Reputation: 810
A few days ago I came to stackoverflow asking about how to draw an arrow slowly into a canvas. No one was able to give me the correct answer... So I hope this helps someone.
Basically, i wanted to animate the progress of an invasion from one country to another country in a map. To do that I should use canvas and draw an arrow that moved from country A to country B, but not a fixed arrow... An arrow that grows progressively.
The code below draws an arrow, but not progressively. So, I needed to draw this curve like a CSS animation with a 5s transition.
function drawCurve (ctx, x0, y0, x1, y1, x2, y2){
ctx.beginPath();
ctx.moveTo( x0, y0 );
ctx.quadraticCurveTo( x1, y1, x2, y2 );
ctx.stroke();
ctx.closePath();
}
var docCanvas = document.getElementById('canvas');
var ctx = docCanvas.getContext('2d');
drawCurve(ctx, 0, 100, 150, -50, 300, 100);
<canvas id="canvas" width="480" height="320"></canvas>
Upvotes: 5
Views: 2711
Reputation: 810
After some digging I came to this solution that gives me all I wanted.
Basically drawBezierSplit()
allow you to draw a section of a quadratic bezier curve.
All the credit to Patrick Galbraith.
/**
* Animates bezier-curve
*
* @param ctx The canvas context to draw to
* @param x0 The x-coord of the start point
* @param y0 The y-coord of the start point
* @param x1 The x-coord of the control point
* @param y1 The y-coord of the control point
* @param x2 The x-coord of the end point
* @param y2 The y-coord of the end point
* @param duration The duration in milliseconds
*/
function animatePathDrawing(ctx, x0, y0, x1, y1, x2, y2, duration) {
var start = null;
var step = function animatePathDrawingStep(timestamp) {
if (start === null)
start = timestamp;
var delta = timestamp - start,
progress = Math.min(delta / duration, 1);
// Clear canvas
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
// Draw curve
drawBezierSplit(ctx, x0, y0, x1, y1, x2, y2, 0, progress);
if (progress < 1) {
window.requestAnimationFrame(step);
}
};
window.requestAnimationFrame(step);
}
/**
* Draws a splitted bezier-curve
*
* @param ctx The canvas context to draw to
* @param x0 The x-coord of the start point
* @param y0 The y-coord of the start point
* @param x1 The x-coord of the control point
* @param y1 The y-coord of the control point
* @param x2 The x-coord of the end point
* @param y2 The y-coord of the end point
* @param t0 The start ratio of the splitted bezier from 0.0 to 1.0
* @param t1 The start ratio of the splitted bezier from 0.0 to 1.0
*/
function drawBezierSplit(ctx, x0, y0, x1, y1, x2, y2, t0, t1) {
ctx.beginPath();
if( 0.0 == t0 && t1 == 1.0 ) {
ctx.moveTo( x0, y0 );
ctx.quadraticCurveTo( x1, y1, x2, y2 );
} else if( t0 != t1 ) {
var t00 = t0 * t0,
t01 = 1.0 - t0,
t02 = t01 * t01,
t03 = 2.0 * t0 * t01;
var nx0 = t02 * x0 + t03 * x1 + t00 * x2,
ny0 = t02 * y0 + t03 * y1 + t00 * y2;
t00 = t1 * t1;
t01 = 1.0 - t1;
t02 = t01 * t01;
t03 = 2.0 * t1 * t01;
var nx2 = t02 * x0 + t03 * x1 + t00 * x2,
ny2 = t02 * y0 + t03 * y1 + t00 * y2;
var nx1 = lerp ( lerp ( x0 , x1 , t0 ) , lerp ( x1 , x2 , t0 ) , t1 ),
ny1 = lerp ( lerp ( y0 , y1 , t0 ) , lerp ( y1 , y2 , t0 ) , t1 );
ctx.moveTo( nx0, ny0 );
ctx.quadraticCurveTo( nx1, ny1, nx2, ny2 );
}
ctx.stroke();
ctx.closePath();
}
/**
* Linearly interpolates between two numbers
*/
function lerp(v0, v1, t) {
return ( 1.0 - t ) * v0 + t * v1;
}
var docCanvas = document.getElementById('canvas');
var ctx = docCanvas.getContext('2d');
animatePathDrawing(ctx, 0, 100, 150, -50, 300, 100, 5000);
<canvas id="canvas" width="480" height="320"></canvas>
EDIT:
And if you need a polyfill, you can use this code:
(function() {
var lastTime = 0;
var vendors = ['webkit', 'moz'];
for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame'];
window.cancelAnimationFrame =
window[vendors[x]+'CancelAnimationFrame'] || window[vendors[x]+'CancelRequestAnimationFrame'];
}
if (!window.requestAnimationFrame)
window.requestAnimationFrame = function(callback, element) {
var currTime = new Date().getTime();
var timeToCall = Math.max(0, 16 - (currTime - lastTime));
var id = window.setTimeout(function() { callback(currTime + timeToCall); },
timeToCall);
lastTime = currTime + timeToCall;
return id;
};
if (!window.cancelAnimationFrame)
window.cancelAnimationFrame = function(id) {
clearTimeout(id);
};
}());
Link: http://www.pjgalbraith.com/drawing-animated-curves-javascript/
Upvotes: 10