enable to add new points on spline
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12
common.js
12
common.js
@ -5,6 +5,18 @@ export function lerp(a, b, p) {
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};
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}
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export function quadraticBezier(a, b, c, res=0.05) {
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const eps = 0.001; // to prevent issues with float comparaison (p <= 1)
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const curve = [];
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for (let p = 0; p - 1 < eps; p += res) {
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const ab = lerp(a, b, p);
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const bc = lerp(b, c, p);
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const abc = lerp(ab, bc, p);
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curve.push(abc);
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}
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return curve;
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}
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export function cubicBezier(a, b, c, d, res=0.05) {
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const eps = 0.001; // to prevent issues with float comparaison (p <= 1)
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const curve = [];
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@ -18,6 +18,7 @@
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<li><a href="/grid.html">Grid</a></li>
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<li><a href="/bezier-1.html">Bezier demo #1</a></li>
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<li><a href="/bezier-2.html">Bezier demo #2</a></li>
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<li><a href="/spline.html">Bezier spline demo</a></li>
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</ul>
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</body>
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</html>
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37
spline.js
37
spline.js
@ -1,4 +1,4 @@
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import { resizeCanvas, drawCircle, drawLine, cubicBezier } from "./common.js"
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import { resizeCanvas, drawCircle, drawLine, cubicBezier, quadraticBezier } from "./common.js"
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function drawPoints(ctx, points) {
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for (const p of points) {
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@ -14,12 +14,21 @@ function drawCurve(ctx, curve) {
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}
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function draw(ctx, points) {
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const bezier1 = cubicBezier(...points.slice(0, 4));
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drawCurve(ctx, bezier1);
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const bezier2 = cubicBezier(...points.slice(3, 7));
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drawCurve(ctx, bezier2);
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let start = 0;
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while (true) {
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const sl = points.slice(start, start + 4);
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if (sl.length === 4) {
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const bezier = cubicBezier(...sl);
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drawCurve(ctx, bezier);
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start += 3;
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} else if (sl.length === 3) {
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const bezier = quadraticBezier(...sl);
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drawCurve(ctx, bezier);
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start += 2;
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} else {
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break;
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}
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}
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drawPoints(ctx, points);
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}
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@ -41,6 +50,13 @@ function init() {
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resizeCanvas(ctx); // Init canvas
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draw(ctx, points);
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canvas.oncontextmenu = (evt) => {
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evt.preventDefault();
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points = [];
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// redraw
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ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
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draw(ctx, points);
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};
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canvas.onmousedown = (evt) => {
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const { clientX, clientY } = evt;
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for (const p of points) {
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@ -48,6 +64,13 @@ function init() {
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selection = points.indexOf(p);
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}
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}
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if (selection === undefined) {
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points.push({ x: clientX, y: clientY });
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// redraw
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ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
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draw(ctx, points);
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}
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};
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canvas.onmousemove = (evt) => {
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