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I'd like to implement a Bézier curve. I've done this in C# before, but I'm totally unfamiliar with the C++ libraries. How should I go about creating a quadratic curve?

void printQuadCurve(float delta, Vector2f p0, Vector2f p1, Vector2f p2);

Clearly we'd need to use linear interpolation, but does this exist in the standard math library? If not, where can I find it?

I'm using Linux.

Marco Bonelli
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Nick Bolton
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8 Answers8

126

Recently I ran across the same question and wanted to implemented it on my own. This image from Wikipedia helped me:

http://upload.wikimedia.org/wikipedia/commons/3/35/Bezier_quadratic_anim.gif

The following code is written in C++ and shows how to compute a quadratic bezier.

int getPt( int n1 , int n2 , float perc )
{
    int diff = n2 - n1;

    return n1 + ( diff * perc );
}    

for( float i = 0 ; i < 1 ; i += 0.01 )
{
    // The Green Line
    xa = getPt( x1 , x2 , i );
    ya = getPt( y1 , y2 , i );
    xb = getPt( x2 , x3 , i );
    yb = getPt( y2 , y3 , i );

    // The Black Dot
    x = getPt( xa , xb , i );
    y = getPt( ya , yb , i );

    drawPixel( x , y , COLOR_RED );
}

With (x1|y1), (x2|y2) and (x3|y3) being P0, P1 and P2 in the image. Just for showing the basic idea...

For the ones who ask for the cubic bezier, it just works analogue (also from Wikipedia):

http://upload.wikimedia.org/wikipedia/commons/a/a3/Bezier_cubic_anim.gif

This answer provides Code for it.

Community
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Jakob Riedle
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    Great Reply, but this technically a DeCasteljau representation. Which is easier to understand, but usually less optimal. – Ender Doe Feb 19 '18 at 23:33
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    Thanks! You're totally right. What I needed at the time was a vivid understanding of berzier curves (that people feel a similar desire is probably the reason this answer was upvoted that many times). Most other algorithms are (often necessary) optimizations of the DeCasteljau, so it seems to be a really good foundation upon which knowledge can easily build upon. – Jakob Riedle Oct 29 '18 at 11:52
16

Here is a general implementation for a curve with any number of points.

vec2 getBezierPoint( vec2* points, int numPoints, float t ) {
    vec2* tmp = new vec2[numPoints];
    memcpy(tmp, points, numPoints * sizeof(vec2));
    int i = numPoints - 1;
    while (i > 0) {
        for (int k = 0; k < i; k++)
            tmp[k] = tmp[k] + t * ( tmp[k+1] - tmp[k] );
        i--;
    }
    vec2 answer = tmp[0];
    delete[] tmp;
    return answer;
}

Note that it uses heap memory for a temporary array which is not all that efficient. If you only need to deal with a fixed number of points you could hard-code the numPoints value and use stack memory instead.

Of course, the above assumes you have a vec2 structure and operators for it like this:

struct vec2 {
    float x, y;
    vec2(float x, float y) : x(x), y(y) {}
};

vec2 operator + (vec2 a, vec2 b) {
    return vec2(a.x + b.x, a.y + b.y);
}

vec2 operator - (vec2 a, vec2 b) {
    return vec2(a.x - b.x, a.y - b.y);
}

vec2 operator * (float s, vec2 a) {
    return vec2(s * a.x, s * a.y);
}
iforce2d
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13

You have a choice between de Casteljau's method, which is to recursively split the control path until you arrive at the point using a linear interpolation, as explained above, or Bezier's method which is to blend the control points.

Bezier's method is

 p = (1-t)^3 *P0 + 3*t*(1-t)^2*P1 + 3*t^2*(1-t)*P2 + t^3*P3 

for cubics and

 p = (1-t)^2 *P0 + 2*(1-t)*t*P1 + t*t*P2

for quadratics.

t is usually on 0-1 but that's not an essential - in fact the curves extend to infinity. P0, P1, etc are the control points. The curve goes through the two end points but not usually through the other points.

Malcolm McLean
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8

Did you use a C# library earlier?

In C++, no standard library function for Bezier curves is available (yet). You can of course roll your own (CodeProject sample) or look for a math library.

This blogpost explains the idea nicely but in Actionscript. Translation should not be much of a problem.

Robert Penner
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dirkgently
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4

To get an individual point (x, y) along a cubic curve at a given percent of travel (t), with given control points (x1, y1), (x2, y2), (x3, y3), and (x4, y4) I expanded De Casteljau’s algorithm and rearranged the equation to minimize exponents:

//Generalized code, not C++
variables passed to function:   t,  x1, y1, x2, y2, x3, y3, x4, y4
variables declared in function: t2, t3, x,  y
t2 = t * t
t3 = t * t * t
x = t3*x4 + (3*t2 - 3*t3)*x3 + (3*t3 - 6*t2 + 3*t)*x2 + (3*t2 - t3 - 3*t + 1)*x1
y = t3*y4 + (3*t2 - 3*t3)*y3 + (3*t3 - 6*t2 + 3*t)*y2 + (3*t2 - t3 - 3*t + 1)*y1

(t) is a decimal value between 0 and 1 (0 <= t <= 1) that represents percent of travel along the curve.

The formula is the same for x and y, and you can write a function that takes a generic set of 4 control points or group the coefficients together:

t2 = t * t
t3 = t * t * t

A = (3*t2 - 3*t3)
B = (3*t3 - 6*t2 + 3*t)
C = (3*t2 - t3 - 3*t + 1)

x = t3*x4 + A*x3 + B*x2 + C*x1
y = t3*y4 + A*y3 + B*y2 + C*y1

For quadratic functions, a similar approach yields:

t2 = t * t

A = (2*t - 2*t2)
B = (t2 - 2*t + 1)

x = t2*x3 + A*x2 + B*x1
y = t2*y3 + A*y2 + B*y1
daDib
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1
  • If you just want to display a Bezier curve, you can use something like PolyBezier for Windows.

  • If you want to implement the routine yourself, you can find linear interpolation code all over the Intarnetz.

  • I believe the Boost libraries have support for this. Linear interpolation, not Beziers specifically. Don't quote me on this, however.

  • Excellent! I think that code project example will do nicely :) – Nick Bolton Apr 24 '09 at 09:36
  • Whilst this may theoretically answer the question, [it would be preferable](//meta.stackoverflow.com/q/8259) to include the essential parts of the answer here, and provide the link for reference. – Toby Speight Mar 29 '17 at 10:56
0

I made an implementation based on this example https://stackoverflow.com/a/11435243/15484522 but for any amount of path points

void bezier(int [] arr, int size, int amount) {
  int a[] = new int[size * 2];    
  for (int i = 0; i < amount; i++) {
    for (int j = 0; j < size * 2; j++) a[j] = arr[j];
    for (int j = (size - 1) * 2 - 1; j > 0; j -= 2) 
      for (int k = 0; k <= j; k++) 
        a[k] = a[k] + ((a[k+2] - a[k]) * i) / amount;
    circle(a[0], a[1], 3);  // draw a circle, in Processing
  }
}

Where arr is array of points {x1, y1, x2, y2, x3, y3... xn, yn}, size is amount of points (twice smaller than array size), and amount is number of output points.

For optimal calculations you can use 2^n amount and bit shift:

void bezier(int [] arr, int size, int dense) {
  int a[] = new int[size * 2];    
  for (int i = 0; i < (1 << dense); i++) {
    for (int j = 0; j < size * 2; j++) a[j] = arr[j];
    for (int j = (size - 1) * 2 - 1; j > 0; j -= 2) 
      for (int k = 0; k <= j; k++) 
        a[k] = a[k] + (((a[k+2] - a[k]) * i) >> dense);
    circle(a[0], a[1], 3);  // draw a circle, in Processing
  }
}
0

This implementation on github shows how to calculate a simple cubic bezier, with normal and tangent values for values of 't' from 0->1. It is a direct transposition of the formulas at wikipedia.

cmaughan
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