在贝塞尔曲线内获得一个点 [英] Get a point inside bezier curve
问题描述
我使用KineticJS绘制徽标,顶部和底部都是bezierCurveTo.
I' using KineticJS to drawing a logo, both top an bottom lines are bezierCurveTo.
我需要在它们之间画线,所以我需要在两条曲线内定位点.
I need to draw lines between them and so I need to locate the points inside both curves.
我想使用的是获取X坐标和获取Y坐标. 使用方法bezierCurveTo可以找到位置. 问题是bezierCurveTo使用第一个参数作为百分比,而我的两个berzier不相等,因此不是我的解决方案.
What I thought to use was get the X coordinate and get the Y coordinate. Using method bezierCurveTo I can find the position. The problem is bezierCurveTo use the first parameter as percent and my two berzier are not equivalent, so is not a solution for me.
有没有给定树点且X返回Y的函数?
Is there any function that given tree points and X returns the Y ?
已编辑
我将在下一个示例中尝试更好地解释它 我有C点.我需要A点和B点,它们是C点和贝塞尔曲线给出的垂直线的交点,但是贝塞尔不是函数.
I'll try to explain it better with the next example I have the point C. I need the point A and B which are the intersection of the vertical line given by the point C and the bezier curves, but beziers are not functions.
推荐答案
给出X坐标:如何获取2条垂直堆叠的贝塞尔曲线的Y坐标.
我可以想到两种方式,都使用蛮力".
I can think of 2 ways, both use "brute force".
第一种方法:检查像素:
First method: examine pixels:
- 在单独的画布上绘制两个贝塞尔曲线.
- 使用context.getImageData获取画布上坐标X处所有垂直像素的数组.
- 在所需的X坐标处遍历每个垂直Y像素
- 如果找到不透明的像素,则说明您已经命中Bezier(它是Y)
- 从顶部到底部进行迭代,直到找到顶部的贝塞尔曲线Y.
- 从底部进行迭代,直到找到底部的Bezier Y.
以下是第一种方法的代码和提琴手: http://jsfiddle.net/m1erickson/uRDYf/
Here is code and Fiddle for the first method: http://jsfiddle.net/m1erickson/uRDYf/
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; }
#canvas{border:1px solid red;}
</style>
<script>
$(function(){
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
// draw a top bezier
ctx.beginPath();
ctx.moveTo(50,50);
ctx.bezierCurveTo(125,0,150,100,250,75);
ctx.lineWidth=3;
ctx.strokeStyle="black";
ctx.stroke();
// draw a bottom bezier
ctx.beginPath();
ctx.moveTo(50,150);
ctx.bezierCurveTo(125,0,150,100,250,175);
ctx.lineWidth=3;
ctx.strokeStyle="blue";
ctx.stroke();
// get an array of all the pixels in the canvas
var x=100; // put your X coordinate value here
var iData = ctx.getImageData(x,0,1,canvas.height);
var data = iData.data;
var w=canvas.width;
var h=canvas.height;
var theY1=-999; // your top result
var theY2=-999; // your bottom result
// iterate through each Y at your vertical X coordinate
// Examine the opacity value at the XY
// if the pixel is not transparent, you have found your Y
for(var y=0; y<h; y++) {
if(data[y*4+3]>10){
theY1=y;
break;
}
}
// now iterate backwards to get the Y of the bottom curve
for(var y=0; y<h; y++) {
if(data[(h-y)*4+3]>10){
theY2=(h-y);
break;
}
}
// testing -- display the results
ctx.beginPath();
ctx.moveTo(x,0);
ctx.lineTo(x,h);
ctx.strokeStyle="lightgray";
ctx.stroke();
ctx.beginPath();
ctx.arc(x,theY1,4,Math.PI*2,false);
ctx.closePath();
ctx.arc(x,theY2,4,Math.PI*2,false);
ctx.closePath();
ctx.fillStyle="red";
ctx.fill();
}); // end $(function(){});
</script>
</head>
<body>
<canvas id="canvas" width=300 height=300></canvas>
</body>
</html>
第二种方法:使用Bezier曲线公式反复猜测" Y坐标.
Second method: use the Bezier curve formula to repeatedly "guess" the Y coordinate.
仅供参考,三次贝塞尔曲线确实有一个公式
// where ABCD are the control points and T is an interval along that curve
function CubicN(T, a,b,c,d) {
var t2 = T*T;
var t3 = t2*T;
return a + (-a * 3 + T * (3 * a - a * T)) * T
+ (3 * b + T * (-6 * b + b * 3 * T)) * T
+ (c * 3 - c * 3 * T) * t2
+ d * t3;
}
您可以按照以下公式计算XY点:
And you can calculate XY points along that formula like this:
// cubic bezier T is 0-1
// When T==0.00, you are at the beginning of the Curve
// When T==1.00, you are at the ending of the Curve
function getCubicBezierXYatT(startPt,controlPt1,controlPt2,endPt,T){
var x=CubicN(T,startPt.x,controlPt1.x,controlPt2.x,endPt.x);
var y=CubicN(T,startPt.y,controlPt1.y,controlPt2.y,endPt.y);
return({x:x,y:y});
}
第二种方法是使用getCubicBezierXYatT沿曲线重复猜测" T值.
So the second method is to repeatedly "guess" T values along your curve using getCubicBezierXYatT.
当返回的X是所需的X时,您也将具有所需的Y.
When the returned X is your desired X, you also have your desired Y.
我还没有尝试过,但是这篇SO帖子使用了一种称为Newton-Raphson改进的方法,它比随机的猜测要好:
I haven't tried it, but this SO post uses something called the Newton-Raphson refinement to make better than random guesses:
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