我在画布上有直线,由开始和结束Point(x,y)
定义。
现在我希望用户点击该行内的任意位置,并在拖动鼠标时,该行应形成curve
。
我知道quadraticCurveTo()
有bezierCurveTo()
和Canvas
种方法。但它们都需要1-2个控制点。如果我不将这些控制点呈现给用户,我将从哪里获取这些控制点?我可以根据用户点击的位置来计算它们吗?
答案 0 :(得分:1)
是的,您可以根据用户点击的位置来计算它们。
当用户将鼠标从行A-B
中的某个位置拖动到新位置A时,该位置X可以是二次曲线的单个控制点。将行A-B
替换为二次曲线A-X-B
答案 1 :(得分:1)
如何将直线拖到曲线中
给定3个点(开始,结束和鼠标),这里是你如何计算将在这3个点之间绘制二次贝塞尔曲线的控制点:
// calc a control point
var cpX = 2*mouseX -startX/2 -endX/2;
var cpY = 2*mouseY -startY/2 -endY/2;
其余的就像用户拖动鼠标时重绘曲线一样简单
// draw a quad-curve
ctx.beginPath();
ctx.moveTo(startX, startY);
ctx.quadraticCurveTo(cpX, cpY, endX, endY);
ctx.stroke();
这是代码和小提琴:http://jsfiddle.net/m1erickson/pp7Zy/
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; padding:10px; }
canvas{border:1px solid red;}
</style>
<script>
$(function(){
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
// get the position of the canvas
// relative to the window
var canvasOffset=$("#canvas").offset();
var offsetX=canvasOffset.left;
var offsetY=canvasOffset.top;
// set the start and end points
var startX=25;
var startY=50;
var endX=275;
var endY=200;
// some vars for the mouse position
var mouseX;
var mouseY;
var isDragging=false;
// set curve color and stroke-width
ctx.strokeStyle="blue"
ctx.fillStyle="red"
ctx.lineWidth=5;
// draw the startpoint, endpoint and line
// just to get the user some reference points
ctx.beginPath();
ctx.moveTo(startX,startY);
ctx.lineTo(endX,endY);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(startX,startY);
ctx.arc(startX,startY, 10, 0, 2 * Math.PI, false);
ctx.moveTo(endX,endY);
ctx.arc(endX,endY, 10, 0, 2 * Math.PI, false);
ctx.fill();
// when the user drags the mouse draw a quad-curve
// between the 2 points and the mouse position
function handleMouseMove(e){
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
// calc a control point
var cpX = 2*mouseX -startX/2 -endX/2;
var cpY = 2*mouseY -startY/2 -endY/2;
ctx.clearRect(0,0,canvas.width,canvas.height);
// draw a quad-curve
ctx.beginPath();
ctx.moveTo(startX, startY);
ctx.quadraticCurveTo(cpX, cpY, endX, endY);
ctx.stroke();
// draw the Start, End and Control points
ctx.beginPath();
ctx.moveTo(startX,startY);
ctx.arc(startX,startY, 10, 0, 2 * Math.PI, false);
ctx.moveTo(cpX,cpY);
ctx.arc(cpX,cpY, 10, 0, 2 * Math.PI, false);
ctx.moveTo(endX,endY);
ctx.arc(endX,endY, 10, 0, 2 * Math.PI, false);
ctx.fill();
}
$("#canvas").mousedown(function(e){isDragging=true;});
$("#canvas").mouseup(function(e){isDragging=false;});
$("#canvas").mousemove(function(e){if(isDragging){handleMouseMove(e);}});
}); // end $(function(){});
</script>
</head>
<body>
<p>Drag mouse to create quadratic bezier</p>
<p>that goes through the mouse position</p>
<canvas id="canvas" width=400 height=400></canvas>
</body>
</html>