效果图
![](https://img.haomeiwen.com/i4169630/87abcf36094030c3.gif)
一 .求出圆的外公切线
![](https://img.haomeiwen.com/i4169630/2e0dfd8650a8cf40.png)
两个圆心之间的距离,也就是两点之间的距离
const distanceBetweenCenter = Math.sqrt(Math.pow(c1.cx - c2.cx, 2) + Math.pow(c1.cy - c2.cy, 2));
计算直线C1C2与水平线的角度
const angleBetweenCenters = Math.atan2(c2.cy - c1.cy, c2.cx - c1.cx);
角P2C1C2可以根据公式求出
const spread = Math.acos((c1.radius - c2.radius) / distanceBetweenCenter);
那么就可以算出四个点的角度,注意,按照上面的图,angleBetweenCenters计算出来的是负数,spread是正数,
所以angle1就是p1点的角度,angle2就是p2点的角度,以此类推。
const angle1 = angleBetweenCenters + spread;
const angle2 = angleBetweenCenters - spread;
const angle3 = angleBetweenCenters + spread;
const angle4 = angleBetweenCenters - spread;
根据圆的半径与坐标,就可以求出切点坐标
const p1 = getVector(c1.cx, c1.cy, angle1, c1.radius);
const p2 = getVector(c1.cx, c1.cy, angle2, c1.radius);
const p3 = getVector(c2.cx, c2.cy, angle3, c2.radius);
const p4 = getVector(c2.cx, c2.cy, angle4, c2.radius);
function getVector(cx, cy, a, r) {
return {x: cx + r * Math.cos(a), y: cy + r * Math.sin(a)};
}
二.偏移切点位置
如果在这样的切点做变形球效果,肯定不好看,我们给出一个系数v=0.5,让切点稍微一点偏移,也就是向两圆直接偏移,注意,下面的代码和上面的角度计算不一样,不如 角P4C2C1 =Math.PI - spread,这个角度乘上v,是不是变得更小了,然后Math.PI - 角P4C2C1 也就变得更大了,这样P4就会向圆C1偏移了。
const angle1 = angleBetweenCenters + spread * v;
const angle2 = angleBetweenCenters - spread * v;
const angle3 = angleBetweenCenters + Math.PI - (Math.PI - spread) * v;
const angle4 = angleBetweenCenters - (Math.PI -(Math.PI - spread) * v);
![](https://img.haomeiwen.com/i4169630/5867656f025d3c74.png)
计算控制点
这里需要用贝塞尔曲线了,而且还是三阶的,这就需要二个控制点
![](https://img.haomeiwen.com/i4169630/424c24a1c2b9a000.png)
先计算两个圆圆心的距离totalRadius,想要随着圆的位置变化,控制点也需要变,给出d2比例参数
这里的HALF_PI是因为切点方向。
const d2 = (dist(p1.x, p1.y, p3.x, p3.y) / totalRadius);
const r1 = c1.radius * d2;
const r2 = c2.radius * d2;
const h1 = this.getVector(p1.x, p1.y, angle1 - HALF_PI, r1);
const h2 = this.getVector(p2.x, p2.y, angle2 + HALF_PI, r1);
const h3 = this.getVector(p3.x, p3.y, angle3 + HALF_PI, r2);
const h4 = this.getVector(p4.x, p4.y, angle4 - HALF_PI, r2);
三.画曲线
现在我们有切点有控制点,可以画曲线了,
ctx.beginPath();
ctx.strokeStyle = c2.color;
ctx.moveTo(p1.x, p1.y);
ctx.arc(c1.cx, c1.cy, c1.radius, angle1, angle2, false);
ctx.bezierCurveTo(h2.x, h2.y, h4.x, h4.y, p4.x, p4.y);
ctx.arc(c2.cx, c2.cy, c2.radius, angle4, angle3, false);
ctx.bezierCurveTo(h3.x, h3.y, h1.x, h1.y, p1.x, p1.y);
ctx.stroke();
![](https://img.haomeiwen.com/i4169630/2da84cff1306f190.png)
但是现在要是将两个圆拉远了,就会出现下面的问题,这个问题后面会解决
![](https://img.haomeiwen.com/i4169630/863db759f4d8f8e4.png)
四.圆的重叠
我们先来解决下面这个问题
![](https://img.haomeiwen.com/i4169630/6c4feee775ffdf26.gif)
当两个圆重叠时,随着圆重叠程度的增加,u1与u2的角度也会变得越来越大,如果这个时候,u1与u2参与
切点角度的运算,那么此时切点角度的变化就不会有那么大。
![](https://img.haomeiwen.com/i4169630/d3591d3642fae55a.png)
let u1 = 0;
let u2 = 0;
if (distanceBetweenCenter < totalRadius) {
//余弦定理
u1 = Math.acos((c1.radius * c1.radius + distanceBetweenCenter * distanceBetweenCenter - c2.radius * c2.radius) / (2 * c1.radius * distanceBetweenCenter));
u2 = Math.acos((c2.radius * c2.radius + distanceBetweenCenter * distanceBetweenCenter - c1.radius * c1.radius) / (2 * c2.radius * distanceBetweenCenter));
} else {
u1 = 0;
u2 = 0;
}
const angleBetweenCenters = Math.atan2(c2.cy - c1.cy, c2.cx - c1.cx);
const spread = Math.acos((c1.radius - c2.radius) / distanceBetweenCenter);
const angle1 = angleBetweenCenters + u1 + (spread - u1) * v;
const angle2 = angleBetweenCenters - (u1 + (spread - u1) * v);
const angle3 = angleBetweenCenters + Math.PI - u2 - (Math.PI - u2 - spread) * v;
const angle4 = angleBetweenCenters - (Math.PI - u2 - (Math.PI - u2 - spread) * v);
![](https://img.haomeiwen.com/i4169630/c1b630613496424a.gif)
最后来解决两个圆拉的太远的问题,只要超过某个距离,就可以不需要画了。
const maxDist = c1.radius + c2.radius * 3.9;
const distanceBetweenCenter = Math.sqrt(Math.pow(c1.cx - c2.cx, 2) + Math.pow(c1.cy - c2.cy, 2));
if (distanceBetweenCenter >= maxDist || distanceBetweenCenter <= Math.abs(c1.radius - c2.radius)) {
return;
}
最后,贴出源码:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Title</title>
<style type="text/css">
body, html {
width: 100%;
height: 100%;
}
</style>
</head>
<body>
<canvas style="width: 100%;height: 100%" id="meta-ball"></canvas>
<script type="application/javascript">
const devicePixelRatio = window.devicePixelRatio || 1;
let canvas = document.getElementById("meta-ball");
canvas.width = document.body.clientWidth * devicePixelRatio;
canvas.height = document.body.clientHeight * devicePixelRatio;
let ctx = canvas.getContext("2d");
const HALF_PI = Math.PI / 2;
class Circle {
constructor(cx, cy, radius, color) {
this.cx = cx;
this.cy = cy;
this.radius = radius;
this.color = color;
this.dragging = false;
}
draw(ctx) {
// ctx.fillStyle = this.color;
// ctx.beginPath();
// ctx.arc(this.cx, this.cy, this.radius, 0, 2 * Math.PI);
// ctx.fill();
ctx.strokeStyle = this.color;
ctx.lineWidth = 2 * devicePixelRatio;
ctx.beginPath();
ctx.arc(this.cx, this.cy, this.radius, 0, 2 * Math.PI);
ctx.stroke();
ctx.fillStyle = this.color;
ctx.beginPath();
ctx.arc(this.cx, this.cy, 4 * devicePixelRatio, 0, 2 * Math.PI);
ctx.fill();
}
move(x, y) {
if (this.dragging) {
this.cx = x;
this.cy = y;
}
}
}
const c1 = new Circle(canvas.width * 0.4, canvas.height * 0.4, Math.min(canvas.width, canvas.height) * 0.2, '#432322');
const c2 = new Circle(canvas.width * 0.7, canvas.height * 0.5, Math.min(canvas.width, canvas.height) * 0.1, '#432322');
let isDrawing = false;
canvas.addEventListener('mousedown', e => {
isDrawing = true;
let x = e.offsetX * devicePixelRatio;
let y = e.offsetY * devicePixelRatio;
if (Math.sqrt(Math.pow(x - c1.cx, 2) + Math.pow(y - c1.cy, 2)) <= c1.radius) {
c1.dragging = true;
c2.dragging = false;
}
if (Math.sqrt(Math.pow(x - c2.cx, 2) + Math.pow(y - c2.cy, 2)) <= c2.radius) {
c1.dragging = false;
c2.dragging = true;
}
});
canvas.addEventListener('mousemove', e => {
let x = e.offsetX * devicePixelRatio;
let y = e.offsetY * devicePixelRatio;
if (!isDrawing) {
return
}
update(x, y);
});
canvas.addEventListener('mouseup', e => {
isDrawing = false;
c1.dragging = false;
c2.dragging = false;
});
function update(x, y) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
c1.move(x, y);
c2.move(x, y);
c1.draw(ctx);
c2.draw(ctx);
const maxDist = c1.radius + c2.radius * 3.9;
const distanceBetweenCenter = Math.sqrt(Math.pow(c1.cx - c2.cx, 2) + Math.pow(c1.cy - c2.cy, 2));
if (distanceBetweenCenter >= maxDist || distanceBetweenCenter <= Math.abs(c1.radius - c2.radius)) {
return;
}
const totalRadius = c1.radius + c2.radius;
const v = 0.5;
let u1 = 0;
let u2 = 0;
if (distanceBetweenCenter < totalRadius) {
//余弦定理
u1 = Math.acos((c1.radius * c1.radius + distanceBetweenCenter * distanceBetweenCenter - c2.radius * c2.radius) / (2 * c1.radius * distanceBetweenCenter));
u2 = Math.acos((c2.radius * c2.radius + distanceBetweenCenter * distanceBetweenCenter - c1.radius * c1.radius) / (2 * c2.radius * distanceBetweenCenter));
} else {
u1 = 0;
u2 = 0;
}
const angleBetweenCenters = Math.atan2(c2.cy - c1.cy, c2.cx - c1.cx);
const spread = Math.acos((c1.radius - c2.radius) / distanceBetweenCenter);
const angle1 = angleBetweenCenters + u1 + (spread - u1) * v;
const angle2 = angleBetweenCenters - (u1 + (spread - u1) * v);
const angle3 = angleBetweenCenters + Math.PI - u2 - (Math.PI - u2 - spread) * v;
const angle4 = angleBetweenCenters - (Math.PI - u2 - (Math.PI - u2 - spread) * v);
const p1 = getVector(c1.cx, c1.cy, angle1, c1.radius);
const p2 = getVector(c1.cx, c1.cy, angle2, c1.radius);
const p3 = getVector(c2.cx, c2.cy, angle3, c2.radius);
const p4 = getVector(c2.cx, c2.cy, angle4, c2.radius);
// drawLine(c1.cx, c1.cy, p1.x, p1.y, c1.color);
// drawLine(c1.cx, c1.cy, p2.x, p2.y, c1.color);
// drawLine(c2.cx, c2.cy, p3.x, p3.y, c2.color);
// drawLine(c2.cx, c2.cy, p4.x, p4.y, c2.color);
// drawLine(c2.cx, c2.cy, c1.cx, c1.cy, c2.color);
// drawLine(p1.x, p1.y, p3.x, p3.y, "#761242");
// drawLine(p2.x, p2.y, p4.x, p4.y, "#761242");
// drawCircle(p1.x, p1.y, 4 * devicePixelRatio, '#f00');
// drawCircle(p2.x, p2.y, 4 * devicePixelRatio, '#f00');
// drawCircle(p3.x, p3.y, 4 * devicePixelRatio, '#f00');
// drawCircle(p4.x, p4.y, 4 * devicePixelRatio, '#f00');
// drawLine(p1.x, p1.y, p3.x, p3.y, '#979798');
// drawLine(p2.x, p2.y, p4.x, p4.y, '#979798');
// drawText("p1", p1.x, p1.y, '#f00');
// drawText("p2", p2.x, p2.y, '#f00');
// drawText("p3", p3.x, p3.y, '#f00');
// drawText("p4", p4.x, p4.y, '#f00');
// drawText("c1", c1.cx, c1.cy, c1.color);
// drawText("c2", c2.cx, c2.cy, c2.color);
const d2 = (dist(p1.x, p1.y, p3.x, p3.y) / totalRadius);
const r1 = c1.radius * d2;
const r2 = c2.radius * d2;
const h1 = this.getVector(p1.x, p1.y, angle1 - HALF_PI, r1);
const h2 = this.getVector(p2.x, p2.y, angle2 + HALF_PI, r1);
const h3 = this.getVector(p3.x, p3.y, angle3 + HALF_PI, r2);
const h4 = this.getVector(p4.x, p4.y, angle4 - HALF_PI, r2);
// ctx.beginPath();
// ctx.fillStyle = c2.color;
// ctx.moveTo(p1.x, p1.y);
// ctx.arc(c1.cx, c1.cy, c1.radius, angle1, angle2, false);
// ctx.bezierCurveTo(h2.x, h2.y, h4.x, h4.y, p4.x, p4.y);
// ctx.arc(c2.cx, c2.cy, c2.radius, angle4, angle3, false);
// ctx.bezierCurveTo(h3.x, h3.y, h1.x, h1.y, p1.x, p1.y);
// ctx.fill();
ctx.beginPath();
ctx.strokeStyle = c2.color;
ctx.moveTo(p1.x, p1.y);
ctx.arc(c1.cx, c1.cy, c1.radius, angle1, angle2, false);
ctx.bezierCurveTo(h2.x, h2.y, h4.x, h4.y, p4.x, p4.y);
ctx.arc(c2.cx, c2.cy, c2.radius, angle4, angle3, false);
ctx.bezierCurveTo(h3.x, h3.y, h1.x, h1.y, p1.x, p1.y);
ctx.stroke();
// drawLine(p1.x, p1.y, h1.x, h1.y, "#7ee987");
// drawLine(p2.x, p2.y, h2.x, h2.y, "#7ee987");
// drawLine(p3.x, p3.y, h3.x, h3.y, "#7ee987");
// drawLine(p4.x, p4.y, h4.x, h4.y, "#7ee987");
// //
// drawCircle(h1.x, h1.y, 4 * devicePixelRatio, '#a24444');
// drawCircle(h2.x, h2.y, 4 * devicePixelRatio, '#a24444');
// drawCircle(h3.x, h3.y, 4 * devicePixelRatio, '#a24444');
// drawCircle(h4.x, h4.y, 4 * devicePixelRatio, '#a24444');
// drawText("h1", h1.x, h1.y);
// drawText("h2", h2.x, h2.y);
// drawText("h3", h3.x, h3.y);
// drawText("h4", h4.x, h4.y);
}
function getVector(cx, cy, a, r) {
return {x: cx + r * Math.cos(a), y: cy + r * Math.sin(a)};
}
function dist(x1, y1, x2, y2) {
return Math.sqrt(Math.pow(x1 - x2, 2) + Math.pow(y1 - y2, 2));
}
function drawLine(x1, y1, x2, y2, color) {
ctx.strokeStyle = color;
ctx.beginPath();
ctx.moveTo(x1, y1);
ctx.lineTo(x2, y2);
ctx.stroke()
}
function drawCircle(x, y, r, color) {
ctx.fillStyle = color;
ctx.beginPath();
ctx.arc(x, y, r, 0, 2 * Math.PI);
ctx.fill()
}
function drawText(text, x, y, color) {
ctx.beginPath();
ctx.fillStyle = color;
ctx.font = 30 * devicePixelRatio + 'px Arial';
ctx.fillText(text, x, y);
ctx.fill()
}
update(0, 0);
</script>
</body>
</html>
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