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15-创建立方贝塞尔曲线环

  
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5.3.5 创建立方贝塞尔曲线环

利用立方贝塞尔曲线的4个点可以创建出很多非常有意思的路径,其中有一种就是环形。为创建环形,只需确保这些点形成一个“X”形交叉,p0和p1形成一个对角线,p2和p3形成另一个相交的对角线。p0和p3必须比p1或p2离画布中心更近。下面是例5-13中创建效果的这些点。

var p0 = {x:150, y:440};
var p1 = {x:450, y:10};
var p2 = {x:50, y:10};
var p3 = {x:325, y:450};

对于立方贝塞尔曲线来说,演示比讲解容易得多,如图5-17所示。该图显示了例5-13在Web浏览器中的运行效果。

提示

这个效果只能通过立方贝塞尔曲线的4个点来创建。还有三点式的贝塞尔曲线称为平方贝塞尔曲线。使用平方贝塞尔曲线无法创建循环或者S形曲线,因为3个点无法达到立方贝塞尔曲线的4个点的精确度。

94.png

图5-17 使用立方贝塞尔曲线循环移动对象

由于这个示例的代码与例5-12基本相同(除了4个点以外),因此例5-13将改变的代码突出为粗体。这样做也是为了向读者说明一点:使用立方贝塞尔曲线,仅需简单地改变代码就可以创建很好的动画效果。

例5-13 贝塞尔曲线循环

<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>CH5EX13: Bezier Curve Loop </title>
<script src="modernizr.js"></script>
<script type="text/javascript">
window.addEventListener('load', eventWindowLoaded, false);
var bullseye;
function eventWindowLoaded(){
  bullseye = new Image();
  bullseye.src = "bullseye.png"
  bullseye.onload = eventAssetsLoaded;
}
function eventAssetsLoaded(){
  canvasApp();
}
function canvasSupport (){
  return Modernizr.canvas;
}
function canvasApp(){
  if (!canvasSupport()){
      return;
    }
 var pointImage = new Image();
 pointImage.src = "point.png";
 function drawScreen (){
   context.fillStyle = '#EEEEEE';
   context.fillRect(0, 0, theCanvas.width, theCanvas.height);
   //边框
   context.strokeStyle = '#000000';
   context.strokeRect(1, 1, theCanvas.width-2, theCanvas.height-2);
   var t = player.t;
   var cx = 3 * (p1.x - p0.x)
   var bx = 3 * (p2.x - p1.x)- cx;
   var ax = p3.x - p0.x - cx - bx;
   var cy = 3 * (p1.y - p0.y);
   var by = 3 * (p2.y - p1.y)- cy;
   var ay = p3.y - p0.y - cy - by;
   var xt = ax*(t*t*t)+ bx*(t*t)+ cx*t + p0.x;
   var yt = ay*(t*t*t)+ by*(t*t)+ cy*t + p0.y;
   player.t += player.speed;
   if (player.t > 1){
     player.t = 1;
   }
   //绘制点
   context.font = "10px sans";
   context.fillStyle = "#FF0000";
   context.beginPath();
   context.arc(p0.x,p0.y,8,0,Math.PI*2,true);
   context.closePath();
   context.fill();
   context.fillStyle = "#FFFFFF";
   context.fillText("0",p0.x-2,p0.y+2);
   context.fillStyle = "#FF0000";
   context.beginPath();
   context.arc(p1.x,p1.y,8,0,Math.PI*2,true);
   context.closePath();
   context.fill();
   context.fillStyle = "#FFFFFF";
   context.fillText("1",p1.x-2,p1.y+2);
   context.fillStyle = "#FF0000";
   context.beginPath();
   context.arc(p2.x,p2.y,8,0,Math.PI*2,true);
   context.closePath();
   context.fill();
   context.fillStyle = "#FFFFFF";
   context.fillText("2",p2.x-2, p2.y+2);
   context.fillStyle = "#FF0000";
   context.beginPath();
   context.arc(p3.x,p3.y,8,0,Math.PI*2,true);
   context.closePath();
   context.fill();
   context.fillStyle = "#FFFFFF";
   context.fillText("3",p3.x-2, p3.y+2);
   points.push({x:xt,y:yt});
   for (var i = 0; i< points.length; i++){
     context.drawImage(pointImage, points[i].x, points[i].y,1,1);
   }
   context.closePath();
   player.x = xt-bullseye.width/2;
   player.y = yt-bullseye.height/2;
   context.drawImage(bullseye,player.x,player.y);
 }
 var p0 = {x:150, y:440};
 var p1 = {x:450, y:10};
 var p2 = {x:50, y:10};
 var p3 = {x:325, y:450};
 var player = {x:0, y:0, speed:.01, t:0};
 var points = new Array();
 theCanvas = document.getElementById("canvasOne");
 context = theCanvas.getContext("2d");
 function gameLoop() {
  window.setTimeout(gameLoop, 20);
  drawScreen();
 }
 gameLoop();
}
</script>
</head>
<body>
<div style="position: absolute; top: 50px; left: 50px;">
<canvas id="canvasOne" width="500" height="500">
 Your browser does not support HTML5 Canvas.
</canvas>
</div>
</body>
</html>