bezier

Calculate the horizon of a curved face? - Not extrema

霸气de小男生 提交于 2019-12-19 03:21:07
问题 I need to find the 2 points of the visual horizon , of a curved face. I have: XYZ of the 4 corner points XYZ of the 2 curved edge bezier points And I need to calculate either: XY of the 2 horizon points XYZ of the 2 horizon points Note: I got a solution the last time I asked this question, but it only found the extrema of the curves, not the horizon points , which changes based on the position and rotation of both curves in respect to each other. 回答1: You don't say how your surface is defined

Get points from a UIBezierPath

坚强是说给别人听的谎言 提交于 2019-12-18 13:33:04
问题 I drew the above BezierPath by doing: // location is where the user touches screen. // location will be the maximum of the graph CGPoint origin = CGPointMake(xStart, 620.0); CGPoint endpt = CGPointMake(xEnd, 620.0); CGPoint midpt1 = midPointForPoints(origin, location); CGPoint midpt2 = midPointForPoints(location, endpt); UIBezierPath *path = [UIBezierPath bezierPath]; [path moveToPoint:origin]; [path addQuadCurveToPoint:location controlPoint:CGPointMake(midpt1.x, midpt1.y+50)]; [path

How to draw a continuous curved line from 3 given points at a time

 ̄綄美尐妖づ 提交于 2019-12-18 13:23:13
问题 I am trying to draw a continuous curved line in flash. There are many methods but none of the ones I have found so far quite fit my requirements. First of all, I want to use the flash graphic api's curveTo() method. I DO NOT want to simulate a curve with hundreds of calls to lineTo() per curved line segment. It is my experience and understanding that line segments are processor heavy. Flash's quadratic bezier curve should take less CPU power. Please challenge this assumption if you think I am

How to Solve Rendering Artifact in Blinn/Loop's Resolution Independent Curve Rendering?

ぐ巨炮叔叔 提交于 2019-12-18 12:38:49
问题 In implementing Blinn/Loop's algorithm on curve rendering, I realize there is a special case on Loop Curve Type. As described in their paper (subsection 4.4, page 6-7), they said the curve should be divided into two but I'm really confused how to obtain the intersection point. Here's my rendering result: As stated in the paper, this artifact occurs when either td/sd or te/se lie in between value [0, 1]. My source code: ... case CURVE_TYPE_LOOP: td = d2 + sqrt(4.0 * d1 * d3 - 3.0 * d2 *d2); sd

Understanding cubic-bezier transition property in CSS

笑着哭i 提交于 2019-12-18 12:14:14
问题 I have a div which contains a some slides and menu. #wrap { position: relative; top: 0; transition: top 1.4s cubic-bezier(.49,.22,.52,1.35); } <div id="wrap"></div> Can anyone explain to me what the transition property does here? I am not able to understand the effect it's going to produce on the div. 回答1: Answer for your question that property is for the animation of <div id="wrap"></div> . It means it will animate using top property! And for Effect: It will Bounce like This Will Be the

How to draw Bezier Curve in Android

╄→尐↘猪︶ㄣ 提交于 2019-12-18 12:02:26
问题 I have a requirement to create bezier curve in my project. For that purpose I am drawing a view with paint, but the problem is that I am not getting the exact shape for my need as mentioned in the picture below. So kindly help me with your solutions and changes or modifications in my code. Thanks in advance. Code I am using to create Bezier Curve: public class DrawView extends View { public DrawView (Context context) { super (context); } protected void onDraw (Canvas canvas) { super.onDraw

How to draw Bezier Curve in Android

泄露秘密 提交于 2019-12-18 11:59:59
问题 I have a requirement to create bezier curve in my project. For that purpose I am drawing a view with paint, but the problem is that I am not getting the exact shape for my need as mentioned in the picture below. So kindly help me with your solutions and changes or modifications in my code. Thanks in advance. Code I am using to create Bezier Curve: public class DrawView extends View { public DrawView (Context context) { super (context); } protected void onDraw (Canvas canvas) { super.onDraw

Efficient Line Smoothing and/or Simplification

此生再无相见时 提交于 2019-12-18 11:08:35
问题 I am creating a painting application in Actionscript (although my question is not Actionscript related). The basic idea is to start painting when the mouse is pressed and tracking the mouse movements. What I want to achieve is: reduce mouse "noise" and create more smoother looking lines. Right now, ( 1 ) is problematic because I get thousands of mouse movements within a few seconds. Due to ( 1 ) the line can look jaggy. What current idea: when the user finishes drawing the line, I store all

How to display curved polyline on one side of a straight line?

不想你离开。 提交于 2019-12-18 09:26:20
问题 This question is related to this SO question and answered by @geocodezip. A problem I have is drawing a line from either north-to-south or south-to-north. The curved line is now bent like number 8 or a S. How do I control the curved line to display on one side of the straight line. Sometimes the curved line is expanded beyond the starting point and contracted at the ending point. Thanks. Here are my codes. I have two sample polylines north-to-south. var map; function init() { var Map = google

Windows Phone 7: How to parse Bezier Path string like in XAML?

淺唱寂寞╮ 提交于 2019-12-18 06:23:21
问题 I have a need to parse Bezier Path Strings, but apparently the System.Windows.Media.Geometry version in the .Net CF framework doesn't have the Parse() method that is available in it's normal counterpart. However, entering the following XAML does work, so there must be a way the system parses the Path Data String. <Path Stroke="Blue" Data="M 0 0 Q 10 10 20 0"/> Any clue on how I can initiate this parsing myself with a custom string outside XAML? I ofcourse could also try to write my own parser