
return recursive_bezier(newPoint, t);
}
最终效果
所有代码
Actor_BezierCuve.h
点击查看代码
```cpp
UCLASS()
class GAMES101_API AActor_BezierCuve : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AActor_BezierCuve();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override; UFUNCTION(BlueprintCallable)
void naive_bezier();
UFUNCTION(BlueprintCallable)
void bezier();
UFUNCTION(BlueprintCallable)
FVector recursive_bezier(TArray<FVector>& points,float t);
public:
UPROPERTY(VisibleAnywhere)
USceneComponent* root;
UPROPERTY(VisibleAnywhere)
UStaticMeshComponent* point0;
UPROPERTY(VisibleAnywhere)
UStaticMeshComponent* point1;
UPROPERTY(VisibleAnywhere)
UStaticMeshComponent* point2;
UPROPERTY(VisibleAnywhere)
UStaticMeshComponent* point3;
UPROPERTY(VisibleAnywhere)
UStaticMeshComponent* point4; UPROPERTY();
TArray<FVector> m_points;
UPROPERTY(EditAnywhere);
bool m_bUseRecursiveBezier;
};
```
AActor_BezierCuve.cpp
点击查看代码
#include "Actor_BezierCuve.h"
#include "DrawDebugHelpers.h"
#include <cmath>
#include "Kismet/KismetSystemLibrary.h"
// Sets default values
AActor_BezierCuve::AActor_BezierCuve()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
root = CreateDefaultSubobject<USceneComponent>(TEXT("root"));
SetRootComponent(root);point0 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("point0"));
point1 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("point1"));
point2 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("point2"));
point3 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("point3"));
point4 = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("point4"));
point0->SetupAttachment(root);
point1->SetupAttachment(root);
point2->SetupAttachment(root);
point3->SetupAttachment(root);
point4->SetupAttachment(root);
m_points.Init(FVector::ZeroVector, 5);
m_bUseRecursiveBezier = false;
}
// Called when the game starts or when spawned
void AActor_BezierCuve::BeginPlay()
{
Super::BeginPlay();
m_points[0] = point0->GetComponentLocation();
m_points[1] = point1->GetComponentLocation();
m_points[2] = point2->GetComponentLocation();
m_points[3] = point3->GetComponentLocation();
m_points[4] = point4->GetComponentLocation();if (!m_bUseRecursiveBezier)
naive_bezier();
else
bezier();
}
// Called every frame
void AActor_BezierCuve::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// 多项式
void AActor_BezierCuve::naive_bezier()
{
FVector& p_0 = m_points[0];
FVector& p_1 = m_points[1];
FVector& p_2 = m_points[2];
FVector& p_3 = m_points[3];
FVector& p_4 = m_points[4];
for (double t = 0.0; t <= 1.0; t += 0.001)
{
auto point = std::pow(1 - t, 4) * p_0 + 4 * t * std::pow(1 - t, 3) * p_1 +
6 * std::pow(t, 2) * std::pow((1 - t), 2) * p_2 + 4 * std::pow(t, 3) * (1 - t) * p_3 + std::pow(t, 4) * p_4;
DrawDebugPoint(GetWorld(), point, 2.0f, FColor::Green,true,5.0f);
//UKismetSystemLibrary::PrintString(GetWorld(), point.ToString());
}
}
void AActor_BezierCuve::bezier()
{
for (double t = 0.0; t <= 1.0; t += 0.001)
{
FVector point = recursive_bezier(m_points, t);
DrawDebugPoint(GetWorld(), point, 2.0f, FColor(10,214,255,255),true,5.0f);
}
}
// De Casteljau 算法,递归
FVector AActor_BezierCuve::recursive_bezier(TArray<FVector>& points, float t)
{
if (points.Num() < 3) {
return (1 - t) * points[0] + t * points[1];
}TArray<FVector> newPoint;
for (int i = 0; i < points.Num() - 1; i++) {
newPoint.Add((1 - t) * points[i] + t * points[i + 1]);
}
return recursive_bezier(newPoint, t);
}
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