但是我无法添加渐变,以便线条表示所述信息并在两种颜色之间随机给出这种随机颜色。这是我尝试过的。
int steps = 10;
noFill();
//stroke(#5A38FA, 50);
strokeWeight(1);
for(int i=0; i<steps; i++) {
strokeWeight(1);
noFill();
stroke(lerpColor(#31B5E8, #F0E62E, (float)i/steps));
bezier(locationX, locationY, locationX+random(15, 50), locationY+random(13,50), customerLocationX+random(15, 30), customerLocationY+random(15, 70), customerLocationX, customerLocationY);
}
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您可以使用该方法将贝塞尔曲线分解为点bezierPoint(),然后在连续点之间绘制直线段,指定每个单独线段的颜色(同时逐渐调整颜色)。
我已经制作了一个可以在下面的代码示例中执行此操作的方法。
此外,使用 方法,您可以指定曲线的大小 ( curve) 和曲线的方向 ( dir);该方法使用垂直于起点(头部)和终点(尾部)之间的中点的线上的点来计算贝塞尔曲线控制点。
void setup() {
size(500, 500);
smooth(4);
noLoop();
redraw();
strokeWeight(5);
noFill();
}
void draw() {
background(35);
drawCurve(new PVector(50, 50), new PVector(456, 490), #31B5E8, #F0E62E, 50, -1);
drawCurve(new PVector(150, 75), new PVector(340, 410), #B9FF00, #FF00C5, 150, 1);
drawCurve(new PVector(200, 480), new PVector(480, 30), #007CFF, #89CA7F, 100, 1);
}
void drawCurve(PVector head, PVector tail, color headCol, color tailCol, float curve, int curveDir) {
final float theta2 = angleBetween(tail, head);
final PVector midPoint = new PVector((head.x + tail.x) / 2,
(head.y + tail.y) / 2);
final PVector bezierCPoint = new PVector(midPoint.x + (sin(-theta2) * (curve * 2 * curveDir)),
midPoint.y + (cos(-theta2) * (curve * 2 * curveDir)));
PVector point = head.copy();
for (float t=0; t<=1; t+=0.025) {
float x1 = bezierPoint(head.x, bezierCPoint.x, bezierCPoint.x, tail.x, t);
float y1 = bezierPoint(head.y, bezierCPoint.y, bezierCPoint.y, tail.y, t);
PVector pointB = new PVector(x1, y1);
stroke(lerpColor(headCol, tailCol, t));
line(point.x, point.y, pointB.x, pointB.y);
point = pointB.copy();
}
}
static float angleBetween(PVector tail, PVector head) {
float a = PApplet.atan2(tail.y - head.y, tail.x - head.x);
if (a < 0) {
a += PConstants.TWO_PI;
}
return a;
}
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结果: