This article mainly introduces the relevant information on the method of smoothly fitting polyline segments using Bezier curve based on canvas. The editor thinks it is quite good, so I will share it with you now and give it as a reference. Let’s follow the editor to take a look, I hope it can help everyone.
Write at the front
This time I will share how to "smooth" the edges and corners of the drawn polyline segments in canvas, that is, through the Bezier curve Each plotted point replaces the original line chart.
Why we need to smoothly fit polyline segments
Let’s first look at the rendering effect of the line chart under Echarts:
At first I didn’t notice that this polyline segment was actually passed through by a curve. I just thought it was a simple point drawing, so the “simple (ugly) easy (ugly)” version I implemented at first was like this:
Don’t pay attention to the style. The point is that after implementation, I discovered that the implementation of Echarts seems to be very smooth, which also triggered subsequent discussions. How to draw smooth curves regularly?
Rendering
Let’s take a look at the final imitation implementation:
Because I don’t know how Echarts is implemented internally (escape
It looks very round, very close to our original idea. Let’s see if the curve passes through the drawing point:
Okay! The result is obvious. Now let’s take a look at our implementation process
var data = [Math.random() * 300]; for (var i = 1; i < 50; i++) { //按照echarts data.push(Math.round((Math.random() - 0.5) * 20 + data[i - 1])); } option = { canvas:{ id: 'canvas' }, series: { name: '模拟数据', itemStyle: { color: 'rgb(255, 70, 131)' }, areaStyle: { color: 'rgb(255, 158, 68)' }, data: data } };
Drawing a line chart
function LinearGradient(option) { this.canvas = document.getElementById(option.canvas.id) this.ctx = this.canvas.getContext('2d') this.width = this.canvas.width this.height = this.canvas.height this.tooltip = option.tooltip this.title = option.text this.series = option.series //存放模拟数据 }
Draw a line chart:
LinearGradient.prototype.draw1 = function() { //折线参考线 ... //要考虑到canvas中的原点是左上角, //所以下面要做一些换算, //diff为x,y轴被数据最大值和最小值的取值范围所平分的等份。 this.series.data.forEach(function(item, index) { var x = diffX * index, y = Math.floor(self.height - diffY * (item - dataMin)) self.ctx.lineTo(x, y) //绘制各个数据点 }) ... }
Bezier curve smooth fitting
The key point of Bezier curve is the selection of control points. This website can dynamically display different curves drawn with different control points. As for the calculation of control points... the author still chose Baidu because he is not good at mathematics:). Students who are interested in the specific algorithm can learn more about it. Now let’s talk about the conclusion of calculating control points.
The above formula involves four coordinate points, the current point, the previous point and the next two points, and when the coordinate values are shown in the figure below, it is drawn The curve is as follows:
#However, there is a problem that this formula cannot be used for the starting point and the last point, but that article also gives a method for handling boundary values. :
So when changing the polyline to a smooth curve, calculate the boundary values and other control points and then substitute them into the Bessel function:
//核心实现 this.series.data.forEach(function(item, index) { //找到前一个点到下一个点中间的控制点 var scale = 0.1 //分别对于ab控制点的一个正数,可以分别自行调整 var last1X = diffX * (index - 1), last1Y = Math.floor(self.height - diffY * (self.series.data[index - 1] - dataMin)), //前一个点坐标 last2X = diffX * (index - 2), last2Y = Math.floor(self.height - diffY * (self.series.data[index - 2] - dataMin)), //前两个点坐标 nowX = diffX * (index), nowY = Math.floor(self.height - diffY * (self.series.data[index] - dataMin)), //当期点坐标 nextX = diffX * (index + 1), nextY = Math.floor(self.height - diffY * (self.series.data[index + 1] - dataMin)), //下一个点坐标 cAx = last1X + (nowX - last2X) * scale, cAy = last1Y + (nowY - last2Y) * scale, cBx = nowX - (nextX - last1X) * scale, cBy = nowY - (nextY - last1Y) * scale if(index === 0) { self.ctx.lineTo(nowX, nowY) return } else if(index ===1) { cAx = last1X + (nowX - 0) * scale cAy = last1Y + (nowY - self.height) * scale } else if(index === self.series.data.length - 1) { cBx = nowX - (nowX - last1X) * scale cBy = nowY - (nowY - last1Y) * scale } self.ctx.bezierCurveTo(cAx, cAy, cBx, cBy, nowX, nowY); //绘制出上一个点到当前点的贝塞尔曲线 })
Since the point I traverse each time is the current point, but the formula given in the article is a control point algorithm that calculates the next point, so in the code implementation I moved all the point calculations forward one position. When index = 0, which is the initial point, no curve is required to be drawn, because we are drawing a curve from the previous point to the current point, and there is no curve to 0 that needs to be drawn. Starting from index = 1, we can start drawing normally. The curve from 0 to 1, because there is no second point in front of it when index = 1, it is a boundary value point, which requires special calculation, and finally one point. The rest can be calculated according to the normal formula and the xy coordinates of AB are substituted into the Bessel function.
Canvas implements high-order Bezier curve
Detailed explanation of the application of Bezier curve
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