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JavaScript-具有圆角的html5画布三角形

我是HTML5 Canvas的新手,正在尝试绘制一个带有圆角的三角形.

我努力了

ctx.lineJoin = "round";
ctx.linewidth = 20;

但他们都不在工作.

这是我的代码

var ctx = document.querySelector("canvas").getContext('2d');

ctx.scale(5, 5);
    
var x = 18 / 2;
var y = 0;
var triangleWidth = 18;
var triangleHeight = 8;

// how to round this triangle??
ctx.beginPath();
ctx.moveto(x, y);
ctx.lineto(x + triangleWidth / 2, y + triangleHeight);
ctx.lineto(x - triangleWidth / 2, y + triangleHeight);
ctx.closePath();
ctx.fillStyle = "#009688";
ctx.fill();
    
ctx.fillStyle = "#8BC34A";
ctx.fillRect(0, triangleHeight, 9, 126);
ctx.fillStyle = "#CDDC39";
ctx.fillRect(9, triangleHeight, 9, 126);
<canvas width="800" height="600"></canvas>

你可以帮帮我吗?

解决方法:

圆角

我经常使用的无价函数是圆形多边形.它需要一组描述多边形顶点的2D点,并添加圆弧以圆角化.

圆角并保持在多边形区域的约束范围内的问题是,您无法始终拟合具有特定半径的圆角.

在这些情况下,您可以忽略拐角并将其保持为尖角,或者可以减小倒圆半径以尽可能地适合拐角.

如果拐角太尖锐并且拐角处的线长度不足以获取所需的半径,则以下函数将调整拐角倒圆半径的大小以适合拐角.

请注意,如果您想知道发生了什么,则代码中的注释将引用下面的“数学”部分.

roundedpoly(ctx,点,半径)

// ctx is the context to add the path to
// points is a array of points [{x :?, y: ?},...
// radius is the max rounding radius 
// this creates a closed polygon.
// To draw you must call between 
//    ctx.beginPath();
//    roundedpoly(ctx, points, radius);
//    ctx.stroke();
//    ctx.fill();
// as it only adds a path and does not render. 
function roundedpoly(ctx, points, radiusAll) {
  var i, x, y, len, p1, p2, p3, v1, v2, sinA, sinA90, radDirection, drawDirection, angle, halfAngle, cRadius, lenOut,radius;
  // convert 2 points into vector form, polar form, and normalised 
  var asvec = function(p, pp, v) {
    v.x = pp.x - p.x;
    v.y = pp.y - p.y;
    v.len = Math.sqrt(v.x * v.x + v.y * v.y);
    v.nx = v.x / v.len;
    v.ny = v.y / v.len;
    v.ang = Math.atan2(v.ny, v.nx);
  }
  radius = radiusAll;
  v1 = {};
  v2 = {};
  len = points.length;
  p1 = points[len - 1];
  // for each point
  for (i = 0; i < len; i++) {
    p2 = points[(i) % len];
    p3 = points[(i + 1) % len];
    //-----------------------------------------
    // Part 1
    asvec(p2, p1, v1);
    asvec(p2, p3, v2);
    sinA = v1.nx * v2.ny - v1.ny * v2.nx;
    sinA90 = v1.nx * v2.nx - v1.ny * -v2.ny;
    angle = Math.asin(sinA);
    //-----------------------------------------
    radDirection = 1;
    drawDirection = false;
    if (sinA90 < 0) {
      if (angle < 0) {
        angle = Math.PI + angle;
      } else {
        angle = Math.PI - angle;
        radDirection = -1;
        drawDirection = true;
      }
    } else {
      if (angle > 0) {
        radDirection = -1;
        drawDirection = true;
      }
    }
    if(p2.radius !== undefined){
        radius = p2.radius;
    }else{
        radius = radiusAll;
    }
    //-----------------------------------------
    // Part 2
    halfAngle = angle / 2;
    //-----------------------------------------

    //-----------------------------------------
    // Part 3
    lenOut = Math.abs(Math.cos(halfAngle) * radius / Math.sin(halfAngle));
    //-----------------------------------------

    //-----------------------------------------
    // Special part A
    if (lenOut > Math.min(v1.len / 2, v2.len / 2)) {
      lenOut = Math.min(v1.len / 2, v2.len / 2);
      cRadius = Math.abs(lenOut * Math.sin(halfAngle) / Math.cos(halfAngle));
    } else {
      cRadius = radius;
    }
    //-----------------------------------------
    // Part 4
    x = p2.x + v2.nx * lenOut;
    y = p2.y + v2.ny * lenOut;
    //-----------------------------------------
    // Part 5
    x += -v2.ny * cRadius * radDirection;
    y += v2.nx * cRadius * radDirection;
    //-----------------------------------------
    // Part 6
    ctx.arc(x, y, cRadius, v1.ang + Math.PI / 2 * radDirection, v2.ang - Math.PI / 2 * radDirection, drawDirection);
    //-----------------------------------------
    p1 = p2;
    p2 = p3;
  }
  ctx.closePath();
}

您可能希望为每个点添加一个半径,例如{x:10,y:10,radius:20},这将设置该点的最大半径.半径为零将不会舍入.

数学

以下说明显示了两种可能性之一,适合的角度小于90度,另一种情况(大于90度)仅存在一些较小的计算差异(请参见代码).

Shows circle in a corner


角由红色,A,B和C中的三个点定义.圆的半径为r,我们需要在圆心,D和E上找到绿点F,这将定义圆弧的起点和终点.

首先,我们通过归一化两条线的向量并获得叉积来找到B,A和B,C的线之间的角度. (注释为第1部分)我们还找到了BC线与BA呈90度角的角度,因为这将有助于确定放置圆的线的哪一侧.

现在我们有了线之间的角度,我们知道该角度的一半定义了圆心将位于F的线,但是我们不知道该点与B的距离(注释为第2部分)

有两个直角三角形BDF和BEF相同.我们在B处有一个角度,我们知道边DF和EF等于圆r的半径,因此我们可以求解三角形以获得从B到F的距离

为方便起见,而不是计算F是BD(注释为第3部分)的解法,因为我将沿BC线移动该距离(注释为第4部分),然后旋转90度并向上移动至F(注释为第5部分).该过程给出了点D并沿着线BA移动到E

我们使用点D和E以及圆心F(以其抽象形式)来计算圆弧的起点和终点. (在弧函数部分6中完成)

代码的其余部分与沿线和远离线的方向以及扫弧的方向有关.

代码部分(特殊部分A)使用两条线BA和BC的长度,并将它们与距BD的距离进行比较(如果该距离大于我们知道的弧线不适合的线长度的一半).然后,如果线BD是BA和BC最短线的长度的一半,则我求解三角形以找到半径DF

使用示例.

代码段是上述功能在使用中的简单示例.单击以将点添加到画布(至少需要3个点才能创建多边形).您可以拖动点并查看拐角半径如何适应尖角或短线.代码段正在运行时的更多信息.要重新启动,请重新运行该代码段. (有很多额外的代码可以忽略)

拐角半径设置为30.

const ctx = canvas.getContext("2d");
const mouse = {
  x: 0,
  y: 0,
  button: false,
  drag: false,
  dragStart: false,
  dragEnd: false,
  dragStartX: 0,
  dragStartY: 0
}

function mouseEvents(e) {
  mouse.x = e.pageX;
  mouse.y = e.pageY;
  const lb = mouse.button;
  mouse.button = e.type === "mousedown" ? true : e.type === "mouseup" ? false : mouse.button;
  if (lb !== mouse.button) {
    if (mouse.button) {
      mouse.drag = true;
      mouse.dragStart = true;
      mouse.dragStartX = mouse.x;
      mouse.dragStartY = mouse.y;
    } else {
      mouse.drag = false;
      mouse.dragEnd = true;
    }
  }
}
["down", "up", "move"].forEach(name => document.addEventListener("mouse" + name, mouseEvents));

const pointOnLine = {x:0,y:0};
function distFromLines(x,y,mindist){   
  var index = -1;
  const v1 = {};
  const v2 = {};
  const v3 = {};
  const point = P2(x,y);
  eachOf(polygon,(p,i)=>{
    const p1 = polygon[(i + 1) % polygon.length];
    v1.x = p1.x - p.x;
    v1.y = p1.y - p.y;
    v2.x = point.x - p.x;
    v2.y = point.y - p.y;
    const u = (v2.x * v1.x + v2.y * v1.y)/(v1.y * v1.y + v1.x * v1.x);
    if(u >= 0 && u <= 1){
      v3.x = p.x + v1.x * u;
      v3.y = p.y + v1.y * u;
      dist = Math.hypot(v3.y - point.y, v3.x - point.x);
      if(dist < mindist){
        mindist = dist;
        index = i;
        pointOnLine.x = v3.x;
        pointOnLine.y = v3.y;
      }
    }
  })
  return index;
  
}



function roundedpoly(ctx, points, radius) {
  var i, x, y, len, p1, p2, p3, v1, v2, sinA, sinA90, radDirection, drawDirection, angle, halfAngle, cRadius, lenOut;
  var asvec = function(p, pp, v) {
    v.x = pp.x - p.x;
    v.y = pp.y - p.y;
    v.len = Math.sqrt(v.x * v.x + v.y * v.y);
    v.nx = v.x / v.len;
    v.ny = v.y / v.len;
    v.ang = Math.atan2(v.ny, v.nx);
  }
  v1 = {};
  v2 = {};
  len = points.length;
  p1 = points[len - 1];
  for (i = 0; i < len; i++) {
    p2 = points[(i) % len];
    p3 = points[(i + 1) % len];
    asvec(p2, p1, v1);
    asvec(p2, p3, v2);
    sinA = v1.nx * v2.ny - v1.ny * v2.nx;
    sinA90 = v1.nx * v2.nx - v1.ny * -v2.ny;
    angle = Math.asin(sinA);
    radDirection = 1;
    drawDirection = false;
    if (sinA90 < 0) {
      if (angle < 0) {
        angle = Math.PI + angle;
      } else {
        angle = Math.PI - angle;
        radDirection = -1;
        drawDirection = true;
      }
    } else {
      if (angle > 0) {
        radDirection = -1;
        drawDirection = true;
      }
    }
    halfAngle = angle / 2;
    lenOut = Math.abs(Math.cos(halfAngle) * radius / Math.sin(halfAngle));
    if (lenOut > Math.min(v1.len / 2, v2.len / 2)) {
      lenOut = Math.min(v1.len / 2, v2.len / 2);
      cRadius = Math.abs(lenOut * Math.sin(halfAngle) / Math.cos(halfAngle));
    } else {
      cRadius = radius;
    }
    x = p2.x + v2.nx * lenOut;
    y = p2.y + v2.ny * lenOut;
    x += -v2.ny * cRadius * radDirection;
    y += v2.nx * cRadius * radDirection;
    ctx.arc(x, y, cRadius, v1.ang + Math.PI / 2 * radDirection, v2.ang - Math.PI / 2 * radDirection, drawDirection);
    p1 = p2;
    p2 = p3;
  }
  ctx.closePath();
}
const eachOf = (array, callback) => { var i = 0; while (i < array.length && callback(array[i], i++) !== true); };
const P2 = (x = 0, y = 0) => ({x, y});
const polygon = [];

function findClosestPointIndex(x, y, mindist) {
  var index = -1;
  eachOf(polygon, (p, i) => {
    const dist = Math.hypot(x - p.x, y - p.y);
    if (dist < mindist) {
      mindist = dist;
      index = i;
    }
  });
  return index;
}


// short cut vars 
var w = canvas.width;
var h = canvas.height;
var cw = w / 2; // center 
var ch = h / 2;
var dragPoint;
var globalTime;
var closestIndex = -1;
var closestLineIndex = -1;
var cursor = "default";
const linedist = 10;
const pointdist = 20;
var toolTip = "";
// main update function
function update(timer) {
  globalTime = timer;
  cursor = "crosshair";
  toolTip = "";
  ctx.setTransform(1, 0, 0, 1, 0, 0); // reset transform
  ctx.globalAlpha = 1; // reset alpha
  if (w !== innerWidth - 4 || h !== innerHeight - 4) {
    cw = (w = canvas.width = innerWidth - 4) / 2;
    ch = (h = canvas.height = innerHeight - 4) / 2;
  } else {
    ctx.clearRect(0, 0, w, h);
  }
  if (mouse.drag) {
    if (mouse.dragStart) {
      mouse.dragStart = false;
      closestIndex = findClosestPointIndex(mouse.x,mouse.y, pointdist);
      if(closestIndex === -1){        
        closestLineIndex = distFromLines(mouse.x,mouse.y,linedist);
        if(closestLineIndex === -1){
          polygon.push(dragPoint = P2(mouse.x, mouse.y));
        }else{
          polygon.splice(closestLineIndex+1,0,dragPoint = P2(mouse.x, mouse.y));
        }
        
      }else{
        dragPoint = polygon[closestIndex];
      }
    }
    dragPoint.x = mouse.x;
    dragPoint.y = mouse.y
    cursor = "none";
  }else{
    closestIndex = findClosestPointIndex(mouse.x,mouse.y, pointdist);
    if(closestIndex === -1){
      closestLineIndex = distFromLines(mouse.x,mouse.y,linedist);
      if(closestLineIndex > -1){
        toolTip = "Click to cut line and/or drag to move.";
      }
    }else{
      toolTip = "Click drag to move point.";
      closestLineIndex = -1;
    }
  }
  ctx.linewidth = 4;
  ctx.fillStyle = "#09F";
  ctx.strokeStyle = "#000";
  ctx.beginPath();
  roundedpoly(ctx, polygon, 30);
  ctx.stroke();
  ctx.fill();
  ctx.beginPath();
  ctx.strokeStyle = "red";
  ctx.linewidth = 0.5;
  eachOf(polygon, p => ctx.lineto(p.x,p.y) );
  ctx.closePath();
  ctx.stroke();
  ctx.strokeStyle = "orange";
  ctx.linewidth = 1;
  eachOf(polygon, p => ctx.strokeRect(p.x-2,p.y-2,4,4) );
  if(closestIndex > -1){
     ctx.strokeStyle = "red";
     ctx.linewidth = 4;
     dragPoint = polygon[closestIndex];
     ctx.strokeRect(dragPoint.x-4,dragPoint.y-4,8,8);
     cursor = "move";
  }else if(closestLineIndex > -1){
     ctx.strokeStyle = "red";
     ctx.linewidth = 4;
     var p = polygon[closestLineIndex];
     var p1 = polygon[(closestLineIndex + 1) % polygon.length];
     ctx.beginPath();
     ctx.lineto(p.x,p.y);
     ctx.lineto(p1.x,p1.y);
     ctx.stroke();
     ctx.strokeRect(pointOnLine.x-4,pointOnLine.y-4,8,8);
     cursor = "pointer";     
  
  
  }

  if(toolTip === "" && polygon.length < 3){
    toolTip = "Click to add a corners of a polygon.";
  }
  canvas.title = toolTip;
  canvas.style.cursor = cursor;
  requestAnimationFrame(update);
}
requestAnimationFrame(update);
canvas {
  border: 2px solid black;
  position: absolute;
  top: 0px;
  left: 0px;
}
<canvas id="canvas"></canvas>

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