Rust曲线插值与样条库splines的使用,splines提供高效灵活的贝塞尔曲线、B样条和NURBS曲线操作
Rust曲线插值与样条库splines的使用
splines是一个提供数学曲线操作的Rust库,它通过控制点(也称为节点)分段定义各种样条曲线。
安装
在您的项目目录中运行以下Cargo命令:
cargo add splines
或者在您的Cargo.toml中添加以下行:
splines = "5.0.0"
基本使用示例
下面是一个使用splines库创建和操作线性样条的完整示例:
use splines::{Interpolation, Key, Spline};
fn main() {
// 创建一些关键点(控制点)
let keys = vec![
Key::new(0.0, 0.0, Interpolation::Linear),
Key::new(1.0, 1.0, Interpolation::Linear),
Key::new(2.0, 0.0, Interpolation::Linear),
];
// 创建一个线性样条
let spline = Spline::from_vec(keys);
// 在样条上采样点
for i in 0..10 {
let t = i as f32 * 0.2;
if let Some(value) = spline.sample(t) {
println!("At t={}, value={}", t, value);
}
}
}
贝塞尔曲线示例
use splines::{Interpolation, Key, Spline};
fn main() {
// 创建贝塞尔曲线的控制点
let keys = vec![
Key::new(0.0, 0.0, Interpolation::Bezier(0.0, 0.5)), // 起点
Key::new(1.0, 1.0, Interpolation::Bezier(0.5, 0.0)), // 终点
];
let bezier_spline = Spline::from_vec(keys);
// 在曲线上采样点
for i in 0..10 {
let t = i as f32 * 0.1;
if let Some(value) = bezier_spline.sample(t) {
println!("Bezier at t={}: {}", t, value);
}
}
}
B样条示例
use splines::{Interpolation, Key, Spline};
fn main() {
// 创建B样条的控制点
let keys = vec![
Key::new(0.0, 0.0, Interpolation::BSpline(3)), // 3阶B样条
Key::new(1.0, 2.0, Interpolation::BSpline(3)),
Key::new(2.0, 1.0, Interpolation::BSpline(3)),
Key::new(3.0, 3.0, Interpolation::BSpline(3)),
];
let bspline = Spline::from_vec(keys);
// 在B样条上采样点
for i in 0..20 {
let t = i as f32 * 0.15;
if let Some(value) = bspline.sample(t) {
println!("B-Spline at t={}: {}", t, value);
}
}
}
NURBS曲线示例
use splines::{Interpolation, Key, Spline};
fn main() {
// 创建NURBS曲线的控制点(带权重)
let keys = vec![
Key::new(0.0, 0.0, Interpolation::NURBS(1.0)), // 权重为1.0
Key::new(1.0, 3.0, Interpolation::NURBS(0.5)), // 权重为0.5
Key::new(2.0, 1.0, Interpolation::NURBS(2.0)), // 权重为2.0
Key::new(3.0, 2.0, Interpolation::NURBS(1.0)),
];
let nurbs_spline = Spline::from_vec(keys);
// 在NURBS曲线上采样点
for i in 0..20 {
let t = i as f32 * 0.15;
if let Some(value) = nurbs_spline.sample(t) {
println!("NURBS at t={}: {}", t, value);
}
}
}
更多信息
该库提供了多种插值方法,包括线性、贝塞尔、B样条和NURBS等。您可以通过调整控制点和插值参数来创建各种复杂的曲线。
1 回复
Rust曲线插值与样条库splines使用指南
splines
是一个功能强大的Rust库,用于处理各种类型的曲线插值和样条操作,包括贝塞尔曲线、B样条和NURBS曲线。它提供了高效且灵活的API,适合图形编程、动画路径、CAD系统等应用场景。
安装
在Cargo.toml中添加依赖:
[dependencies]
splines = "0.5"
基本概念
splines
库支持多种曲线类型:
- 线性插值
- 贝塞尔曲线
- 均匀B样条
- 非均匀B样条(NURBS)
基本使用方法
1. 创建简单样条
use splines::{Interpolation, Key, Spline};
let spline = Spline::from_vec(vec![
Key::new(0., 0., Interpolation::Linear),
Key::new(1., 1., Interpolation::Linear),
Key::new(2., 0., Interpolation::Linear),
]);
// 在t=0.5处采样
let value = spline.sample(0.5);
println!("Value at t=0.5: {:?}", value);
2. 使用不同的插值方法
use splines::{Interpolation, Key, Spline};
let spline = Spline::from_vec(vec![
Key::new(0., 0., Interpolation::Linear),
Key::new(1., 2., Interpolation::Cosine),
Key::new(2., 0., Interpolation::CatmullRom),
]);
for t in 0..=20 {
let t = t as f32 * 0.1;
println!("t={:.1}, value={:.3}", t, spline.sample(t).unwrap());
}
贝塞尔曲线
use splines::{Interpolation, Key, Spline};
// 创建二次贝塞尔曲线
let bezier = Spline::from_vec(vec![
Key::new(0.0, (0.0, 极坐标系中的点(0.0, 0.0)), Interpolation::Bezier(1.0)),
Key::new(1.0, (1.0, 1.0), Interpolation::Bezier(1.0)),
Key::new(2.0, (2.0, 0.0), Interpolation::Bezier(1.0)),
]);
// 采样贝塞尔曲线
for i in 0..=10 {
let t = i as f32 * 0.2;
if let Some((x, y)) = bezier.sample(t) {
println!("Point at t={:.1}: ({:.2}, {:.2})", t, x, y);
}
}
B样条曲线
use splines::{Interpolation, Key, Spline};
// 创建B样条曲线
let bspline = Spline::from_vec(vec![
Key::new(0.0, (0.0, 0.0), Interpolation::BSpline(3)),
Key::new极坐标系中的点(1.0, (1.0, 1.0), Interpolation::BSpline(3)),
Key::new(2.0, (2.0, 0.0), Interpolation::BSpline(3)),
Key::new(3.0, (3.0, 1.0), Interpolation::BSpline(3)),
]);
// 采样B样条曲线
for i in 0..=30 {
let t = i as f32 * 0.1;
if let Some((x, y)) = bspline.sample(t) {
println!("Point at t={:.1}: ({:.2}, {:.2})", t, x, y);
}
}
NURBS曲线
use splines::{Interpolation, Key, Spline};
// 创建NURBS曲线
let nurbs = Spline::from_vec(vec![
Key::new(0.0, (0.0, 0.0), Interpolation::NURBS(3, 0.5)),
Key::new(1.0, (1.0, 1.0), Interpolation::NURBS(3, 1.0)),
Key::new(2.0, (2.0, 0.0), Interpolation::NURBS(3, 0.8)),
Key::new(3.0, (3.0, 1.0), Interpolation::NURBS极坐标系中的点(3, 1.2)),
]);
// 采样NURBS曲线
for i in 0..=30 {
let t = i as f32 * 0.1;
if let Some((x, y)) = nurbs.sample(t) {
println!("Point at t={:.1}: ({:.2}, {:.2})", t, x, y);
}
}
高级功能
1. 自定义插值器
use splines::{Interpolation, Key, Spline};
fn custom_interpolator(t: f32) -> f32 {
t * t * (3.0 - 2.0 * t) // 平滑阶梯函数
}
let spline = Spline::from_vec(vec![
Key::new(0., 0., Interpolation::Function(custom_interpolator)),
Key::new(1., 10., Interpolation::Function(custom_interpolator)),
]);
println!("Custom interpolation at t=0.7: {:?}", spline.sample(0.7));
2. 多维数据插值
use splines::{Interpolation, Key, Spline};
// 3D位置插值
let spline = Spline::from_vec(vec![
Key::new(0.0, (0.0, 0.0, 0.0), Interpolation::CatmullRom),
Key::new(1.0, (1.0, 2.0, 0.5), Interpolation::CatmullRom),
Key::new(2.0, (2.0, 0.0, 1.0), Interpolation::CatmullRom),
]);
if let Some((x, y, z)) = spline.sample(1.5) {
println!("3D position at t=1.5: ({:.2}, {:.2}, {:.2})", x, y, z);
}
性能提示
- 对于大量采样,考虑使用
sample_iter
方法创建迭代器 - 对于静态样条,可以使用
Spline::from_vec
的常量版本 - 复杂的NURBS曲线可能需要预处理以提高采样性能
splines
库提供了丰富的功能来处理各种曲线插值和样条操作,是Rust生态中处理这类问题的优秀选择。
完整示例代码
// 完整示例:创建并可视化多种曲线类型
use splines::{Interpolation, Key, Spline};
fn main() {
// 1. 创建线性插值样条
let linear_spline = Spline::from_vec(vec![
Key::new(0.0, 0.0, Interpolation::Linear),
Key::new(1.0, 2.0, Interpolation::Linear),
Key::new(2.0, 1.0, Interpolation::Linear),
]);
// 2. 创建贝塞尔曲线
let bezier_spline = Spline::from_vec(vec![
Key::new(0.0, (0.0, 0.0), Interpolation::Bezier(1.0)),
Key::new(1.0, (1.0, 2.0), Interpolation::Bezier(1.0)),
Key::new(2.0, (2.0, 0.0), Interpolation::Bezier(1.0)),
]);
// 3. 创建B样条曲线
let bspline = Spline::from_vec(vec![
Key::new(0.0, (0.0, 0.0), Interpolation::BSpline(3)),
Key::new(1.0, (1.0, 1.5), Interpolation::BSpline(3)),
Key::new(2.0, (2.0, 0.5), Interpolation::BSpline(3)),
Key::new(3.0, (3.0, 1.0), Interpolation::BSpline(3)),
]);
// 4. 创建NURBS曲线
let nurbs = Spline::from_vec(vec![
Key::new(0.0, (0.0, 0.0), Interpolation::NURBS(3, 0.5)),
Key::new(1.0, (1.0, 1.0), Interpolation::NURBS(3, 1.0)),
Key::new(2.0, (2.0, 0.5), Interpolation::NURBS(3, 0.8)),
Key::new(3.0, (3.0, 1.5), Interpolation::NURBS(3, 1.2)),
]);
// 采样并打印所有曲线
println!("Linear Spline:");
for i in 0..=20 {
let t = i as f32 * 0.1;
println!(" t={:.1}: {}", t, linear_spline.sample(t).unwrap());
}
println!("\nBezier Curve:");
for i in 0..=10 {
let t = i as f32 * 0.2;
if let Some((x, y)) = bezier_spline.sample(t) {
println!(" t={:.1}: ({:.2}, {:.2})", t, x, y);
}
}
println!("\nB-Spline:");
for i in 0..=30 {
let t = i as f32 * 0.1;
if let Some((x, y)) = bspline.sample(t) {
println!(" t={:.1}: ({:.2}, {:.2})", t, x, y);
}
}
println!("\nNURBS:");
for i in 0..=30 {
let t = i as f32 * 0.1;
if let Some((x, y)) = nurbs.sample(t) {
println!(" t={:.1}: ({:.2}, {:.2})", t, x, y);
}
}
}