I need to draw and get coordinates of bezier curves of each steps with native Javascript without ctx.bezierCurveTo method.
I found several resources, but I confused. Esspecially this looks pretty close, but I couldnt implemented clearly.
How can I accomplish this?
The bezierCurveTo() method adds a point to the current path by using the specified control points that represent a cubic Bézier curve. A cubic bezier curve requires three points. The first two points are control points that are used in the cubic Bézier calculation and the last point is the ending point for the curve.
To draw a Bezier curve with HTML5 canvas, use the bezierCurveTo() method. The method adds the given point to the current path, connected to the previous one by a cubic Bezier curve with the given control points.
You can plot out the Bezier:
bezier = function(t, p0, p1, p2, p3){
var cX = 3 * (p1.x - p0.x),
bX = 3 * (p2.x - p1.x) - cX,
aX = p3.x - p0.x - cX - bX;
var cY = 3 * (p1.y - p0.y),
bY = 3 * (p2.y - p1.y) - cY,
aY = p3.y - p0.y - cY - bY;
var x = (aX * Math.pow(t, 3)) + (bX * Math.pow(t, 2)) + (cX * t) + p0.x;
var y = (aY * Math.pow(t, 3)) + (bY * Math.pow(t, 2)) + (cY * t) + p0.y;
return {x: x, y: y};
},
(function(){
var accuracy = 0.01, //this'll give the bezier 100 segments
p0 = {x: 10, y: 10}, //use whatever points you want obviously
p1 = {x: 50, y: 100},
p2 = {x: 150, y: 200},
p3 = {x: 200, y: 75},
ctx = document.createElement('canvas').getContext('2d');
ctx.width = 500;
ctx.height = 500;
document.body.appendChild(ctx.canvas);
ctx.moveTo(p0.x, p0.y);
for (var i=0; i<1; i+=accuracy){
var p = bezier(i, p0, p1, p2, p3);
ctx.lineTo(p.x, p.y);
}
ctx.stroke()
})()
Here's a fiddle http://jsfiddle.net/fQYsU/
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