I\'m a bit new to canvas and such so forgive if it\'s a trivial question.
I\'d like to be able to animate an object following a path (defined as bezier path) but I\'m no
So, here is the verbose version:
t
being any number between 0 and 1 representing time; the p0
, p1
, p2
, p3
objects are the start point, the 1st control point, the 2nd control point an the end point respectively:
var at = 1 - t;
var green1x = p0.x * t + p1.x * at;
var green1y = p0.y * t + p1.y * at;
var green2x = p1.x * t + p2.x * at;
var green2y = p1.y * t + p2.y * at;
var green3x = p2.x * t + p3.x * at;
var green3y = p2.y * t + p3.y * at;
var blue1x = green1x * t + green2x * at;
var blue1y = green1y * t + green2y * at;
var blue2x = green2x * t + green3x * at;
var blue2y = green2y * t + green3y * at;
var finalx = blue1x * t + blue2x * at;
var finaly = blue1y * t + blue2y * at;
Here is a ball using
The names of the variables come from this gif wich is the best explication for bezier curves: http://en.wikipedia.org/wiki/File:Bezier_3_big.gif
A short version of the code, inside a function ready to copy/paste:
var calcBezierPoint = function (t, p0, p1, p2, p3) {
var data = [p0, p1, p2, p3];
var at = 1 - t;
for (var i = 1; i < data.length; i++) {
for (var k = 0; k < data.length - i; k++) {
data[k] = {
x: data[k].x * at + data[k + 1].x * t,
y: data[k].y * at + data[k + 1].y * t
};
}
}
return data[0];
};
Related stuff: