【Canvas】狗撵兔子和贝塞尔曲线

先上图:

代码:

<!DOCTYPE html>
<html lang="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8"/>
<head>
     <title>狗撵兔子与贝塞尔曲线</title>
     <style type="text/css">
     .centerlize{
        margin:0 auto;
        border:0px solid red;
        width:1200px;height:550px;
     }

     </style>
    </head>

     <body onload="draw();">
        <div class="centerlize">
            <canvas id="myCanvas" width="1200px" height="550px" style="border:1px dashed black;">
                出现文字表示您的浏览器尚不支持HTML5 Canvas
            </canvas>
        </div>
     </body>
</html>
<script type="text/javascript">
<!--
// 画布宽度
const WIDTH=1200;

// 画布高度
const HEIGHT=550;

// 画布环境
var context=0;    

// 时间
var t=0;

// 画图前初始化
function draw(){
    var canvas=document.getElementById('myCanvas');    
    canvas.width=WIDTH;
    canvas.height=HEIGHT;    

    context=canvas.getContext('2d');   
    
    // 进行屏幕坐标系到笛卡尔坐标系的变换,原点移动到画布中央,右方为X正向,上方为Y的正向
    context.translate(WIDTH/2,HEIGHT/2);
    context.rotate(getRad(180));
    context.scale(-1,1);

    slot=new Slot();
    
    animate();
};

//-------------------------------
// 画图
//-------------------------------
function animate(){    
    t=0.5;

    slot.update(t);
    slot.paintBg(context);
    slot.paint(context);

    if(slot.getDistance()>1){        
        window.requestAnimationFrame(animate);
    }
}

//-------------------------------
// Slot对象定义处
//-------------------------------
function Slot(){
    var obj=new Object;

    obj.rabbit={"x":0,"y":200,"speed":0.5,"cds":[]};
    obj.dog={"x":0,"y":0,"speed":1,"cds":[]};

    // 随时间更新狗兔位置
    obj.update=function(t){

    let d=this.getDistance();
        let sin=(this.rabbit.y-this.dog.y)/d;
        this.dog.y+=this.dog.speed*sin*t;
        let cos=(this.rabbit.x-this.dog.x)/d;
        this.dog.x+=this.dog.speed*cos*t;

        let arr2={"x":this.dog.x,"y":this.dog.y};
        this.dog.cds.push(arr2);

        this.rabbit.x+=this.rabbit.speed*t;
        let arr={"x":this.rabbit.x,"y":this.rabbit.y};
        this.rabbit.cds.push(arr);

        
    };

    // 求狗兔距离
    obj.getDistance=function(){
        var x=this.dog.x-this.rabbit.x;
        x=x*x;
        var y=this.dog.y-this.rabbit.y;
        y=y*y;
        
        return Math.sqrt(x+y);
    }

    // 画背景
    obj.paintBg=function(ctx){
        // 清屏
        ctx.clearRect(-WIDTH/2,-HEIGHT/2,WIDTH,HEIGHT);
        
        drawAxisX(ctx,-WIDTH/2,WIDTH/2,100);
        drawAxisY(ctx,-HEIGHT/2,HEIGHT/2,100);

        ctx.strokeStyle="yellow";
        ctx.moveTo(0,0);
        ctx.quadraticCurveTo(0,200,132.5,200);
        ctx.stroke();

        drawText(ctx,"绿线:兔子轨迹 红线:狗轨迹 黄线:贝塞尔曲线",500,200);
        drawText(ctx,"绘制:逆火狂飙",500,-200);
    };

    // 画前景
    obj.paint=function(ctx){
        paintCurve(ctx,"green",this.rabbit.cds);

        paintCurve(ctx,"red",this.dog.cds);

        let d=this.getDistance();
        if(d<=1){
            drawText(ctx," 结束点 x:"+this.rabbit.x+" y:"+this.rabbit.y,-500,200);
        }
    };
    
    return obj;
}
// 连点成线画曲线
function paintCurve(ctx,color,cds){
    var SU=1;// Scale Unit

    ctx.strokeStyle = color;
    ctx.beginPath();        
    for(var i=0; i<cds.length; i++){  
        ctx.lineTo(cds[i].x*SU,cds[i].y*SU);
    }         
    ctx.stroke();
    ctx.closePath();
}
// 画横轴
function drawAxisX(ctx,start,end,step){
    ctx.save();
    
    ctx.lineWidth=0.5;
    ctx.strokeStyle='navy';
    ctx.fillStyle='navy';

    // 画轴
    ctx.beginPath();
    ctx.moveTo(start, 0);
    ctx.lineTo(end, 0);
    ctx.stroke();
    ctx.closePath();

    // 画箭头
    ctx.beginPath();
    ctx.moveTo(end-Math.cos(getRad(15))*10, Math.sin(getRad(15))*10);
    ctx.lineTo(end, 0);
    ctx.lineTo(end-Math.cos(getRad(15))*10, -Math.sin(getRad(15))*10);
    ctx.stroke();
    ctx.closePath();
    
    // 画刻度
    var x,y;
    y=5;
    for(x=start;x<end;x+=step){
        ctx.beginPath();
        ctx.moveTo(x, 0);
        ctx.lineTo(x, y);
        
        ctx.stroke();
        ctx.closePath();

        drawText(ctx,x+"",x,y-20);
    }

    ctx.restore();
}
// 画纵轴
function drawAxisY(ctx,start,end,step){
    ctx.save();
    
    ctx.lineWidth=0.5;
    ctx.strokeStyle='navy';
    ctx.fillStyle='navy';

    var start=-300;
    var end=300;

    // 画轴
    ctx.beginPath();
    ctx.moveTo(0, start);
    ctx.lineTo(0, end);
    ctx.stroke();
    ctx.closePath();

    // 画箭头
    ctx.beginPath();
    ctx.moveTo(Math.sin(getRad(15))*10, end-Math.cos(getRad(15))*10);
    ctx.lineTo(0, end);
    ctx.lineTo(-Math.sin(getRad(15))*10, end-Math.cos(getRad(15))*10);
    ctx.stroke();
    ctx.closePath();
    
    // 画刻度
    var x,y;
    x=5;
    for(y=start;y<end;y+=step){
        ctx.beginPath();
        ctx.moveTo(x, y);
        ctx.lineTo(0, y);
        
        drawText(ctx,y+"",x-15,y);

        ctx.stroke();
        ctx.closePath();
    }
}

//-------------------------------
// 角度得到弧度
//-------------------------------
function getRad(degree){
    return degree/180*Math.PI;
}

//-------------------------------
// 得到颜色
//-------------------------------
function getColor(index){
    var arr=["green","skyblue","purple","#aa0000",
             "orange","yellow","maroon","navy",
             "red","blue","lime","teal","fuchsia",
             "aqua","black"];

    if(index>arr.length){
        index=index % arr.length;
    }

    return arr[index];
}

//-------------------------------
// 在笛卡尔坐标系中绘制文字
//-------------------------------
function drawText(ctx,text,x,y){
    ctx.save();
    ctx.translate(x,y)
    ctx.rotate(getRad(180))
    ctx.scale(-1,1)

    ctx.textBaseline="bottom";
    ctx.textAlign="center";
    ctx.fillText(text,0,0);
    ctx.restore();
}
//-->
</script>

小记:

原以为狗撵兔子的曲线会和控制点为(0,200),结束点为(132.5,200)的贝塞尔二次曲线重合,结果却与预期不同。

看来,狗撵兔子的曲线应该是摆线(最优降速线),而贝塞尔曲线不是摆线。这个结论有待日后证明。

END

原文地址:https://www.cnblogs.com/heyang78/p/15791224.html