points html5 php,how to draw smooth curve through N points using javascript HTML5 canvas?

A bit late, but for the record.

You can achieve smooth lines by using cardinal splines (aka canonical spline) to draw smooth curves that goes through the points.

I made this function for canvas - it's split into three function to increase versatility. The main wrapper function looks like this:

function drawCurve(ctx, ptsa, tension, isClosed, numOfSegments, showPoints) {

showPoints = showPoints ? showPoints : false;

ctx.beginPath();

drawLines(ctx, getCurvePoints(ptsa, tension, isClosed, numOfSegments));

if (showPoints) {

ctx.stroke();

ctx.beginPath();

for(var i=0;i

ctx.rect(ptsa[i] - 2, ptsa[i+1] - 2, 4, 4);

}

}

To draw a curve have an array with x, y points in the order: x1,y1, x2,y2, ...xn,yn.

Use it like this:

var myPoints = [10,10, 40,30, 100,10]; //minimum two points

var tension = 1;

drawCurve(ctx, myPoints); //default tension=0.5

drawCurve(ctx, myPoints, tension);

The function above calls two sub-functions, one to calculate the smoothed points. This returns an array with new points - this is the core function which calculates the smoothed points:

function getCurvePoints(pts, tension, isClosed, numOfSegments) {

// use input value if provided, or use a default value

tension = (typeof tension != 'undefined') ? tension : 0.5;

isClosed = isClosed ? isClosed : false;

numOfSegments = numOfSegments ? numOfSegments : 16;

var _pts = [], res = [], // clone array

x, y, // our x,y coords

t1x, t2x, t1y, t2y, // tension vectors

c1, c2, c3, c4, // cardinal points

st, t, i; // steps based on num. of segments

// clone array so we don't change the original

//

_pts = pts.slice(0);

// The algorithm require a previous and next point to the actual point array.

// Check if we will draw closed or open curve.

// If closed, copy end points to beginning and first points to end

// If open, duplicate first points to befinning, end points to end

if (isClosed) {

_pts.unshift(pts[pts.length - 1]);

_pts.unshift(pts[pts.length - 2]);

_pts.unshift(pts[pts.length - 1]);

_pts.unshift(pts[pts.length - 2]);

_pts.push(pts[0]);

_pts.push(pts[1]);

}

else {

_pts.unshift(pts[1]); //copy 1. point and insert at beginning

_pts.unshift(pts[0]);

_pts.push(pts[pts.length - 2]); //copy last point and append

_pts.push(pts[pts.length - 1]);

}

// ok, lets start..

// 1. loop goes through point array

// 2. loop goes through each segment between the 2 pts + 1e point before and after

for (i=2; i < (_pts.length - 4); i+=2) {

for (t=0; t <= numOfSegments; t++) {

// calc tension vectors

t1x = (_pts[i+2] - _pts[i-2]) * tension;

t2x = (_pts[i+4] - _pts[i]) * tension;

t1y = (_pts[i+3] - _pts[i-1]) * tension;

t2y = (_pts[i+5] - _pts[i+1]) * tension;

// calc step

st = t / numOfSegments;

// calc cardinals

c1 = 2 * Math.pow(st, 3) - 3 * Math.pow(st, 2) + 1;

c2 = -(2 * Math.pow(st, 3)) + 3 * Math.pow(st, 2);

c3 = Math.pow(st, 3) - 2 * Math.pow(st, 2) + st;

c4 = Math.pow(st, 3) - Math.pow(st, 2);

// calc x and y cords with common control vectors

x = c1 * _pts[i] + c2 * _pts[i+2] + c3 * t1x + c4 * t2x;

y = c1 * _pts[i+1] + c2 * _pts[i+3] + c3 * t1y + c4 * t2y;

//store points in array

res.push(x);

res.push(y);

}

}

return res;

}

And to actually draw the points as a smoothed curve (or any other segmented lines as long as you have an x,y array):

function drawLines(ctx, pts) {

ctx.moveTo(pts[0], pts[1]);

for(i=2;i

}

var ctx = document.getElementById("c").getContext("2d");

function drawCurve(ctx, ptsa, tension, isClosed, numOfSegments, showPoints) {

ctx.beginPath();

drawLines(ctx, getCurvePoints(ptsa, tension, isClosed, numOfSegments));

if (showPoints) {

ctx.beginPath();

for(var i=0;i

ctx.rect(ptsa[i] - 2, ptsa[i+1] - 2, 4, 4);

}

ctx.stroke();

}

var myPoints = [10,10, 40,30, 100,10, 200, 100, 200, 50, 250, 120]; //minimum two points

var tension = 1;

drawCurve(ctx, myPoints); //default tension=0.5

drawCurve(ctx, myPoints, tension);

function getCurvePoints(pts, tension, isClosed, numOfSegments) {

// use input value if provided, or use a default value

tension = (typeof tension != 'undefined') ? tension : 0.5;

isClosed = isClosed ? isClosed : false;

numOfSegments = numOfSegments ? numOfSegments : 16;

var _pts = [], res = [],// clone array

x, y,// our x,y coords

t1x, t2x, t1y, t2y,// tension vectors

c1, c2, c3, c4,// cardinal points

st, t, i;// steps based on num. of segments

// clone array so we don't change the original

//

_pts = pts.slice(0);

// The algorithm require a previous and next point to the actual point array.

// Check if we will draw closed or open curve.

// If closed, copy end points to beginning and first points to end

// If open, duplicate first points to befinning, end points to end

if (isClosed) {

_pts.unshift(pts[pts.length - 1]);

_pts.unshift(pts[pts.length - 2]);

_pts.unshift(pts[pts.length - 1]);

_pts.unshift(pts[pts.length - 2]);

_pts.push(pts[0]);

_pts.push(pts[1]);

}

else {

_pts.unshift(pts[1]);//copy 1. point and insert at beginning

_pts.unshift(pts[0]);

_pts.push(pts[pts.length - 2]);//copy last point and append

_pts.push(pts[pts.length - 1]);

}

// ok, lets start..

// 1. loop goes through point array

// 2. loop goes through each segment between the 2 pts + 1e point before and after

for (i=2; i < (_pts.length - 4); i+=2) {

for (t=0; t <= numOfSegments; t++) {

// calc tension vectors

t1x = (_pts[i+2] - _pts[i-2]) * tension;

t2x = (_pts[i+4] - _pts[i]) * tension;

t1y = (_pts[i+3] - _pts[i-1]) * tension;

t2y = (_pts[i+5] - _pts[i+1]) * tension;

// calc step

st = t / numOfSegments;

// calc cardinals

c1 = 2 * Math.pow(st, 3) - 3 * Math.pow(st, 2) + 1;

c2 = -(2 * Math.pow(st, 3)) + 3 * Math.pow(st, 2);

c3 = Math.pow(st, 3)- 2 * Math.pow(st, 2) + st;

c4 = Math.pow(st, 3)- Math.pow(st, 2);

// calc x and y cords with common control vectors

x = c1 * _pts[i]+ c2 * _pts[i+2] + c3 * t1x + c4 * t2x;

y = c1 * _pts[i+1]+ c2 * _pts[i+3] + c3 * t1y + c4 * t2y;

//store points in array

res.push(x);

res.push(y);

}

}

return res;

}

function drawLines(ctx, pts) {

ctx.moveTo(pts[0], pts[1]);

for(i=2;i

}

canvas { border: 1px solid red; }

This results in this:

xWCkp.jpg

You can easily extend the canvas so you can call it like this instead:

ctx.drawCurve(myPoints);

Add the following to the javascript:

if (CanvasRenderingContext2D != 'undefined') {

CanvasRenderingContext2D.prototype.drawCurve =

function(pts, tension, isClosed, numOfSegments, showPoints) {

drawCurve(this, pts, tension, isClosed, numOfSegments, showPoints)}

}

You can find a more optimized version of this on NPM (npm i cardinal-spline-js) or on GitLab.

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