用JS写的N阶贝塞尔曲线升阶降阶以及拖拽

用的是sublime3
直接上代码HTML:


 
 
 Bezier
 
 
 
 
  

   
   
   
   
  

  
  

  
 

Script代码:
var can = document.getElementById("canvas");         
var ctx = can.getContext("2d");
var arr = [];
var isdown=true;
var t=0;
var s=100;
can.width = 800;
can.height = 400;
$("canvas").width(800);
$("canvas").height(400);
$("canvas").mousedown(function(e) {
 if(isdown){
  newpoint(e);
  drawline(arr);
 }else{
  arr=drag(arr,e);
 }
});
$("#huizhi_btn").mousedown(function(e) {
 panduan(arr);
});
$("#up_btn").mousedown(function(e){
 panduan(arr);
 arr = up(arr);
});
$("#down_btn").mousedown(function(e){
 panduan(arr);
 arr = down(arr);
});
$("#clear_btn").mousedown(function(e){
 isdown=true;
 clearall(arr);
});
function drag(arr, e) {
 var e = e || event;          
 var x = e.clientX - can.offsetLeft;             
 var y = e.clientY - can.offsetTop;
 console.log(can.offsetLeft + ";" + can.offsetTop);
 arr.forEach(function(val, k) {
  if (Math.sqrt((x - val.x) * (x - val.x) + (y - val.y) * (y - val.y)) <= 15) {
   can.onmousemove = function(ev) {
    can.style.cursor = 'move';                     
    var e = ev || event;                     
    var ax = e.clientX - can.offsetLeft;                     
    var ay = e.clientY - can.offsetTop;
    arr.splice(k, 1, {
     x: ax,
     y: ay
    });
    can.width = can.width;
    getBeArr(arr);
    drawPointLine(arr);
   };
   can.onmouseup = function() {  
    can.style.cursor = 'default';                   
    can.onmousemove = null;                     
    can.onmouseup = null; 
   };
  }
 });
 return arr;
}
function panduan(arr){//判断用户点击次数函数
 if(arr.length==0||arr.length==1){
  alert("请点击至少两个点");
  clearall(arr);
 }else{
  isdown=false;
  getBeArr(arr);
 }
}
function clearall(arr){//清空所有数据函数
 can.width=can.width;
 arr.splice(0,arr.length);
}
function newpoint(e) {//用户鼠标点击坐标存入数组
 var e = e || event;             
 var x = e.clientX - can.offsetLeft;             
 var y = e.clientY - can.offsetTop + 10;
 drawpoint(x, y);
 var boll = {
  x: x,
  y: y
 };
 arr.push(boll);
}
function drawpoint(x, y) {//绘制空心点
 ctx.beginPath();
 ctx.strokeStyle = "blue";
 ctx.arc(x, y, 10, 0, Math.PI * 2);
 ctx.stroke();
}
function drawPointLine(arr) {//绘制Bezier曲线
 for (var i = 0; i < arr.length; i++) {
  drawpoint(arr[i].x,arr[i].y);
 }
 drawline(arr);
}
function drawline(arr) {//画线
 ctx.beginPath();
 ctx.strokeStyle = "red";
 if (arr.length > 1) {
  for (var i = 0; i < arr.length - 1; i++) {
   ctx.moveTo(arr[i].x, arr[i].y);
   ctx.lineTo(arr[i + 1].x, arr[i + 1].y);
   ctx.stroke();
  }
 }
}
function down(arr){  //降阶函数一定的损耗
 can.width = can.width;
 var x=0,y=0,n=arr.length-1;
 var r=(n-1)/2;
 var newP=[]; //用于存储新的绘制点
 newP.push(arr[0]);
 for(var i=1;i<=n-2;i++){
  x=((n*arr[i].x-i*newP[i-1].x))/(n-i);
  y=((n*arr[i].y-i*newP[i-1].y))/(n-i);
  newP.push({x:x,y:y});
 }
 newP.push(arr[n]);
 getBeArr(newP);
 drawPointLine(newP);
 return newP;
}
function up(arr){    //升阶函数
 can.width = can.width;
 var newP = [];//用于存储新的绘制点
 var x,y,n = arr.length;
 newP.push(arr[0]);
 for (var i = 1; i < arr.length; i++) {
  x = i/n*arr[i-1].x + (n-i)/n*arr[i].x;
  y = i/n*arr[i-1].y + (n-i)/n*arr[i].y;
  newP.push({x:x,y:y});
 }
 newP.push(arr[n-1]);
 getBeArr(newP);
 drawPointLine(newP);
 return newP;
}
function getBeArr(arr) {   //获得贝塞尔曲线上的所有点
 var arrNew = [];
 for (var t = 0; t < 1; t+=0.01) {
  arrNew.push(getBeOne(arr,t));
 }
 drawline(arrNew);//画出贝塞尔曲线
}
function getBeOne(aurArr,t){  //递归获得贝塞尔曲线上的每一个点
 var arrNew = [];
 var x,y;
 if (aurArr.length==1) {
  return aurArr[0];
 }
 for (var i = 0; i < aurArr.length-1; i++) {
  x =t*aurArr[i].x +(1-t)*aurArr[i+1].x;
  y =t*aurArr[i].y +(1-t)*aurArr[i+1].y;
  arrNew.push({x:x,y:y});
 }
 return getBeOne(arrNew,t);
}
/*function _run(arr,t) {
 can.width = can.width;   //获得贝塞尔曲线上的所有点
 run(arr,t);
}
function run(aurArr,t){  //递归获得贝塞尔曲线上的每一个点
 var arrNew = [];
 var x,y;
 if (aurArr.length==1) {
  t+=1/s;
  if (t<=1.001) {
   window.setTimeout(_run(arr,t),2000);
  }else{
   return ;
  }
 }
 for (var i = 0; i < aurArr.length-1; i++) {
  x =t*aurArr[i].x +(1-t)*aurArr[i+1].x;
  y =t*aurArr[i].y +(1-t)*aurArr[i+1].y;
  arrNew.push({x:x,y:y});
 }
 drawline(arrNew);
 return run(arrNew,t);
}*/

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