add cubic bezier 2 quatic bezier

This commit is contained in:
mkwiser
2014-10-05 17:14:26 +08:00
parent af142b24ff
commit c965a5495a
4 changed files with 312 additions and 5 deletions

54
demo/bezierCubic2Q2.html Normal file
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@@ -0,0 +1,54 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>三次贝塞尔转二次</title>
<script src="../dep/esl.js"></script>
<script src="../dep/jquery.min.js"></script>
<style>
body {
margin: 0;
padding: 0;
}
.point {
position: absolute;
width: 9px;
height: 9px;
margin-left: -5px;
margin-top: -5px;
border: 1px solid red;
}
#start-point {
border-color: green;
}
#end-point {
border-color: black;
}
#control-point {
border-color: blue;
}
</style>
</head>
<body>
<div id="start-point" class="point" data-index="0"></div>
<div id="end-point" class="point" data-index="1"></div>
<div id="control-point" class="point" data-index="2"></div>
<div class="point" data-index="3"></div>
<canvas id="canvas" width="800" height="800"></canvas>
<script>
require.config({
baseUrl: '../src',
paths: {
demo: '../demo/js',
}
});
define('jquery', $);
</script>
<script>require(['demo/bezierCubic2Q2'])</script>
</body>
</html>

92
demo/js/bezierCubic2Q2.js Normal file
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@@ -0,0 +1,92 @@
/**
* @file quadraticBezier.js
* @author mengke01
* @date
* @description
* 三次贝塞尔转二次
*/
define(
function(require) {
var bezierCubic2Q2 = require('math/bezierCubic2Q2');
var entry = {
/**
* 初始化
*/
init: function() {
var canvas = $('#canvas').get(0);
var ctx = canvas.getContext('2d');
var width = canvas.offsetWidth;
var height = canvas.offsetHeight;
var points =[{"x":167,"y":449},{"x":233,"y":331},{"x":431,"y":332},{"x":481,"y":417}];
$(points).each(function(index, item) {
$('[data-index="'+index+'"]').css({
left: points[index].x,
top: points[index].y
})
});
var point;
$('.point').on('mousedown', function(e) {
point = $(this);
});
$(document.body).on('mousemove', onMove);
$(document.body).on('mouseup', function(e) {
onMove.call(this, e);
point = null;
});
function onMove(e) {
var px = e.pageX;
var py = e.pageY;
if(point) {
point.css({
left: px,
top: py
});
var p = points[+point.attr('data-index')];
p.x = px;
p.y = py;
draw();
}
}
function draw() {
ctx.clearRect(0, 0, width, height);
//绘制2次贝塞尔曲线
ctx.beginPath();
ctx.strokeStyle='red';
ctx.moveTo(points[0].x, points[0].y);
ctx.bezierCurveTo(points[1].x,points[1].y,points[2].x,points[2].y,points[3].x,points[3].y);
ctx.stroke();
ctx.beginPath();
ctx.strokeStyle='blue';
bezierCubic2Q2.apply(null, points).forEach(function(bezier) {
ctx.moveTo(bezier[0].x, bezier[0].y);
ctx.quadraticCurveTo(bezier[1].x, bezier[1].y, bezier[2].x, bezier[2].y);
});
ctx.stroke();
}
draw();
}
};
entry.init();
return entry;
}
);

View File

@@ -14,6 +14,15 @@
define(
function(require) {
function toQuad(p1, c1, c2, p2) {
// Quad control point is (3*c2 - p2 + 3*c1 - p1)/4
var x = (3 * c2.x - p2.x + 3 * c1.x - p1.x) / 4;
var y = (3 * c2.y - p2.y + 3 * c1.y - p1.y) / 4;
return [p1, {x: x, y: y}, p2];
}
/**
* 三次贝塞尔转二次贝塞尔
*
@@ -24,8 +33,48 @@ define(
* @return {Array} 二次贝塞尔控制点
*/
function bezierCubic2Q2(p1, c1, c2, p2) {
return [];
var mx = p2.x - 3 * c2.x + 3 * c1.x - p1.x;
var my = p2.y - 3 * c2.y + 3 * c1.y - p1.y;
// control points near
if (mx * mx + my * my <= 4) {
return [ toQuad(p1, c1, c2, p2) ];
}
// Split to 2 qubic beziers by midpoints
// (p2 + 3*c2 + 3*c1 + p1)/8
var mp = {
x: (p2.x + 3 * c2.x + 3 * c1.x + p1.x) / 8,
y: (p2.y + 3 * c2.y + 3 * c1.y + p1.y) / 8
};
return [
toQuad(
p1,
{
x: (p1.x + c1.x) / 2,
y: (p1.y + c1.y) / 2
},
{
x: (p1.x + 2 * c1.x + c2.x) / 4,
y: (p1.y + 2 * c1.y + c2.y) / 4
},
mp
),
toQuad(
mp,
{
x: (p2.x + c1.x + 2 * c2.x) / 4,
y: (p2.y + c1.y + 2 * c2.y) / 4
},
{
x: (p2.x + c2.x) / 2,
y: (p2.y + c2.y) / 2
},
p2
)
];
}
return bezierCubic2Q2;

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@@ -10,6 +10,53 @@
define(
function(require) {
var bezierCubic2Q2 = require('math/bezierCubic2Q2');
function cubic2Points(cubicList, contour) {
// 三次贝塞尔转二次
var q2List = [];
cubicList.forEach(function(c) {
q2List = q2List.concat(bezierCubic2Q2(c[0], c[1], c[2], c[3]));
});
var q2, prevq2;
for (var i = 0, l = q2List.length; i < l; i++) {
q2 = q2List[i];
if (i == 0) {
contour.push({
x: q2[1].x,
y: q2[1].y
});
contour.push({
x: q2[2].x,
y: q2[2].y,
onCurve: true
});
}
else {
prevq2 = q2List[i - 1];
// 检查是否存在切线点
if (prevq2[1].x + q2[1].x == 2 * q2[0].x && prevq2[1].y + q2[1].y == 2 * q2[0].y) {
contour.pop();
}
contour.push({
x: q2[1].x,
y: q2[1].y
});
}
}
contour.push({
x: q2[2].x,
y: q2[2].y,
onCurve: true
});
return contour;
}
/**
* svg path 转 contours
*
@@ -65,7 +112,7 @@ define(
segments.push({cmd:'Z'});
// 解析segments
var contours = [], contour = [], prevX = 0, prevY = 0;
var contours = [], contour = [], prevX = 0, prevY = 0, prevc1;
for (var i = 0, l = segments.length;i < l; i++) {
segment = segments[i];
@@ -147,14 +194,79 @@ define(
y: prevY,
onCurve: true
});
}
// 三次贝塞尔
else if (segment.cmd === 'C') {
throw 'not support cubic bezier';
// 这里可能会连续绘制,最后一个是终点
var q = 0, ql = segment.args.length - 2;
var cubicList = [];
for (; q < ql ; q += 4) {
var cubic = [];
var c1 = {
x: prevX + segment.args[q],
y: prevY + segment.args[q + 1]
};
var c2 = {
x: prevX + segment.args[q + 2],
y: prevY + segment.args[q + 3]
};
// 计算中间点
if (q == 0) {
cubic.push({x: prevX, y: prevY});
cubic.push(c1);
cubic.push(c2);
}
else {
var prevC2 = cubicList[cubicList.length - 1][2];
var p1 = {
x: (prevC2.x + c1.x) / 2,
y: (prevC2.y + c1.y) / 2
}
cubicList[cubicList.length - 1][3] = p1;
cubic.push(p1);
cubic.push(c1);
cubic.push(c2);
}
cubicList.push(cubic);
}
prevX += segment.args[ql];
prevY += segment.args[ql + 1];
cubicList[cubicList.length - 1].push({x: prevX, y: prevY});
cubic2Points(cubicList, contour);
prevc1 = cubicList[cubicList.length - 1][2];
}
// 三次贝塞尔平滑
else if (segment.cmd === 'S') {
throw 'not support cubic bezier';
// 这里需要移除上一个曲线的终点
var p1 = contour.pop();
var c1 = {
x: 2 * p1.x - prevc1.x,
y: 2 * p1.y - prevc1.y
};
var c2 = {
x: prevX + segment.args[0],
y: prevX + segment.args[1]
};
prevX += segment.args[2];
prevY += segment.args[3];
var p2 = {
x: prevX,
y: prevY
};
cubic2Points([[p1, c1, c2, p2]], contour);
prevc1 = c2;
}
// 圆弧
else if (segment.cmd === 'A') {