在html画布上绘制bezier曲线

时间:2013-01-13 18:23:23

标签: javascript html5-canvas bezier

我需要绘制由N个控制点定义的贝塞尔曲线,这些控制点存储在数组中。我有一个500px x 500px的画布。 这是JSFiddle链接:jsfiddle.net/HswXy 整个JS代码:

<script>
    window.onload=function(){
        var old_n=0,n=0;
        var nrSelect = document.getElementById("mySelect");
        var submit = document.getElementById("submit");

        nrSelect.addEventListener("change",function(){
            old_n=n;
            n = nrSelect.selectedIndex;

            var inputx,inputy,br;

            if(document.getElementById("pointsdiv"))
            {
                for(i=1;i<=n;i++){
                    inputx = document.createElement('input');
                    inputy = document.createElement('input');
                    br = document.createElement('br');

                    inputx.type = "text";
                    inputy.type = "text";
                    inputx.size = 3;
                    inputy.size = 3;
                    inputx.id = "x_" + i;
                    inputy.id = "y_" + i;
                    inputx.value = "x_" + i;
                    inputy.value = "y_" + i;

                    inputx.addEventListener("focus",function(){if(this.value==this.id) this.value="";});
                    inputy.addEventListener("focus",function(){if(this.value==this.id) this.value="";});

                    document.getElementById("pointsdiv").appendChild(inputx);
                    document.getElementById("pointsdiv").appendChild(inputy);
                    document.getElementById("pointsdiv").appendChild(br);
                }

                document.getElementById("pointsdiv").id="pointsdiv_after";
            }
            else
            {
                if( old_n < n )
                {
                    for(i=old_n+1;i<=n;i++){
                        inputx = document.createElement('input');
                        inputy = document.createElement('input');
                        br = document.createElement('br');

                        inputx.type = "text";
                        inputy.type = "text";
                        inputx.size = 3;
                        inputy.size = 3;
                        inputx.id = "x_" + i;
                        inputy.id = "y_" + i;
                        inputx.value = "x_" + i;
                        inputy.value = "y_" + i;

                        inputx.addEventListener("focus",function(){if(this.value==this.id) this.value="";});
                        inputy.addEventListener("focus",function(){if(this.value==this.id) this.value="";});

                        document.getElementById("pointsdiv_after").appendChild(inputx);
                        document.getElementById("pointsdiv_after").appendChild(inputy);
                        document.getElementById("pointsdiv_after").appendChild(br);
                    }
                }
                else
                {
                    var parent;

                    for(i=n+1;i<=old_n;i++){
                        parent = document.getElementById("pointsdiv_after");

                        parent.removeChild(parent.lastChild);
                        parent.removeChild(parent.lastChild);
                        parent.removeChild(parent.lastChild);
                    }
                }
            }
        });



        //BEZIER CURVE
        function factorial(n){
            var result=1;
            for(i=2;i<=n;i++){
                result = result*i;
            }
            return result;
        }
        function Point(x,y){
            this.x=x;
            this.y=y;
        }
        var points = new Array();
        function getPoint(t){
            var i;
            var x=points[0].x;
            var y=points[0].y;
            var factn = factorial(n);
            for(i=0;i<n;i++){
                var b = factn / (factorial(i)*factorial(n-i));
                var k = Math.pow(1-t,n-i)*Math.pow(t,i);
                // console.debug( i+": ",points[i] );
                x += b*k*points[i].x;
                y += b*k*points[i].y;
            }
            return new Point(x, y);
        }
        //--BEZIER CURVE
        submit.addEventListener("click",function(){
            if(n){
                for(i=1;i<=n;i++){
                    var px = document.getElementById("x_"+i);
                    var py = document.getElementById("y_"+i);
                    points.push(new Point(parseInt(px.value,10),parseInt(py.value,10)));
                    // console.debug( points[i-1] );
                }
                var canvas = document.getElementById('myCanvas');
                var context = canvas.getContext('2d');
                context.beginPath();
                console.debug( points[0].x, points[0].y );
                context.moveTo(points[0].x, points[0].y);
                var t=0.01;
                while (t<=1)
                {
                    //get coordinates at position
                    var p=getPoint(t);
                    // console.debug( p.x, p.y );
                    //draw line to coordinates
                    context.lineTo(p.x, p.y);
                    //increment position
                    t += 0.01;
                }
                context.stroke();
            }
        });
    }
</script>

问题是它似乎无法正常工作。我现在正在测试它2点,它总是从画布的左上角开始(即使我的第一个点是让我们说(250,250)并且线的长度不是应该是的像素数。它的时间更长了。

1 个答案:

答案 0 :(得分:1)

我不是画布或几何图形的专家,但我想是这样的:在绘制你的虚线之前你不应该moveTo points[0],因为你的getPoint函数似乎带你去那里我在调试代码时看到的是你先移动到(20,20),然后画一条直线到(大致)(40,40),然后开始逐渐回到(20,20),生成关闭形状不是你想要的。

对代码进行小的(快速且脏的)更改使其开始绘制曲线:

// DO NOT MOVE TO HERE
//context.moveTo(points[0].x, points[0].y);
var t = 0.01;

// MOVE TO THE FIRST POINT RETURNED BY getPoint
var p0 = getPoint(t);
context.moveTo(p0.x, p0.y);
t+=0.01;

// now loop from 0.02 to 1...

我确信你可以把它重构成更好的东西,因为我说我的变化很快而且很脏。

http://jsfiddle.net/HswXy/3/

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