Drawing lines with continuously varying line width on HTML canvas

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一向
一向 2021-02-02 00:13

I\'m trying to draw a line that starts as a thin line and then gadually widens until the end. I need to draw semi-smooth curves (composite out of several straight lines) and I\'

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  • 2021-02-02 00:22

    Adding rounded line caps and a quadratic curve makes the whole thing look a lot tidier.

    See here for example.

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  • 2021-02-02 00:24

    Another way you can solve this is to consider each of you plot points to be a circle of a radius determined by the velocity.

    plot paths joining the profile-edges of these circles (straight or curved, your choice), first over the top, round the last and back to the start on the underside. Then fill the path at the end.

    This should give you a smooth line expanding and contracting as it approaches you plot point 'circles'.

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  • 2021-02-02 00:39

    For those interested, I have come up with two solutions to my problem.

    The first idea was to actually draw each point as a corner, using canvas to draw a neat angle. A demo can be seen at:

    http://jsfiddle.net/7BkyK/2/

    var ctx = document.getElementById('canvas1').getContext('2d');
    var points = [null, null, null];
    
    for(var i=0; i<24; i++)
    {
        var width = 0.5 + i/2;
    
        var m = 200;
    
        var x = Math.cos(i/4) * 180;
        var y = Math.sin(i/4) * 140;
    
        points[0] = points[1];
        points[1] = points[2];
        points[2] = { X:x, Y:y};
    
        if(points[0] == null)
            continue;
    
        var px0 = (points[0].X + points[1].X) / 2;
        var py0 = (points[0].Y + points[1].Y) / 2;
    
        var px1 = (points[1].X + points[2].X) / 2;
        var py1 = (points[1].Y + points[2].Y) / 2;
    
        ctx.beginPath();
        ctx.lineWidth = width;
        ctx.strokeStyle = "rgba(0,0,0,0.5)";
        ctx.moveTo(m+px0,m+py0);
        ctx.lineTo(m+points[1].X,m+points[1].Y);
        ctx.lineTo(m+px1,m+py1);
        ctx.stroke();
    }
    ​
    

    The second and much prettier solution, as suggested by Shmiddty, is to use bezier curves. This proved to be a great solution:

    http://jsfiddle.net/Ssrv9/1/

    // 1.
    // Varying line width, stroking each piece of line separately
    var ctx = document.getElementById('canvas1').getContext('2d');
    var points = [null, null, null, null];
    
    for(var i=-1; i<25; i = i +1)
    {
        var width = 0.5 + i/2;
    
        var m = 200;
    
    
        var x = Math.cos(i/4) * 180;
        var y = Math.sin(i/4) * 140;
    
        points[0] = points[1];
        points[1] = points[2];
        points[2] = { X:x, Y:y};
    
        if(points[0] == null)
            continue;
    
    
        var p0 = points[0];
        var p1 = points[1];
        var p2 = points[2];
    
        var x0 = (p0.X + p1.X) / 2;
        var y0 = (p0.Y + p1.Y) / 2;
    
        var x1 = (p1.X + p2.X) / 2;
        var y1 = (p1.Y + p2.Y) / 2;
    
        ctx.beginPath();
        ctx.lineWidth = width;
        ctx.strokeStyle = "black";
    
        ctx.moveTo(m+x0, m+y0);
        ctx.quadraticCurveTo(m+p1.X, m+p1.Y, m+x1, m+y1);
        ctx.stroke();
    }
    

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