webgl的贝塞尔曲线

BezierCurve
webgl的贝塞尔曲线
webgl例子
https://www.khronos.org/webgl/wiki/Demo_Repository

参考
http://jsdo.it/Biske/A07Y
http://jsdo.it/kimmy/Z9z6


(function(d, w){
var FPS = 30;//FPS ,Frames Per Second
var F = 300;//焦点距离
var N = 1;//轨迹的个数
var VERTEX_MAX = 5;//轨迹长度
var TRAIL_QUALITY = 4000;//轨迹的品质,越小越直
var mu = 0.5;//前的主持人点的依赖程度
var bmRandom = function(mu, sigma){
var x, y, r, tmp=null, tmp2;
return function(){
if(tmp !== null){
tmp2 = tmp;
tmp = null;
return y*tmp2+mu;
}
do{
x = Math.random()*2-1;
y = Math.random()*2-1;
r = x*x+y*y;
}while(r>=1);
tmp = sigma*Math.sqrt(-2*Math.log(r)/r);
return x*tmp+mu;
};
};
pointCopy = function(src, dst){
dst.x = src.x;
dst.y = src.y;
dst.z = src.z;
return dst;
};
Trail = function(pos, t, color_f){
this.pos={x:0,y:0,z:0};
this.start={x:0,y:0,z:0};
this.goal={x:0,y:0,z:0};
this.anchor_1={x:0,y:0,z:0};
this.anchor_2={x:0,y:0,z:0};
this.start_time = 0;
this.take_time = 1;
this.vertexes = [];
this.anchors_1 = [];
this.anchors_2 = [];
this.color_f = color_f;
pointCopy(pos, this.pos);
pointCopy(pos, this.start);
pointCopy(pos, this.goal);
this.setNextGoal(t);
};
Trail.prototype.setNextGoal = function(t, target){
pointCopy(this.goal, this.start);
this.anchor_1.x = this.start.x+(this.start.x-this.anchor_2.x)*mu;
this.anchor_1.y = this.start.y+(this.start.y-this.anchor_2.y)*mu;
this.anchor_1.z = this.start.z+(this.start.z-this.anchor_2.z)*mu;
if(target){
this.anchor_2.x = (this.anchor_1.x+target.x)/2+myrand();
this.anchor_2.y = (this.anchor_1.y+target.y)/2+myrand();
this.anchor_2.z = (this.anchor_1.z+target.z)/2+myrand();
this.goal.x = target.x;
this.goal.y = target.y;
this.goal.z = target.z;
}else{
this.anchor_2.x = this.anchor_1.x+myrand();
this.anchor_2.y = this.anchor_1.y+myrand();
this.anchor_2.z = this.anchor_1.z+myrand();
this.goal.x = this.anchor_2.x+myrand();
this.goal.y = this.anchor_2.y+myrand();
this.goal.z = this.anchor_2.z+myrand();
}
this.start_time = t;
this.take_time = 200+Math.random()*200;
this.vertexes.push(pointCopy(this.start, {x:0,y:0,z:0}));
this.anchors_1.push(pointCopy(this.anchor_1, {x:0,y:0,z:0}));
this.anchors_2.push(pointCopy(this.anchor_2, {x:0,y:0,z:0}));
if(this.vertexes.length > VERTEX_MAX){
this.vertexes.splice(0,this.vertexes.length-VERTEX_MAX);
this.anchors_1.splice(0,this.anchors_1.length-VERTEX_MAX);
this.anchors_2.splice(0,this.anchors_2.length-VERTEX_MAX);
}
};
Trail.prototype.update = function(t, target){
bezier3(
t-this.start_time,
this.start,
this.anchor_1,
this.anchor_2,
this.goal,
this.take_time,
this.pos
);
if(t-this.start_time > this.take_time){
this.setNextGoal(this.start_time+this.take_time, target);
this.update(t, target);
}
};
Trail.prototype.draw = function(ctx, camera, t){
var i, dz, dt, ddt, rt, a, v={x:0, y:0, z:0};
var ps = {x:0, y:0};
ctx.beginPath();
if(perspective(this.vertexes[0], camera, ps)){
ctx.moveTo(ps.x, ps.y);
}
var x0 = ps.x;
rt = (t-this.start_time)/this.take_time;
for(i=1; i<this.vertexes.length; i++){
ddt = 0.01;
for(dt=0; dt<1; dt+=ddt){
bezier3(dt,
this.vertexes[i-1],
this.anchors_1[i-1],
this.anchors_2[i-1],
this.vertexes[i],
1,
v);
if(perspective(v, camera, ps)){
dz = v.z-camera.z;
a = 1-(this.vertexes.length-i+1-dt+rt)/VERTEX_MAX;
this.color_f(ctx, a, dz);
ctx.lineTo(ps.x, ps.y);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(ps.x, ps.y);
ddt = dz/TRAIL_QUALITY+0.01;
}
}
}
ddt = 0.01;
for(dt=0; dt<rt; dt+=ddt){
bezier3(dt,
this.start,
this.anchor_1,
this.anchor_2,
this.goal,
1,
v);
if(perspective(v, camera, ps)){
dz = v.z-camera.z;
a = 1-(1-dt+rt)/VERTEX_MAX;
this.color_f(ctx, a, dz);
ctx.lineTo(ps.x, ps.y);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(ps.x, ps.y);
ddt = dz/TRAIL_QUALITY+0.01;
}
}
if(perspective(this.pos, camera, ps)){
dz = this.pos.z-camera.z;
a = 1-1/VERTEX_MAX;
this.color_f(ctx, a, dz);
ctx.lineTo(ps.x, ps.y);
ctx.stroke();
}
};
bezier3 = function(t, a, b, c, d, e, dst){
t /= e;
dst.x =
a.x*(1-t)*(1-t)*(1-t)+
b.x*3*t*(1-t)*(1-t)+
c.x*3*t*t*(1-t)+
d.x*t*t*t;
dst.y =
a.y*(1-t)*(1-t)*(1-t)+
b.y*3*t*(1-t)*(1-t)+
c.y*3*t*t*(1-t)+
d.y*t*t*t;
dst.z =
a.z*(1-t)*(1-t)*(1-t)+
b.z*3*t*(1-t)*(1-t)+
c.z*3*t*t*(1-t)+
d.z*t*t*t;
};
perspective = function(point, camera, dst){
var dx = point.x-camera.x;
var dy = point.y-camera.y;
var dz = point.z-camera.z;
if(dz > 0){
dst.x = F*dx/dz;
dst.y = F*dy/dz;
return true;
}
return false;
};
updateScene = function(ctx){
var i, goal;
time_now = new Date().getTime();
var time_d = time_now-time_pre;
trails[0].update(time_now);
for(i=1; i<trails.length; i++){
trails[i].update(time_now, trails[i-1].pos);
}
camera.x += (trails[0].pos.x-camera.x)*0.0005*time_d;
camera.y += (trails[0].pos.y-camera.y)*0.0005*time_d;
camera.z += (trails[0].pos.z-camera.z-100)*0.0005*time_d;
time_pre = time_now;
};
drawScene = function(ctx){
var i;
ctx.clearRect(-canvas.width/2, -canvas.height/2, canvas.width, canvas.height);
for(i=0; i<trails.length; i++){
trails[i].draw(ctx, camera, time_now);
}
};
var myrand = bmRandom(0,20);
var canvas = d.getElementById("world");
var ctx = canvas.getContext("2d");
var trails = [];
var i;
var time_now = new Date().getTime();
var time_pre = time_now;
var camera = {x:0, y:0, z:-200};
for(i=0; i<N; i++){
trails.push(new Trail({x:myrand(), y:myrand(), z:myrand()},
time_now,
function(a,z){return "#FFFFFF";}));
}
for(i=0; i<N; i++){
switch(i%3){
case 0:
trails[i].color_f=function(ctx, a, dz){
var b = dz<10?0:a*F/dz;
b = (b>1?1:b)*(dz<30?(dz-10)/20:1);
ctx.strokeStyle = "rgba(255,"+Math.floor(255*a)+",0,"+b+")";
ctx.lineWidth = F/dz;
ctx.lineCap = b>0.8?"round":"butt";
};
break;
case 1:
trails[i].color_f=function(ctx, a, dz){
var b = dz<10?0:a*F/dz;
b = (b>1?1:b)*(dz<30?(dz-10)/20:1);
ctx.strokeStyle = "rgba(0, 255,"+Math.floor(255*a)+","+b+")";
ctx.lineWidth = F/dz;
ctx.lineCap = b>0.8?"round":"butt";
};
break;
default:
trails[i].color_f=function(ctx, a, dz){
var b = dz<10?0:a*F/dz;
b = (b>1?1:b)*(dz<30?(dz-10)/20:1);
ctx.strokeStyle = "rgba("+Math.floor(255*a)+",0,255,"+b+")";
ctx.lineWidth = F/dz;
ctx.lineCap = b>0.8?"round":"butt";
};
break;
}
}
canvas.width = w.innerWidth;
canvas.height = w.innerHeight;
ctx.translate(canvas.width/2, canvas.height/2);
setInterval(function(){
updateScene();
drawScene(ctx);
}, 1000/FPS);
})(document, window);


html

<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8" />
<title>forked: 3D Bezier Curve - js do it</title>
<meta name="Description" content="" />
<meta name="Keywords" content="" />

<link rel="stylesheet" type="text/css" media="screen,print" href="style.css" />
</head>
<body>

<canvas id='world'></canvas>

<script type="text/javascript" src="index.js"></script>
</body>
</html>


body{
padding: 0;
margin: 0;
}
#world{
display: block;
background-color: #000000;

}

enjoy it
http://haoning.net/webs/webgl/BezierCurve/
[img]http://dl2.iteye.com/upload/attachment/0103/0727/9f344534-ecda-3d13-866a-528ef66323aa.png[/img]


最简单的实现方式

<script type="text/javascript">
window.onload = function(){
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");

context.moveTo(188, 130);

var controlX1 = 140;
var controlY1 = 10;
var controlX2 = 388;
var controlY2 = 10;
var endX = 388;
var endY = 170;

context.bezierCurveTo(controlX1, controlY1, controlX2,
controlY2, endX, endY);

context.lineWidth = 1;
context.strokeStyle = "black"; // line color
context.stroke();
};
</script>
<canvas id='myCanvas'></canvas>


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