下面的代码生成BezierCurves并创建要在画布上绘制的Path对象。我从c#转换了这段代码。Net到Android.
Issue:当我绘制点时,点没有形成连续的曲线。它在中间断裂,然后继续。我认为问题在于AddBeziers
,我用cubicTo
生成曲线。可能与。net中的GraphicsPath.AddBeziers
方法不匹配。
如何解决这个问题?
生成
的点- x坐标-[0,55岁,-44、-54、-44年,55岁,0]
- y坐标- [0,-189,-20,-125,-230,-59,-250]
这是必须画在画布上的图形。
Path figure = new Path();
BezierCurve verticalCurvex = BezierCurve.CreateVertical(250);
verticalCurvex.FlipVertical();
verticalCurvex.FlipHorizontal();
AddBeziers(figure, verticalCurvex.Points);
Android的AddBeziers方法
private Path AddBeziers(Path path, Point[] points) {
int index = 1;
if (points.length > 3) {
path.moveTo(points[0].X, points[0].Y);
path.cubicTo(points[index].X, points[index].Y, points[index + 1].X,
points[index + 1].Y, points[index + 2].X,
points[index + 2].Y);
}
index = index + 3;
if (points.length > 5) {
path.cubicTo(points[index].X, points[index].Y, points[index + 1].X,
points[index + 1].Y, points[index + 2].X,
points[index + 2].Y);
}
return path;
}
android BezierCurve Class
package com.example.newone;
public class BezierCurve {
// NOTE : A point's x and y positions are measured from bottom-left corner of the piece.
// X~RATIO = point's x position / piece's width
// Y~RATIO = point's y position / piece's height
private static final double X2RATIO = 0.760869565217391;
private static final double Y2RATIO = 0.183946488294314;
private static final double X3RATIO = 0.0802675585284281;
private static final double Y3RATIO = 0.150501672240803;
private static final double X4RATIO = 0.5;
private static final double Y4RATIO = Y2RATIO;
private static final double X6RATIO = X2RATIO;
private static final double Y6RATIO = Y2RATIO;
private static final double X5RATIO = X3RATIO;
private static final double Y5RATIO = Y3RATIO;
private static final double CURVE_TENSION = 1.2;
public Point[] Points ;
public static BezierCurve CreateHorizontal(int length)
{
double curvature = length * CURVE_TENSION;
int x1, y1; // First curve's starting point
int x2, y2; // First curve's first control point
int x3, y3; // First curve's second control point
int x4, y4; // First curve's ending point, second curve's starting point
int x5, y5; // Second curve's first control point
int x6, y6; // Second curve's second control point
int x7, y7; // Second curve's ending point
// First curve (first curve's ending point is (X4, Y4), which is also second curve's end point
x1 = 0;
y1 = 0;
x2 = x1 + (int)(length * X2RATIO);
y2 = y1 + (int)(curvature * Y2RATIO);
x3 = x1 + (int)(length * X3RATIO);
y3 = y1 - (int)(curvature * Y3RATIO);
x4 = x1 + (int)(length * X4RATIO);
y4 = y1 - (int)(curvature * Y4RATIO);
// Second curve (second curve's ending point is (X4, Y4) )
x7 = x1 + length;
y7 = y1;
x6 = x7 - (int)(length * X6RATIO);
y6 = y7 + (int)(curvature * Y6RATIO);
x5 = x7 - (int)(length * X5RATIO);
y5 = y7 - (int)(curvature * Y5RATIO);
BezierCurve curve = new BezierCurve();
curve.Points = new Point[]
{
new Point(x1, y1),
new Point(x2, y2),
new Point(x3, y3),
new Point(x4, y4),
new Point(x5, y5),
new Point(x6, y6),
new Point(x7, y7)
} ;
return curve;
}
public static BezierCurve CreateVertical(int length)
{
BezierCurve curve = CreateHorizontal(length);
curve.Rotate(90);
int offsetX = 0 - curve.Points[0].X;
int offsetY = 0 - curve.Points[0].Y;
return curve.Translate(offsetX, offsetY);
}
public BezierCurve Translate(int transX, int transY)
{
for (int i = 0; i < this.Points.length; i++)
{
this.Points[i].X += transX;
this.Points[i].Y += transY;
}
return this;
}
public BezierCurve FlipHorizontal()
{
for (int i = 0; i < this.Points.length; i++)
{
this.Points[i].X *= -1;
}
return this;
}
public BezierCurve FlipVertical()
{
for (int i = 0; i < this.Points.length; i++)
{
this.Points[i].Y *= -1;
}
return this;
}
// ===============================================
// Transformation code adapted from C++ source code in the book
// Direct3D Programming (Kickstart) by Clayton Walnum
// ===============================================
public BezierCurve Rotate(int degrees)
{
double radians = 6.283185308 / (360 / degrees);
double cosine = Math.cos(radians);
double sine = Math.sin(radians);
for (int i = 0; i < this.Points.length; i++)
{
int rotatedX = (int)(this.Points[i].X * cosine - this.Points[i].Y * sine);
int rotatedY = (int)(this.Points[i].Y * cosine + this.Points[i].X * sine);
this.Points[i].X = rotatedX;
this.Points[i].Y = rotatedY;
}
return this;
}
}
点类
package com.example.newone;
public class Point {
public int X;
public int Y;
public Point(int x , int y)
{
X= x;
Y= y;
}
}
来自Android文档中关于cubicTo(),
从最后一个点开始添加一个三次bezier,接近控制点(x1,y1)和(x2,y2),并以(x3,y3)结束。如果没有对该轮廓进行moveTo()调用,则第一个点将自动设置为(0,0)。
看起来您只需要在第二次调用path.cubicTo()之前添加对moveTo()的调用。