WebGL的繪製三次方貝茲曲線( Cubic bezier curve )的切線
前言
在先前的 WebGL的繪製三次方貝茲曲線( Cubic bezier curve ) 繪製了曲線,但最近需要得到 tangent (切線) ,所以就研究了一下如何計算切線,在此把學習的過程做個紀錄。
內容
要計算切線的話我在 [ stackoverflow.com ] Find the tangent of a point on a cubic bezier curve 裡找到了公式如下
這個公式也可以在 [ en.wikipedia.org ] Bézier curve 裡面找到,限定在英文的 Wiki 才找的到請注意。
接著把公式套到 WebGL的繪製三次方貝茲曲線( Cubic bezier curve ) 的範例,程式碼如下
HTML 的部分
<!DOCTYPE html> <html> <head> <meta charset="utf-8"> <meta name="viewport" content="width=device-width"> <title>JS Bin</title> </head> <body> <canvas id="myCanvas1" width=400 height=300></canvas> <br> <input id="btnDrawCtrlPoints"type="button" value="DrawCtrlPoints"/> <br> <input id="btnDrawCurve"type="button" value="DrawCurve"/> <input type="range" min="2" max="100" value="30" class="slider" id="sliderLerp"> <label id="labelLerpValue">30</label> <br> <input type="checkbox" id="isShowTangent" checked><label>Show tangent </label> <input type="range" min="0" max="1" value="0.5" step="0.001" class="slider" id="sliderTangent"> <label id="labelTangentValue">0.5</label> </body> </html>
Javascript 的部分
let canvas1 = document.getElementById('myCanvas1'); let glCTX1 = canvas1.getContext('webgl'); let vboPrimitiveCon = 0; let vbo=createDynamicBuffer(glCTX1); let shaderProg = createShader(glCTX1); // function createShader(glContext){ let vertShader = glContext.createShader(glContext.VERTEX_SHADER); glContext.shaderSource( vertShader , 'attribute vec3 pos;void main(void){gl_Position=vec4(pos, 1.0);}' ); glContext.compileShader(vertShader); let fragShader = glContext.createShader(glContext.FRAGMENT_SHADER); glContext.shaderSource( fragShader, 'void main(void){gl_FragColor=vec4(1,1,1,1);}' ); glContext.compileShader(fragShader); let prog = glContext.createProgram(); glContext.attachShader(prog, vertShader); glContext.attachShader(prog, fragShader); glContext.linkProgram(prog); glContext.useProgram(prog); return prog; } function createDynamicBuffer(glContext){ let vertexBuf = glContext.createBuffer(); glContext.bindBuffer(glContext.ARRAY_BUFFER, vertexBuf); let dataArray=new Float32Array([ 0.0, 0.5, 0.0, -0.5,-0.5, 0.0, -0.5,-0.5, 0.0, 0.5,-0.5, 0.0, 0.5,-0.5, 0.0, 0.0, 0.5, 0.0 ]); glContext.bufferData( glContext.ARRAY_BUFFER, 3000, glContext.DYNAMIC_DRAW ); //write deafult data... glCTX1.bufferSubData(glCTX1.ARRAY_BUFFER,0,dataArray); vboPrimitiveCon = dataArray.length / 3; return vertexBuf; } function simpleDraw(glContext){ glContext.useProgram(shaderProg); // glContext.viewport(0,0,glContext.canvas.width,glContext.canvas.height); glContext.clearColor(0, 0, 1, 1); glContext.clear(glContext.COLOR_BUFFER_BIT); // glContext.bindBuffer(glContext.ARRAY_BUFFER, vbo); let posLoc = glContext.getAttribLocation(shaderProg, "pos"); glContext.vertexAttribPointer(posLoc, 3, glContext.FLOAT, false, 0, 0); glContext.enableVertexAttribArray(posLoc); glContext.drawArrays(glContext.LINES, 0, vboPrimitiveCon); } function generateLineListData(ar){ let tagAr=[]; let mod=ar.length%3; let elementAmount=(ar.length-mod)/3; if(elementAmount>=2 && mod===0){ tagAr.push(ar[0]); tagAr.push(ar[1]); tagAr.push(ar[2]); // for(let i=3;i<(ar.length-3);i+=3){ tagAr.push(ar[i]); tagAr.push(ar[i+1]); tagAr.push(ar[i+2]); // tagAr.push(ar[i]); tagAr.push(ar[i+1]); tagAr.push(ar[i+2]); } // tagAr.push(ar[ar.length-3]); tagAr.push(ar[ar.length-2]); tagAr.push(ar[ar.length-1]); } return new Float32Array(tagAr); } function generateLineListArrayData(ar){ let tagAr=[]; let mod=ar.length%3; let elementAmount=(ar.length-mod)/3; if(elementAmount>=2 && mod===0){ tagAr.push(ar[0]); tagAr.push(ar[1]); tagAr.push(ar[2]); // for(let i=3;i<(ar.length-3);i+=3){ tagAr.push(ar[i]); tagAr.push(ar[i+1]); tagAr.push(ar[i+2]); // tagAr.push(ar[i]); tagAr.push(ar[i+1]); tagAr.push(ar[i+2]); } // tagAr.push(ar[ar.length-3]); tagAr.push(ar[ar.length-2]); tagAr.push(ar[ar.length-1]); } return tagAr; } function generateBezierCurve(p0,p1,p2,lerp){ if(lerp < 2) return []; // let tagAr = []; for(let i=0;i < lerp;i++){ let t = i/(lerp-1); let invT = 1.0-t; let part0Value = invT * invT; let part1Value = 2 * t * invT; let part2Value = t * t; let part0 = [part0Value*p0[0], part0Value*p0[1], part0Value*p0[2] ]; let part1 = [part1Value*p1[0], part1Value*p1[1], part1Value*p1[2] ]; let part2 = [part2Value*p2[0], part2Value*p2[1], part2Value*p2[2] ]; tagAr.push(part0[0] + part1[0] + part2[0]); tagAr.push(part0[1] + part1[1] + part2[1]); tagAr.push(part0[2] + part1[2] + part2[2]); } return tagAr; } function calCubicBezierCurvePosition(p0,p1,p2,p3,t){ let invT = 1.0 - t; let part0Value = invT * invT * invT; let part1Value = 3 * t * invT * invT; let part2Value = 3 * t * t * invT; let part3Value = t * t * t; let part0 = [part0Value*p0[0], part0Value*p0[1], part0Value*p0[2] ]; let part1 = [part1Value*p1[0], part1Value*p1[1], part1Value*p1[2] ]; let part2 = [part2Value*p2[0], part2Value*p2[1], part2Value*p2[2] ]; let part3 = [part3Value*p3[0], part3Value*p3[1], part3Value*p3[2] ]; let position = [ part0[0] + part1[0] + part2[0] + part3[0], part0[1] + part1[1] + part2[1] + part3[1], part0[2] + part1[2] + part2[2] + part3[2] ]; return position; } function generateCubicBezierCurve(p0,p1,p2,p3,lerp){ if(lerp < 2) return []; // let tagAr = []; for(let i=0;i < lerp;i++){ let t = i/(lerp-1); let pos = calCubicBezierCurvePosition(p0,p1,p2,p3,t); tagAr.push( pos[0] ); tagAr.push( pos[1] ); tagAr.push( pos[2] ); } return tagAr; } function calCubicBezierCurveTangent(p0,p1,p2,p3,t){ let del10 = [ p1[0] - p0[0] , p1[1] - p0[1] , p1[2] - p0[2] ]; let del21 = [ p2[0] - p1[0] , p2[1] - p1[1] , p2[2] - p1[2] ]; let del32 = [ p3[0] - p2[0] , p3[1] - p2[1] , p3[2] - p2[2] ]; let invT = 1.0-t; let part0Value = 3 * invT * invT ; let part1Value = 6 * t * invT; let part2Value = 3 * t * t; let tangent = [ part0Value * del10[0] + part1Value * del21[0] + part2Value * del32[0], part0Value * del10[1] + part1Value * del21[1] + part2Value * del32[1], part0Value * del10[2] + part1Value * del21[2] + part2Value * del32[2] ]; return tangent; } function myRender(){ simpleDraw(glCTX1); // window.requestAnimationFrame(myRender); } // let ctrlPointList=[ [-0.9,0.0,0.0], [-0.45,0.9,0.0], [0.45,0.9,0.0], [0.9,0.0,0.0], ]; let tagLerpValue=document.getElementById("sliderLerp").value; let tagTangentValue=document.getElementById("sliderTangent").value; function UpdateCurveData(){ let data=generateCubicBezierCurve( ctrlPointList[0], ctrlPointList[1], ctrlPointList[2], ctrlPointList[3], tagLerpValue); // let dataArray=generateLineListArrayData(data); let isShowTangent = document.getElementById("isShowTangent").checked; if(isShowTangent){ let tagT = tagTangentValue; let pos = calCubicBezierCurvePosition( ctrlPointList[0], ctrlPointList[1], ctrlPointList[2], ctrlPointList[3], tagT ); let tangent = calCubicBezierCurveTangent( ctrlPointList[0], ctrlPointList[1], ctrlPointList[2], ctrlPointList[3], tagT ); dataArray.push(pos[0]); dataArray.push(pos[1]); dataArray.push(pos[2]); dataArray.push(pos[0]+tangent[0]); dataArray.push(pos[1]+tangent[1]); dataArray.push(pos[2]+tangent[2]); } let tagDataArray = new Float32Array( dataArray ); // glCTX1.bindBuffer(glCTX1.ARRAY_BUFFER, vbo); glCTX1.bufferSubData(glCTX1.ARRAY_BUFFER,0,tagDataArray); vboPrimitiveCon = dataArray.length / 3; } document.getElementById("btnDrawCtrlPoints").onclick=function(evt){ let data = []; for(let i=0;i<ctrlPointList.length;i++) data.push(...ctrlPointList[i]); // let dataArray=generateLineListData(data); glCTX1.bindBuffer(glCTX1.ARRAY_BUFFER, vbo); glCTX1.bufferSubData(glCTX1.ARRAY_BUFFER,0,dataArray); vboPrimitiveCon = dataArray.length / 3; } document.getElementById("btnDrawCurve").onclick=function(evt){ UpdateCurveData(); } document.getElementById("sliderLerp").oninput=function(evt){ tagLerpValue=this.value; UpdateCurveData(); document.getElementById("labelLerpValue").innerHTML = this.value; } document.getElementById("isShowTangent").onclick=function(){ UpdateCurveData(); } document.getElementById("sliderTangent").oninput=function(evt){ tagTangentValue=this.value; UpdateCurveData(); document.getElementById("labelTangentValue").innerHTML = this.value; } window.onload = function(){ window.requestAnimationFrame(myRender); }
執行結果如下
範例的執行結果 |
這次的程式碼改得有點亂,跟之前的範例不一樣的部分會用紅字來表示,這次提供了 generateLineListArrayData() ,跟之前 generateLineListData() 的差異是回傳的資料型態不一樣,
generateLineListArrayData() 回傳的型態就是單純的 Array ,這是方便這次需要多畫切線要插入資料。 calCubicBezierCurvePosition() 是提供利用百分比來取得曲線的位置, generateCubicBezierCurve() 跟上次不太一樣,取得位置的部分會用 calCubicBezierCurvePosition() 來替代,計算的結果是一樣的,單純的程式碼優化。 calCubicBezierCurveTangent() 這次的主角,套用公式就可以取得該點的切線。接著看到 UpdateCurveData() ,這次由於需要多畫切線,所以用 generateLineListArrayData() 取得資料後再來插入切線資料,最後才轉成 Float32Array ,切線算出來的是變化量,所以要加上該點後才能形成切線的資料。
切線的公式似乎是將原本的曲線公式作微分的動作,不過由於我數學不好所以不太確定,以後有機會再來研究看看。
參考資料
[ en.wikipedia.org ] Bézier curve
[ stackoverflow.com ] Find the tangent of a point on a cubic bezier curve
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