const bezHelper = (()=>{
// creates a 2D point
const P2 = (x=0, y= x === 0 ? 0 : x.y + (x = x.x, 0)) => ({x, y});
const setP2As = (p,pFrom) => (p.x = pFrom.x, p.y = pFrom.y, p);
// To prevent heap thrashing close over some pre defined 2D points
const v1 = P2();
const v2 = P2();
const v3 = P2();
const v4 = P2();
var u,u1,u2;
// solves quadratic for bezier 2 returns first root
function solveBezier2(A, B, C){
// solve the 2nd order bezier equation.
// There can be 2 roots, u,u1 hold the results;
// 2nd order function a+2(-a+b)x+(a-2b+c)x^2
a = (A - 2 * B + C);
b = 2 * ( - A + B);
c = A;
a1 = 2 * a;
c = b * b - 4 * a * c;
if(c < 0){
u = Infinity;
u1 = Infinity;
return u;
}else{
b1 = Math.sqrt(c);
}
u = (-b + b1) / a1;
u1 = (-b - b1) / a1;
return u;
}
// solves cubic for bezier 3 returns first root
function solveBezier3(A, B, C, D){
// There can be 3 roots, u,u1,u2 hold the results;
// Solves 3rd order a+(-2a+3b)t+(2a-6b+3c)t^2+(-a+3b-3c+d)t^3 Cardano method for finding roots
// this function was derived from http://pomax.github.io/bezierinfo/#intersections cube root solver
// Also see https://en.wikipedia.org/wiki/Cubic_function#Cardano.27s_method
function crt(v) {
if(v<0) return -Math.pow(-v,1/3);
return Math.pow(v,1/3);
}
function sqrt(v) {
if(v<0) return -Math.sqrt(-v);
return Math.sqrt(v);
}
var a, b, c, d, p, p3, q, q2, discriminant, U, v1, r, t, mp3, cosphi,phi, t1, sd;
u2 = u1 = u = -Infinity;
d = (-A + 3 * B - 3 * C + D);
a = (3 * A - 6 * B + 3 * C) / d;
b = (-3 * A + 3 * B) / d;
c = A / d;
p = (3 * b - a * a) / 3;
p3 = p / 3;
q = (2 * a * a * a - 9 * a * b + 27 * c) / 27;
q2 = q / 2;
a /= 3;
discriminant = q2 * q2 + p3 * p3 * p3;
if (discriminant < 0) {
mp3 = -p / 3;
r = sqrt(mp3 * mp3 * mp3);
t = -q / (2 * r);
cosphi = t < -1 ? -1 : t > 1 ? 1 : t;
phi = Math.acos(cosphi);
t1 = 2 * crt(r);
u = t1 * Math.cos(phi / 3) - a;
u1 = t1 * Math.cos((phi + 2 * Math.PI) / 3) - a;
u2 = t1 * Math.cos((phi + 4 * Math.PI) / 3) - a;
return u;
}
if(discriminant === 0) {
U = q2 < 0 ? crt(-q2) : -crt(q2);
u = 2 * U - a;
u1 = -U - a;
return u;
}
sd = sqrt(discriminant);
u = crt(sd - q2) - crt(sd + q2) - a;
return u;
}
// get a point on the bezier at pos ( from 0 to 1 values outside this range will be outside the bezier)
// p1, p2 are end points and cp1, cp2 are control points.
// ret is the resulting point. If given it is set to the result, if not given a new point is created
function getPositionOnBez(pos,p1,p2,cp1,cp2,ret = P2()){
if(pos === 0){
ret.x = p1.x;
ret.y = p1.y;
return ret;
}else
if(pos === 1){
ret.x = p2.x;
ret.y = p2.y;
return ret;
}
v1.x = p1.x;
v1.y = p1.y;
var c = pos;
if(cp2 === undefined){
v2.x = cp1.x;
v2.y = cp1.y;
v1.x += (v2.x - v1.x) * c;
v1.y += (v2.y - v1.y) * c;
v2.x += (p2.x - v2.x) * c;
v2.y += (p2.y - v2.y) * c;
ret.x = v1.x + (v2.x - v1.x) * c;
ret.y = v1.y + (v2.y - v1.y) * c;
return ret;
}
v2.x = cp1.x;
v2.y = cp1.y;
v3.x = cp2.x;
v3.y = cp2.y;
v1.x += (v2.x - v1.x) * c;
v1.y += (v2.y - v1.y) * c;
v2.x += (v3.x - v2.x) * c;
v2.y += (v3.y - v2.y) * c;
v3.x += (p2.x - v3.x) * c;
v3.y += (p2.y - v3.y) * c;
v1.x += (v2.x - v1.x) * c;
v1.y += (v2.y - v1.y) * c;
v2.x += (v3.x - v2.x) * c;
v2.y += (v3.y - v2.y) * c;
ret.x = v1.x + (v2.x - v1.x) * c;
ret.y = v1.y + (v2.y - v1.y) * c;
return ret;
}
const cubicBez = 0;
const quadraticBez = 1;
const none = 2;
var type = none;
// working bezier
const p1 = P2();
const p2 = P2();
const cp1 = P2();
const cp2 = P2();
// rotated bezier
const rp1 = P2();
const rp2 = P2();
const rcp1 = P2();
const rcp2 = P2();
// translate and rotate bezier
function transformBez(pos,rot){
const ax = Math.cos(rot);
const ay = Math.sin(rot);
var x = p1.x - pos.x;
var y = p1.y - pos.y;
rp1.x = x * ax - y * ay;
rp1.y = x * ay + y * ax;
x = p2.x - pos.x;
y = p2.y - pos.y;
rp2.x = x * ax - y * ay;
rp2.y = x * ay + y * ax;
x = cp1.x - pos.x;
y = cp1.y - pos.y;
rcp1.x = x * ax - y * ay;
rcp1.y = x * ay + y * ax;
if(type === cubicBez){
x = cp2.x - pos.x;
y = cp2.y - pos.y;
rcp2.x = x * ax - y * ay;
rcp2.y = x * ay + y * ax;
}
}
function getPosition2(pos,ret){
return getPositionOnBez(pos,p1,p2,cp1,undefined,ret);
}
function getPosition3(pos,ret){
return getPositionOnBez(pos,p1,p2,cp1,cp2,ret);
}
const API = {
getPosOnQBez(pos,p1,cp1,p2,ret){
return getPositionOnBez(pos,p1,p2,cp1,undefined,ret);
},
getPosOnCBez(pos,p1,cp1,cp2,p2,ret){
return getPositionOnBez(pos,p1,p2,cp1,cp2,ret);
},
set bezQ(points){
setP2As(p1, points[0]);
setP2As(cp1, points[1]);
setP2As(p2, points[2]);
type = quadraticBez;
},
set bezC(points){
setP2As(p1, points[0]);
setP2As(cp1, points[1]);
setP2As(cp2, points[2]);
setP2As(p2, points[3]);
type = cubicBez;
},
isInside(center, testPoint, pointRadius){
drawLine(testPoint , center);
v1.x = (testPoint.x - center.x);
v1.y = (testPoint.y - center.y);
const pointDist = Math.sqrt(v1.x * v1.x + v1.y * v1.y)
const dir = -Math.atan2(v1.y,v1.x);
transformBez(center,dir);
if(type === cubicBez){
solveBezier3(rp1.y, rcp1.y, rcp2.y, rp2.y);
if (u < 0 || u > 1) { u = u1 }
if (u < 0 || u > 1) { u = u2 }
if (u < 0 || u > 1) { return }
getPosition3(u, v4);
}else{
solveBezier2(rp1.y, rcp1.y, rp2.y);
if (u < 0 || u > 1) { u = u1 }
if (u < 0 || u > 1) { return }
getPosition2(u, v4);
}
drawCircle(v4);
const dist = Math.sqrt((v4.x - center.x) ** 2 + (v4.y - center.y) ** 2);
const dist1 = Math.sqrt((v4.x - testPoint.x) ** 2 + (v4.y - testPoint.y) ** 2);
return dist1 < dist && dist > pointDist - pointRadius;
}
}
return API;
})();
const ctx = canvas.getContext("2d");
const m = {x : 0, y : 0};
document.addEventListener("mousemove",e=>{
var b = canvas.getBoundingClientRect();
m.x = e.pageX - b.left - scrollX - 2;
m.y = e.pageY - b.top - scrollY - 2;
});
function drawCircle(p,r = 5,col = "black"){
ctx.beginPath();
ctx.strokeStyle = col;
ctx.arc(p.x,p.y,r,0,Math.PI*2)
ctx.stroke();
}
function drawLine(p1,p2,r = 5,col = "black"){
ctx.beginPath();
ctx.strokeStyle = col;
ctx.lineTo(p1.x,p1.y);
ctx.lineTo(p2.x,p2.y);
ctx.stroke();
}
const w = 400;
const h = 400;
const diag = Math.sqrt(w * w + h * h);
// creates a 2D point
const P2 = (x=0, y= x === 0 ? 0 : x.y + (x = x.x, 0)) => ({x, y});
const setP2As = (p,pFrom) => (p.x = pFrom.x, p.y = pFrom.y, p);
// random int and double
const randI = (min, max = min + (min = 0)) => (Math.random()*(max - min) + min) | 0;
const rand = (min = 1, max = min + (min = 0)) => Math.random() * (max - min) + min;
const theBlobSet = [];
const theBlob = [];
function createCubicBlob(segs){
const step = Math.PI / segs;
for(var i = 0; i < Math.PI * 2; i += step){
const dist = rand(diag * (1/6), diag * (1/5));
const ang = i + rand(-step * 0.2,step * 0.2);
const p = P2(
w / 2 + Math.cos(ang) * dist,
h / 2 + Math.sin(ang) * dist
);
theBlobSet.push(p);
theBlob.push(P2(p));
}
theBlobSet[theBlobSet.length -1] = theBlobSet[0];
theBlob[theBlobSet.length -1] = theBlob[0];
}
createCubicBlob(8);
function animateTheBlob(time){
for(var i = 0; i < theBlobSet.length-1; i++){
const ang = Math.sin(time + i) * 6;
theBlob[i].x = theBlobSet[i].x + Math.cos(ang) * diag * 0.04;
theBlob[i].y = theBlobSet[i].y + Math.sin(ang) * diag * 0.04;
}
}
function drawTheBlob(){
ctx.strokeStyle = "black";
ctx.lineWidth = 3;
ctx.beginPath();
var i = 0;
ctx.moveTo(theBlob[i].x,theBlob[i++].y);
while(i < theBlob.length){
ctx.bezierCurveTo(
theBlob[i].x,theBlob[i++].y,
theBlob[i].x,theBlob[i++].y,
theBlob[i].x,theBlob[i++].y
);
}
ctx.stroke();
}
var center = P2(w/2,h/2);
function testBlob(){
var i = 0;
while(i < theBlob.length-3){
bezHelper.bezC = [theBlob[i++], theBlob[i++], theBlob[i++], theBlob[i]];
if(bezHelper.isInside(center,m,6)){
return true;
}
}
return false;
}
// main update function
function update(timer){
ctx.clearRect(0,0,w,h);
animateTheBlob(timer/1000)
drawTheBlob();
if(testBlob()){
ctx.strokeStyle = "red";
}else{
ctx.strokeStyle = "black";
}
ctx.beginPath();
ctx.arc(m.x,m.y,5,0,Math.PI*2)
ctx.stroke();
requestAnimationFrame(update);
}
requestAnimationFrame(update);
canvas { border : 2px solid black; }
<canvas id="canvas" width = "400" height = "400"></canvas>
but that would cause a big performance issue
-> a modern gpu draws at 60fps... – Goudy