增加一篇博客
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@@ -3,9 +3,11 @@ import { defaultTheme } from '@vuepress/theme-default'
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import { markdownMathPlugin } from '@vuepress/plugin-markdown-math'
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import { markdownImagePlugin } from '@vuepress/plugin-markdown-image'
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import { defineUserConfig } from 'vuepress'
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import { getDirname, path } from 'vuepress/utils'
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const navbar_def = require('./config/nav.js');
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const sidebar_def = require('./config/sidebar.js');
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const __dirname = getDirname(import.meta.url)
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export default defineUserConfig({
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bundler: viteBundler({
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@@ -37,7 +39,7 @@ export default defineUserConfig({
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markdownMathPlugin({
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// options
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type: 'mathjax',
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output: 'chtml'
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output: 'svg'
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}),
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markdownImagePlugin({
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@@ -52,6 +54,10 @@ export default defineUserConfig({
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}),
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],
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markdown: {
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lineNumbers: false
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lineNumbers: false,
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importCode: {
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handleImportPath: (str) =>
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str.replace(/^@public/, path.resolve(__dirname, 'public/')),
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},
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}
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})
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@@ -0,0 +1,51 @@
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<html>
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<head>
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<script src="https://cdn.jsdelivr.net/npm/p5@1.4.2/lib/p5.js"></script>
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<script src="/js/bezier_app.js"></script>
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<script src="/js/bezier_base.js"></script>
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</head>
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<body style="margin:0px; padding:0px; overflow: hidden">
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<script>
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var lineSegments;
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var quadBezierLine;
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var P0={x:10.0, y:10.0}, P1={x:260.0, y:235.0}, P2={x:300.0, y:80.0};
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function setup() {
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const searchParams = new URLSearchParams(window.location.search);
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let uniformSpeed = searchParams.get('uniformSpeed')!=0;
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canvas = createCanvas(windowWidth, windowHeight);
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lineSegments = new LineSegments();
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lineSegments.addPoint(P0.x, P0.y);
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lineSegments.addPoint(P1.x, P1.y);
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lineSegments.addPoint(P2.x, P2.y);
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quadBezierLine = new QuadBezierLine(P0, P1, P2, 20, uniformSpeed)
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}
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function draw() {
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clear();
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background('white');
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noStroke();
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lineSegments.draw();
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quadBezierLine.draw()
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}
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function mousePressed(){
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lineSegments.handleMousePressed();
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}
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function mouseDragged(){
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lineSegments.handleMouseDragged();
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}
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function mouseReleased(){
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lineSegments.handleMouseReleased();
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quadBezierLine.updatePoints(lineSegments.points[0], lineSegments.points[1], lineSegments.points[2]);
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}
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</script>
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</body>
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</html>
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Binary file not shown.
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After Width: | Height: | Size: 150 KiB |
@@ -0,0 +1,78 @@
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class QuadBezierLine {
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constructor(_p0, _p1, _p2, _step, _uniformSpeed) {
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this.step=_step;
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this.points=[];
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this.uniformSpeed=_uniformSpeed;
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this.updatePoints(_p0, _p1, _p2);
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}
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//Speed(t_) = Sqrt[A*t*t+B*t+C]
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speed(t) {
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return Math.sqrt(this.A * t * t + this.B * t + this.C);
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}
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//Length(t) = Integrate[Speed[t], t]
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//Length(t_)=((2*Sqrt[A]*(2*A*t*Sqrt[C+t*(B+A*t)]+B*(Sqrt[C + t*(B + A*t)]-Sqrt[C])) +
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// (B^2-4*A*C)(Log[B+2*Sqrt[A]*Sqrt[C]]-Log[B+2*A*t+2*Sqrt[A]*Sqrt[C+t*(B+A*t)]]))/
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// (8* A^(3/2)));
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length(t) {
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let temp1 = Math.sqrt(this.C + t * (this.B + this.A * t));
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let temp2 = (2 * this.A * t * temp1 + this.B * (temp1 - Math.sqrt(this.C)));
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let temp3 = Math.log(this.B + 2 * Math.sqrt(this.A) * Math.sqrt(this.C));
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let temp4 = Math.log(this.B + 2 * this.A * t + 2 * Math.sqrt(this.A) * temp1);
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let temp5 = 2 * Math.sqrt(this.A) * temp2;
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let temp6 = (this.B * this.B - 4 * this.A * this.C) * (temp3 - temp4);
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return (temp5 + temp6) / (8 * Math.pow(this.A, 1.5));
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}
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//X(n+1) = Xn - F(Xn)/F'(Xn)
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invertLength(t, len) {
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let t1 = t, t2;
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do {
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t2 = t1 - (this.length(t1) - len) / this.speed(t1);
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if (Math.abs(t1 - t2) < 0.000001)
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break;
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t1 = t2;
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} while (true);
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return t2;
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}
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updatePoints(_p0, _p1, _p2) {
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this.p0=_p0;
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this.p1=_p1;
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this.p2=_p2;
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let ax = this.p0.x - 2 * this.p1.x + this.p2.x;
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let ay = this.p0.y - 2 * this.p1.y + this.p2.y;
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let bx = 2 * this.p1.x - 2 * this.p0.x;
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let by = 2 * this.p1.y - 2 * this.p0.y;
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this.A = 4 * (ax * ax + ay *ay);
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this.B = 4 * (ax * bx + ay *by);
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this.C = bx * bx + by * by;
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this.points.length = 0;
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let totalLength = this.length(1);
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for (let index = 1; index < this.step; index++) {
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let t = index / this.step;
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if(this.uniformSpeed) {
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//根据 L 函数的反函数,求得 l 对应的 t 值
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t = this.invertLength(t, totalLength*t);
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}
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let x = (1-t)*(1-t)*this.p0.x+2*(1-t)*t*this.p1.x+t*t*this.p2.x;
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let y = (1-t)*(1-t)*this.p0.y+2*(1-t)*t*this.p1.y+t*t*this.p2.y;
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this.points.push({x:x, y:y});
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}
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}
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draw() {
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this.points.forEach(pt => {
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fill('green');
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ellipse(pt.x, pt.y, 5, 5);
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});
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}
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}
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@@ -0,0 +1,82 @@
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class Point {
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constructor(x, y){
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this.pos = createVector(x, y);
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this.radius = 10;
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this.isDragged = false;
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this.isBeingDragged = false;
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}
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get x(){ return this.pos.x; }
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get y(){ return this.pos.y; }
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set x(newVal){ this.pos.x = newVal; }
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set y(newVal){ this.pos.y = newVal; }
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set(x, y){ this.x = x; this.y = y; }
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containsXY(x, y){
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return dist(x, y, this.x, this.y) < this.radius;
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}
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handleMousePressed(){
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this.isDragged = this.containsXY(mouseX, mouseY);
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return this.isDragged;
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}
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handleMouseDragged(){
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this.set(mouseX, mouseY);
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}
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handleMouseReleased(){
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this.isDragged = false;
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}
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draw(){
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if (this.containsXY(mouseX, mouseY)){
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fill('red');
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}else {
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fill('gray');
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}
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stroke('black')
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ellipse(this.x, this.y, this.radius, this.radius);
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}
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}
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class LineSegments {
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constructor() {
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this.points = [];
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}
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addPoint(x,y) {
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this.points.push(new Point(x, y));
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}
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draw(){
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stroke('black')
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if(this.points.length>1) {
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for(let index=0; index<this.points.length-1; index++) {
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line(this.points[index].x, this.points[index].y, this.points[index+1].x, this.points[index+1].y);
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}
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this.points.forEach(pt => pt.draw())
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}
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}
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handleMousePressed(){
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const pointPressed = this.points.find(pt => pt.containsXY(mouseX, mouseY));
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if (pointPressed){
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pointPressed.isBeingDragged = true;
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return true;
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}
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return false;
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}
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handleMouseDragged(){
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const pointDragged = this.points.find(p => p.isBeingDragged);
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if (pointDragged) {
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pointDragged.set(mouseX, mouseY);
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}
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}
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handleMouseReleased(){
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this.points.forEach(p => { p.isBeingDragged = false; });
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}
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}
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@@ -0,0 +1,69 @@
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---
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title: "匀速贝塞尔曲线运动的实现"
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tags: 程序 算法
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---
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# 匀速贝塞尔曲线运动的实现
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二次贝塞尔曲线通常以如下方式构建,给定二维平面上的固定点$P_0$, $P_1$, $P_2$,用$B(t)$表示该条曲线
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$$
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\boldsymbol{B}(t)=(1-t)^2 \boldsymbol{P_0}+2t(1-t) \boldsymbol{P_1}+t^2 \boldsymbol{P_2}
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$$
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用一个动画来演示,可以更加清楚的表明这条曲线的构建过程
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如果$t$变量本身是线性变化的话,这条贝塞尔曲线的生成过程是并不是匀速的,通常都是两头快中间慢。
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<iframe width="100%" height="270" frameborder=0 src="/html/bezier.html?uniformSpeed=0"></iframe>
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可以看出中间的点较为密集,而两边则较为稀疏。
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如何想要得到匀速的贝塞尔曲线运动呢?比如我们在某款游戏中设计了一条贝塞尔曲线的路径,如何实现玩家匀速在这条路径上运动呢?
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首先需要求得$B(t)$相对于$t$的速度公式$s(t)$
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$$
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s(t)=\sqrt{B_{x}^{'}(t)^2+B_{y}^{'}(t)^2}
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$$
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为了简化公式,定义如下变量
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$$
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\begin{aligned}
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\boldsymbol{a}&=\boldsymbol{P_0}-2\boldsymbol{P_1}+\boldsymbol{P_2}\\
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\boldsymbol{b}&=2\boldsymbol{P_1}-2\boldsymbol{P_0}\\
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A&=4(a_x^2+a_y^2)\\
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B&=4(a_xb_x+a_yb_y)\\
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C&=b_x^2+b_y^2
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\end{aligned}
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$$
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计算出$s(t)$可以表达为
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$$
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s(t)=\sqrt{At^2+Bt+C}
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$$
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根据这个公式,求得贝塞尔曲线的长度公式$L(t)$为
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$$
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\begin{aligned}
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L(t)&=\int_0^t\sqrt{Ax^2+Bx+C}dx\\
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&=\frac{1}{8A^{3/2}}\biggl(2\sqrt{A}\left[2At\sqrt{At^2+Bt+C}+B\left(\sqrt{At^2+Bt+C}-\sqrt{C}\right)\right] \\
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&\quad+(B^2-4AC)\left[ln(B+2\sqrt{AC})-ln\left(B+2At+2\sqrt{A}\sqrt{At^2+Bt+C}\right)\right]\biggr)
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\end{aligned}
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$$
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特别当$t=1.0$时,$L(1.0)$就是这条曲线的总长度。
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设$t'$是能够使$L$实现匀速运动的自变量,那么此时曲线长度应该满足线性增长,也就是
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$$
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L(t')=L(1.0)t\tag{1}
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$$
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也就是$t'=L^{-1}(L(1.0)t)$,由于$L(t)$函数非常复杂,直接求其逆函数的解析解几乎不可能,还好我们知道它的导数为$s(t)$,在实际使用中,可以使用[牛顿切线法](https://en.wikipedia.org/wiki/Newton%27s_method)获得$t'$的数值解。
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设$L_t=L(1.0)t$,视$t'$为未知数,根据公式1有以下方程
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$$
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L(t')-L_t=0
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$$
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根据牛顿切线法,求解的迭代公式为:
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$$
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t'_{n+1}=t'_n-\frac{L(t'_n)-L_t}{s(t'_n)}
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$$
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由于$t$和$t'$相差不大,可以设$t_0=t$来开始求解,以下是修正后的匀速贝塞尔曲线
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<iframe width="100%" height="270" frameborder=0 src="/html/bezier.html?uniformSpeed=1"></iframe>
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上面是使用javascript实现的互动曲线,核心代码如下
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@[code js :no-line-numbers](@public/js/bezier_app.js)
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## End
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+2
-1
@@ -13,4 +13,5 @@
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* [一个简单的DH密钥协商算法的实现](/blog/2025/02/DH.md), [Github](https://github.com/thejinchao/dhexchange)
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* [如何计算线段和圆的交点](/blog/2025/02/SegmentCircle.md)
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* [一道数学趣题](/blog/2025/02/Ellipse.md)
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* [斐波那契数列和1/89](/blog/2025/02/Fibonacci.md)
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* [斐波那契数列和1/89](/blog/2025/02/Fibonacci.md)
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* [匀速贝塞尔曲线运动实现](/blog/2025/03/BezierLine.md)
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