假如大家有看过最新的css3动画特性,相比对cube-bezier这个动画设置有印象,假如又有看过svg的path,那么想必对bezier曲线这个路径如何设置也会感兴趣。至于bezier的理论,本人在博客搬运了几篇,这篇文章主要用JavaScript脚本来计算bezier的各个位置,演示出来。
<%--
--%>
<%@ page contentType="text/html;charset=UTF-8" language="java" %>
<html>
<head>
<title>bezier曲线计算方式。title>
<script src="/static/lib/jquery-1.11.0.min.js">script>
<script src="/static/lib/jquery-migrate-1.2.1.js">script>
head>
<body>
<h3>一维贝塞尔曲线演示。h3>
<div>请在400X400的范围内div>
<div>请指定:起点:<input maxlength="4" value="0" id="linear_start_x">, <input maxlength="4" value="0" id="linear_start_y"> 终点:<input maxlength="4" value="0" id="linear_end_x">,<input maxlength="4" value="0" id="linear_end_y"> div>
<div><input type="button" value="开始演示路径填充" id="btn_linear">div>
<div id="linear_debug">div>
<div>
<canvas width="400" height="400" id="canvas_linear">canvas>
div>
<h3>二次贝塞尔曲线演示。h3>
<div>请在400X400的范围内div>
<div>请指定:起点:<input maxlength="4" value="0" id="sqrt_start_x">, <input maxlength="4" value="0" id="sqrt_start_y"> 终点:<input maxlength="4" value="0" id="sqrt_end_x">,<input maxlength="4" value="0" id="sqrt_end_y"> div>
<div>控制点1:<input maxlength="4" value="0" id="sqrt_crt1_x">, <input maxlength="4" value="0" id="sqrt_crt1_y">div>
<div><input type="button" value="开始演示路径填充" id="btn_sqrt">div>
<div id="sqrt_debug">div>
<div>
<canvas width="400" height="400" id="canvas_sqrt">canvas>
div>
<h3>三次贝塞尔曲线演示。h3>
<div>请在400X400的范围内div>
<div>请指定:起点:<input maxlength="4" value="0" id="cube_start_x">, <input maxlength="4" value="0" id="cube_start_y"> 终点:<input maxlength="4" value="0" id="cube_end_x">,<input maxlength="4" value="0" id="cube_end_y"> div>
<div>控制点1:<input maxlength="4" value="0" id="cube_crt1_x">, <input maxlength="4" value="0" id="cube_crt1_y">div>
<div>控制点2:<input maxlength="4" value="0" id="cube_crt2_x">, <input maxlength="4" value="0" id="cube_crt2_y">div>
<div><input type="button" value="开始演示路径填充" id="btn_cube">div>
<div id="cube_debug">div>
<div>
<canvas width="400" height="400" id="canvas_cube">canvas>
div>
<script type="text/javascript">
//--线性bezier 曲线求值,根据t值来求值,t取值为[0,1],可以认为是0就在起点,1就在终点,是过程的百分比位置。
var LinearBezier=function(point_start,point_end){
var p_start={x:0,y:0};
var p_end={x:0,y:0};
p_start=point_start;
p_end=point_end;
//--计算t为某个值得时候的点。
//--计算公式。
/**
*
* [1 t]| 1 0| |P0|
* |-1 1| |P1|
*
* */
this.getPoint=function(t){
var _m_1_1=1-t;
var _m_1_2= t; //1*0+1*1+_t*0+_t*1;
var _t_1_1= (1-t)*p_start.x+t*p_end.x; //0+(_t+1)*p_start.x+(_t+1)*p_end.x;
var _t_1_2=(1-t)*p_start.y+t*p_end.y; //0+(_t+1)*p_start.y+(_t+1)*p_end.y;
var _res_point={
x:_t_1_1
,y:_t_1_2
};
return _res_point;
};
};
//--二次方bezier
var SquareBezier=function(start_point,crt_point,end_point){
var p_start={x:0,y:0};
var p_end={x:0,y:0};
p_start=start_point;
p_end=end_point;
var p_crt1=crt_point;
/**
* 计算公式:
* | 1 0 0| |P0|
* [1 t t*t ] |-2 2 0| |P1|
* |1 -2 1| |P2|
* **/
this.getPoint=function(t){
var _matrix1=[1,t,t*t];
var _matrix2=[
[1,0,0]
,[-2,2,0]
,[1,-2,1]
];
var _matrix3=[
[p_start.x,p_start.y]
,[p_crt1.x,p_crt1.y]
,[p_end.x,p_end.y]
];
var _matrix_tmp=[
_matrix1[0]*_matrix2[0][0]+_matrix1[1]*_matrix2[1][0]+_matrix1[2]*_matrix2[2][0]
,_matrix1[0]*_matrix2[0][1]+_matrix1[1]*_matrix2[1][1]+_matrix1[2]*_matrix2[2][1]
,_matrix1[0]*_matrix2[0][2]+_matrix1[1]*_matrix2[1][2]+_matrix1[2]*_matrix2[2][2]
];
var _matrix_final=[
_matrix_tmp[0]*_matrix3[0][0]+_matrix_tmp[1]*_matrix3[1][0]+_matrix_tmp[2]*_matrix3[2][0]
,_matrix_tmp[0]*_matrix3[0][1]+_matrix_tmp[1]*_matrix3[1][1]+_matrix_tmp[2]*_matrix3[2][1]
];
var _res_point={
x:_matrix_final[0]
,y:_matrix_final[1]
};
return _res_point;
};
};//
var CubeBezier=function(point_start,point1,point2,point_end){
var p_start={x:0,y:0};
var p_end={x:0,y:0};
p_start=point_start;
p_end=point_end;
var p_crt1=point1;
var p_crt2=point2;
/**
* 计算公式:
* | 1 0 0 0| |P0|
* [1 t t*t t*t*t] |-3 3 0 0| |P1|
* |3 -6 3 0| |P2|
* |-1 3 -3 1| |p3|
*
* **/
this.getPoint=function(t){
var _matrix1=[1,t,t*t,t*t*t];
var _matrix2=[
[1,0,0,0]
,[-3,3,0,0]
,[3,-6,3,0]
,[-1,3,-3,1]
];
var _matrix3=[
[p_start.x,p_start.y]
,[p_crt1.x,p_crt1.y]
,[p_crt2.x,p_crt2.y]
,[p_end.x,p_end.y]
];
var _matrix_tmp=[
_matrix1[0]*_matrix2[0][0]+_matrix1[1]*_matrix2[1][0]+_matrix1[2]*_matrix2[2][0]+_matrix1[3]*_matrix2[3][0]
,_matrix1[0]*_matrix2[0][1]+_matrix1[1]*_matrix2[1][1]+_matrix1[2]*_matrix2[2][1]+_matrix1[3]*_matrix2[3][1]
,_matrix1[0]*_matrix2[0][2]+_matrix1[1]*_matrix2[1][2]+_matrix1[2]*_matrix2[2][2]+_matrix1[3]*_matrix2[3][2]
,_matrix1[0]*_matrix2[0][3]+_matrix1[1]*_matrix2[1][3]+_matrix1[2]*_matrix2[2][3]+_matrix1[3]*_matrix2[3][3]
];
var _matrix_final=[
_matrix_tmp[0]*_matrix3[0][0]+_matrix_tmp[1]*_matrix3[1][0]+_matrix_tmp[2]*_matrix3[2][0]+_matrix_tmp[3]*_matrix3[3][0]
,_matrix_tmp[0]*_matrix3[0][1]+_matrix_tmp[1]*_matrix3[1][1]+_matrix_tmp[2]*_matrix3[2][1]+_matrix_tmp[3]*_matrix3[3][1]
];
var _res_point={
x:_matrix_final[0]
,y:_matrix_final[1]
};
return _res_point;
};
};//
script>
<script type="text/javascript">
function DrawPoint(x,y,_context){
var cans=_context;
var cxt=_context;
cxt.beginPath();
cxt.arc(x,y,1,0,Math.PI*2,true);
cxt.closePath();
cxt.fill();
return;
//cans.moveTo(x,y);//第一个起点
cans.lineTo(x,y);//第二个点
//cans.lineTo(220,60);//第三个点(以第二个点为起点)
cans.lineWidth=1;
cans.strokeStyle = 'red';
cans.stroke();
}
script>
<script type="text/javascript">
//--演示程序。线性贝塞尔
var linear_start_x=$("#linear_start_x");
var linear_start_y=$("#linear_start_y");
var linear_end_x=$("#linear_end_x");
var linear_end_y=$("#linear_end_y");
var canvas_linear=document.getElementById("canvas_linear");
var context_linear=canvas_linear.getContext("2d");
var btn_linear=$("#btn_linear");
var linear_showing=false;
var linear_debug=$("#linear_debug");
btn_linear.click(function(){
if(linear_showing==true){
linear_debug.text("程序正在进行演示,请稍后再进行操作。");
return;
}
linear_showing=true;
context_linear.clearRect(0,0,canvas_linear.width,canvas_linear.height);
//--绘制两个点。
var _start_point={
x:parseInt(linear_start_x.val())
,y:parseInt(linear_start_y.val())
};
var _end_point={
x:linear_end_x.val()
,y:linear_end_y.val()
};
DrawPoint(_start_point.x,_start_point.y,context_linear);
DrawPoint(_end_point.x,_end_point.y,context_linear);
var _bezier=new LinearBezier(_start_point,_end_point);
function linearDraw(t){
var _t_point=_bezier.getPoint(t);
console.log(_t_point);
DrawPoint(_t_point.x,_t_point.y,context_linear);
}
var _now_t=0.01;
var _interval1=setInterval(function(){
if(_now_t>=1){
clearInterval(_interval1);
console.log("演示结束");
linear_showing=false;
return;
}
linearDraw(_now_t);
_now_t=_now_t+0.01;
},100);
});
script>
<script type="text/javascript">
//--演示程序。二维贝塞尔
var sqrt_start_x=$("#sqrt_start_x");
var sqrt_start_y=$("#sqrt_start_y");
var sqrt_end_x=$("#sqrt_end_x");
var sqrt_end_y=$("#sqrt_end_y");
var sqrt_crt1_x=$("#sqrt_crt1_x");
var sqrt_crt1_y=$("#sqrt_crt1_y");
var canvas_sqrt=document.getElementById("canvas_sqrt");
var context_sqrt=canvas_sqrt.getContext("2d");
var btn_sqrt=$("#btn_sqrt");
var sqrt_showing=false;
var sqrt_debug=$("#sqrt_debug");
btn_sqrt.click(function(){
if(sqrt_showing==true){
sqrt_debug.text("程序正在进行演示,请稍后再进行操作。");
return;
}
sqrt_showing=true;
context_sqrt.clearRect(0,0,canvas_sqrt.width,canvas_sqrt.height);
//--绘制两个点。
var _start_point={
x:parseInt(sqrt_start_x.val())
,y:parseInt(sqrt_start_y.val())
};
var _end_point={
x:parseInt(sqrt_end_x.val())
,y:parseInt(sqrt_end_y.val())
};
var _crt_point1={
x:parseInt(sqrt_crt1_x.val())
,y:parseInt(sqrt_crt1_y.val())
};
DrawPoint(_start_point.x,_start_point.y,context_sqrt);
DrawPoint(_end_point.x,_end_point.y,context_sqrt);
DrawPoint(_crt_point1.x,_crt_point1.y,context_sqrt);
var _bezier=new SquareBezier(_start_point,_crt_point1,_end_point);
function sqrtDraw(t){
var _t_point=_bezier.getPoint(t);
console.log(_t_point);
DrawPoint(_t_point.x,_t_point.y,context_sqrt);
}
var _now_t=0.01;
var _interval1=setInterval(function(){
if(_now_t>=1){
clearInterval(_interval1);
console.log("演示结束");
sqrt_showing=false;
return;
}
sqrtDraw(_now_t);
_now_t=_now_t+0.01;
},100);
});
script>
<script type="text/javascript">
//--演示程序。三次贝塞尔
var cube_start_x=$("#cube_start_x");
var cube_start_y=$("#cube_start_y");
var cube_end_x=$("#cube_end_x");
var cube_end_y=$("#cube_end_y");
var cube_crt1_x=$("#cube_crt1_x");
var cube_crt1_y=$("#cube_crt1_y");
var cube_crt2_x=$("#cube_crt2_x");
var cube_crt2_y=$("#cube_crt2_y");
var canvas_cube=document.getElementById("canvas_cube");
var context_cube=canvas_cube.getContext("2d");
var btn_cube=$("#btn_cube");
var cube_showing=false;
var cube_debug=$("#cube_debug");
btn_cube.click(function(){
if(cube_showing==true){
cube_debug.text("程序正在进行演示,请稍后再进行操作。");
return;
}
cube_showing=true;
context_cube.clearRect(0,0,canvas_cube.width,canvas_cube.height);
//--绘制两个点。
var _start_point={
x:parseInt(cube_start_x.val())
,y:parseInt(cube_start_y.val())
};
var _end_point={
x:parseInt(cube_end_x.val())
,y:parseInt(cube_end_y.val())
};
var _crt_point1={
x:parseInt(cube_crt1_x.val())
,y:parseInt(cube_crt1_y.val())
};
var _crt_point2={
x:parseInt(cube_crt2_x.val())
,y:parseInt(cube_crt2_y.val())
};
DrawPoint(_start_point.x,_start_point.y,context_cube);
DrawPoint(_end_point.x,_end_point.y,context_cube);
DrawPoint(_crt_point1.x,_crt_point1.y,context_cube);
DrawPoint(_crt_point2.x,_crt_point2.y,context_cube);
var _bezier=new CubeBezier(_start_point,_crt_point1,_crt_point2,_end_point);
function cubeDraw(t){
var _t_point=_bezier.getPoint(t);
console.log(_t_point);
DrawPoint(_t_point.x,_t_point.y,context_cube);
}
var _now_t=0.01;
var _interval1=setInterval(function(){
if(_now_t>=1){
clearInterval(_interval1);
console.log("演示结束");
cube_showing=false;
return;
}
cubeDraw(_now_t);
_now_t=_now_t+0.01;
},100);
});
script>
body>
html>
线性演示
二次演示
三次演示
完毕。后续文章将介绍一些使用bezier曲线的地方。