catmull-rom-curve

Drawing a CatmullRomSpline in libgdx with an endpoint and startpoint

為{幸葍}努か 提交于 2020-01-01 07:05:36
问题 So my goal is to draw a spline similar to this one (where the line goes through each point): But the spline loops around (from the end point 2 back to the start point): I tried changing the "continuous" boolean in the catmullromspline, but that resulted in only a dot being drawn in the center of the screen. I also ended the line drawing when it hit the last point, but the result was ugly because the line was still curving at the start and end points. I looked everywhere in the source code,

Drawing a CatmullRomSpline in libgdx with an endpoint and startpoint

不问归期 提交于 2020-01-01 07:04:42
问题 So my goal is to draw a spline similar to this one (where the line goes through each point): But the spline loops around (from the end point 2 back to the start point): I tried changing the "continuous" boolean in the catmullromspline, but that resulted in only a dot being drawn in the center of the screen. I also ended the line drawing when it hit the last point, but the result was ugly because the line was still curving at the start and end points. I looked everywhere in the source code,

Catmull-rom curve with no cusps and no self-intersections

眉间皱痕 提交于 2019-12-17 03:49:56
问题 I have the following code to calculate points between four control points to generate a catmull-rom curve: CGPoint interpolatedPosition(CGPoint p0, CGPoint p1, CGPoint p2, CGPoint p3, float t) { float t3 = t * t * t; float t2 = t * t; float f1 = -0.5 * t3 + t2 - 0.5 * t; float f2 = 1.5 * t3 - 2.5 * t2 + 1.0; float f3 = -1.5 * t3 + 2.0 * t2 + 0.5 * t; float f4 = 0.5 * t3 - 0.5 * t2; float x = p0.x * f1 + p1.x * f2 + p2.x * f3 + p3.x * f4; float y = p0.y * f1 + p1.y * f2 + p2.y * f3 + p3.y * f4

Adding alpha to Catmull-Rom

最后都变了- 提交于 2019-12-11 00:55:49
问题 I am trying to generate a Catmull-Rom curve from a list of points in Unity. As I do not want to store points in between points of the curve I opted to use a solution that could calculate a position in a Catmull-Rom curve based on time. There are a few examples of this, here and here, however, neither shows how to implement alpha. The reason I want to implement alpha is so I can have the ability to change between a centripetal, chordal, and uniform Catmull-Rom curve. private Vector3

Acceleration in Unity

社会主义新天地 提交于 2019-12-05 17:48:28
问题 I am trying to emulate acceleration and deceleration in Unity. I have written to code to generate a track in Unity and place an object at a specific location on the track based on time. The result looks a little like this. The issue I currently have is that each section of the spline is a different length and the cube moves across each section at a different, but uniform, speed. This causes there to be sudden jumps in the change of the speed of the cube when transitioning between sections. In

smooth svg path connection

北城以北 提交于 2019-12-04 23:41:26
问题 I have a random set of points and want to create a smooth svg shape with raphaeljs. To connect the points I am using a catmull-rom-spline. The problem is that the point where the path is closed is not smooth. This is an example path out of my projcet: M125,275R 125,325 175,325 225,325 275,325 225,275 175,275 125,275Z I've also created a jsfiddle: http://jsfiddle.net/ry8kT/ Can this be achieved with catmull curves? If not, can you please give me an example how to get a completely smoothed

Drawing a CatmullRomSpline in libgdx with an endpoint and startpoint

社会主义新天地 提交于 2019-12-04 19:08:14
So my goal is to draw a spline similar to this one (where the line goes through each point): But the spline loops around (from the end point 2 back to the start point): I tried changing the "continuous" boolean in the catmullromspline, but that resulted in only a dot being drawn in the center of the screen. I also ended the line drawing when it hit the last point, but the result was ugly because the line was still curving at the start and end points. I looked everywhere in the source code, and could not find a function that could prevent it from looping. And as far as i know, bezier splines

smooth svg path connection

和自甴很熟 提交于 2019-12-03 16:16:21
I have a random set of points and want to create a smooth svg shape with raphaeljs. To connect the points I am using a catmull-rom-spline. The problem is that the point where the path is closed is not smooth. This is an example path out of my projcet: M125,275R 125,325 175,325 225,325 275,325 225,275 175,275 125,275Z I've also created a jsfiddle: http://jsfiddle.net/ry8kT/ Can this be achieved with catmull curves? If not, can you please give me an example how to get a completely smoothed shape? Much thanks in advance, McFarlane In your first example, the path started at 125,275 and was at 125

catmull-rom splines for Android

给你一囗甜甜゛ 提交于 2019-12-02 03:32:33
问题 I'm trying to find a way to implement catmull-rom splines on the android platform for the purpose of smoothly drawing a line through n points. Ideally I would be able to adapt cubic beziers via the Path and its cubicTo method as alluded to in this thread: How do I draw a curve through tree points in Android? Unfortunately, I wasnt able to follow the implementation there so I'm hoping somebody out there has already done this and can share a few lines of sample code. Thanks! 回答1: This game

Calculate a 2D spline curve in R

蹲街弑〆低调 提交于 2019-12-01 03:17:50
I'm trying to calculate a Bezier-like spline curve that passes through a sequence of x-y coordinates. An example would be like the following output from the cscvn function in Matlab ( example link ): I believe the (no longer maintained) grid package used to do this ( grid.xspline function?), but I haven't been able to install an archived version of the package, and don't find any examples exactly along the lines of what I would like. The bezier package also looks promising, but it is very slow and I also can't get it quite right: library(bezier) set.seed(1) n <- 10 x <- runif(n) y <- runif(n)