一种可能的方式:
// compute coordinates of the middle point of a quadratic Bezier curve
// need two functions: quadraticBezierCurvePoint and quadraticBezierCurvesMiddle
function quadraticBezierCurvePoint(t, c) {
// compute relative coordinates of a point on the curve using t and c
// t is a number between 0 and 1
// c is an array of 3 points:
// the initial point of the curve (always (0,0))
// the "handle" point of the curve
// the final point of the curve
var t1, t1_2a, t1_2b, t1_2c;
t1 = 1 - t;
t1_2a = t1 * t1;
t1_2b = (2 * t) * t1;
t1_2c = t * t;
return {
x: (c[0].x * t1_2a) + (t1_2b * c[1].x) + (t1_2c * c[2].x),
y: (c[0].y * t1_2a) + (t1_2b * c[1].y) + (t1_2c * c[2].y)
};
}
function quadraticBezierCurvesMiddle(m, c) {
var k, km = 1000,
km2 = (km >> 1),
len = 0,
len2, x, y, a = new Array(km + 1);
// compute curve lengths from start point to any point
// store relative point coordinates and corresponding length in array a
for (k = 0; k <= km; k++) {
a[k] = {
pt: quadraticBezierCurvePoint(k / km, c),
len: 0
};
if (k > 0) {
x = a[k].pt.x - a[k - 1].pt.x;
y = a[k].pt.y - a[k - 1].pt.y;
a[k].len = a[k - 1].len + Math.sqrt(x * x + y * y);
}
}
// retrieve the point which is at a distance of half the whole curve length from start point
// most of the time, this point is not the one at indice km2 in array a, but it is near it
len2 = a[km].len / 2;
if (a[km2].len > len2)
for (k = km2; k >= 0; k--) {
if (len2 >= a[k].len) break;
} else
for (k = km2; k <= km; k++) {
if (len2 <= a[k].len) break;
}
// return absolute coordinates of the point
return {
x: Math.round((a[k].pt.x + m.x) * 100) / 100,
y: Math.round((a[k].pt.y + m.y) * 100) / 100
};
}