如何利用Javascript生成平滑曲线详解

发布时间:2021-08-17 12:16 来源: 阅读:0 作者:magic-zhu 栏目: JavaScript 欢迎投稿:712375056

目录

          前言

          平滑曲线生成是一个很实用的技术

          很多时候,我们都需要通过绘制一些折线,然后让计算机平滑的连接起来,

          先来看下最终效果(红色为我们输入的直线,蓝色为拟合过后的曲线) 首尾可以特殊处理让图形看起来更好:)

          实现思路是利用贝塞尔曲线进行拟合

          贝塞尔曲线简介

          贝塞尔曲线(英语:Bézier curve)是计算机图形学中相当重要的参数曲线。

          二次贝塞尔曲线

          二次方贝塞尔曲线的路径由给定点P0、P1、P2的函数B(t)追踪:

          三次贝塞尔曲线

          对于三次曲线,可由线性贝塞尔曲线描述的中介点Q0、Q1、Q2,和由二次曲线描述的点R0、R1所建构

          贝塞尔曲线计算函数

          根据上面的公式我们可有得到计算函数

          二阶

            /**
             *
             *
             * @param {number} p0
             * @param {number} p1
             * @param {number} p2
             * @param {number} t
             * @return {*}
             * @memberof Path
             */
            bezier2P(p0: number, p1: number, p2: number, t: number) {
              const P0 = p0 * Math.pow(1 - t, 2);
              const P1 = p1 * 2 * t * (1 - t);
              const P2 = p2 * t * t;
              return P0 + P1 + P2;
            }
            
              /**
             *
             *
             * @param {Point} p0
             * @param {Point} p1
             * @param {Point} p2
             * @param {number} num
             * @param {number} tick
             * @return {*}  {Point}
             * @memberof Path
             */
            getBezierNowPoint2P(
                p0: Point,
                p1: Point,
                p2: Point,
                num: number,
                tick: number,
            ): Point {
              return {
                x: this.bezier2P(p0.x, p1.x, p2.x, num * tick),
                y: this.bezier2P(p0.y, p1.y, p2.y, num * tick),
              };
            }
            
              /**
             * 生成二次方贝塞尔曲线顶点数据
             *
             * @param {Point} p0
             * @param {Point} p1
             * @param {Point} p2
             * @param {number} [num=100]
             * @param {number} [tick=1]
             * @return {*}
             * @memberof Path
             */
            create2PBezier(
                p0: Point,
                p1: Point,
                p2: Point,
                num: number = 100,
                tick: number = 1,
            ) {
              const t = tick / (num - 1);
              const points = [];
              for (let i = 0; i < num; i++) {
                const point = this.getBezierNowPoint2P(p0, p1, p2, i, t);
                points.push({x: point.x, y: point.y});
              }
              return points;
            }
          

          三阶

          /**
             * 三次方塞尔曲线公式
             *
             * @param {number} p0
             * @param {number} p1
             * @param {number} p2
             * @param {number} p3
             * @param {number} t
             * @return {*}
             * @memberof Path
             */
            bezier3P(p0: number, p1: number, p2: number, p3: number, t: number) {
              const P0 = p0 * Math.pow(1 - t, 3);
              const P1 = 3 * p1 * t * Math.pow(1 - t, 2);
              const P2 = 3 * p2 * Math.pow(t, 2) * (1 - t);
              const P3 = p3 * Math.pow(t, 3);
              return P0 + P1 + P2 + P3;
            }
            
              /**
             * 获取坐标
             *
             * @param {Point} p0
             * @param {Point} p1
             * @param {Point} p2
             * @param {Point} p3
             * @param {number} num
             * @param {number} tick
             * @return {*}
             * @memberof Path
             */
            getBezierNowPoint3P(
                p0: Point,
                p1: Point,
                p2: Point,
                p3: Point,
                num: number,
                tick: number,
            ) {
              return {
                x: this.bezier3P(p0.x, p1.x, p2.x, p3.x, num * tick),
                y: this.bezier3P(p0.y, p1.y, p2.y, p3.y, num * tick),
              };
            }
            
              /**
             * 生成三次方贝塞尔曲线顶点数据
             *
             * @param {Point} p0 起始点  { x : number, y : number}
             * @param {Point} p1 控制点1 { x : number, y : number}
             * @param {Point} p2 控制点2 { x : number, y : number}
             * @param {Point} p3 终止点  { x : number, y : number}
             * @param {number} [num=100]
             * @param {number} [tick=1]
             * @return {Point []}
             * @memberof Path
             */
            create3PBezier(
                p0: Point,
                p1: Point,
                p2: Point,
                p3: Point,
                num: number = 100,
                tick: number = 1,
            ) {
              const pointMum = num;
              const _tick = tick;
              const t = _tick / (pointMum - 1);
              const points = [];
              for (let i = 0; i < pointMum; i++) {
                const point = this.getBezierNowPoint3P(p0, p1, p2, p3, i, t);
                points.push({x: point.x, y: point.y});
              }
              return points;
            }
          

          拟合算法

          问题在于如何得到控制点,我们以比较简单的方法

          取 p1-pt-p2的角平分线 c1c2垂直于该条角平分线 c2为p2的投影点取短边作为c1-pt c2-pt的长度对该长度进行缩放 这个长度可以大概理解为曲线的弯曲程度

          ab线段 这里简单处理 只使用了二阶的曲线生成 -> 🌈 这里可以按照个人想法处理

          bc线段使用abc计算出来的控制点c2和bcd计算出来的控制点c3 以此类推

            /**
             * 生成平滑曲线所需的控制点
             *
             * @param {Vector2D} p1
             * @param {Vector2D} pt
             * @param {Vector2D} p2
             * @param {number} [ratio=0.3]
             * @return {*}
             * @memberof Path
             */
            createSmoothLineControlPoint(
                p1: Vector2D,
                pt: Vector2D,
                p2: Vector2D,
                ratio: number = 0.3,
            ) {
              const vec1T: Vector2D = vector2dMinus(p1, pt);
              const vecT2: Vector2D = vector2dMinus(p1, pt);
              const len1: number = vec1T.length;
              const len2: number = vecT2.length;
              const v: number = len1 / len2;
              let delta;
              if (v > 1) {
                delta = vector2dMinus(
                    p1,
                    vector2dPlus(pt, vector2dMinus(p2, pt).scale(1 / v)),
                );
              } else {
                delta = vector2dMinus(
                    vector2dPlus(pt, vector2dMinus(p1, pt).scale(v)),
                    p2,
                );
              }
              delta = delta.scale(ratio);
              const control1: Point = {
                x: vector2dPlus(pt, delta).x,
                y: vector2dPlus(pt, delta).y,
              };
              const control2: Point = {
                x: vector2dMinus(pt, delta).x,
                y: vector2dMinus(pt, delta).y,
              };
              return {control1, control2};
            }
            
              /**
             * 平滑曲线生成
             *
             * @param {Point []} points
             * @param {number} ratio
             * @return {*}
             * @memberof Path
             */
            createSmoothLine(points: Point[], ratio: number = 0.3) {
              const len = points.length;
              let resultPoints = [];
              const controlPoints = [];
              if (len < 3) return;
              for (let i = 0; i < len - 2; i++) {
                const {control1, control2} = this.createSmoothLineControlPoint(
                    new Vector2D(points[i].x, points[i].y),
                    new Vector2D(points[i + 1].x, points[i + 1].y),
                    new Vector2D(points[i + 2].x, points[i + 2].y),
                    ratio,
                );
                controlPoints.push(control1);
                controlPoints.push(control2);
                let points1;
                let points2;
          
                // 首端控制点只用一个
                if (i === 0) {
                  points1 = this.create2PBezier(points[i], control1, points[i + 1], 50);
                } else {
                  console.log(controlPoints);
                  points1 = this.create3PBezier(
                      points[i],
                      controlPoints[2 * i - 1],
                      control1,
                      points[i + 1],
                      50,
                  );
                }
                // 尾端部分
                if (i + 2 === len - 1) {
                  points2 = this.create2PBezier(
                      points[i + 1],
                      control2,
                      points[i + 2],
                      50,
                  );
                }
          
                if (i + 2 === len - 1) {
                  resultPoints = [...resultPoints, ...points1, ...points2];
                } else {
                  resultPoints = [...resultPoints, ...points1];
                }
              }
              return resultPoints;
            }
          

          案例代码

              const input = [
                  { x: 0, y: 0 },
                  { x: 150, y: 150 },
                  { x: 300, y: 0 },
                  { x: 400, y: 150 },
                  { x: 500, y: 0 },
                  { x: 650, y: 150 },
              ]
              const s = path.createSmoothLine(input);
              let ctx = document.getElementById('cv').getContext('2d');
              ctx.strokeStyle = 'blue';
              ctx.beginPath();
              ctx.moveTo(0, 0);
              for (let i = 0; i < s.length; i++) {
                  ctx.lineTo(s[i].x, s[i].y);
              }
              ctx.stroke();
              ctx.beginPath();
              ctx.moveTo(0, 0);
              for (let i = 0; i < input.length; i++) {
                  ctx.lineTo(input[i].x, input[i].y);
              }
              ctx.strokeStyle = 'red';
              ctx.stroke();
              document.getElementById('btn').addEventListener('click', () => {
                  let app = document.getElementById('app');
                  let index = 0;
                  let move = () => {
                      if (index < s.length) {
                          app.style.left = s[index].x - 10 + 'px';
                          app.style.top = s[index].y - 10 + 'px';
                          index++;
                          requestAnimationFrame(move)
                      }
                  }
                  move()
              })
          

          附录:Vector2D相关的代码

          /**
           *
           *
           * @class Vector2D
           * @extends {Array}
           */
          class Vector2D extends Array {
            /**
             * Creates an instance of Vector2D.
             * @param {number} [x=1]
             * @param {number} [y=0]
             * @memberof Vector2D
             * */
            constructor(x: number = 1, y: number = 0) {
              super();
              this.x = x;
              this.y = y;
            }
          
            /**
             *
             * @param {number} v
             * @memberof Vector2D
             */
            set x(v) {
              this[0] = v;
            }
          
            /**
             *
             * @param {number} v
             * @memberof Vector2D
             */
            set y(v) {
              this[1] = v;
            }
          
            /**
             *
             *
             * @readonly
             * @memberof Vector2D
             */
            get x() {
              return this[0];
            }
          
            /**
             *
             *
             * @readonly
             * @memberof Vector2D
             */
            get y() {
              return this[1];
            }
          
            /**
             *
             *
             * @readonly
             * @memberof Vector2D
             */
            get length() {
              return Math.hypot(this.x, this.y);
            }
          
            /**
             *
             *
             * @readonly
             * @memberof Vector2D
             */
            get dir() {
              return Math.atan2(this.y, this.x);
            }
          
            /**
             *
             *
             * @return {*}
             * @memberof Vector2D
             */
            copy() {
              return new Vector2D(this.x, this.y);
            }
          
            /**
             *
             *
             * @param {*} v
             * @return {*}
             * @memberof Vector2D
             */
            add(v) {
              this.x += v.x;
              this.y += v.y;
              return this;
            }
          
            /**
             *
             *
             * @param {*} v
             * @return {*}
             * @memberof Vector2D
             */
            sub(v) {
              this.x -= v.x;
              this.y -= v.y;
              return this;
            }
          
            /**
             *
             *
             * @param {*} a
             * @return {Vector2D}
             * @memberof Vector2D
             */
            scale(a) {
              this.x *= a;
              this.y *= a;
              return this;
            }
          
            /**
             *
             *
             * @param {*} rad
             * @return {*}
             * @memberof Vector2D
             */
            rotate(rad) {
              const c = Math.cos(rad);
              const s = Math.sin(rad);
              const [x, y] = this;
          
              this.x = x * c + y * -s;
              this.y = x * s + y * c;
          
              return this;
            }
          
            /**
             *
             *
             * @param {*} v
             * @return {*}
             * @memberof Vector2D
             */
            cross(v) {
              return this.x * v.y - v.x * this.y;
            }
          
            /**
             *
             *
             * @param {*} v
             * @return {*}
             * @memberof Vector2D
             */
            dot(v) {
              return this.x * v.x + v.y * this.y;
            }
          
            /**
             * 归一
             *
             * @return {*}
             * @memberof Vector2D
             */
            normalize() {
              return this.scale(1 / this.length);
            }
          }
          
          /**
           * 向量的加法
           *
           * @param {*} vec1
           * @param {*} vec2
           * @return {Vector2D}
           */
          function vector2dPlus(vec1, vec2) {
            return new Vector2D(vec1.x + vec2.x, vec1.y + vec2.y);
          }
          
          /**
           * 向量的减法
           *
           * @param {*} vec1
           * @param {*} vec2
           * @return {Vector2D}
           */
          function vector2dMinus(vec1, vec2) {
            return new Vector2D(vec1.x - vec2.x, vec1.y - vec2.y);
          }
          
          export {Vector2D, vector2dPlus, vector2dMinus};
          

          总结

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