我正在尝试制作某种动画,以便用户可以理解或查看为点集找到凸包的步骤。例如,假设我在下面使用此代码进行Graham Scan,有哪些方法可以为线条添加和删除设置动画?即使有很多要点,也需要时间来处理,然后几乎立即绘制它们,我不确定如何帮助用户体验正在发生的事情......
function GrahamScan(points) {
points.sort(function(a, b){return a.x - b.x})
var stack1 = [];
var stack2 = [];
stack1.push(points[0])
stack1.push(points[1])
for (i=2; i < points.length; i++) {
len = stack1.length > 1;
turn = RTT(stack1[stack1.length-2], stack1[stack1.length-1], points[i]) === 1;
ctx.beginPath();
ctx.moveTo(stack1[stack1.length-2].x,stack1[stack1.length-2].y);
ctx.lineTo(stack1[stack1.length-1].x,stack1[stack1.length-1].y);
ctx.stroke();
while (len && !turn) {
stack1.pop();
reDraw(points, stack1, stack2);
len = stack1.length > 1;
if (!len) {
break
}
turn = RTT(stack1[stack1.length-2], stack1[stack1.length-1], points[i]) === 1;
}
stack1.push(points[i]);
}
ctx.beginPath();
ctx.moveTo(stack1[stack1.length-2].x,stack1[stack1.length-2].y);
ctx.lineTo(stack1[stack1.length-1].x,stack1[stack1.length-1].y);
ctx.stroke();
stack2 = [];
stack2.push(points[points.length-1])
stack2.push(points[points.length-2])
for (i=2; i < points.length; i++) {
len = stack2.length > 1;
turn = RTT(stack2[stack2.length-2], stack2[stack2.length-1], points[points.length-i-1]) === 1;
ctx.beginPath();
ctx.moveTo(stack2[stack2.length-2].x,stack2[stack2.length-2].y);
ctx.lineTo(stack2[stack2.length-1].x,stack2[stack2.length-1].y);
ctx.stroke();
while (len && !turn) {
stack2.pop();
reDraw(points, stack1, stack2);
len = stack2.length > 1;
if (!len) {
break
}
turn = RTT(stack2[stack2.length-2], stack2[stack2.length-1], points[points.length-i-1]) === 1;
}
stack2.push(points[points.length-i-1]);
}
ctx.beginPath();
ctx.moveTo(stack2[stack2.length-2].x,stack2[stack2.length-2].y);
ctx.lineTo(stack2[stack2.length-1].x,stack2[stack2.length-1].y);
ctx.stroke();
}
function reDraw(points,stack1,stack2) {
ctx.clearRect(0, 0, w, h);
document.getElementById("canvasimg").style.display = "none";
for (j = 0; j < points.length; j++) {
ctx.beginPath();
ctx.fillStyle = x;
ctx.fillRect(points[j].x-1, points[j].y-1, 3, 3);
ctx.closePath();
}
for (k = 1; k < stack1.length; k++) {
ctx.beginPath();
ctx.moveTo(stack1[k-1].x-1,stack1[k-1].y-1);
ctx.lineTo(stack1[k].x-1,stack1[k].y-1);
ctx.stroke();
}
for (l = 1; l < stack2.length; l++) {
ctx.beginPath();
ctx.moveTo(stack2[l-1].x-1,stack2[l-1].y-1);
ctx.lineTo(stack2[l].x-1,stack2[l].y-1);
ctx.stroke();
}
}
function RTT(a, b, c) {
return Math.sign((b.x - a.x)*(c.y-a.y) - (b.y-a.y)*(c.x-a.x));
}
答案 0 :(得分:4)
最简单的方法是使用生成器函数创建可以停止执行算法的位置,并允许动画循环显示并控制执行速度。它不会干扰算法的功能。见Generator function declaration MDN
正常生成器函数用于生成数据,但在这种情况下,我们对数据不感兴趣,而是对算法中内置的可视化过程感兴趣。
要设置动画,只需创建标准动画循环。创建背景画布以保存每次更新/步进算法时不想绘制的任何图形。设置可视化的帧速率,然后每帧清除画布,绘制背景,从生成器函数调用下一个值(将呈现算法的下一部分),然后等待下一帧。
当算法完成后,生成器将返回undefined作为值,并且您知道它已完成。
一个简单的例子
我已将grahamScan
函数转换为生成函数。然后使用vis = grahamScan(points)
创建一个生成器,然后每4帧渲染一次,这样就是~15fps。我不确定你想要视觉中断的位置,并且我还添加了一些额外的渲染,因为找到的线条会闪烁(在内部while循环内部,外部线条没有被绘制)。
我随机生成点数组,并在完成后约2秒重新启动动画。
主动画循环位于底部,我添加了一些代码来创建随机点并将它们渲染到背景画布。唯一的限制是船体垂直计数,如果非常高将减慢它。这些点是预先渲染的,因此不会影响帧速率,你可以拥有数十万到数百万(虽然预渲染时间需要一点时间。我测试了500,000点,渲染背景花了大约4秒但是可视化运行了全帧率。
"use strict"
var canvas = document.createElement("canvas");
canvas.width = innerWidth - 20;
canvas.height = innerHeight - 20;
var ctx = canvas.getContext("2d");
document.body.appendChild(canvas)
var w = canvas.width;
var h = canvas.height;
var points;
var background = document.createElement("canvas");
background.width = w;
background.height = h;
background.ctx = background.getContext("2d");
const frameRate = 4; // How many frames between renders (normal update renders every 1/60 second so val of 1 is 60 times a second)
var frameCount = 0;
var restartIn = 120; // frameCount befor restart
var restartCount = 120;
var restart = true;
var globalTime;
var vis;
function *grahamScan(points) {
points.sort(function (a, b) {
return a.x - b.x
})
var stack1 = [];
var stack2 = [];
stack1.push(points[0])
stack1.push(points[1])
for (var i = 2; i < points.length; i++) {
var len = stack1.length > 1;
var turn = RTT(stack1[stack1.length - 2], stack1[stack1.length - 1], points[i]) === 1;
reDraw(points, stack1, stack2);
ctx.strokeStyle = "red";
ctx.beginPath();
ctx.moveTo(stack1[stack1.length - 2].x, stack1[stack1.length - 2].y);
ctx.lineTo(stack1[stack1.length - 1].x, stack1[stack1.length - 1].y);
ctx.stroke();
yield null; // not interested in what is returned just want to code to stop here
while (len && !turn) {
stack1.pop();
reDraw(points, stack1, stack2);
yield null; // not interested in what is returned just want to code to stop here
len = stack1.length > 1;
if (!len) {
break
}
turn = RTT(stack1[stack1.length - 2], stack1[stack1.length - 1], points[i]) === 1;
}
stack1.push(points[i]);
}
reDraw(points, stack1, stack2);
ctx.strokeStyle = "red";
ctx.beginPath();
ctx.moveTo(stack1[stack1.length - 2].x, stack1[stack1.length - 2].y);
ctx.lineTo(stack1[stack1.length - 1].x, stack1[stack1.length - 1].y);
ctx.stroke();
yield null; // not interested in what is returned just want to code to stop here
stack2 = [];
stack2.push(points[points.length - 1])
stack2.push(points[points.length - 2])
for (i = 2; i < points.length; i++) {
len = stack2.length > 1;
turn = RTT(stack2[stack2.length - 2], stack2[stack2.length - 1], points[points.length - i - 1]) === 1;
reDraw(points, stack1, stack2);
ctx.strokeStyle = "red";
ctx.beginPath();
ctx.moveTo(stack2[stack2.length - 2].x, stack2[stack2.length - 2].y);
ctx.lineTo(stack2[stack2.length - 1].x, stack2[stack2.length - 1].y);
ctx.stroke();
yield null; // not interested in what is returned just want to code to stop here
while (len && !turn) {
stack2.pop();
reDraw(points, stack1, stack2);
yield null; // not interested in what is returned just want to code to stop here
len = stack2.length > 1;
if (!len) {
break
}
turn = RTT(stack2[stack2.length - 2], stack2[stack2.length - 1], points[points.length - i - 1]) === 1;
}
stack2.push(points[points.length - i - 1]);
}
ctx.beginPath();
ctx.moveTo(stack2[stack2.length - 2].x, stack2[stack2.length - 2].y);
ctx.lineTo(stack2[stack2.length - 1].x, stack2[stack2.length - 1].y);
ctx.stroke();
reDraw(points, stack1, stack2);
yield "allDone";
}
function reDraw(points, stack1, stack2) {
ctx.strokeStyle = "blue";
ctx.lineWidth = 3;
for (var k = 1; k < stack1.length; k++) {
ctx.beginPath();
ctx.moveTo(stack1[k - 1].x , stack1[k - 1].y );
ctx.lineTo(stack1[k].x , stack1[k].y );
ctx.stroke();
}
ctx.strokeStyle = "green";
ctx.lineWidth = 2;
for (var l = 1; l < stack2.length; l++) {
ctx.beginPath();
ctx.moveTo(stack2[l - 1].x , stack2[l - 1].y );
ctx.lineTo(stack2[l].x , stack2[l].y );
ctx.stroke();
}
ctx.lineWidth = 1;
}
function RTT(a, b, c) {
return Math.sign((b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x));
}
function randomBell(min,max){ // over kill but smooth distrabution
var r = 0;
for(var i = 0; i < 4; i++){
r += Math.random()+Math.random()+Math.random()+Math.random()+Math.random()+Math.random();
}
r /= (4*6);
return (max-min)*r + min;
}
function createRandomPoints(count){
var p = []; // points;
for(var i = 0; i < count; i ++){
p.push({x : randomBell(10,canvas.width-20), y : randomBell(10,canvas.height-20)});
}
return p;
}
function renderPoints(points,ctx){
ctx.clearRect(0,0,ctx.canvas.width,ctx.canvas.height);
ctx.strokeStyle = "red";
ctx.lineWidth = "1";
ctx.lineJoin = "round";
points.forEach(function(p){
ctx.strokeRect(p.x-1.5,p.y-1.5,3,3);
});
}
function rescalePointsToFit(points,w,h){
points.sort(function(a,b){return a.x - b.x});
var minx = points[0].x;
var maxx = points[points.length-1].x;
points.sort(function(a,b){return a.y - b.y});
var miny = points[0].y;
var maxy = points[points.length-1].y;
var scale = Math.min((w-20)/(maxx-minx),(h-20)/(maxy-miny));
var midx = (maxx-minx) * 0.5 + minx;
var midy = (maxy-miny) * 0.5 + miny;
points.forEach(function(p){
p.x = (p.x - midx) * scale + midx;
p.y = (p.y - midy) * scale + midy;
});
return points;
}
// main update function
function update(timer){
globalTime = timer;
frameCount += 1;
if(restart){
restartCount += 1;
if(restartCount >= restartIn){ // restart visulisation
points = rescalePointsToFit(createRandomPoints(Math.floor(randomBell(10,500))),w-30,h-30);
renderPoints(points,background.ctx);
vis = grahamScan(points); // create new generator
restart = false;
frameCount = 0;
}
}
if(!restart && (frameCount % frameRate === 0)){
ctx.setTransform(1,0,0,1,0,0); // reset transform
ctx.globalAlpha = 1; // reset alpha
ctx.clearRect(0,0,w,h);
ctx.drawImage(background,0,0); // draw backround containing points;
if(vis.next().value !== null){ // step the algorithum and check if done
restart = true;
restartCount = 0;
}
}
requestAnimationFrame(update);
}
requestAnimationFrame(update);
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