I am currently working on a project about Bezier curves and their properties. I am struggling to understand a concept. I can't seem to understand why you need a scale for the tangent line in a Bezier curve.
This is my code that does the animation.
from tkinter import Tk, Canvas
from graphics_template import *
import math, time
vp_width, vp_height = 1024, 768
w_xmin, w_ymin, w_xmax = -3, -3, 10
w_ymax = w_ymin + (w_xmax - w_xmin)/vp_width * vp_height
B2 = [[0.0, 0.0], # point 0
[7.0, 0.0], # point 1
[1.0, 4.0]] # point 2
V_pos = [] # position
V_vec = [] # velocity vector
animation_done = False
DELTA_TDRAW = 0.02 # 50 fps
def eval_Bezier2(P, t):
# P(t) = (1-t)^2P[0] + 2t(1-t) P[1] + t^2P[2]
res = [0.0, 0.0]
for xy in range(2):
res[xy] = (1-t)*(1-t)*P[0][xy] + 2*t*(1-t)*P[1][xy] + t*t*P[2][xy]
return res
def eval_dBezier2(P, t):
# P'(t) = -2(1-t)P[0] + 2(1-t)P[1]-2tP[1] + 2tP[2]
res = [0.0, 0.0]
for xy in range(2):
res[xy] = -2*(1-t)*P[0][xy] + 2*(1-t)*P[1][xy]-2*t*P[1][xy] + 2*t*P[2][xy]
return res
def draw_Bezier (P, nsteps):
xi = P[0][0]
yi = P[0][1]
t_delta = 1/nsteps
t = t_delta
for ti in range(nsteps):
p = eval_Bezier2(P, t)
draw_line(canvas, xi, yi, p[0], p[1], rgb_col(255, 0 ,0))
draw_small_square(canvas, xi, yi, rgb_col(255, 255, 0))
xi = p[0]
yi = p[1]
t += t_delta
for i in range(len(P)):
draw_small_square(canvas, P[i][0], P[i][1], rgb_col(0, 255, 0))
def do_animation (t):
global animation_done
v_factor = 5 # reparameterization
u = t/v_factor
if (t > v_factor): #animation stops at t = v_factor
animation_done = True
else:
current_pos = eval_Bezier2(B2, u);
V_pos[0] = current_pos[0]
V_pos[1] = current_pos[1]
current_vel = eval_dBezier2(B2, u);
V_vec[0] = current_vel[0]
V_vec[1] = current_vel[1]
def draw_scene ():
draw_grid(canvas)
draw_axis(canvas)
draw_Bezier(B2, 20)
draw_dot(canvas, V_pos[0], V_pos[1], rgb_col(0,255,0))
draw_line(canvas, V_pos[0], V_pos[1], (V_pos[0] + V_vec[0]), (V_pos[1] + V_vec[1]), rgb_col(0,255,0))
def init_scene ():
#no data inits needed
V_pos.append(0.0)
V_pos.append(0.0)
V_vec.append(0.0)
V_vec.append(0.0)
do_animation(0.0)
draw_scene()
window = Tk()
canvas = Canvas(window, width=vp_width, height=vp_height, bg=rgb_col(0,0,0))
canvas.pack()
init_graphics (vp_width, vp_height, w_xmin, w_ymin, w_xmax)
# time.perf_counter() -> float. Return the value (in fractional seconds)
# of a performance counter, i.e. a clock with the highest available resolution
# to measure a short duration. It does include time elapsed during sleep and
# is system-wide. The reference point of the returned value is undefined,
# so that only the difference between the results of consecutive calls is valid.
init_time = time.perf_counter()
prev_draw_time = 0
init_scene ()
while (not animation_done):
draw_dt = time.perf_counter() - init_time - prev_draw_time
if (draw_dt > DELTA_TDRAW): # 50 fps
prev_draw_time += DELTA_TDRAW
do_animation(prev_draw_time)
canvas.delete("all")
draw_scene()
canvas.update()
As you can see, the formulas work and are correct. As you also can see in the do_animation() function, there is a v_factor that makes the t smaller. This is because the animation goes at 50 frames per second. Every t that comes in is 0.02, this is divided by 5 to make the point move accross the curve for 5 seconds before reaching u = 1.
As you may notice, I divided the velocity vector by the v_factor, I don't understand this concept. I know my v_factor is a scale, but I don't understand why I need it. Doesn't the derivative of the bezier curve just output the correct velocity at every point in the curve? I only know that when I remove the v_factor from there, my velocity vector would become too big to fit my screen. As I said, I know it's a scale, but why do I need it? Why don't I need it for the V_pos vector? I tried to understand this concept from this stackoverflow post: How to calculate tangent for cubic bezier curve?, but unfortunately to no succes.
The velocity at any point B(t)
is the derivative vector B'(t)
so you got that part right, but the derivative (remember not to call it the tangent: tangents are true lines without a start or end point) at a point tells you the velocity "over one unit of time". And inconveniently, an entire Bezier curve only covers a single unit of time (with the t
parameter running from 0 to 1)...
So, if we space our t
values using some smaller-than-one value, like your curve does by using 20 points (so a t
interval of 1/20
), we need to scale all those derivatives by 1/(point count)
too.
If we look at the unscaled derivatives, they are unwieldy and huge:
But if we scale them by 1/20 so that they represent the velocity vector for the time interval we're actually using, things look really good:
And we see an error between "where the true next point is" and "where the previous point plus its velocity vector says it'll be" based on curvature: the stronger the curvature, the further away from the "true point" a "previous point + velocity over time interval" will be, which we can mitigate by using more points.
If we use only 8 steps in our curve, with the derivatives scaled by 1/8, things don't look all that great:
If we bump that up to 15, with 1/15 scaling, things start to look better:
And while your curve with 20 points looks alright, let's look at what 50 points with 1/50 scaling gets us:
That's preeeetty good.