Vida Marcell Posted April 23, 2022 Posted April 23, 2022 So im searching for solutions to my node graph, and the first thing i want to solve is the curves that connect them. But i only found tutorial where curves ment to be used with multiple points, like road. So whats the math behind it? Quote
aiaf Posted April 23, 2022 Posted April 23, 2022 found this 2: https://smarx.com/posts/2020/08/chaikin-curves-a-beautifully-simple-algorithm/ https://www.cubic.org/docs/bezier.htm Quote I made this with Leadwerks/UAK: Structura | Stacky Desktop Edition Website: Binary Station
Charrua Posted May 2, 2022 Posted May 2, 2022 Hi, I wrote this script while ago. Create a new blank project, replace the main.lua script with: --[[ Bezier in action Autor: Juan Ignacio Odriozola (aka Charrua) I rewrite a code in lua from an old work on the subject... math is all over the net, here i show a simple example of usage I'm interpolating just 2 axes, is 2d but with simple modifications you can make it 3d (as this is a "challenge month" try your self to make it 3d :) Usage: TAB to change selected point: green one Arrows to move it up/down, left/right (x,y axes) Enjoy! ]]-- spheres = {} controlOnes = {} current = 0 changed = false function App:Start() self.window = Window:Create("beziers",0,0,800,600) self.context = Context:Create(self.window) self.world = World:Create() self.camera = Camera:Create() self.camera:Move(0,0,-10) local light = DirectionalLight:Create() light:SetRotation(35,35,0) for i=0, 99 do spheres[i]=Model:Sphere() spheres[i]:SetScale(0.2) spheres[i]:SetColor(0.0,0.0,1.0) --blue end for i=0, 3 do controlOnes[i]=Model:Sphere() controlOnes[i]:SetPosition(-3+i*2,0,0) controlOnes[i]:SetScale(0.5) controlOnes[i]:SetColor(1.0,0.0,0.0) --red end controlOnes[current]:SetColor(0.0,1.0,0.0) --selected: green reposition() return true end function App:Loop() if self.window:Closed() or self.window:KeyHit(Key.Escape) then return false end --TAB to change Current selected Point if self.window:KeyHit(Key.Tab) then controlOnes[current]:SetColor(1.0,0.0,0.0) --left selection, returns to red current = current + 1 if current == 4 then current=0 end controlOnes[current]:SetColor(0.0,1.0,0.0) --selected: green end if self.window:KeyDown(Key.Left) then controlOnes[current]:Translate(-.01, 0, 0) changed=true end if self.window:KeyDown(Key.Right) then controlOnes[current]:Translate( .01, 0, 0) changed=true end if self.window:KeyDown(Key.Up) then controlOnes[current]:Translate( 0, .01, 0) changed=true end if self.window:KeyDown(Key.Down) then controlOnes[current]:Translate( 0, -.01, 0) changed=true end if changed then --time to recalc positions changed = false reposition() end Time:Update() self.world:Update() self.world:Render() self.context:Sync() return true end function reposition() local t=0.0 local step=0.0 local p1Pos=Vec3(0,0,0) p1Pos = controlOnes[0]:GetPosition(true) p2Pos = controlOnes[1]:GetPosition(true) p3Pos = controlOnes[2]:GetPosition(true) p4Pos = controlOnes[3]:GetPosition(true) System:Print(p1Pos.x .. " " .. p1Pos.y .. " " .. p1Pos.z) System:Print(p2Pos.x .. " " .. p2Pos.y .. " " .. p2Pos.z) System:Print(p3Pos.x .. " " .. p3Pos.y .. " " .. p3Pos.z) System:Print(p4Pos.x .. " " .. p4Pos.y .. " " .. p4Pos.z) for i=0, 99 do step = i t = step/100.0 spheres[i]:SetPosition(interpolatePos(t, p1Pos, p2Pos, p3Pos, p4Pos),true) end end function interpolatePos(t, p1, p2, p3, p4) local retVal=Vec3(0,0,0) local t3, t2, t1 t_3 = (1.0-t)^3 t_2 = (1.0-t)^2 t_1 = (1.0-t) t2 = t^2 t3 = t^3 retVal.x = p1.x * t_3 + 3 * p2.x * t_2 * t + 3 * p3.x * t_1 * t2 + p4.x * t3 retVal.y = p1.y * t_3 + 3 * p2.y * t_2 * t + 3 * p3.y * t_1 * t2 + p4.y * t3 retVal.z = p1.z * t_3 + 3 * p2.z * t_2 * t + 3 * p3.z * t_1 * t2 + p4.z * t3 return retVal end TAB to change the selected point (green one) Arrows to move the selected point (2D exmple) Untitled 48.avi App.lua 1 Quote Paren el mundo!, me quiero bajar.
Josh Posted May 2, 2022 Posted May 2, 2022 Method DrawCurve(x0:Int,y0:Int,x1:Int,y1:Int) Local curve:Float Local m:Float Local dx:Float = x1-x0 Local dy:Float = y1-y0 m=Sqr(dx*dx+dy*dy) curve = m*0.5 DrawBezier x0,y0,x0+curve,y0,x1,y1,x1-curve,y1 EndMethod Function DrawBezier(x1:Float,y1:Float,vx1:Float,vy1:Float,x2:Float,y2:Float,vx2:Float,vy2:Float) Local t:Float,lx:Float,ly:Float Local pointx:Float,pointy:Float Local steps:Float=20 For Local i:Int=0 To steps+1't#=0 To 1 Step 0.25'0.05 t=1.0/(steps+1)*Float(i) pointx# = x1*(1.0-t)^3.0 + 3.0*vx1*(1.0-t)^2.0*t + 3.0*vx2*(1.0-t)*t^2.0 + x2*t^3.0 pointy# = y1*(1.0-t)^3.0 + 3.0*vy1*(1.0-t)^2.0*t + 3.0*vy2*(1.0-t)*t^2.0 + y2*t^3.0 If t>0 leDrawLine lx,ly,pointx,pointy EndIf lx=pointx ly=pointy Next EndFunction (BlitzMax code) 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
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