javascript – 如何使用HTML 5 Canvas绘制沿着弧形路径的文本?
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![javascript – 如何使用HTML 5 Canvas绘制沿着弧形路径的文本?](/upload/InfoBanner/zyjiaocheng/708/72cf5671ff2f4009b8bec03ccb110f1c.jpg)
我想画一个像这个flash动画的画布图形:
http://www.cci.com.tr/tr/bizi-taniyin/tarihcemiz/
我画了六个弧,我想在这些弧中写六个字.有任何想法吗?
解决方法:
我有一个jsFiddle将文本应用于任意Bezier曲线定义.享受http://jsfiddle.net/Makallus/hyyvpp8g/
<table>
<TR>
<TH>Bezier Curve</TH>
<TD>
<input size="80" type="text" id="curve" name="curve" value="99.2,177.2,130.02,60.0,300.5,276.2,300.7,176.2">
</TD>
</TR>
<TR>
<TH>Text</TH>
<TD>
<input size="80" type="text" id="text" name="text" value="testing 1234567890">
</TD>
</TR>
<TR>
<TD colspan=2>
<div id="canvasDiv"></div>
</TD>
</TR>
</table>
var first = true;
startIt();
function startIt() {
canvasDiv = document.getElementById('canvasDiv');
canvasDiv.innerHTML = '<canvas id="layer0" width="300" height="300"></canvas>'; //for IE
canvas = document.getElementById('layer0');
ctx = canvas.getContext('2d');
ctx.fillStyle = "black";
ctx.font = "18px arial black";
curve = document.getElementById('curve');
curveText = document.getElementById('text');
$(curve).keyup(function (e) {
changeCurve();
});
$(curveText).keyup(function (e) {
changeCurve();
});
if (first) {
changeCurve();
first = false;
}
}
function changeCurve() {
points = curve.value.split(',');
if (points.length == 8) drawStack();
}
function drawStack() {
Ribbon = {
maxChar: 50,
startX: points[0],
startY: points[1],
control1X: points[2],
control1Y: points[3],
control2X: points[4],
control2Y: points[5],
endX: points[6],
endY: points[7]
};
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.save();
ctx.beginPath();
ctx.moveTo(Ribbon.startX, Ribbon.startY);
ctx.bezierCurveTo(Ribbon.control1X, Ribbon.control1Y,
Ribbon.control2X, Ribbon.control2Y,
Ribbon.endX, Ribbon.endY);
ctx.stroke();
ctx.restore();
FillRibbon(curveText.value, Ribbon);
}
function FillRibbon(text, Ribbon) {
var textCurve = [];
var ribbon = text.substring(0, Ribbon.maxChar);
var curveSample = 1000;
xDist = 0;
var i = 0;
for (i = 0; i < curveSample; i++) {
a = new bezier2(i / curveSample, Ribbon.startX, Ribbon.startY, Ribbon.control1X, Ribbon.control1Y, Ribbon.control2X, Ribbon.control2Y, Ribbon.endX, Ribbon.endY);
b = new bezier2((i + 1) / curveSample, Ribbon.startX, Ribbon.startY, Ribbon.control1X, Ribbon.control1Y, Ribbon.control2X, Ribbon.control2Y, Ribbon.endX, Ribbon.endY);
c = new bezier(a, b);
textCurve.push({
bezier: a,
curve: c.curve
});
}
letterPadding = ctx.measureText(" ").width / 4;
w = ribbon.length;
ww = Math.round(ctx.measureText(ribbon).width);
totalPadding = (w - 1) * letterPadding;
totalLength = ww + totalPadding;
p = 0;
cDist = textCurve[curveSample - 1].curve.cDist;
z = (cDist / 2) - (totalLength / 2);
for (i = 0; i < curveSample; i++) {
if (textCurve[i].curve.cDist >= z) {
p = i;
break;
}
}
for (i = 0; i < w; i++) {
ctx.save();
ctx.translate(textCurve[p].bezier.point.x, textCurve[p].bezier.point.y);
ctx.rotate(textCurve[p].curve.rad);
ctx.fillText(ribbon[i], 0, 0);
ctx.restore();
x1 = ctx.measureText(ribbon[i]).width + letterPadding;
x2 = 0;
for (j = p; j < curveSample; j++) {
x2 = x2 + textCurve[j].curve.dist;
if (x2 >= x1) {
p = j;
break;
}
}
}
} //end FillRibon
function bezier(b1, b2) {
//Final stage which takes p, p+1 and calculates the rotation, distance on the path and accumulates the total distance
this.rad = Math.atan(b1.point.mY / b1.point.mX);
this.b2 = b2;
this.b1 = b1;
dx = (b2.x - b1.x);
dx2 = (b2.x - b1.x) * (b2.x - b1.x);
this.dist = Math.sqrt(((b2.x - b1.x) * (b2.x - b1.x)) + ((b2.y - b1.y) * (b2.y - b1.y)));
xDist = xDist + this.dist;
this.curve = {
rad: this.rad,
dist: this.dist,
cDist: xDist
};
}
function bezierT(t, startX, startY, control1X, control1Y, control2X, control2Y, endX, endY) {
//calculates the tangent line to a point in the curve; later used to calculate the degrees of rotation at this point.
this.mx = (3 * (1 - t) * (1 - t) * (control1X - startX)) + ((6 * (1 - t) * t) * (control2X - control1X)) + (3 * t * t * (endX - control2X));
this.my = (3 * (1 - t) * (1 - t) * (control1Y - startY)) + ((6 * (1 - t) * t) * (control2Y - control1Y)) + (3 * t * t * (endY - control2Y));
}
function bezier2(t, startX, startY, control1X, control1Y, control2X, control2Y, endX, endY) {
//Quadratic bezier curve plotter
this.Bezier1 = new bezier1(t, startX, startY, control1X, control1Y, control2X, control2Y);
this.Bezier2 = new bezier1(t, control1X, control1Y, control2X, control2Y, endX, endY);
this.x = ((1 - t) * this.Bezier1.x) + (t * this.Bezier2.x);
this.y = ((1 - t) * this.Bezier1.y) + (t * this.Bezier2.y);
this.slope = new bezierT(t, startX, startY, control1X, control1Y, control2X, control2Y, endX, endY);
this.point = {
t: t,
x: this.x,
y: this.y,
mX: this.slope.mx,
mY: this.slope.my
};
}
function bezier1(t, startX, startY, control1X, control1Y, control2X, control2Y) {
//linear bezier curve plotter; used recursivly in the quadratic bezier curve calculation
this.x = ((1 - t) * (1 - t) * startX) + (2 * (1 - t) * t * control1X) + (t * t * control2X);
this.y = ((1 - t) * (1 - t) * startY) + (2 * (1 - t) * t * control1Y) + (t * t * control2Y);
}
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