立方贝塞尔曲线弧长始终为零

问题描述 投票:0回答:1

我编写了以下代码来计算三次贝塞尔曲线的长度。我从Calculate the arclength, curve length of a cubic bezier curve. Why is not working?得到了这个想法。问题是它总是产生零长度。

public Vector2 SegmentAtPoint(int segmentIndex, float t)
{
    t = Mathf.Clamp01(t);
    float oneMinusT = 1f - t;

    return
        oneMinusT * oneMinusT * oneMinusT * points[segmentIndex * 3] + 
        3f * oneMinusT * oneMinusT * t * points[segmentIndex * 3 + 1] +
        3f * oneMinusT * t * t * points[segmentIndex * 3 + 2] +
        t * t * t * points[segmentIndex * 3 + 3];

}

public float SegmentLength(int segmentIndex)    {
    var steps = 10;
    var t = 1 / steps;
    var sumArc = 0.0f;
    var j = 0.0f;
    var a = new Vector2(0.0f, 0.0f);
    var b = points[segmentIndex * 3];

    var dX = 0.0f;
    var dY = 0.0f;
    var dS = 0.0f;

    for (int i = 0; i < steps; j = j + t)
    {
        a = SegmentAtPoint(segmentIndex, j);

        dX = a.x - b.x;
        dY = a.y - b.y;
        dS = Mathf.Sqrt((dX * dX) + (dY * dY));

        sumArc = sumArc + dS;
        b.x = a.x;
        b.y = a.y;
        i++;
    }

    return sumArc;

}
c# unity3d math bezier
1个回答
3
投票

代码var t = 1 / steps;使integer division,所以结果t为零

另请注意,j = j + t在每个循环后执行,因此在第一次迭代时j==0

这个缺陷导致了这样的问题:ba在第一次迭代时都是相等的,因为j仍然保持= 0。所以你计算区间长度:0-0, 0-0.1, 0.1-0.2...0.7-0.8,0.8-0.9 - 忽略0.9-1.0区间

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