Reputation: 1182
I want to display several legs into a rectangular form in canvas. Based on an array which groups the miles of my legs, I've made the algo to represent them proportionately on a canvas given.
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
var width = c.width;
var somme = 0;
var prevValue = 0;
var recapProp = [];
function drawArrow(fromx, fromy, tox, toy){
//variables to be used when creating the arrow
var headlen = 5;
var angle = Math.atan2(toy-fromy,tox-fromx);
//starting path of the arrow from the start square to the end square and drawing the stroke
ctx.beginPath();
ctx.moveTo(fromx, fromy);
ctx.lineTo(tox, toy);
ctx.strokeStyle = "blue";
ctx.lineWidth = 2;
ctx.stroke();
//starting a new path from the head of the arrow to one of the sides of the point
ctx.beginPath();
ctx.moveTo(tox, toy);
ctx.lineTo(tox-headlen*Math.cos(angle-Math.PI/7),toy-headlen*Math.sin(angle-Math.PI/7));
//path from the side point of the arrow, to the other side point
ctx.lineTo(tox-headlen*Math.cos(angle+Math.PI/7),toy-headlen*Math.sin(angle+Math.PI/7));
//path from the side point back to the tip of the arrow, and then again to the opposite side point
ctx.lineTo(tox, toy);
ctx.lineTo(tox-headlen*Math.cos(angle-Math.PI/7),toy-headlen*Math.sin(angle-Math.PI/7));
//draws the paths created above
ctx.strokeStyle = "blue";
ctx.lineWidth = 2;
ctx.stroke();
ctx.fillStyle = "blue";
ctx.fill();
}
function drawCircle(centerXFrom, centerYFrom){
var radius = 3;
ctx.beginPath();
ctx.arc(centerXFrom, centerYFrom, radius, 0, 2 * Math.PI, false);
ctx.fillStyle = 'green';
ctx.fill();
ctx.lineWidth = 1;
ctx.strokeStyle = '#003300';
ctx.stroke();
ctx.beginPath();
}
function sumTab(tabTT){
for (var i = 0; i < tabTT.length; i++){
somme += tabTT[i];
}
return somme;
}
function findProportion(tabTT){
var tailleMax = tabTT.length;
sumTab(tabTT);
for(var i = 0; i < tabTT.length; i++){
var percentLeg = (tabTT[i]/somme)*100;
var tailleLeg = ((width- 20)*percentLeg)/100 ;
recapProp.push(tailleLeg);
}
for(var i = 0; i <= recapProp.length; ++i){
console.log(prevValue);
drawCircle(prevValue +5, 5);
drawArrow(prevValue + 7, 5, prevValue+recapProp[i],5);
prevValue += recapProp[i];
}
}
var tabTT = [0,5,1,8,2];
findProportion(tabTT);
<canvas id="myCanvas" height="200" width="500"></canvas>
Then, I want to display then in a rectangular form, to make a loop (below is not rectangular, but it helps you to understand) :
I've tried to manipulate quadracticCurveTo()
but that's not really conclusive..
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
function drawArrow(fromx, fromy, tox, toy, radius){
//variables to be used when creating the arrow
var headlen = 5;
var r = fromx + tox;
var b = fromy + toy;
var angle = Math.atan2(r,b);
//starting path of the arrow from the start square to the end square and drawing the stroke
ctx.beginPath();
ctx.moveTo(fromx+radius, fromy);
ctx.lineTo(r-radius, fromy);
ctx.quadraticCurveTo(r, fromy, r, fromy+radius);
ctx.lineWidth = "2";
ctx.strokeStyle = '#ff0000';
ctx.stroke();
//starting a new path from the head of the arrow to one of the sides of the point
ctx.beginPath();
ctx.moveTo(r, b);
ctx.lineTo(r-headlen*Math.cos(angle-Math.PI/7),b-headlen*Math.sin(angle-Math.PI/7));
//path from the side point of the arrow, to the other side point
ctx.lineTo(r-headlen*Math.cos(angle+Math.PI/7),b-headlen*Math.sin(angle+Math.PI/7));
//path from the side point back to the tip of the arrow, and then again to the opposite side point
ctx.lineTo(r, b);
ctx.lineTo(r-headlen*Math.cos(angle-Math.PI/7),b-headlen*Math.sin(angle-Math.PI/7));
//draws the paths created above
ctx.strokeStyle = "blue";
ctx.lineWidth = 2;
ctx.stroke();
ctx.fillStyle = "blue";
ctx.fill();
}
drawArrow(50,5, 80,25, 25);
<canvas id="myCanvas" height="2000" width="2000"></canvas>
Finally, I've created the snippet I will need when I'll know how to curve my lines and keep its length !. I've calculated the perimeter of my canvas surface in order to re-calculate the proportions of my legs.
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
var width = c.width;
var height = c.height;
var perimetre = (width*2 + height*2);
var up = 0;
var right = 0;
var left = 0;
var bot = 0;
var somme = 0;
var prevValue = 0;
var recapProp = [];
/**********************************/
/*****<<Straight>> Arrows*********/
/********************************/
function drawArrow(fromx, fromy, tox, toy){
var headlen = 5;
var angle = Math.atan2(toy-fromy,tox-fromx);
ctx.beginPath();
ctx.moveTo(fromx, fromy);
ctx.lineTo(tox, toy);
ctx.strokeStyle = "blue";
ctx.lineWidth = 2;
ctx.stroke();
ctx.beginPath();
ctx.moveTo(tox, toy);
ctx.lineTo(tox-headlen*Math.cos(angle-Math.PI/7),toy-headlen*Math.sin(angle-Math.PI/7));
ctx.lineTo(tox-headlen*Math.cos(angle+Math.PI/7),toy-headlen*Math.sin(angle+Math.PI/7));
ctx.lineTo(tox, toy);
ctx.lineTo(tox-headlen*Math.cos(angle-Math.PI/7),toy-headlen*Math.sin(angle-Math.PI/7));
ctx.strokeStyle = "blue";
ctx.lineWidth = 2;
ctx.stroke();
ctx.fillStyle = "blue";
ctx.fill();
}
/**********************************/
/************Points***************/
/********************************/
function drawCircle(centerXFrom, centerYFrom){
var radius = 3;
ctx.beginPath();
ctx.arc(centerXFrom, centerYFrom, radius, 0, 2 * Math.PI, false);
ctx.fillStyle = 'green';
ctx.fill();
ctx.lineWidth = 1;
ctx.strokeStyle = '#003300';
ctx.stroke();
ctx.beginPath();
}
function sumTab(tabTT){
for (var i = 0; i < tabTT.length; i++){
somme += tabTT[i];
}
return somme;
}
/***************************************************/
/************Get length for each leg***************/
/*************************************************/
function findProportion(tabTT){
var tailleMax = tabTT.length;
sumTab(tabTT);
for(var i = 0; i < tabTT.length; i++){
var percentLeg = (tabTT[i]/somme)*100;
var tailleLeg = ((perimetre - 20)*percentLeg)/100 ;
recapProp.push(tailleLeg);
}
/* For each leg I draw the circle and the arrow, due to the length calculated previously. If the length > the width of the canva, the arrow has to be curved */
for(var i = 0; i <= recapProp.length; ++i){
if(prevValue > width && top == 1){
drawCircle(prevValue +5, 5);
drawArrowBot(prevValue + 7, 5, prevValue+recapProp[i],5);
right = 1;
top = 0;
}
else if(prevValue > height && right == 1){
drawCircle(prevValue +5, 5);
drawArrowLeft(prevValue + 7, 5, prevValue+recapProp[i],5);
bot = 1;
right = 0;
}
else if (prevValue > width && bot == 1){
drawCircle(prevValue +5, 5);
drawArrowTop(prevValue + 7, 5, prevValue+recapProp[i],5);
bot = 0;
left = 0;
}
else {
drawCircle(prevValue +5, 5);
drawArrow(prevValue + 7, 5, prevValue+recapProp[i],5);
}
prevValue += recapProp[i];
}
}
var tabTT = [0,5,1,8,2];
findProportion(tabTT);
<canvas id="myCanvas" height="200" width="500" style="border:1px solid #000000;"></canvas>
I've commented all my code in order to help you understand the logic and what I want.
So, is it possible to curve the lines in a generic way?
Upvotes: 3
Views: 1469
Reputation: 1
var angle = 0;
draw = function() {
background(0, 0, 0);
for(var j = 0;j<20;j++){
fill(j*100,j*10,j);
var offset = 0;
for(var i =-27;i<20;i++){
var a = angle +offset;
var h = map(sin(a),-1,1,100,300);
ellipse(i*20+j*20,h,20,20);
offset+=10;
}
}
angle+=2;
};
Upvotes: 0
Reputation:
I would probably do something like this:
Now you can produce the lines into almost any shape and form you desire.
Tip: you can of course skip one shape by mapping it directly the first time.
Tip 2: the shapes can be defined in normalized coordinates which makes it easier to translate and scale them.
Here we define a rounded square and circle, then map the lines onto either, we can morph between the shapes to find a combination we like and use that (note: as the square in this example starts in "upper-right" corner and not where the circle has it's 0° there will be a small rotation as well, this can be dealt with separately as an exercise).
The rounded square could be a a bunny for that matter (for a more "tight" rounded square you can use cubic Bezier instead of quadratic as here). The key point is that the shape can be defined independently of the lines themselves. This may be overkill, but it's not so complicated and it's versatile, ie. generic.
See this answer for one way to add an arrow to the lines.
var ctx = document.querySelector("canvas").getContext("2d"),
resolution = 2000,
raster = new Uint8Array(resolution), // line raster array
shape = new Float32Array(resolution * 2), // target shape array (x2 for x/y)
shape2 = new Float32Array(resolution * 2),// target shape array 2
lines = [100, 70, 180, 35], // lines, lengths only
tLen = 0, // total length of lines + gaps
gap = 20, // gap in pixels
gapNorm, // normalized gap value for mapping
p = 0, // position in lines array
radius = 100, // target circle radius
angleStep = Math.PI * 2 / resolution, // angle step to reach circle / res.
cx = 150, cy = 150, // circle center
interpolation = 0.5, // t for interpolation
i;
// get total length of lines + gaps so we can normalize
for(i = 0; i < lines.length; i++) tLen += lines[i];
tLen += (lines.length - 2) * gap;
gapNorm = gap / tLen * 0.5;
// convert line and gap ranges to "on" in the lines array
for(i = 0; i < lines.length; i++) {
var sx = p, // start position in lines array
ex = p + ((lines[i] / tLen) * resolution)|0; // end position in lines array (int)
// fill array
while(sx <= ex) raster[sx++] = 1;
// update arrqay pointer incl. gap
p = ex + ((gapNorm * resolution)|0);
}
// Create a circle target shape split into same amount of segments as lines array:
p = 0; // reset pointer for shape array
for(var angle = 0; angle < Math.PI*2; angle += angleStep) {
shape[p++] = cx + radius * Math.cos(angle);
shape[p++] = cy + radius * Math.sin(angle);
}
// create a rounded rectangle
p = i = 0;
var corners = [
{x1: 250, y1: 150, cx: 250, cy: 250, x2: 150, y2: 250}, // bottom-right
{x1: 150, y1: 250, cx: 50, cy: 250, x2: 50, y2: 150}, // bottom-left
{x1: 50, y1: 150, cx: 50, cy: 50, x2: 150, y2: 50}, // upper-left
{x1: 150, y1: 50, cx: 250, cy: 50, x2: 250, y2: 150} // upper-right
],
c, cres = resolution * 0.25;
while(c = corners[i++]) {
for(var t = 0; t < cres; t++) {
var pos = getQuadraticPoint(c.x1, c.y1, c.cx, c.cy, c.x2, c.y2, t / cres);
shape2[p++] = pos.x;
shape2[p++] = pos.y;
}
}
// now we can map the lines array onto our shape depending on the values
// interpolation. Make it a reusable function so we can regulate the "morph"
function map(raster, shape, shape2, t) {
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
ctx.beginPath();
for(var i = 0, x, y, x1, y1, x2, y2, prev = 0; i < resolution; i++) {
x1 = shape[i*2];
y1 = shape[i*2 + 1];
x2 = shape2[i*2];
y2 = shape2[i*2 + 1];
x = x1 + (x2 - x1) * t;
y = y1 + (y2 - y1) * t;
// do we have a change?
if (prev !== raster[i]) {
if (raster[i]) { // it's on, was off. create sub-path
ctx.moveTo(x, y);
}
else { // it's off, was on, render and reset path
ctx.stroke();
ctx.beginPath();
// create "arrow"
ctx.moveTo(x + 3, y);
ctx.arc(x, y, 3, 0, 6.28);
ctx.fill();
ctx.beginPath();
}
}
// add segment if on
else if (raster[i]) {
ctx.lineTo(x, y);
}
prev = raster[i];
}
}
ctx.fillStyle = "red";
map(raster, shape, shape2, interpolation);
document.querySelector("input").onchange = function() {
map(raster, shape, shape2, +this.value / 100);
};
function getQuadraticPoint(z0x, z0y, cx, cy, z1x, z1y, t) {
var t1 = (1 - t), // (1 - t)
t12 = t1 * t1, // (1 - t) ^ 2
t2 = t * t, // t ^ 2
t21tt = 2 * t1 * t; // 2(1-t)t
return {
x: t12 * z0x + t21tt * cx + t2 * z1x,
y: t12 * z0y + t21tt * cy + t2 * z1y
}
}
<script src="https://cdn.rawgit.com/epistemex/slider-feedback/master/sliderfeedback.min.js"></script>
<label>Interpolation: <input type="range" min=0 max=400 value=50></label><br>
<canvas width=400 height=400></canvas>
Upvotes: 2
Reputation: 105035
Calculate the middle control point that makes a quadratic Bezier curve become a specified length.
Given:
p0
, p2
: the QCurves starting and ending points.length
: the desired arc-length of the quadratic Bezier Curve.You can calculate the control point that makes the QCurve's total arc-length equal length
:
p1
) perpendicular to that midpoint at a specified distance. This is a possible control point. The perpendicular angle is the calculated angle from step#2 minus 90 degrees.calculatedLength
).calculatedLength
equals the desired length
.Here's example code and a Demo:
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
function reOffset(){
var BB=canvas.getBoundingClientRect();
offsetX=BB.left;
offsetY=BB.top;
}
var offsetX,offsetY;
reOffset();
window.onscroll=function(e){ reOffset(); }
var $length=$('#length');
var PI2=Math.PI*2;
var radius=5+1; // 5==fill, 1=added stroke
var p0={x:50,y:100,color:'red'};
var p2={x:175,y:150,color:'gold'};
var p1={x:0,y:0,color:'green'};
var midpoint={x:0,y:0,color:'purple'};
var perpendicularPoint={x:0,y:0,color:'cyan'};
//var points=[p0,p1,p2];
//var draggingPoint=-1;
setQLength(p0,p2,150,1);
draw();
function draw(){
ctx.clearRect(0,0,cw,ch);
ctx.beginPath();
ctx.moveTo(p0.x,p0.y);
ctx.quadraticCurveTo(p1.x,p1.y,p2.x,p2.y);
ctx.strokeStyle='blue';
ctx.lineWidth=3;
ctx.stroke();
dot(p0);
dot(p1);
dot(p2);
dot(midpoint);
dot(perpendicularPoint)
$length.text('Curve length: '+parseInt(QCurveLength(p0,p1,p2)))
}
//
function dot(p){
ctx.beginPath();
ctx.arc(p.x,p.y,radius,0,PI2);
ctx.closePath();
ctx.fillStyle=p.color;
ctx.fill();
ctx.lineWidth=1;
ctx.strokeStyle='black';
ctx.stroke();
}
function setQLength(p0,p2,length,tolerance){
var dx=p2.x-p0.x;
var dy=p2.y-p0.y;
var alength=Math.sqrt(dx*dx+dy*dy);
// impossible to fit
if(alength>length){
alert('The points are too far apart to have length='+length);
return;
}
// fit
for(var distance=0;distance<200;distance++){
// calc the point perpendicular to midpoint at specified distance
var p=pointPerpendicularToMidpoint(p0,p2,distance);
p1.x=p.x;
p1.y=p.y;
// calc the result qCurve length
qlength=QCurveLength(p0,p1,p2);
// draw the curve
draw();
// break if qCurve's length is within tolerance
if(Math.abs(length-qlength)<tolerance){
break;
}
}
return(p1);
}
function pointPerpendicularToMidpoint(p0,p2,distance){
var dx=p2.x-p0.x;
var dy=p2.y-p0.y;
var perpAngle=Math.atan2(dy,dx)-Math.PI/2;
midpoint={ x:p0.x+dx*0.50, y:p0.y+dy*0.50, color:'purple' };
perpendicularPoint={
x: midpoint.x+distance*Math.cos(perpAngle),
y: midpoint.y+distance*Math.sin(perpAngle),
color:'cyan'
};
return(perpendicularPoint);
}
// Attribution: Mateusz Matczak
// http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/
function QCurveLength(p0,p1,p2){
var a={x: p0.x-2*p1.x+p2.x, y: p0.y-2*p1.y+p2.y}
var b={x:2*p1.x-2*p0.x, y:2*p1.y-2*p0.y}
var A=4*(a.x*a.x+a.y*a.y);
var B=4*(a.x*b.x+a.y*b.y);
var C=b.x*b.x+b.y*b.y;
var Sabc=2*Math.sqrt(A+B+C);
var A2=Math.sqrt(A);
var A32=2*A*A2;
var C2=2*Math.sqrt(C);
var BA=B/A2;
if(A2==0 || BA+C2==0){
var dx=p2.x-p0.x;
var dy=p2.y-p0.y;
var length=Math.sqrt(dx*dx+dy*dy);
}else{
var length=(A32*Sabc+A2*B*(Sabc-C2)+(4*C*A-B*B)*Math.log((2*A2+BA+Sabc)/(BA+C2)))/(4*A32)
}
return(length);
};
body{ background-color: ivory; }
#canvas{border:1px solid red; margin:0 auto; }
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<h4 id=length>Curve length:</h4>
<h4>Red,Gold == start and end points<br>Purple == midpoint between start & end<br>Cyan == middle control point.</h4>
<canvas id="canvas" width=300 height=300></canvas>
Upvotes: 2