ningshuxia
2024-04-29 6eb4d5574aee7042b1883e043d5798865e84d1d1
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namespace IStation.Curve
{
    /// <summary>
    /// 贝塞尔线
    /// </summary>
    public class BezierCurveHelper
    {
        /// <summary>
        /// 获取开放的贝塞尔曲线列表
        /// </summary>
        public static List<Bezier3> CreateOpenCurves(List<CurvePoint> points)
        {
            //http://wenku.baidu.com/link?url=9TGvGfedfkbskSWwfeO_iJJHvIzL0E_mE3wwVlWs1kEvvT9dHDQFdArhcdh8yuCK3pUbw2soJKs5qiQKlzhA885Tgtbu-Cdr1T37ANki_mS
            if (points == null || points.Count() < 4)
                return default;
 
            int iPointCout = points.Count();
            double a = 0.25;
            double b = 0.25;
            List<Bezier3> controlPoint = new List<Bezier3>();
            //生成4控制点,产生贝塞尔曲线
            for (int i = 0; i < iPointCout - 1; i++)
            {
                Bezier3 bezier = new Bezier3();
 
                bezier.Point0 = points[i];
                if (i == 0)
                {
                    double x1 = points[i].X + a * (points[i + 1].X - points[i].X);
                    double y1 = points[i].Y + a * (points[i + 1].Y - points[i].Y);
                    bezier.Point1 = new CurvePoint(x1, y1);
                }
                else
                {
                    double x1 = points[i].X + a * (points[i + 1].X - points[i - 1].X);
                    double y1 = points[i].Y + a * (points[i + 1].Y - points[i - 1].Y);
                    bezier.Point1 = new CurvePoint(x1, y1);
                }
 
                if (i == iPointCout - 2)
                {
                    double x2 = points[i + 1].X - b * (points[i + 1].X - points[i].X);
                    double y2 = points[i + 1].Y - b * (points[i + 1].Y - points[i].Y);
                    bezier.Point2 = new CurvePoint(x2, y2);
                }
                else
                {
                    double x2 = points[i + 1].X - b * (points[i + 2].X - points[i].X);
                    double y2 = points[i + 1].Y - b * (points[i + 2].Y - points[i].Y);
                    bezier.Point2 = new CurvePoint(x2, y2);
                }
 
                bezier.Point3 = points[i + 1];
                controlPoint.Add(bezier);
            }
            return controlPoint;
        }
 
        /// <summary>
        /// 获取封闭的贝塞尔曲线列表
        /// </summary>
        public static List<Bezier3> CreateCloseCurves(List<CurvePoint> points)
        {
            //http://blog.csdn.net/microchenhong/article/details/6316332
            int originCount = points.Count();
            //控制点收缩系数 ,经调试0.6较好
            float scale = 0.6f;
            var midpoints = new List<CurvePoint>();
            //生成中点     
            for (int i = 0; i < originCount; i++)
            {
                int nexti = (i + 1) % originCount;
                double x = (points[i].X + points[nexti].X) / 2.0;
                double y = (points[i].Y + points[nexti].Y) / 2.0;
                midpoints.Add(new CurvePoint(x, y));
            }
 
            //平移中点
            var extrapoints = new List<CurvePoint>();//[2 * originCount];
            for (int i = 0; i < originCount * 2; i++)
            {
                extrapoints.Add(new CurvePoint(0, 0));
            }
            for (int i = 0; i < originCount; i++)
            {
                int nexti = (i + 1) % originCount;
                int backi = (i + originCount - 1) % originCount;
                var midinmid = new CurvePoint();
                midinmid.X = (midpoints[i].X + midpoints[backi].X) / 2.0;
                midinmid.Y = (midpoints[i].Y + midpoints[backi].Y) / 2.0;
                double offsetx = points[i].X - midinmid.X;
                double offsety = points[i].Y - midinmid.Y;
                int extraindex = 2 * i;
                extrapoints[extraindex].X = midpoints[backi].X + offsetx;
                extrapoints[extraindex].Y = midpoints[backi].Y + offsety;
                //朝 originPoint[i]方向收缩
                double addx = (extrapoints[extraindex].X - points[i].X) * scale;
                double addy = (extrapoints[extraindex].Y - points[i].Y) * scale;
                extrapoints[extraindex].X = points[i].X + addx;
                extrapoints[extraindex].Y = points[i].Y + addy;
 
                int extranexti = (extraindex + 1) % (2 * originCount);
                extrapoints[extranexti].X = midpoints[i].X + offsetx;
                extrapoints[extranexti].Y = midpoints[i].Y + offsety;
                //朝 originPoint[i]方向收缩 
                addx = (extrapoints[extranexti].X - points[i].X) * scale;
                addy = (extrapoints[extranexti].Y - points[i].Y) * scale;
                extrapoints[extranexti].X = points[i].X + addx;
                extrapoints[extranexti].Y = points[i].Y + addy;
            }
 
            List<Bezier3> controlPoint = new List<Bezier3>();
            //生成4控制点,产生贝塞尔曲线
            for (int i = 0; i < originCount - 1; i++)
            {
                Bezier3 bezier = new Bezier3();
 
                bezier.Point0 = points[i];
                int extraindex = 2 * i;
                bezier.Point1 = extrapoints[extraindex + 1];
                int extranexti = (extraindex + 2) % (2 * originCount);
                bezier.Point2 = extrapoints[extranexti];
                int nexti = (i + 1) % originCount;
                bezier.Point3 = points[nexti];
                controlPoint.Add(bezier);
            }
            return controlPoint;
        }
 
        /// <summary>
        /// 通过 X 获取交点
        /// </summary>
        public static List<CurvePoint> GetSectPointsByX(List<Bezier3> allBeziers, double x)
        {
            if (allBeziers == null || allBeziers.Count() < 1)
                return null;
 
            var points_sect_list = new List<CurvePoint>();
            foreach (var bezeir in allBeziers)
            {
                //贝塞尔曲线与性能曲线有交点 
                if ((x <= bezeir.Point0.X && x >= bezeir.Point3.X) || (x >= bezeir.Point0.X && x <= bezeir.Point3.X))
                {
                    #region 贝塞尔曲线集合循环
                    //第一次循环
                    for (int i = 0; i < 10; i++)
                    {
                        var start0_uu = i * 0.1;
                        var end0_uu = start0_uu + 0.1;
                        var start0_p_x = bezeir.GetX(start0_uu);
                        //var start0_p_y = bezeir.GetY(start0_uu);
                        var end0_p_x = bezeir.GetX(end0_uu);
                        //var end0_p_y = bezeir.GetY(end0_uu);
                        if ((x <= start0_p_x && x >= end0_p_x) || (x >= start0_p_x && x <= end0_p_x))
                        {
                            //第二次循环
                            for (int j = 0; j < 10; j++)
                            {
                                var start1_uu = start0_uu + j * 0.01;
                                var end1_uu = start1_uu + 0.01;
                                var start1_p_x = bezeir.GetX(start1_uu);
                                //var start1_p_y = bezeir.GetY(start1_uu);
                                var end1_p_x = bezeir.GetX(end1_uu);
                                //var end1_p_y = bezeir.GetY(end1_uu);
                                if ((x <= start1_p_x && x >= end1_p_x) || (x >= start1_p_x && x <= end1_p_x))
                                {
                                    //第三次循环
                                    for (int k = 0; k < 10; k++)
                                    {
                                        var start2_uu = start1_uu + k * 0.001;
                                        var end2_uu = start2_uu + 0.001;
                                        var start2_p_x = bezeir.GetX(start2_uu);
                                        //var start2_p_y = bezeir.GetY(start2_uu);
                                        var end2_p_x = bezeir.GetX(end2_uu);
                                        //var end2_p_y = bezeir.GetY(end2_uu);
                                        if ((x <= start2_p_x && x >= end2_p_x) || (x >= start2_p_x && x <= end2_p_x))
                                        {
                                            var set_x = bezeir.GetX((start2_uu + end2_uu) / 2);
                                            var set_y = bezeir.GetY((start2_uu + end2_uu) / 2);
                                            var set_pt = new CurvePoint(set_x, set_y);
 
                                            points_sect_list.Add(set_pt);
                                            break;
                                        }
                                    }
                                    break;
                                }
                            }
                            break;
                        }
 
                    }
                    #endregion
                }
            }
 
            return points_sect_list;
        }
 
        /// <summary>
        /// 通过 Y 获取交点
        /// </summary>
        public static List<CurvePoint> GetSectPointsByY(List<Bezier3> allBeziers, double y)
        {
            if (allBeziers == null || allBeziers.Count() == 0)
                return null;
            var points_sect_list = new List<CurvePoint>();
            foreach (var bezeir in allBeziers)
            {
                //贝塞尔曲线与性能曲线有交点 
                if ((y <= bezeir.Point0.Y && y >= bezeir.Point3.X) || (y >= bezeir.Point0.Y && y <= bezeir.Point3.Y))
                {
                    #region 贝塞尔曲线集合循环
                    //第一次循环
                    for (int i = 0; i < 10; i++)
                    {
                        var start0_uu = i * 0.1;
                        var end0_uu = start0_uu + 0.1;
                        //var start0_p_x = bezeir.GetX(start0_uu);
                        var start0_p_y = bezeir.GetY(start0_uu);
                        //var end0_p_x = bezeir.GetX(end0_uu);
                        var end0_p_y = bezeir.GetY(end0_uu);
                        if ((y <= start0_p_y && y >= end0_p_y) || (y >= start0_p_y && y <= end0_p_y))
                        {
                            //第二次循环
                            for (int j = 0; j < 10; j++)
                            {
                                var start1_uu = start0_uu + j * 0.01;
                                var end1_uu = start1_uu + 0.01;
                                // var start1_p_x = bezeir.GetX(start1_uu);
                                var start1_p_y = bezeir.GetY(start1_uu);
                                // var end1_p_x = bezeir.GetX(end1_uu);
                                var end1_p_y = bezeir.GetY(end1_uu);
                                if ((y <= start1_p_y && y >= end1_p_y) || (y >= start1_p_y && y <= end1_p_y))
                                {
                                    //第三次循环
                                    for (int k = 0; k < 10; k++)
                                    {
                                        var start2_uu = start1_uu + k * 0.001;
                                        var end2_uu = start2_uu + 0.001;
                                        //var start2_p_x = bezeir.GetX(start2_uu);
                                        var start2_p_y = bezeir.GetY(start2_uu);
                                        // var end2_p_x = bezeir.GetX(end2_uu);
                                        var end2_p_y = bezeir.GetY(end2_uu);
                                        if ((y <= start2_p_y && y >= end2_p_y) || (y >= start2_p_y && y <= end2_p_y))
                                        {
                                            var set_x = bezeir.GetX((start2_uu + end2_uu) / 2);
                                            var set_y = bezeir.GetY((start2_uu + end2_uu) / 2);
                                            var set_pt = new CurvePoint(set_x, set_y);
 
                                            points_sect_list.Add(set_pt);
                                            break;
                                        }
                                    }
                                    break;
                                }
                            }
                            break;
                        }
 
                    }
                    #endregion
                }
            }
 
            return points_sect_list;
        }
 
        /// <summary>
        /// 通过 曲线表达式 获取交点
        /// </summary>
        public static List<CurvePoint> GetCrossPoints(List<Bezier3> allBeziers, CurveExpress curve)
        {
            if (allBeziers == null || allBeziers.Count() == 0)
                return null;
            var points_sect_list = new List<CurvePoint>();
            foreach (var bezeir in allBeziers)
            {
                var pt = bezeir.GetCrossPoint(curve);
                if (pt != null)
                    points_sect_list.Add(pt);
            }
 
            return points_sect_list;
        }
 
        /// <summary>
        /// 通过 曲线表达式 获取交点
        /// </summary>
        public static List<CurvePoint> GetCrossPoints(List<CurvePoint> originPoint, CurveExpress curve)
        {
            if (originPoint == null)
                return null;
            if (originPoint.Count() <= 2)
                return null;
            if (originPoint.Count() == 3)
            {
                var b2 = new Bezier2(originPoint);
                var pt = b2.GetCrossPoint(curve);
                if (pt == null)
                    return null;
                return new List<CurvePoint>() { pt };
            }
 
            var allBeziers = CreateOpenCurves(originPoint);
 
            var points_sect_list = new List<CurvePoint>();
            foreach (var bezeir in allBeziers)
            {
                var pt = bezeir.GetCrossPoint(curve);
                if (pt != null)
                    points_sect_list.Add(pt);
            }
 
            return points_sect_list;
        }
 
        /// <summary>
        /// 获取距离
        /// </summary>
        public static double Distance(List<CurvePoint> curvePoints, CurvePoint point)
        {
            if (curvePoints == null || curvePoints.Count() == 0)
                return 0;
            if (curvePoints.Count() == 1)
            {
                var point1 = curvePoints.First();
                return Math.Sqrt((point1.X - point.X) * (point1.X - point.X) + (point1.Y - point.Y) * (point1.Y - point.Y));
            }
            if (curvePoints.Count() == 2)
            {
                var point1 = curvePoints.First();
                var point2 = curvePoints.Last();
 
                return CurveLineHelper.Distance(point1, point2, point);
            }
            if (curvePoints.Count() == 3)
            {
                var b2 = new Bezier2(curvePoints);
                return b2.Distance(point);
            }
 
            var allBeziers = CreateOpenCurves(curvePoints);
 
            double min_dis = double.MaxValue;
            foreach (var bezeir in allBeziers)
            {
                var dis = bezeir.Distance(point);
                min_dis = Math.Min(min_dis, dis);
            }
 
            return min_dis;
        }
 
        /// <summary>
        /// 获取距离(把曲线压缩到100*100的盒子里面 Boundary 求距离)
        /// </summary>
        public static double Distance(CurveBoundary boundary, List<CurvePoint> curve_real, CurvePoint point_real)
        {
            if (curve_real == null || curve_real.Count() == 0)
                return 0;
            if (boundary == null)
                return Distance(curve_real, point_real);
            double ratio_x = 0;
            if (boundary.MaxX == boundary.MinX)
            {
                ratio_x = 100 / (boundary.MaxX);
            }
            else
            {
                ratio_x = 100 / (boundary.MaxX - boundary.MinX);
            }
 
 
            double ratio_y = 0;
            if (boundary.MaxY == boundary.MinY)
            {
                ratio_y = 100 / (boundary.MaxY);
            }
            else
            {
                ratio_y = 100 / (boundary.MaxY - boundary.MinY);
            }
 
            var point_chart = new CurvePoint() { X = (point_real.X - boundary.MinX) * ratio_x, Y = (point_real.Y - boundary.MinY) * ratio_y };
            var curvePoints = new List<CurvePoint>();
            foreach (var pt in curve_real)
            {
                var point1 = new CurvePoint() { X = (pt.X - boundary.MinX) * ratio_x, Y = (pt.Y - boundary.MinY) * ratio_y };
                curvePoints.Add(point1);
            }
            if (curvePoints.Count() == 1)
            {
                var point1 = curvePoints.First();
                return Math.Sqrt((point1.X - point_chart.X) * (point1.X - point_chart.X) + (point1.Y - point_chart.Y) * (point1.Y - point_chart.Y));
            }
            if (curvePoints.Count() == 2)
            {
                var point1 = curvePoints.First();
                var point2 = curvePoints.Last();
 
                return CurveLineHelper.Distance(point1, point2, point_chart);
            }
            if (curvePoints.Count() == 3)
            {
                var b2 = new Bezier2(curvePoints);
                return b2.Distance(point_chart);
            }
 
            var allBeziers = CreateOpenCurves(curvePoints);
 
            double min_dis = double.MaxValue;
            foreach (var bezeir in allBeziers)
            {
                var dis = bezeir.Distance(point_chart);
                min_dis = Math.Min(min_dis, dis);
            }
 
            return min_dis;
        }
 
        /// <summary>
        /// 变成直线端
        /// </summary>
        /// <param name="allBeziers">贝塞尔曲线</param>
        /// <param name="pointNumber">贝赛尔曲线中间插入的点数量</param>
        /// <returns></returns>
        public static List<CurvePoint> GetApexPoints(List<Bezier3> allBeziers, int pointNumber)
        {
            var points_sect_list = new List<CurvePoint>();
            foreach (var bezeir in allBeziers)
            {
                for (int i = 0; i <= pointNumber; i++)
                {
                    var uu = i * 1.0 / pointNumber;
                    var p_x = bezeir.GetX(uu);
                    var p_y = bezeir.GetY(uu);
                    points_sect_list.Add(new CurvePoint(p_x, p_y));
                }
            }
 
            return points_sect_list;
        }
 
        /// <summary>
        /// 变成直线端(只针对开口的曲线)
        /// </summary>
        /// <param name="originPoint">贝塞尔曲线</param>
        /// <param name="pointNumber">贝赛尔曲线中间插入的点数量</param>
        /// <returns></returns>
        public static List<CurvePoint> GetApexPoints(List<CurvePoint> originPoint, int pointNumber)
        {
            if (originPoint == null)
                return null;
            if (originPoint.Count() <= 2)
                return null;
            if (originPoint.Count() == 3)
            {
                var b2 = new Bezier2(originPoint);
                return b2.GetApexPoints(pointNumber);
            }
 
            var allBeziers = CreateOpenCurves(originPoint);
            var points_sect_list = new List<CurvePoint>();
            foreach (var bezeir in allBeziers)
            {
                for (int i = 0; i <= pointNumber; i++)
                {
                    var uu = i * 1.0 / pointNumber;
                    var p_x = bezeir.GetX(uu);
                    var p_y = bezeir.GetY(uu);
                    points_sect_list.Add(new CurvePoint(p_x, p_y));
                }
            }
 
            return points_sect_list;
        }
 
        //三次贝塞尔曲线
        private double bezier3funcX(double uu, List<CurvePoint> controlP)
        {
            double part0 = controlP[0].X * uu * uu * uu;
            double part1 = 3 * controlP[1].X * uu * uu * (1 - uu);
            double part2 = 3 * controlP[2].X * uu * (1 - uu) * (1 - uu);
            double part3 = controlP[3].X * (1 - uu) * (1 - uu) * (1 - uu);
            return part0 + part1 + part2 + part3;
        }
        private double bezier3funcY(double uu, List<CurvePoint> controlP)
        {
            double part0 = controlP[0].Y * uu * uu * uu;
            double part1 = 3 * controlP[1].Y * uu * uu * (1 - uu);
            double part2 = 3 * controlP[2].Y * uu * (1 - uu) * (1 - uu);
            double part3 = controlP[3].Y * (1 - uu) * (1 - uu) * (1 - uu);
            return part0 + part1 + part2 + part3;
        }
 
 
 
    }
}