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bezierSpline.java
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/// <summary>
/// Bezier Spline methods
/// </summary>
public static class BezierSpline
{
/// <summary>
/// Get open-ended Bezier Spline Control Points.
/// </summary>
/// <param name="knots">Input Knot Bezier spline points.</param>
/// <param name="firstControlPoints">Output First Control points
/// array of knots.Length - 1 length.</param>
/// <param name="secondControlPoints">Output Second Control points
/// array of knots.Length - 1 length.</param>
/// <exception cref="ArgumentNullException"><paramref name="knots"/>
/// parameter must be not null.</exception>
/// <exception cref="ArgumentException"><paramref name="knots"/>
/// array must contain at least two points.</exception>
public static void GetCurveControlPoints(Point[] knots,
out Point[] firstControlPoints, out Point[] secondControlPoints)
{
if (knots == null)
throw new ArgumentNullException("knots");
int n = knots.Length - 1;
if (n < 1)
throw new ArgumentException
("At least two knot points required", "knots");
if (n == 1)
{ // Special case: Bezier curve should be a straight line.
firstControlPoints = new Point[1];
// 3P1 = 2P0 + P3
firstControlPoints[0].X = (2 * knots[0].X + knots[1].X) / 3;
firstControlPoints[0].Y = (2 * knots[0].Y + knots[1].Y) / 3;
secondControlPoints = new Point[1];
// P2 = 2P1 – P0
secondControlPoints[0].X = 2 *
firstControlPoints[0].X - knots[0].X;
secondControlPoints[0].Y = 2 *
firstControlPoints[0].Y - knots[0].Y;
return;
}
// Calculate first Bezier control points
// Right hand side vector
double[] rhs = new double[n];
// Set right hand side X values
for (int i = 1; i < n - 1; ++i)
rhs[i] = 4 * knots[i].X + 2 * knots[i + 1].X;
rhs[0] = knots[0].X + 2 * knots[1].X;
rhs[n - 1] = (8 * knots[n - 1].X + knots[n].X) / 2.0;
// Get first control points X-values
double[] x = GetFirstControlPoints(rhs);
// Set right hand side Y values
for (int i = 1; i < n - 1; ++i)
rhs[i] = 4 * knots[i].Y + 2 * knots[i + 1].Y;
rhs[0] = knots[0].Y + 2 * knots[1].Y;
rhs[n - 1] = (8 * knots[n - 1].Y + knots[n].Y) / 2.0;
// Get first control points Y-values
double[] y = GetFirstControlPoints(rhs);
// Fill output arrays.
firstControlPoints = new Point[n];
secondControlPoints = new Point[n];
for (int i = 0; i < n; ++i)
{
// First control point
firstControlPoints[i] = new Point(x[i], y[i]);
// Second control point
if (i < n - 1)
secondControlPoints[i] = new Point(2 * knots
[i + 1].X - x[i + 1], 2 *
knots[i + 1].Y - y[i + 1]);
else
secondControlPoints[i] = new Point((knots
[n].X + x[n - 1]) / 2,
(knots[n].Y + y[n - 1]) / 2);
}
}
/// <summary>
/// Solves a tridiagonal system for one of coordinates (x or y)
/// of first Bezier control points.
/// </summary>
/// <param name="rhs">Right hand side vector.</param>
/// <returns>Solution vector.</returns>
private static double[] GetFirstControlPoints(double[] rhs)
{
int n = rhs.Length;
double[] x = new double[n]; // Solution vector.
double[] tmp = new double[n]; // Temp workspace.
double b = 2.0;
x[0] = rhs[0] / b;
for (int i = 1; i < n; i++) // Decomposition and forward substitution.
{
tmp[i] = 1 / b;
b = (i < n - 1 ? 4.0 : 3.5) - tmp[i];
x[i] = (rhs[i] - x[i - 1]) / b;
}
for (int i = 1; i < n; i++)
x[n - i - 1] -= tmp[n - i] * x[n - i]; // Backsubstitution.
return x;
}
}