1.??判断三点顺序(顺时针或者逆时针)(模板)
#include <bits/stdc++.h>
using namespace std;
int main()
{
double x1, y1, x2, y2, x3, y3;
while(cin>>x1>>y1>>x2>>y2>>x3>>y3>>x4>>y4){
//分别输入A,B,C三点的坐标
double ans=(x2-x1)*(y3-y1)-(y2-y1)*(x3-x1);//表示向量AB与AC的叉积的结果
if(ans>0)
cout<<"逆时针"<<endl;
if(ans<0)
cout<<"顺时针"<<endl;
if(ans==0)
cout<<"共线"<<endl;
}
return 0;
}
判断三点顺序(顺时针或者逆时针)(模板)_Jamence的博客-CSDN博客_判断顺时针?
2. 贝塞尔曲线
void createCurve(CvPoint *originPoint,int originCount,vector<CvPoint> &curvePoint){
//控制点收缩系数 ,经调试0.6较好,CvPoint是<a href="http://lib.csdn.net/base/opencv" class='replace_word' title="OpenCV知识库" target='_blank' style='color:#df3434; font-weight:bold;'>OpenCV</a>的,可自行定义结构体(x,y)
float scale = 0.6;
CvPoint midpoints[originCount];
//生成中点
for(int i = 0 ;i < originCount ; i++){
int nexti = (i + 1) % originCount;
midpoints[i].x = (originPoint[i].x + originPoint[nexti].x)/2.0;
midpoints[i].y = (originPoint[i].y + originPoint[nexti].y)/2.0;
}
//平移中点
CvPoint extrapoints[2 * originCount];
for(int i = 0 ;i < originCount ; i++){
int nexti = (i + 1) % originCount;
int backi = (i + originCount - 1) % originCount;
CvPoint midinmid;
midinmid.x = (midpoints[i].x + midpoints[backi].x)/2.0;
midinmid.y = (midpoints[i].y + midpoints[backi].y)/2.0;
int offsetx = originPoint[i].x - midinmid.x;
int offsety = originPoint[i].y - midinmid.y;
int extraindex = 2 * i;
extrapoints[extraindex].x = midpoints[backi].x + offsetx;
extrapoints[extraindex].y = midpoints[backi].y + offsety;
//朝 originPoint[i]方向收缩
int addx = (extrapoints[extraindex].x - originPoint[i].x) * scale;
int addy = (extrapoints[extraindex].y - originPoint[i].y) * scale;
extrapoints[extraindex].x = originPoint[i].x + addx;
extrapoints[extraindex].y = originPoint[i].y + addy;
int extranexti = (extraindex + 1)%(2 * originCount);
extrapoints[extranexti].x = midpoints[i].x + offsetx;
extrapoints[extranexti].y = midpoints[i].y + offsety;
//朝 originPoint[i]方向收缩
addx = (extrapoints[extranexti].x - originPoint[i].x) * scale;
addy = (extrapoints[extranexti].y - originPoint[i].y) * scale;
extrapoints[extranexti].x = originPoint[i].x + addx;
extrapoints[extranexti].y = originPoint[i].y + addy;
}
CvPoint controlPoint[4];
//生成4控制点,产生贝塞尔曲线
for(int i = 0 ;i < originCount ; i++){
controlPoint[0] = originPoint[i];
int extraindex = 2 * i;
controlPoint[1] = extrapoints[extraindex + 1];
int extranexti = (extraindex + 2) % (2 * originCount);
controlPoint[2] = extrapoints[extranexti];
int nexti = (i + 1) % originCount;
controlPoint[3] = originPoint[nexti];
float u = 1;
while(u >= 0){
int px = bezier3funcX(u,controlPoint);
int py = bezier3funcY(u,controlPoint);
//u的步长决定曲线的疏密
u -= 0.005;
CvPoint tempP = cvPoint(px,py);
//存入曲线点
curvePoint.push_back(tempP);
}
}
}
//三次贝塞尔曲线
float bezier3funcX(float uu,CvPoint *controlP){
float part0 = controlP[0].x * uu * uu * uu;
float part1 = 3 * controlP[1].x * uu * uu * (1 - uu);
float part2 = 3 * controlP[2].x * uu * (1 - uu) * (1 - uu);
float part3 = controlP[3].x * (1 - uu) * (1 - uu) * (1 - uu);
return part0 + part1 + part2 + part3;
}
float bezier3funcY(float uu,CvPoint *controlP){
float part0 = controlP[0].y * uu * uu * uu;
float part1 = 3 * controlP[1].y * uu * uu * (1 - uu);
float part2 = 3 * controlP[2].y * uu * (1 - uu) * (1 - uu);
float part3 = controlP[3].y * (1 - uu) * (1 - uu) * (1 - uu);
return part0 + part1 + part2 + part3;
}
原迹手写之贝赛尔曲线(穿过已知点画平滑曲线(3次贝塞尔曲线)__ArcticOcean的博客-CSDN博客?
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