How to find control points for a BezierSegment given Start, End, and 2 Intersection Pts in C# - AKA Cubic Bezier 4-point Interpolation

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清酒与你
清酒与你 2020-12-04 18:52

I\'ve been struggling looking for an understandable way to do this. I have four points, a StartPt, EndPoint, and Intersection points to represent the peak and valley in the

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  •  时光取名叫无心
    2020-12-04 19:09

    as3 version:

    package 
    {
        import flash.geom.Vector3D;
    
        public class DrawingUtility 
        {
            private var x1:Number; 
            private var y1:Number; 
            private var x2:Number;
            private var y2:Number;
    
            // linear equation solver utility for ai + bj = c and di + ej = f
            private function solvexy(a:Number, b:Number, c:Number, d:Number, e:Number, f:Number):Vector.
            {
                var returnVal:Vector. = new Vector.();
                var j:Number = (c - a / d * f) / (b - a * e / d);
                var i:Number = (c - (b * j)) / a;
                returnVal[0] = i;
                returnVal[1] = j;
                return returnVal;
            }
    
            // basis functions
            private function b0(t:Number):Number { 
                return Math.pow(1 - t, 3);
            }
            private function b1(t:Number):Number {
                return t * (1 - t) * (1 - t) * 3;
            }
            private function b2(t:Number):Number {
                return (1 - t) * t * t * 3;
            }
            private function b3(t:Number):Number {
                return Math.pow(t, 3);
            }
    
            private function bez4pts1(x0:Number, y0:Number, x4:Number, y4:Number, x5:Number, y5:Number, x3:Number, y3:Number):void
            {
                // find chord lengths
                var c1:Number = Math.sqrt((x4 - x0) * (x4 - x0) + (y4 - y0) * (y4 - y0));
                var c2:Number = Math.sqrt((x5 - x4) * (x5 - x4) + (y5 - y4) * (y5 - y4));
                var c3:Number = Math.sqrt((x3 - x5) * (x3 - x5) + (y3 - y5) * (y3 - y5));
                // guess "best" t
                var t1:Number = c1 / (c1 + c2 + c3);
                var t2:Number = (c1 + c2) / (c1 + c2 + c3);
                // transform x1 and x2
                var x1x2:Vector. = solvexy(b1(t1), b2(t1), x4 - (x0 * b0(t1)) - (x3 * b3(t1)), b1(t2), b2(t2), x5 - (x0 * b0(t2)) - (x3 * b3(t2)));
                x1 = x1x2[0];
                x2 = x1x2[1];
                // transform y1 and y2
                var y1y2:Vector. = solvexy(b1(t1), b2(t1), y4 - (y0 * b0(t1)) - (y3 * b3(t1)), b1(t2), b2(t2), y5 - (y0 * b0(t2)) - (y3 * b3(t2)));
                y1 = y1y2[0];
                y2 = y1y2[1];
            }
    
            public function BezierFromIntersection(startPt:Vector3D, int1:Vector3D, int2:Vector3D, endPt:Vector3D):Vector.
            {
                var returnVec:Vector. = new Vector.();
                bez4pts1(startPt.x, startPt.y, int1.x, int1.y, int2.x, int2.y, endPt.x, endPt.y);
    
                returnVec.push(startPt);
                returnVec.push(new Vector3D(x1, y1));
                returnVec.push(new Vector3D(x2, y2));
                returnVec.push(endPt);
                return returnVec;
            }
        }
    }
    

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