Reputation: 424
I would like to create a rounded edge for a corner where the user can specify the corner's radius and number of subdivisions. To find these new points, I will have three vectors: p, p1, & p2 and the subsequent line segments: PP1 and PP2. Desired Result
I found a post on Stack Overflow that has potential solutions, but the answers are for C# and I'm working in Javascript. I have included my interpretation of the code.
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var radius_slider = document.getElementById("radius");
var subdivs_slider = document.getElementById("subdivs");
var generateBtn = document.getElementById("generate");
var radiusReadout = document.getElementById("radiusReadout");
var subdivReadout = document.getElementById("subdivReadout");
class Point {
constructor(x, y) {
this.x = x;
this.y = y;
}
}
function DrawRoundedCorner(angularPoint, p1, p2, radius, subdivisions) {
//Vector 1
dx1 = angularPoint.x - p1.x;
dy1 = angularPoint.y - p1.y;
//Vector 2
dx2 = angularPoint.x - p2.x;
dy2 = angularPoint.y - p2.y;
//Angle between vector 1 and vector 2 divided by 2
angle = (Math.atan2(dy1, dx1) - Math.atan2(dy2, dx2)) / 2;
// The length of segment between angular point and the
// points of intersection with the circle of a given radius
tan = Math.abs(Math.tan(angle));
segment = radius / tan;
//Check the segment
length1 = GetLength(dx1, dy1);
length2 = GetLength(dx2, dy2);
length = Math.min(length1, length2);
if (segment > length) {
segment = length;
radius = length * tan;
}
// Points of intersection are calculated by the proportion between
// the coordinates of the vector, length of vector and the length of the segment.
var p1Cross = GetProportionPoint(angularPoint, segment, length1, dx1, dy1);
var p2Cross = GetProportionPoint(angularPoint, segment, length2, dx2, dy2);
// Calculation of the coordinates of the circle
// center by the addition of angular vectors.
dx = angularPoint.x * 2 - p1Cross.x - p2Cross.x;
dy = angularPoint.y * 2 - p1Cross.y - p2Cross.y;
L = GetLength(dx, dy);
d = GetLength(segment, radius);
var circlePoint = GetProportionPoint(angularPoint, d, L, dx, dy);
//StartAngle and EndAngle of arc
var startAngle = Math.atan2(p1Cross.y - circlePoint.y, p1Cross.x - circlePoint.x);
var endAngle = Math.atan2(p2Cross.y - circlePoint.y, p2Cross.x - circlePoint.x);
//Sweep angle
var sweepAngle = endAngle - startAngle;
//Some additional checks
if (sweepAngle < 0) {
startAngle = endAngle;
sweepAngle = -sweepAngle;
}
if (sweepAngle > Math.PI)
sweepAngle = Math.PI - sweepAngle;
ctx.lineWidth = 2;
ctx.strokeStyle = '#000000';
ctx.beginPath();
ctx.moveTo(p1.x, p1.y);
ctx.lineTo(p1Cross.x, p1Cross.y);
ctx.moveTo(p2.x, p2.y);
ctx.lineTo(p2Cross.x, p2Cross.y);
ctx.lineWidth = this.linewidth;
ctx.strokeStyle = this.color;
ctx.stroke();
var left = circlePoint.x - radius;
var top = circlePoint.y - radius;
var diameter = 2 * radius;
var degreeFactor = Math.PI*subdivisions;
/*
ctx.beginPath();
ctx.arc(left,top,diameter,(startAngle * degreeFactor),(endAngle*degreeFactor));
ctx.strokeStyle = "#00FF00";
ctx.stroke();
ctx.strokeStyle = "#000000";
*/
//To get points of arc you can use this:
pointsCount = Math.abs(sweepAngle * degreeFactor);
sign = Math.sign(sweepAngle);
points = [];
// you can remove the Math.ceil**0.5 thing and just have it as pointsCount - 1 or something.
for (i = 0; i < pointsCount + (Math.round(subdivisions) % 2 == 0 ? 1 : 0); i++) {
var pointX = circlePoint.x + Math.cos(startAngle + ((i/pointsCount) * sign * 2)) * radius;
var pointY = circlePoint.y + Math.sin(startAngle + ((i/pointsCount) * sign * 2)) * radius;
points[i] = new Point(pointX, pointY);
ctx.beginPath();
ctx.arc(points[i].x, points[i].y, 1, 0, 2 * Math.PI);
ctx.fillStyle = "#00FF00";
ctx.fill();
}
}
function GetLength(dx, dy) {
return Math.sqrt(dx * dx + dy * dy);
}
function GetProportionPoint(point, segment, length, dx, dy) {
factor = segment / length;
return new Point(point.x - dx * factor, point.y - dy * factor);
}
function randomNumber(min, max) {
return Math.random() * (max - min) + min;
}
var p = new Point(randomNumber(0,canvas.width),randomNumber(0,canvas.height));
var p1 = new Point(randomNumber(0,canvas.width),randomNumber(0,canvas.height));
var p2 = new Point(randomNumber(0,canvas.width),randomNumber(0,canvas.height));
var dotRadius = 5;
function drawAll(radius, subdivisions) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
DrawRoundedCorner(p, p1, p2, radius, subdivisions);
ctx.font = '18px sans-serif';
ctx.fillText('P', p.x - 20, p.y + 5);
ctx.beginPath();
ctx.arc(p.x, p.y, dotRadius, 0, 2 * Math.PI);
ctx.fillStyle = "#00FF00";
ctx.fill();
ctx.fillStyle = "#000000";
ctx.fillText('P1', p1.x + 10, p1.y + 6);
ctx.beginPath();
ctx.arc(p1.x, p1.y, dotRadius, 0, 2 * Math.PI);
ctx.fill();
ctx.beginPath();
ctx.fillText('P2', p2.x + 10, p2.y + 6);
ctx.arc(p2.x, p2.y, dotRadius, 0, 2 * Math.PI);
ctx.fill();
}
let radiusValue = radius_slider.value;
let subdivsValue = subdivs_slider.value;
function handleSlider(){
radiusValue = radius_slider.value;
subdivsValue = subdivs_slider.value;
radiusReadout.innerText = radius_slider.value;
subdivReadout.innerText = subdivs_slider.value;
drawAll(radiusValue, subdivsValue);
}
radius_slider.oninput = handleSlider;
subdivs_slider.oninput = handleSlider;
generateBtn.onclick = function()
{
p = new Point(randomNumber(0,canvas.width),randomNumber(0,canvas.height));
p1 = new Point(randomNumber(0,canvas.width),randomNumber(0,canvas.height));
p2 = new Point(randomNumber(0,canvas.width),randomNumber(0,canvas.height));
drawAll(radiusValue, subdivsValue);
}
drawAll(radiusValue, subdivsValue);
radiusReadout.innerText = radius_slider.value;
subdivReadout.innerText = subdivs_slider.value;
body {
font-family: sans-serif;
text-align: center;
}
#canvas {
width: 150px;
height: 150px;
border: 1px solid rgb(200, 200, 200);
}
<canvas id="canvas" width=150 height=150></canvas><div>
<label for="radius">Radius</label>
<input type="range" min="1" max="100" value="10" class="slider" id="radius"><span id="radiusReadout"></span>
</div>
<div>
<label for="subdivs">Subdivs</label>
<input type="range" min="1" max="16" value="2" class="slider" id="subdivs"><span id="subdivReadout"></span>
</div>
<div>
<button id="generate" type="button">Generate New Points</button>
</div>
graphics.DrawArc(pen, left, top, diameter, diameter,
(float)(startAngle * degreeFactor),
(float)(sweepAngle * degreeFactor));
Here is a larger version on Codepen. Thank you!
Upvotes: 1
Views: 635
Reputation: 2422
OK, I can't guarantee this is accurate because I didn't write the code from scratch and don't fully understand it, but i've gone ahead and got it seemingly working, and have included the subdivision thing.
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var radius_slider = document.getElementById("radius");
var subdivs_slider = document.getElementById("subdivs");
class Point {
constructor(x, y) {
this.x = x;
this.y = y;
}
}
function DrawRoundedCorner(angularPoint, p1, p2, radius, subdivisions) {
//Vector 1
dx1 = angularPoint.x - p1.x;
dy1 = angularPoint.y - p1.y;
//Vector 2
dx2 = angularPoint.x - p2.x;
dy2 = angularPoint.y - p2.y;
//Angle between vector 1 and vector 2 divided by 2
angle = (Math.atan2(dy1, dx1) - Math.atan2(dy2, dx2)) / 2;
// The length of segment between angular point and the
// points of intersection with the circle of a given radius
tan = Math.abs(Math.tan(angle));
segment = radius / tan;
//Check the segment
length1 = GetLength(dx1, dy1);
length2 = GetLength(dx2, dy2);
length = Math.min(length1, length2);
if (segment > length) {
segment = length;
radius = length * tan;
}
// Points of intersection are calculated by the proportion between
// the coordinates of the vector, length of vector and the length of the segment.
var p1Cross = GetProportionPoint(angularPoint, segment, length1, dx1, dy1);
var p2Cross = GetProportionPoint(angularPoint, segment, length2, dx2, dy2);
// Calculation of the coordinates of the circle
// center by the addition of angular vectors.
dx = angularPoint.x * 2 - p1Cross.x - p2Cross.x;
dy = angularPoint.y * 2 - p1Cross.y - p2Cross.y;
L = GetLength(dx, dy);
d = GetLength(segment, radius);
var circlePoint = GetProportionPoint(angularPoint, d, L, dx, dy);
//StartAngle and EndAngle of arc
var startAngle = Math.atan2(p1Cross.y - circlePoint.y, p1Cross.x - circlePoint.x);
var endAngle = Math.atan2(p2Cross.y - circlePoint.y, p2Cross.x - circlePoint.x);
//Sweep angle
var sweepAngle = endAngle - startAngle;
//Some additional checks
if (sweepAngle < 0) {
startAngle = endAngle;
sweepAngle = -sweepAngle;
}
if (sweepAngle > Math.PI)
sweepAngle = Math.PI - sweepAngle;
ctx.lineWidth = 2;
ctx.strokeStyle = '#000000';
ctx.beginPath();
ctx.moveTo(p1.x, p1.y);
ctx.lineTo(p1Cross.x, p1Cross.y);
ctx.moveTo(p2.x, p2.y);
ctx.lineTo(p2Cross.x, p2Cross.y);
ctx.lineWidth = this.linewidth;
ctx.strokeStyle = this.color;
ctx.stroke();
var left = circlePoint.x - radius;
var top = circlePoint.y - radius;
var diameter = 2 * radius;
var degreeFactor = Math.PI*subdivisions;
/*
ctx.beginPath();
ctx.arc(left,top,diameter,(startAngle * degreeFactor),(endAngle*degreeFactor));
ctx.strokeStyle = "#00FF00";
ctx.stroke();
ctx.strokeStyle = "#000000";
*/
//To get points of arc you can use this:
pointsCount = Math.abs(sweepAngle * degreeFactor);
sign = Math.sign(sweepAngle);
points = [];
// you can remove the Math.ceil**0.5 thing and just have it as pointsCount - 1 or something.
for (i = 0; i < pointsCount + (Math.round(subdivisions) % 2 == 0 ? 1 : 0); i++) {
var pointX = circlePoint.x + Math.cos(startAngle + ((i/pointsCount) * sign * 2)) * radius;
var pointY = circlePoint.y + Math.sin(startAngle + ((i/pointsCount) * sign * 2)) * radius;
points[i] = new Point(pointX, pointY);
ctx.beginPath();
ctx.arc(points[i].x, points[i].y, 1, 0, 2 * Math.PI);
ctx.fillStyle = "#00FF00";
ctx.fill();
}
}
function GetLength(dx, dy) {
return Math.sqrt(dx * dx + dy * dy);
}
function GetProportionPoint(point, segment, length, dx, dy) {
factor = segment / length;
return new Point(point.x - dx * factor, point.y - dy * factor);
}
var p = new Point(50,75);
var p1 = new Point(200,25);
var p2 = new Point(225,250);
var dotRadius = 5;
function drawAll(radius, subdivisions) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
DrawRoundedCorner(p, p1, p2, radius, subdivisions);
ctx.font = '18px sans-serif';
ctx.fillText('P', p.x - 20, p.y + 5);
ctx.beginPath();
ctx.arc(p.x, p.y, dotRadius, 0, 2 * Math.PI);
ctx.fillStyle = "#00FF00";
ctx.fill();
ctx.fillStyle = "#000000";
ctx.fillText('P1', p1.x + 10, p1.y + 6);
ctx.beginPath();
ctx.arc(p1.x, p1.y, dotRadius, 0, 2 * Math.PI);
ctx.fill();
ctx.beginPath();
ctx.fillText('P2', p2.x + 10, p2.y + 6);
ctx.arc(p2.x, p2.y, dotRadius, 0, 2 * Math.PI);
ctx.fill();
}
let radiusValue = radius_slider.value;
let subdivsValue = subdivs_slider.value;
function handleSlider(){
radiusValue = radius_slider.value;
subdivsValue = subdivs_slider.value;
drawAll(radiusValue, subdivsValue);
}
radius_slider.oninput = handleSlider;
subdivs_slider.oninput = handleSlider;
drawAll(radiusValue, subdivsValue);
body {
text-align: center;
}
#canvas {
width: 160px;
height: 160px;
border: 1px solid rgb(200, 200, 200);
}
<canvas id="canvas" width=160 height=160></canvas><br>
<label for="radius">Radius</label>
<input type="range" min="1" max="100" value="50" class="slider" id="radius">
<div>
<label for="subdivs">Subdivs</label>
<input type="range" min="1" max="16" value="2" class="slider" id="subdivs">
</div>
Upvotes: 1