写一个辅助类PathHelper,用于将PathGeometry转换为对应离散的Point,用于路径追踪。
using System; using System.Collections.Generic; using Avalonia; using Avalonia.Media;public class PathHelper {private readonly List<Point> points = new(); // 离散点缓存private readonly List<double> lengths = new(); // 累计长度缓存private double totalLength; // 总路径长度// geometry: 输入路径,step: 离散步长 (0~1)public PathHelper(PathGeometry geometry, double step = 0.01){BuildPathCache(geometry, step);}// 将 PathGeometry 离散化private void BuildPathCache(PathGeometry geometry, double step){double accumulated = 0; // 累计长度foreach (var figure in geometry.Figures!){Point start = figure.StartPoint;points.Add(start);lengths.Add(accumulated);foreach (var seg in figure.Segments!){switch (seg){case LineSegment line:// 线段处理accumulated += GetDistance(start, line.Point);start = line.Point;points.Add(start);lengths.Add(accumulated);break;case BezierSegment bezier:// 三次贝塞尔曲线处理AddBezierSegment(ref accumulated, ref start, bezier.Point1, bezier.Point2, bezier.Point3, step);break;case PolyLineSegment poly:// 多线段处理foreach (var p in poly.Points){accumulated += GetDistance(start, p);start = p;points.Add(p);lengths.Add(accumulated);}break;case PolyBezierSegment pbezier:// 多贝塞尔曲线处理if (pbezier.Points!.Count % 3 != 0)Console.WriteLine("警告: PolyBezierSegment 点数不是 3 的倍数,末尾点将被忽略");for (int i = 0; i + 2 < pbezier.Points.Count; i += 3){AddBezierSegment(ref accumulated, ref start,pbezier.Points[i], pbezier.Points[i + 1], pbezier.Points[i + 2], step);}break;case ArcSegment arc:// 弧线处理var arcPoints = FlattenArcSegment(start, arc, step);Point lastArcPoint = start;foreach (var p in arcPoints){if (p != lastArcPoint) // 避免重复起点 {accumulated += GetDistance(lastArcPoint, p);points.Add(p);lengths.Add(accumulated);lastArcPoint = p;}}start = arc.Point; // 更新起点为弧终点break;default:Console.WriteLine($"不支持的 Segment 类型: {seg.GetType().Name}");break;}}}totalLength = accumulated; // 保存总长度 }// 贝塞尔离散化逻辑private void AddBezierSegment(ref double accumulated, ref Point start, Point p1, Point p2, Point p3, double step){Point lastPoint = start;int segments = Math.Max(1, (int)(1.0 / step)); // 离散段数for (int i = 1; i < segments; i++){double t = i / (double)segments;var p = EvaluateBezier(start, p1, p2, p3, t);accumulated += GetDistance(lastPoint, p);points.Add(p);lengths.Add(accumulated);lastPoint = p;}// 添加终点accumulated += GetDistance(lastPoint, p3);points.Add(p3);lengths.Add(accumulated);start = p3;}// 根据 progress 获取路径上对应的点 (0~1)public Point GetPoint(double progress){if (points.Count == 0) return new Point();if (progress <= 0) return points[0];if (progress >= 1) return points[^1];double targetLength = progress * totalLength;// 二分查找长度区间int left = 0, right = lengths.Count - 1;while (left < right){int mid = (left + right) / 2;if (lengths[mid] < targetLength)left = mid + 1;elseright = mid;}// 检查精确匹配情况if (left < lengths.Count && Math.Abs(lengths[left] - targetLength) < 1e-10){return points[left];}int index = Math.Max(left - 1, 0);// 避免 index+1 越界if (index + 1 >= points.Count) return points[^1];double segLength = lengths[index + 1] - lengths[index];if (segLength < 1e-10) return points[index];double t = (targetLength - lengths[index]) / segLength;return Interpolate(points[index], points[index + 1], t);}// 线性插值private static Point Interpolate(Point p1, Point p2, double t)=> new Point(p1.X + (p2.X - p1.X) * t, p1.Y + (p2.Y - p1.Y) * t);// 两点间距离private static double GetDistance(Point p1, Point p2)=> Math.Sqrt(Math.Pow(p2.X - p1.X, 2) + Math.Pow(p2.Y - p1.Y, 2));// 计算三次贝塞尔曲线上点private static Point EvaluateBezier(Point p0, Point p1, Point p2, Point p3, double t){double u = 1 - t;double tt = t * t;double uu = u * u;double uuu = uu * u;double ttt = tt * t;double x = uuu * p0.X + 3 * uu * t * p1.X + 3 * u * tt * p2.X + ttt * p3.X;double y = uuu * p0.Y + 3 * uu * t * p1.Y + 3 * u * tt * p2.Y + ttt * p3.Y;return new Point(x, y);}// 将 ArcSegment 转换为离散点private static List<Point> FlattenArcSegment(Point start, ArcSegment arc, double step){var result = new List<Point> { start };double rx = Math.Abs(arc.Size.Width);double ry = Math.Abs(arc.Size.Height);double phi = arc.RotationAngle * Math.PI / 180.0;bool largeArc = arc.IsLargeArc;bool sweep = arc.SweepDirection == SweepDirection.Clockwise;Point end = arc.Point;if (rx == 0 || ry == 0){result.Add(end);return result;}double dx2 = (start.X - end.X) / 2.0;double dy2 = (start.Y - end.Y) / 2.0;double x1p = Math.Cos(phi) * dx2 + Math.Sin(phi) * dy2;double y1p = -Math.Sin(phi) * dx2 + Math.Cos(phi) * dy2;double rx_sq = rx * rx;double ry_sq = ry * ry;double x1p_sq = x1p * x1p;double y1p_sq = y1p * y1p;double lambda = x1p_sq / rx_sq + y1p_sq / ry_sq;if (lambda > 1){double scale = Math.Sqrt(lambda);rx *= scale;ry *= scale;rx_sq = rx * rx;ry_sq = ry * ry;}double sign = (largeArc == sweep) ? -1 : 1;double sq = ((rx_sq * ry_sq) - (rx_sq * y1p_sq) - (ry_sq * x1p_sq)) / ((rx_sq * y1p_sq) + (ry_sq * x1p_sq));sq = Math.Max(sq, 0);double coef = sign * Math.Sqrt(sq);double cxp = coef * (rx * y1p) / ry;double cyp = coef * -(ry * x1p) / rx;double cx = Math.Cos(phi) * cxp - Math.Sin(phi) * cyp + (start.X + end.X) / 2.0;double cy = Math.Sin(phi) * cxp + Math.Cos(phi) * cyp + (start.Y + end.Y) / 2.0;double vectorAngle(double ux, double uy, double vx, double vy){double dot = ux * vx + uy * vy;double det = ux * vy - uy * vx;return Math.Atan2(det, dot);}double theta1 = vectorAngle(1, 0, (x1p - cxp) / rx, (y1p - cyp) / ry);double deltaTheta = vectorAngle((x1p - cxp) / rx, (y1p - cyp) / ry,(-x1p - cxp) / rx, (-y1p - cyp) / ry);if (!sweep && deltaTheta > 0) deltaTheta -= 2 * Math.PI;else if (sweep && deltaTheta < 0) deltaTheta += 2 * Math.PI;int segments = Math.Max((int)(Math.Abs(deltaTheta) / (step * 2 * Math.PI)), 1);for (int i = 1; i <= segments; i++){double t = i / (double)segments;double angle = theta1 + t * deltaTheta;double x = cx + rx * Math.Cos(angle) * Math.Cos(phi) - ry * Math.Sin(angle) * Math.Sin(phi);double y = cy + rx * Math.Cos(angle) * Math.Sin(phi) + ry * Math.Sin(angle) * Math.Cos(phi);result.Add(new Point(x, y));}return result;}// 总路径长度public double TotalLength => totalLength;// 离散点数量public int PointCount => points.Count; }
PathBasedAnimation.axaml代码
<Window xmlns="https://github.com/avaloniaui"xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"xmlns:d="http://schemas.microsoft.com/expression/blend/2008"xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"Height="381.6" Width="521.6"x:Class="AvaloniaUI.PathBasedAnimation"Title="PathBasedAnimation"><Window.Resources><PathGeometry x:Key="pathGeometry">M0,0 A15,10 0 0 1 120,350 A5,5 0 0 1 400,50</PathGeometry></Window.Resources><Canvas Margin="10"><Path Stroke="Red" StrokeThickness="1" Data="{StaticResource pathGeometry}"/><Image Name="image" Width="20" Height="20"><Image.Source><DrawingImage><DrawingImage.Drawing><GeometryDrawing Brush="LightSteelBlue"><GeometryDrawing.Geometry><GeometryGroup><EllipseGeometry Center="10,10" RadiusX="9" RadiusY="4"/><EllipseGeometry Center="10,10" RadiusX="4" RadiusY="9"/></GeometryGroup></GeometryDrawing.Geometry><GeometryDrawing.Pen><Pen Thickness="1" Brush="Black"/></GeometryDrawing.Pen></GeometryDrawing></DrawingImage.Drawing></DrawingImage></Image.Source></Image></Canvas> </Window>
PathBasedAnimation.axaml.cs代码
using Avalonia; using Avalonia.Animation; using Avalonia.Controls; using Avalonia.Markup.Xaml; using Avalonia.Media; using Shares.Avalonia; using System; using System.Drawing;namespace AvaloniaUI;public partial class PathBasedAnimation : Window {private AnimationPlayer player = new AnimationPlayer();private PathHelper? helper;public PathBasedAnimation(){InitializeComponent();var geometry = this.Resources["pathGeometry"] as PathGeometry;helper = new PathHelper(geometry!);player.At(0).PlayLocal(p =>{var pt = helper.GetPoint(p);Canvas.SetLeft(image, pt.X - image.Width / 2);Canvas.SetTop(image, pt.Y - image.Height / 2);});player.Start();} }
运行效果