我正在尝试在画布中的两个点之间绘制一个平滑的弧形弧,我将这些点设置为sutch note 这些是动态的并且可以改变。
var p1 = {
x=100, y=100
}
var p2 = {
x=255, y=255
}
曲线看起来像这样
这里是我开始的代码,我无法理解这个函数的数学/逻辑:
function curveA2B(a,b){
var mindpoint = {
x: (a.x+b.x)/2,
y: (a.y+b.y)/2,
d: Math.sqrt(Math.pow(b.x-a.x,2) + Math.pow(b.y-a.y,2))
};
context.beginPath();
context.arc(
a.x,
a.y,
mindpoint.d/2,
1.5*Math.PI,
0,
false
);
context.arc(
b.x,
b.y,
mindpoint.d/2,
1*Math.PI,
0.5*Math.PI,
true
);
context.context.stroke();
}
答案 0 :(得分:2)
我创建了一个可以轻松修改的函数,名为plot_curve,可以让您了解问题的细分。
快速 DEMO :http://jsfiddle.net/LVFat/
function plot_curve(x,y,xx,yy, target,color)
{
var startX=x;
var startY=y;
var endX=xx;
var endY=yy;
var diff_x = xx - x;
var diff_y = yy - y;
var bezierX=x; // x1
var bezierY=yy; // y2
console.log("bx:"+bezierX);
console.log("by:"+bezierY);
var cx,cy, t;
for(t=0.0; t<=1; t+=0.01)
{
cx = Math.round( (1-t)*(1-t)*startX + 2*(1-t) * t * bezierX + t*t*endX);
cy = Math.round( (1-t)*(1-t)*startY + 2*(1-t) * t * bezierY + t*t*endY);
// change this part to whatever you are trying to manipulate to the curve
plot_pixel( Math.round(cx), Math.round(cy), target, color);
}
}
示例...(使用我制作的divCanvas函数..查看jsfiddle链接...)
plot_curve(25,25,5,5, ".divCanvas","blue");
如果你只想要两点之间曲线的坐标,请试试这个:
function plot_curve(x,y,xx,yy)
{
// returns an array of x,y coordinates to graph a perfect curve between 2 points.
var startX=x;
var startY=y;
var endX=xx;
var endY=yy;
var diff_x = xx - x;
var diff_y = yy - y;
var xy = [];
var xy_count = -1;
var bezierX=x; // x1
var bezierY=yy; // y2
var t;
for(t=0.0; t<=1; t+=0.01)
{
xy_count++;
xy[xy_count] = {};
xy[xy_count].x = Math.round( (1-t)*(1-t)*startX + 2*(1-t) * t * bezierX + t*t*endX);
xy[xy_count].y = Math.round( (1-t)*(1-t)*startY + 2*(1-t) * t * bezierY + t*t*endY);
}
return xy; // returns array of coordinates
}
答案 1 :(得分:1)
您可以将两点的中间值用作x轴和y轴的两个半径设置。
以下示例已经过简化,但它显示了一种在方框内创建平滑曲线的方法,如示例所示。
这些框将始终缩放,以便曲线穿过两点之间的中点(例如,改变终点)。
/// set up some values
var ctx = demo.getContext('2d'),
p1 = {x:100, y:100}, /// point 1
p2 = {x:355, y:255}, /// point 2
mx = (p2.x - p1.x) * 0.5, /// mid-point between point 1 and 2
my = (p2.y - p1.y) * 0.5,
c1 = {x: p1.x, y: p1.y + my}, /// create center point objects
c2 = {x: p2.x, y: p2.y - my},
steps = 0.05; /// curve resolution
/// mark the points and the boxes which represent the center of those
ctx.fillStyle = '#ff6e6e';
ctx.fillRect(p1.x, p1.y, mx, my);
ctx.fillStyle = '#6e93ff';
ctx.fillRect(p1.x + mx, p1.y + my, mx, my);
然后我们为每个“框”渲染四分之一椭圆:
/// render the smooth curves using 1/4 ellipses
ctx.beginPath();
for(var isFirst = true, /// first point is moveTo, rest lineTo
angle = 1.5 * Math.PI, /// start angle in radians
goal = 2 * Math.PI, /// goal angle
x, y; angle < goal; angle += steps) {
/// calculate x and y using cos/sin
x = c1.x + mx * Math.cos(angle);
y = c1.y + my * Math.sin(angle);
/// move or draw line
(isFirst) ? ctx.moveTo(x, y) : ctx.lineTo(x, y);
isFirst = false;
}
/// second box
for(var isFirst = true,
angle = Math.PI,
goal = 0.5 * Math.PI,
x, y;angle > goal; angle -= steps) {
x = c2.x + mx * Math.cos(angle);
y = c2.y + my * Math.sin(angle);
(isFirst) ? ctx.moveTo(x, y) : ctx.lineTo(x, y);
isFirst = false;
}
ctx.stroke();
我会留给你把它放到可重复使用的功能中。希望这有帮助!
如果这没有削减它,我建议你看一下我的cardinal spline implementation。