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blender
blender-addons
Commits
02d5067f
Commit
02d5067f
authored
13 years ago
by
Campbell Barton
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add a second experimental method of solving bezier splines, by Vincent Tan.
parent
67bc2ad7
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1
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1 changed file
modules/curve_utils.py
+71
-51
71 additions, 51 deletions
modules/curve_utils.py
with
71 additions
and
51 deletions
modules/curve_utils.py
+
71
−
51
View file @
02d5067f
...
@@ -361,13 +361,72 @@ def points_to_bezier(points_orig,
...
@@ -361,13 +361,72 @@ def points_to_bezier(points_orig,
self
.
calc_all
()
self
.
calc_all
()
def
bezier_solve
(
self
):
def
bezier_solve
_
(
self
):
"""
Calculate bezier handles,
"""
Calculate bezier handles,
assume the splines have been broken up.
assume the splines have been broken up.
http://polymathprogrammer.com/
"""
"""
p1
=
self
.
points
[
0
]
p2
=
self
.
points
[
-
1
]
line_ix_p1
=
self
.
points
[
len
(
self
.
points
)
//
3
]
line_ix_p2
=
self
.
points
[
int
((
len
(
self
.
points
)
/
3
)
*
2
)]
u
=
1
/
3
v
=
2
/
3
p0x
,
p0y
,
p0z
=
p1
.
co
p1x
,
p1y
,
p1z
=
line_ix_p1
.
co
p2x
,
p2y
,
p2z
=
line_ix_p2
.
co
p3x
,
p3y
,
p3z
=
p2
.
co
ui
=
1.0
-
u
vi
=
1.0
-
v
u_p3
=
u
*
u
*
u
v_p3
=
v
*
v
*
v
ui_p3
=
ui
*
ui
*
ui
vi_p3
=
vi
*
vi
*
vi
# --- snip
q1
=
Vector
()
q2
=
Vector
()
pos
=
Vector
(),
Vector
(),
Vector
(),
Vector
()
a
=
3.0
*
ui
*
ui
*
u
b
=
3.0
*
ui
*
u
*
u
c
=
3.0
*
vi
*
vi
*
v
d
=
3.0
*
vi
*
v
*
v
det
=
a
*
d
-
b
*
c
if
det
==
0.0
:
assert
(
0
)
return
0
q1
.
x
=
p1x
-
(
ui_p3
*
p0x
+
u_p3
*
p3x
)
q1
.
y
=
p1y
-
(
ui_p3
*
p0y
+
u_p3
*
p3y
)
q1
.
z
=
p1z
-
(
ui_p3
*
p0z
+
u_p3
*
p3z
)
q2
.
x
=
p2x
-
(
vi_p3
*
p0x
+
v_p3
*
p3x
)
q2
.
y
=
p2y
-
(
vi_p3
*
p0y
+
v_p3
*
p3y
)
q2
.
z
=
p2z
-
(
vi_p3
*
p0z
+
v_p3
*
p3z
)
pos
[
1
].
x
=
(
d
*
q1
.
x
-
b
*
q2
.
x
)
/
det
pos
[
1
].
y
=
(
d
*
q1
.
y
-
b
*
q2
.
y
)
/
det
pos
[
1
].
z
=
(
d
*
q1
.
z
-
b
*
q2
.
z
)
/
det
pos
[
2
].
x
=
((
-
c
)
*
q1
.
x
+
a
*
q2
.
x
)
/
det
pos
[
2
].
y
=
((
-
c
)
*
q1
.
y
+
a
*
q2
.
y
)
/
det
pos
[
2
].
z
=
((
-
c
)
*
q1
.
z
+
a
*
q2
.
z
)
/
det
self
.
handle_left
=
pos
[
1
]
self
.
handle_right
=
pos
[
2
]
def
bezier_solve
(
self
):
from
mathutils.geometry
import
(
intersect_point_line
,
from
mathutils.geometry
import
(
intersect_point_line
,
intersect_line_line
,
intersect_line_line
,
)
)
...
@@ -391,58 +450,19 @@ def points_to_bezier(points_orig,
...
@@ -391,58 +450,19 @@ def points_to_bezier(points_orig,
# visualize_line(p2.co, l2_co)
# visualize_line(p2.co, l2_co)
# picking 1/2 and 2/3'rds works best
# picking 1/2 and 2/3'rds works best
line_ix_p1
=
self
.
points
[
len
(
self
.
points
)
//
3
]
line_ix_p1
=
self
.
points
[
int
(
len
(
self
.
points
)
*
(
1.0
/
3.0
))
]
line_ix_p1_co
,
line_ix_p1_no
=
line_ix_p1
.
co
,
line_ix_p1
.
no
line_ix_p1_co
,
line_ix_p1_no
=
line_ix_p1
.
co
,
line_ix_p1
.
no
line_ix_p2
=
self
.
points
[
int
(
(
len
(
self
.
points
)
/
3
)
*
2
)]
line_ix_p2
=
self
.
points
[
int
(
len
(
self
.
points
)
*
(
2.0
/
3.0
)
)]
line_ix_p2_co
,
line_ix_p2_no
=
line_ix_p2
.
co
,
line_ix_p2
.
no
line_ix_p2_co
,
line_ix_p2_no
=
line_ix_p2
.
co
,
line_ix_p2
.
no
if
line_ix_p1_co
is
None
:
# used to seek for the upper most point but this gives mostly
line_ix_p1_co
,
line_ix_p1_no
,
line_ix_p1
=
\
# as good results
p1
.
next
.
co
,
p1
.
next
.
no
,
p1
.
next
p1_apex_co
=
self
.
points
[
int
(
len
(
self
.
points
)
*
(
1.0
/
3.0
)
*
0.75
)].
co
if
line_ix_p2_co
is
None
:
p2_apex_co
=
self
.
points
[
int
(
len
(
self
.
points
)
*
(
1.0
-
(
1.0
/
3.0
)
*
0.75
))].
co
line_ix_p2_co
,
line_ix_p2_no
,
line_ix_p2
=
\
p2
.
prev
.
co
,
p2
.
prev
.
no
,
p2
.
prev
# vis_circle_object(line_ix_p1_co)
# vis_circle_object(line_ix_p2_co)
l1_max
=
0.0
p1_apex_co
=
None
p
=
self
.
points
[
1
]
while
p
and
(
not
p
.
is_joint
)
and
p
!=
line_ix_p1
:
ix
=
intersect_point_line
(
p
.
co
,
p1
.
co
,
l1_co
)[
0
]
length
=
(
ix
-
p
.
co
).
length
if
length
>
l1_max
:
l1_max
=
length
p1_apex_co
=
p
.
co
p
=
p
.
next
l2_max
=
0.0
p2_apex_co
=
None
p
=
self
.
points
[
-
2
]
while
p
and
(
not
p
.
is_joint
)
and
p
!=
line_ix_p2
:
ix
=
intersect_point_line
(
p
.
co
,
p2
.
co
,
l2_co
)[
0
]
length
=
(
ix
-
p
.
co
).
length
if
length
>
l2_max
:
l2_max
=
length
p2_apex_co
=
p
.
co
p
=
p
.
prev
if
p1_apex_co
is
None
:
p1_apex_co
=
p1
.
next
.
co
if
p2_apex_co
is
None
:
p2_apex_co
=
p2
.
prev
.
co
l1_tan
=
(
p1
.
no
-
p1
.
no
.
project
(
l1_no
)).
normalized
()
l1_tan
=
(
p1
.
no
-
p1
.
no
.
project
(
l1_no
)).
normalized
()
l2_tan
=
-
(
p2
.
no
-
p2
.
no
.
project
(
l2_no
)).
normalized
()
l2_tan
=
-
(
p2
.
no
-
p2
.
no
.
project
(
l2_no
)).
normalized
()
# values are good!
#~ visualize_line(p1.co, p1.co + l1_tan)
#~ visualize_line(p2.co, p2.co + l2_tan)
#~ visualize_line(p1.co, p1.co + l1_no)
#~ visualize_line(p2.co, p2.co + l2_no)
# calculate bias based on the position of the other point allong
# calculate bias based on the position of the other point allong
# the tangent.
# the tangent.
...
@@ -454,7 +474,7 @@ def points_to_bezier(points_orig,
...
@@ -454,7 +474,7 @@ def points_to_bezier(points_orig,
from
math
import
pi
from
math
import
pi
# This could be tweaked but seems to work well
# This could be tweaked but seems to work well
fac_fac
=
(
p1
.
co
-
p2
.
co
).
length
*
p1
.
no
.
angle
(
l2_no_ref
)
/
pi
fac_fac
=
(
p1
.
co
-
p2
.
co
).
length
*
p1
.
no
.
angle
(
l2_no_ref
)
/
(
pi
*
1.0
)
fac_1
=
intersect_point_line
(
p2_apex_co
,
fac_1
=
intersect_point_line
(
p2_apex_co
,
p1
.
co
,
p1
.
co
,
...
@@ -474,14 +494,14 @@ def points_to_bezier(points_orig,
...
@@ -474,14 +494,14 @@ def points_to_bezier(points_orig,
self
.
handle_left
=
h1
self
.
handle_left
=
h1
self
.
handle_right
=
h2
self
.
handle_right
=
h2
'''
"""
visualize_line(p1.co, p1_apex_co)
visualize_line(p1.co, p1_apex_co)
visualize_line(p1_apex_co, p2_apex_co)
visualize_line(p1_apex_co, p2_apex_co)
visualize_line(p2.co, p2_apex_co)
visualize_line(p2.co, p2_apex_co)
visualize_line(p1.co, p2.co)
visualize_line(p1.co, p2.co)
'''
"""
def
bezier_error
(
self
,
error_max
=-
1.0
,
test_count
=
8
):
def
bezier_error
(
self
,
error_max
=-
1.0
,
test_count
=
16
):
from
mathutils.geometry
import
interpolate_bezier
from
mathutils.geometry
import
interpolate_bezier
test_points
=
interpolate_bezier
(
self
.
points
[
0
].
co
,
test_points
=
interpolate_bezier
(
self
.
points
[
0
].
co
,
...
...
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