9
我一直在這工作了好幾個星期,但一直無法讓我的算法正常工作,我在我的智慧結束。下面是我所取得的成就的說明:在B樣條上實現De Boors算法尋找點
如果一切工作我希望在結束一個完美的圓/橢圓形。
每添加一個新的控制點(黃色),我的採樣點(白色)都會重新計算。在4個控制點上,一切看起來都很完美,再一次在第一個東西的後面加上第五個東西,但是第六個東西在第六個時候開始偏離了第七個東西,然後在第七個東西上跳起來!
下面我會發布我的代碼,其中calculateWeightForPointI
包含實際的算法。如果有人可以找我,我會非常感激。
void updateCurve(const std::vector<glm::vec3>& controls, std::vector<glm::vec3>& samples)
{
int subCurveOrder = 4; // = k = I want to break my curve into to cubics
// De boor 1st attempt
if(controls.size() >= subCurveOrder)
{
createKnotVector(subCurveOrder, controls.size());
samples.clear();
for(int steps=0; steps<=20; steps++)
{
// use steps to get a 0-1 range value for progression along the curve
// then get that value into the range [k-1, n+1]
// k-1 = subCurveOrder-1
// n+1 = always the number of total control points
float t = (steps/20.0f) * (controls.size() - (subCurveOrder-1)) + subCurveOrder-1;
glm::vec3 newPoint(0,0,0);
for(int i=1; i <= controls.size(); i++)
{
float weightForControl = calculateWeightForPointI(i, subCurveOrder, controls.size(), t);
newPoint += weightForControl * controls.at(i-1);
}
samples.push_back(newPoint);
}
}
}
//i = the weight we're looking for, i should go from 1 to n+1, where n+1 is equal to the total number of control points.
//k = curve order = power/degree +1. eg, to break whole curve into cubics use a curve order of 4
//cps = number of total control points
//t = current step/interp value
float calculateWeightForPointI(int i, int k, int cps, float t)
{
//test if we've reached the bottom of the recursive call
if(k == 1)
{
if(t >= knot(i) && t < knot(i+1))
return 1;
else
return 0;
}
float numeratorA = (t - knot(i));
float denominatorA = (knot(i + k-1) - knot(i));
float numeratorB = (knot(i + k) - t);
float denominatorB = (knot(i + k) - knot(i + 1));
float subweightA = 0;
float subweightB = 0;
if(denominatorA != 0)
subweightA = numeratorA/denominatorA * calculateWeightForPointI(i, k-1, cps, t);
if(denominatorB != 0)
subweightB = numeratorB/denominatorB * calculateWeightForPointI(i+1, k-1, cps, t);
return subweightA + subweightB;
}
//returns the knot value at the passed in index
//if i = 1 and we want Xi then we have to remember to index with i-1
float knot(int indexForKnot)
{
// When getting the index for the knot function i remember to subtract 1 from i because of the difference caused by us counting from i=1 to n+1 and indexing a vector from 0
return knotVector.at(indexForKnot-1);
}
//calculate the whole knot vector
void createKnotVector(int curveOrderK, int numControlPoints)
{
int knotSize = curveOrderK + numControlPoints;
for(int count = 0; count < knotSize; count++)
{
knotVector.push_back(count);
}
}
http://chi3x10.wordpress.com/2009/10/18/de-boor-algorithm-in-c/你可以得到一點幫助 – Saqlain 2013-04-11 09:13:55
B樣條表現出的凸包屬性。如果你從每個連續的控制點畫出一條線,你會得到一個凸多邊形嗎?它看起來像一些邊相交。 – 2013-04-11 15:21:18
@BrettHale恐怕我不太關注?我現在只是在2D中工作,但是我的B-sline曲線的邊緣(如白點所定義的)沒有任何邊緣似乎相交。哦,等待我們談論控制點重疊嗎?這是故意的,第5,第6和第7點在第1,第2和第3點重疊時試圖繪製一個圓圈。感謝您花時間幫我解決這個問題,我真的很掙扎。 – Holly 2013-04-11 19:17:31