对于我的一个应用程序,我需要在Html5画布中的bezier路径上绘制一条虚线曲线......它们之间的短划线和间隙应该是可变的...它可以在JavaFx中找到,{{3} } ...我想用Html5画布达到同样的效果。我知道如何绘制虚线直线,但不是沿着贝塞尔曲线绘制的......
虽然我不是专家,但我知道see this link,我在这个算法中遇到的问题是,它允许你使用时间参数识别贝塞尔坐标,范围从0到1 ... < / p>
这还不够,因为要绘制一个虚线贝塞尔曲线,我需要在主贝塞尔曲线路径上绘制许多具有指定长度参数且在给定间隙距离处的小贝塞尔曲线。必须有一些JavaFx使用的算法。如果有人能帮助我,那就太好了。
答案 0 :(得分:5)
将来我们可能会使用context.setLineDash(segments)
:
http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#line-styles
答案 1 :(得分:4)
我认为JavaFX正在使用一种通用技术绘制任何虚线曲线,恰好在该示例中恰好在贝塞尔曲线上使用它。
困难的部分是弄清楚从哪里开始和停止每个破折号,这需要知道沿着它的各个点的贝塞尔曲线的arc length。
有一种分析方法,但我建议如下:
var bezier = function(controlPoints, t) {
/* your code here, I'll presume it returns a 2-element array of x and y. */
};
//just figure out the coordinates of all the points in each dash, don't draw.
//returns an array of arrays, each sub-array will have an even number of nu-
//merical elements, to wit, x and y pairs.
//Argument dashPattern should be an array of alternating dash and space
//lengths, e.g., [10, 10] would be dots, [30, 10] would be dashes,
//[30, 10, 10, 10] would be 30-length dash, 10-length spaces, 10-length dash
// and 10-length space.
var calculateDashedBezier = function(controlPoints, dashPattern) {
var step = 0.001; //this really should be set by an intelligent method,
//rather than using a constant, but it serves as an
//example.
//possibly gratuitous helper functions
var delta = function(p0, p1) {
return [p1[0] - p0[0], p1[1] - p0[1]];
};
var arcLength = function(p0, p1) {
var d = delta(p0, p1);
return Math.sqrt(d[0]*d[0] + d[1] * d[1]);
};
var subPaths = [];
var loc = bezier(controlPoints, 0);
var lastLoc = loc;
var dashIndex = 0;
var length = 0;
var thisPath = [];
for(var t = step; t <= 1; t += step) {
loc = bezier(controlPoints, t);
length += arcLength(lastLoc, loc);
lastLoc = loc;
//detect when we come to the end of a dash or space
if(length >= dashPattern[dashIndex]) {
//if we are on a dash, we need to record the path.
if(dashIndex % 2 == 0)
subPaths.push(thisPath);
//go to the next dash or space in the pattern
dashIndex = (dashIndex + 1) % dashPattern.length;
//clear the arclength and path.
thisPath = [];
length = 0;
}
//if we are on a dash and not a space, add a point to the path.
if(dashIndex % 2 == 0) {
thisPath.push(loc[0], loc[1]);
}
}
if(thisPath.length > 0)
subPaths.push(thisPath);
return subPaths;
};
//take output of the previous function and build an appropriate path
var pathParts = function(ctx, pathParts) {
for(var i = 0; i < pathParts.length; i++) {
var part = pathParts[i];
if(part.length > 0)
ctx.moveTo(part[0], part[1]);
for(var j = 1; j < part.length / 2; j++) {
ctx.lineTo(part[2*j], part[2*j+1]);
}
}
};
//combine the above two functions to actually draw a dashed curve.
var drawDashedBezier = function(ctx, controlPoints, dashPattern) {
var dashes = calculateDashedBezier(controlPoints, dashPattern);
ctx.beginPath();
ctx.strokeStyle = /* ... */
ctx.lineWidth = /* ... */
pathParts(ctx, dashes);
ctx.stroke();
};
这种方法的主要问题是它的非智能粒度。当步长对于您的(小)破折号或(大)曲线而言太大时,步长将无法正常工作,并且破折号边界将不会完全落在您希望的位置。当步长太小时,您最终可能会在彼此相距亚像素距离的点上进行lineTo()
s,有时会产生AA伪像。过滤掉子像素距离坐标并不难,但生成比实际需要更多的“顶点”效率低下。提出更好的步长实际上是我认为更具分析性的攻击。</ p>
使用这种方法有一个好处:如果你用评估为曲线的任何其他东西替换bezier(controlPoints, t)
,你将会绘制虚线的whatevers! - 再次出现与前一段中列出的相同的潜在问题。但是,粒度问题的一个非常好的解决方案可以适用于所有“表现良好”的曲线。