Category Archives: bezier

Bezier Intersections (not a snippet)

Actionscript:
  1. var resolution:Number = .03;
  2. var pointNum:int = Math.ceil(1 / resolution);
  3.  
  4. var bezA:Array = new Array();
  5. populateArray(bezA);
  6. var a:Sprite = dot(100, 200);
  7. var b:Sprite = dot(200, 100);
  8. var c:Sprite = dot(300, 200);
  9.  
  10. var bezB:Array = new Array();
  11. populateArray(bezB);
  12. var d:Sprite = dot(300, 100, 0xCCCC00);
  13. var e:Sprite = dot(120, 130, 0xCCCC00);
  14. var f:Sprite = dot(200, 300, 0xCCCC00);
  15.  
  16. addEventListener(Event.ENTER_FRAME, onLoop);
  17. function onLoop(evt:Event):void {
  18.       with(graphics){
  19.           clear();
  20.           lineStyle(0, 0x000000);
  21.        
  22.           // calc and draw bezier points
  23.           drawBezier(bezA, a, b, c);
  24.           drawBezier(bezB, d, e, f);
  25.          
  26.           // calc collisions
  27.           var intersections:Array = calculateIntersection(bezA, bezB);
  28.          
  29.            // draw collisions
  30.            beginFill(0xFF0000);
  31.            if (intersections.length> 0){
  32.                 for (var i:int = 0; i<intersections.length; i++){
  33.                     drawCircle(intersections[i].x, intersections[i].y, 3);
  34.                 }
  35.            }
  36.            endFill();
  37.      }
  38. }
  39.  
  40. function populateArray(a:Array):void {
  41.     for (var i:int = 0; i<pointNum; i++){
  42.         a.push(new Point());
  43.     }
  44. }
  45.  
  46. function drawBezier(bez:Array, a:Sprite, b:Sprite, c:Sprite):void{
  47.      with(graphics){
  48.          bezier(bez, a.x, a.y, b.x, b.y, c.x, c.y);
  49.          var leng:Number = bez.length;
  50.          moveTo(bez[0].x, bez[0].y);
  51.          for (var i:int = 1; i<leng; i++){
  52.              lineTo(bez[i].x, bez[i].y);
  53.          }
  54.      }
  55. }
  56.  
  57. function bezier(bez:Array, x1:Number, y1:Number, x2:Number, y2:Number, x3:Number, y3:Number):void {
  58.             var b:Number, a2:Number, ab2:Number, b2:Number;
  59.             var pnt:Point;
  60.             var inc:int = 0;
  61.             for (var a:Number = 0; a <=1; a+=resolution) {
  62.                 b= 1 - a;
  63.                 a2 = a * a;
  64.                 ab2 = a * b * 2;
  65.                 b2 = b * b;
  66.                 pnt = bez[inc];
  67.                 pnt.x = a2 * x1 + ab2 * x2  + b2 * x3;
  68.                 pnt.y = a2 * y1 + ab2 * y2 + b2 * y3;      
  69.                 inc++;
  70.             }
  71. }
  72.  
  73. function calculateIntersection(bezA:Array, bezB:Array):Array {
  74.     var intersections:Array = new Array();
  75.     var ip:Point;
  76.     var aLength:int = bezA.length;
  77.     var bLength:int = bezB.length;
  78.     var p1:Point, p2:Point, p3:Point, p4:Point;
  79.    
  80.     // compare all line segments and check for
  81.     // intersections
  82.     for (var i:int = 1; i<aLength; i++){
  83.         p1 = bezA[i - 1];
  84.         p2 = bezA[i];
  85.         for (var j:int = 1; j<bLength; j++){
  86.             p3 = bezB[j - 1];
  87.             p4 = bezB[j];
  88.             ip = intersection(p1, p2, p3, p4);
  89.             if (ip){
  90.                 intersections.push(ip.clone());
  91.             }
  92.         }
  93.     }
  94.     return intersections;
  95. }
  96.  
  97. var ip:Point = new Point();
  98.  
  99. function intersection(p1:Point, p2:Point, p3:Point, p4:Point):Point {
  100.      
  101.     var nx:Number, ny:Number, dn:Number;
  102.     var x4_x3:Number = p4.x - p3.x;
  103.     var pre2:Number = p4.y - p3.y;
  104.     var pre3:Number = p2.x - p1.x;
  105.     var pre4:Number = p2.y - p1.y;
  106.     var pre5:Number = p1.y - p3.y;
  107.     var pre6:Number = p1.x - p3.x;
  108.    
  109.     nx = x4_x3 * pre5 - pre2 * pre6;
  110.     ny = pre3 * pre5 - pre4 * pre6;
  111.     dn = pre2 * pre3 - x4_x3 * pre4;
  112.    
  113.     if (dn == 0){
  114.         return null
  115.     }
  116.     nx /= dn;
  117.     ny /= dn;
  118.     // has intersection
  119.     if(nx>= 0 && nx <= 1 && ny>= 0 && ny <= 1){
  120.         ny = p1.y + nx * pre4;
  121.         nx = p1.x + nx * pre3;
  122.         ip.x = nx;
  123.         ip.y = ny;
  124.     }else{
  125.          return null;
  126.     }
  127.     return ip
  128. }
  129.  
  130. // draggable dot
  131. function dot(xp:Number, yp:Number, col:uint = 0x507399, noDrag:Boolean = false):Sprite {
  132.     var s:Sprite = Sprite(addChild(new Sprite));
  133.     s.x = xp;
  134.     s.y = yp;
  135.     with(s.graphics) beginFill(col), drawCircle(0,0,5);
  136.     if (!noDrag){
  137.         s.buttonMode = true;
  138.        s.addEventListener(MouseEvent.MOUSE_DOWN, onDrag);
  139.     }
  140.     return s;
  141. }
  142. function onDrag(evt:MouseEvent):void {
  143.     evt.currentTarget.startDrag()
  144. }
  145.  
  146. stage.addEventListener(MouseEvent.MOUSE_UP, onUp);
  147. function onUp(evt:MouseEvent):void{
  148.     stopDrag();
  149. }

This is not a snippet, but it uses some functions that could be considered snippets on their own. Take a look at the swf here:

Bezier Intersection Demo

This demo show a brute force method for getting the coordinates of all intersections between two given quadtratic bezier curves. The approach is pretty simple, each bezier is actually made up of a series of line segments. The resolution variable determines how many line segments make up one bezier curve. By default I use a resolution of 0.03 (~34 lines)... the higher the resolution decimal value, the fewer the number of line segments. I then use a slight variation on yesterdays line segment intersection function to test all existing line segments for intersections.

This is a brute for approach with lots of room for improvement. But in the scenario that you only need to check a few bezier curves for intersection this approach works quite nicely. I don't recommend this approach if your trying to create a complex vector drawing tool with boolean vector operations etc...

It's easy to get an idea of the different approaches to this problem with a little googling. One example I found is from Graphics Gems:

http://tog.acm.org/GraphicsGems/gemsiv/curve_isect/

it's been awhile, but I believe this website also contains information related to this topic:

http://algorithmist.wordpress.com/

Also posted in Math | Tagged , | Leave a comment

Animate Along Bezier Curve

Actionscript:
  1. var circle:Shape = Shape(addChild(new Shape));
  2. with(circle.graphics) beginFill(0x000000), drawCircle(0,0,5);
  3.  
  4. var bezierPoint:Point = new Point();
  5. function bezier(a:Number, x1:Number, y1:Number, x2:Number, y2:Number, x3:Number, y3:Number):void {
  6.         var b:Number =1-a;
  7.         var pre1:Number=a*a;
  8.         var pre2:Number=2*a*b;
  9.         var pre3:Number=b*b;
  10.         bezierPoint.x = pre1*x1 + pre2*x2  + pre3*x3;
  11.         bezierPoint.y = pre1*y1 + pre2*y2 + pre3*y3;
  12. }
  13.  
  14. var inc:Number = 0;
  15. var theta:Number = 0;
  16.  
  17. addEventListener(Event.ENTER_FRAME, onLoop);
  18. function onLoop(evt:Event):void {
  19.    
  20.      graphics.clear();
  21.      graphics.lineStyle(0,0xFF0000);
  22.      graphics.moveTo(200,200);
  23.      graphics.curveTo(mouseX, mouseY, 400, 200);
  24.  
  25.     theta+= .05;
  26.     inc = .5 + .5*Math.sin(theta);
  27.  
  28.     bezier(inc, 200, 200, mouseX, mouseY, 400, 200);
  29.     circle.x = bezierPoint.x;
  30.     circle.y = bezierPoint.y;
  31. }

The above animates a circle along a quadratic bezier curve. This snippet was written in response to a question spurned by some of the recent bezier posts. I used Math.sin() to animate the circle but you could just as easily use modulus... simply replace lines 25-26 with the following:

Actionscript:
  1. inc += .03;
  2. inc %= 1;

Also posted in Graphics, graphics algorithms, motion | Tagged , | 3 Comments

Bezier Skin (smooth curveTo())

Actionscript:
  1. // graphics, vector of xy coords, closed boolean
  2. function bezierSkin(g:Graphics, bez:Vector.<Number>, closed:Boolean = true):void {
  3.     var avg:Vector.<Number> = calcAvgs(bez);
  4.     var i:int, n:int;
  5.     var leng:int = bez.length;
  6.  
  7.     if (closed){
  8.         g.moveTo(avg[0], avg[1]);
  9.         for (i = 2; i <leng; i+=2) {
  10.             n=i+1;
  11.             g.curveTo(bez[i], bez[n], avg[i], avg[n]);
  12.         }
  13.         g.curveTo(bez[0], bez[1], avg[0], avg[1]);
  14.     }else{
  15.         g.moveTo(bez[0], bez[1]);
  16.         g.lineTo(avg[0], avg[1]);
  17.         for (i = 2; i <leng-2; i+=2) {
  18.             n=i+1;
  19.             g.curveTo(bez[i], bez[n], avg[i], avg[n]);
  20.         }
  21.         g.lineTo(bez[ leng - 2], bez[ leng - 1]);
  22.     }
  23. }
  24.  
  25. // create anchor points by averaging the control points
  26. function calcAvgs(v:Vector.<Number>):Vector.<Number> {
  27.     var avg:Vector.<Number> = new Vector.<Number>();
  28.     var leng:int=v.length;
  29.     for (var i:int = 2; i<leng; i+=1) {
  30.         var prev:Number=i-2;
  31.         avg.push( (v[prev] + v[i]) / 2 );
  32.     }
  33.     // close
  34.     avg.push( (v[0] + v[ leng - 2]) / 2 );
  35.     avg.push( (v[1] + v[ leng - 1]) / 2 );
  36.     return avg;
  37. }
  38.  
  39. // test out the functions:
  40.  
  41. graphics.lineStyle(0,0x000000);
  42.  
  43. // draw a very rounded rect
  44. bezierSkin(graphics, Vector.<Number>([100,100,200,100,200,200,100,200]) );
  45.  
  46. // draw a random curve with 10 xy coords
  47. var rnd:Vector.<Number> = new Vector.<Number>();
  48. for (var i:int = 0; i<20; i++) rnd.push(Math.random()*100);
  49. bezierSkin(graphics, rnd);
  50.                        
  51. // erase everything and allow the used to draw a smooth curve with the mouse
  52. stage.addEventListener(MouseEvent.MOUSE_DOWN, onLoop);
  53. var index:int = 0;
  54. var pnts:Vector.<Number> = new Vector.<Number>();
  55.  
  56. function onLoop(evt:MouseEvent):void {
  57.      pnts.push(mouseX);
  58.      pnts.push(mouseY);
  59.    
  60.      graphics.clear();
  61.      graphics.lineStyle(0,0x000000);
  62.      
  63.       // draw a smooth curved line
  64.      bezierSkin(graphics,pnts,false);
  65. }

The above code uses averaging to generate anchor points for curveTo() calls. This is an easy way to always draw smooth curves.

This is an old one that I've seen floating around since the drawing api first came out... but I it's an important snippet, so I figured I'd post it.

Also posted in Graphics | Tagged , , | Leave a comment

Quadratic Bezier

Actionscript:
  1. var canvas:BitmapData=new BitmapData(280,280,false,0x000000);
  2. addChild(new Bitmap(canvas, PixelSnapping.AUTO, true));
  3. var color:uint;
  4. // anchor x1, anchor y1,
  5. // control-handle x2, control-handle y2,
  6. // anchor x3, anchor y3, [resolution incremental value between 0-1]
  7. function quadBezier(x1:Number, y1:Number, x2:Number, y2:Number, x3:Number, y3:Number, resolution:Number=.03):void {
  8.     var b:Number,pre1:Number,pre2:Number,pre3:Number,pre4:Number;
  9.     for (var a:Number = 0; a <1;a+=resolution) {
  10.    
  11.         b=1-a;
  12.         pre1=(a*a);
  13.         pre2=2*a*b;
  14.         pre3=(b*b);
  15.        
  16.         canvas.setPixel(pre1*x1 + pre2*x2  + pre3*x3 ,
  17.                                      pre1*y1 + pre2*y2 + pre3*y3, color);
  18.     }
  19. }
  20.  
  21. // draw a few
  22. color = 0xFFFFFF;
  23.  
  24. for (var i:int = 0; i<20; i++){
  25. quadBezier(40,100, 150 , 20 + i * 10 , 200, 100,.01);
  26. }
  27.  
  28. color = 0xFF0000;
  29.  
  30. for (i= 0; i<20; i++){
  31. quadBezier(150,200, 100 + i * 10, 100  , 120, 30,.01);
  32. }

The above demos a function that draws quadratic bezier curves using setPixel().

One of the first posts on this site was a snippet that used setPixel() to draw a cubic bezier curve. I recently needed to do the exact same thing but I wanted to use a quadratic bezier... I knew I had the code laying around somewhere, but I couldn't seem to find it so I just looked on wikipedia and changed the previous cubicBezier() function accordingly.

Also posted in BitmapData, graphics algorithms, pixel manipulation, setPixel | Tagged , , | 2 Comments