在填充更改尺寸的多边形之后计算新的渐变位置

Mor*_*lde 23 javascript php math svg vector

我想做的事?

此问题的更新:7/10/2012 - "gradientTransform not quite"灵感来自Duopixel 7/11/2012 - "示例中的SVG代码"7/16/2012 - "@dignifiedquire采取此问题"

我正在尝试创建一个让用户动态调整多边形大小的工具.大多数多边形都充满了渐变fill="url(#top_surface_1_gradient)".我这样做的方法是一个简单的JavaScript脚本:

  1. 在某个多边形上查找mousemove&click事件
  2. 衡量运动量
  3. 改变多边形坐标的一半(以具有拉伸的效果)使用该算法来定义新坐标:x = x_movement,y = x_movement * Math.tan( 31 * (Math.PI/180) )
  4. 填充单色的多边形是可以的
  5. 填充渐变的多边形不是,让我演示:

目视

步骤1

所以这是第一步,用户没有进行任何拉伸.

第2步

这就是问题发生的地方.因为我不知道如何更改渐变的坐标x1, y1x2, y2坐标,所以当多边形被拉伸时,它只会挂在它的旧位置.结果是一种无法维持深度幻觉的形状.

step_3

最终结果我正在寻找.并且记住,渐变可能具有完全随机的角度.在这个结果中,我正在寻找,渐变的坐标x1, y1x2, y2坐标都已经改变了.应该使用什么算法来计算这些位置?我正在寻找一种完全不受渐变角度影响的解决方案.

下面是SVG,其中包含用于生成这些示例的所有适当坐标:

使用SVG代码

步骤1:

<!-- Step 1 -->
<linearGradient id="top_surface_1_gradient" gradientUnits="userSpaceOnUse" x1="165.3425" y1="39.7002" x2="-49.991" y2="43.0337">
    <stop  offset="0" style="stop-color:#FFFFFF"/>
    <stop  offset="0.6687" style="stop-color:#CCCCCC"/>
    <stop  offset="1" style="stop-color:#FFFFFF"/>
</linearGradient>
<polygon id="top_surface_1" fill="url(#top_surface_1_gradient)" points="137.145,41.204 68.572,0 0,41.204 68.572,82.396"/>
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第2步

<!-- Step 2 --> 
<linearGradient id="top_surface_2_gradient" gradientUnits="userSpaceOnUse" x1="250.0491" y1="233.8115" x2="23.7637" y2="237.3146">
    <stop  offset="0" style="stop-color:#FFFFFF"/>
    <stop  offset="0.6687" style="stop-color:#CCCCCC"/>
    <stop  offset="1" style="stop-color:#FFFFFF"/>
</linearGradient>
<polygon id="top_surface_2" fill="url(#top_surface_2_gradient)" points="205.788,215.557 137.215,174.354 0.078,256.629 68.649,297.823"/>
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第3步

<!-- Step 3 --> 
<linearGradient id="top_surface_3_gradient" gradientUnits="userSpaceOnUse" x1="248.4543" y1="454.5225" x2="-75.535" y2="459.5381">
    <stop  offset="0" style="stop-color:#FFFFFF"/>
    <stop  offset="0.6687" style="stop-color:#CCCCCC"/>
    <stop  offset="1" style="stop-color:#FFFFFF"/>
</linearGradient>
<polygon id="top_surface_3" fill="url(#top_surface_3_gradient)" points="205.788,415.557 137.215,374.354 0.078,456.629 68.649,497.823"/>
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我花了无数个小时为这个问题开发解决方案,我无法理解它.任何帮助将不胜感激.

更新:gradientTransform不太完整

使用gradientTransform属性而没有x1,y1; 对于渐变的x2,y2坐标,我们实现了以几乎所需的方式填充多边形的结果(此解决方案可在此处找到:http://jsfiddle.net/hqXx2/).解决方案中断的唯一地方是多边形填充了一个从多边形外部开始和/或在外部/内部某处结束的渐变.让我说明一下:

这就是Duopixel建议的解决方案所取得的成果. 第4步

这是使用上述解决方案无法实现的使用情况.我改变了颜色,以便可视地放大角度和渐变停止. step_5

来自示例的SVG代码

这是更大,正确扩展的多边形组的代码:

<g>
    <linearGradient id="surface_center_inside_bottom_1_" gradientUnits="userSpaceOnUse" x1="167.7629" y1="634.5986" x2="-72.9039" y2="599.2647">
        <stop  offset="0" style="stop-color:#FFFFFF"/>
        <stop  offset="0.8528" style="stop-color:#CCCCCC"/>
        <stop  offset="0.9954" style="stop-color:#CCCCCC"/>
    </linearGradient>
    <polygon id="surface_center_inside_bottom_9_" fill="url(#surface_center_inside_bottom_1_)" points="137.145,620.04 68.572,578.837 0,620.04 68.572,661.233"/>

    <linearGradient id="surface_right_inside_side_1_" gradientUnits="userSpaceOnUse" x1="178.8889" y1="600.1787" x2="33.103" y2="517.9229">
        <stop  offset="0" style="stop-color:#FFFFFF"/>
        <stop  offset="0.9816" style="stop-color:#A3A5A8"/>
    </linearGradient>
    <polygon id="surface_right_inside_side_3_" fill="url(#surface_right_inside_side_1_)" points="136.526,620.374 68.359,578.501 68.572,493.837 137.358,535.37"/>

    <linearGradient id="surface_right_inside_side_2_" gradientUnits="userSpaceOnUse" x1="126.2664" y1="563.249" x2="-28.4" y2="621.916">
        <stop  offset="0" style="stop-color:#FF0000"/>
        <stop  offset="0.6698" style="stop-color:#00FFFF"/>
        <stop  offset="1" style="stop-color:#FF0000"/>
    </linearGradient>
    <polygon id="surface_right_inside_side_5_" fill="url(#surface_right_inside_side_2_)" points="68.573,661.239 0,620.036 0,535.036 68.573,576.231"/>

    <linearGradient id="surface_center_outside_top_1_" gradientUnits="userSpaceOnUse" x1="167.3728" y1="533.5059" x2="-47.9608" y2="536.8394">
        <stop  offset="0.0016" style="stop-color:#FF0000"/>
        <stop  offset="0.6735" style="stop-color:#00FFFF"/>
        <stop  offset="1" style="stop-color:#FF0000"/>
    </linearGradient>
    <polygon id="surface_center_outside_top_3_" fill="url(#surface_center_outside_top_1_)" points="137.145,535.041 68.572,493.837 0,535.041 68.572,576.233"/>
</g>
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这是我需要扩展的较小的SVG代码:

<g>
    <linearGradient id="surface_right_inside_side_4_" gradientUnits="userSpaceOnUse" x1="273.4377" y1="319.251" x2="78.0696" y2="209.0197">
        <stop  offset="0" style="stop-color:#FFFFFF"/>
        <stop  offset="0.9816" style="stop-color:#A3A5A8"/>
    </linearGradient>
    <polygon id="surface_right_inside_side_9_" fill="url(#surface_right_inside_side_4_)" points="205.112,366.797 136.945,324.924 137.157,156.261 205.731,197.464"/>

    <linearGradient id="SVGID_1_" gradientUnits="userSpaceOnUse" x1="247.2952" y1="408.1992" x2="-103.1108" y2="356.7538">
        <stop  offset="0" style="stop-color:#FFFFFF"/>
        <stop  offset="0.8528" style="stop-color:#CCCCCC"/>
        <stop  offset="0.9954" style="stop-color:#CCCCCC"/>
    </linearGradient>
    <polygon fill="url(#SVGID_1_)" points="205.731,366.465 137.157,325.262 0.021,407.536 68.592,448.729"/>

    <linearGradient id="surface_right_inside_side_7_" gradientUnits="userSpaceOnUse" x1="160.3313" y1="296.623" x2="-52.0119" y2="377.1676">
        <stop  offset="0" style="stop-color:#FF0000"/>
        <stop  offset="0.6698" style="stop-color:#00FFFF"/>
        <stop  offset="1" style="stop-color:#FF0000"/>
    </linearGradient>
    <polygon id="surface_right_inside_side_6_" fill="url(#surface_right_inside_side_7_)" points="68.532,448.767 0,407.497 0.021,238.536 68.592,279.729"/>

    <linearGradient id="SVGID_2_" gradientUnits="userSpaceOnUse" x1="248.4749" y1="215.7417" x2="-75.5139" y2="220.7572">
        <stop  offset="0.0016" style="stop-color:#FF0000"/>
        <stop  offset="0.6735" style="stop-color:#00FFFF"/>
        <stop  offset="1" style="stop-color:#FF0000"/>
    </linearGradient>
    <polygon fill="url(#SVGID_2_)" points="205.731,197.464 137.157,156.261 68.592,197.333 0.021,238.536 68.592,279.729"/>
</g>
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@dignifiedquire承担这个问题

我在测试网站上实现了@dignifiedquire建议算法:这是测试链接.我自己进行了绝对到相对转换,它只显示了相同的结果,我通常会将相同的多边形x和y更改为渐变x和y.这是主要问题 - 如何将这些值转换为这样的值,如上面的示例中那样转换渐变?

需要更多帮助.

dig*_*ire 7

更新3替代想法

替代解决方案可以是基于梯度的两个端点来计算百分比值.
在此图片中,您可以看到原始多边形abcd,其边界框a'b'c'd'和渐变g1g2.现在的目的是首先计算两个点g1g2绝对值,然后计算这两个点的相对值.

边界框

我已经得到了一个算法,它完成了我所描述的大部分内容,但它没有计算渐变和边界框之间的交集.我知道如何解决这个问题,但现在没有时间来实现它,所以我列出了相应的步骤.
其基本思想是测试是否梯度通过边界框(的角的线中的一条相交a'b',b'c',c'd',d'a'),然后测试,如果交点是在所讨论的边缘.现在有两个需要处理的特殊情况.1.梯度是垂直的,这意味着它的斜率是无穷大2.所讨论的边是垂直的,这意味着它的斜率是无穷大所有其他情况都很容易用基本数学解决(两点形式的线,两条线的交点).

我的算法

_ = require('underscore')    

function intersectGradientWithPolygon(polygon, gradient){
  var sides = [
    ["a", "b"],
    ["b", "c"],
    ["c", "d"],
    ["d", "a"]
  ];

  var boundingBox = calculateBoundingBox(polygon);

  // intersect each side of the bounding box with the gradient
  var intersections = _.map(sides, function(side){
    var intersection = intersect(boundingBox[side[0]], boundingBox[side[1]], gradient.a, gradient.b);
    if(intersection){
      // calculate the percentages
      console.log(JSON.stringify(intersection));
      return calcPercentage(intersection, boundingBox);
    }
  });

  return intersections;

}


function Point(x,y){
  this.x = x;
  this.y = y;
}

function calcPercentage(intersection, boundingBox){
  var lengthX = (boundingBox.max.x - boundingBox.min.x),
      lengthY = (boundingBox.max.y - boundingBox.min.y),
      x = (intersection.x / lengthX) * 100,
      y = (intersection.y / lengthY) * 100;
}

function calculateBoundingBox(polygon){
  var xValues = _.pluck(polygon, 'x'),
      yValues = _.pluck(polygon, 'y'),
      maxX = _.max(xValues),
      maxY = _.max(yValues),
      minX = _.min(xValues),
      minY = _.min(yValues);


  return {
    "a": new Point(minX, maxY),
    "b": new Point(maxX, maxY),
    "c": new Point(maxX, minY),
    "d": new Point(minX, minY),
    "max": new Point(maxX, maxY),
    "min": new Point(minX, minY)
  };
}
// tests if the two lines a1, b1 and a2, b2 intersect and 
// returns the point of intersection if the do so
function intersect(a1, b1, a2, b2){

  var s = new Point( );

  // TODO
  // This is the part that is missing
  // one needs to implement what I described above at this point
  //

  if (isInIntervall(s.x, a1.x, b1.x) && isInIntervall(s.y, a2.y, b2.y)){
    return s;
  }
  else {
    return false;
  }
}

// test if a point is in the intervall [a,b]
function isInIntervall(point, a, b){
  return (point >= a) && (point <=b);
}
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更新2

问题:如果多边形作为一个整体在空间中移动而未拉伸,那么渐变坐标应该如何变化?

答案:您计算在x和y中移动多边形的一个点的量,并将渐变的点移动完全相同的量.

我现在已经将算法更改为基于多边形一侧缩放的绝对单位数量.我还创建了一个图像来解释算法的作用

  1. 原始多边形
  2. 通过输入确定的比例因子缩放多边形
  3. 将多边形移回原始位置

说明

更新15.7.2012 我已经根据我提出的使用转换矩阵进行转换的想法推导出一种算法.我没有时间测试它,但代码在node.js下运行,并且如果在文档中包含underscore.jssylvester(矩阵操作),则应该在浏览器中运行.

安装程序

/* underscore for some helper methods
 * http:*http:*underscorejs.org
 */
_ = require("underscore");  

/* matrix operations
 * http:*sylvester.jcoglan.com
 */
require("sylvester");
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输入

var gradient = {
  "a":{
    "x": 165.3425,
    "y": 39.7002
  },
  "b":{
    "x": -49.991,
    "y": 43.0337 
  }
};

var polygon = {
  "a": {
    "x": 137.145,
    "y": 41.204
  },
  "b": {
    "x": 68.572,
    "y": 0
  },
  "c": {
    "x": 0,
    "y": 41.204
  },
  "d": {
    "x": 68.572,
    "y": 82.396
  }
};
// the scales are now absolute values in the same units as the coordinates
var scaleAbsX = 100;
var scaleAbsY = 100 * Math.tan( 62/2 * (Math.PI/180) );

// this describes the side that is scaled
var side = ["a", "b"];
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算法

scalePolyWithGradient = function(polygon, gradient, scaleAbsX, scaleAbsY, side){
  // 1. Scale by factor: derive factor from input scaling and then translate into scaling matrix
  // 2. Apply scale to the gradient
  // 3. Translate both back 

  // create a scaling matrix based of the input scales

  // get the two points of the scaled side
  var point1 = polygon[side[0]],
      point2 = polygon[side[1]];
  // scale these points
  var scaledPoint1 = { "x": point1.x + scaleAbsX,
                       "y": point1.y + scaleAbsY },
      scaledPoint2 = { "x": point2.x + scaleAbsX,
                       "y": point2.y + scaleAbsY };

  // calculate the relative scales
  var scaleRelX = scaledPoint1.x / point1.x,
      scaleRelY = scaledPoint1.y / point1.y;

  // create the scale matrix
  var scaleMatrix = $M([ [scaleRelX, 0],
                     [0, scaleRelY] ]);


  // scale both the polygon and the gradient
  // we iterate so that the translation is done on every point
  var scale = function(point){
    // convert the point into a matrix
    point = $M([[point.x], 
                [point.y]]);

    // scale
    var newPoint = scaleMatrix.multiply(point);

    return { "x": newPoint.elements[0][0],
             "y": newPoint.elements[1][0]};
  };

  var newPolygon  = {},
      newGradient = {};

  _.each(polygon, function(point, key){
    newPolygon[key] = scale(point);
  });
  _.each(gradient, function(point, key){
    newGradient[key] = scale(point);
  });

  // calculate the translation to move them to the original position
  // and move them back

  // we know that the points to move to their original position are the
  // ones not in the scale side
  var sides = _.keys(polygon),                   // all possible sides
      movePoints = _.difference(sides, side),    // the points not used in the scale
      point = movePoints[0];                     // the first of these points

  // we use these points to create the translation
  var oldPoint = polygon[point],
      newPoint = newPolygon[point];
  var translateMatrix = $M([ [newPoint.x - oldPoint.x],
                             [newPoint.y - oldPoint.y] ]);

  var translate = function(point){
    // convert the point into a matrix
    point = $M([[point.x], 
                [point.y]]);

    // translate
    var newPoint = point.add(translateMatrix);

    return { "x": newPoint.elements[0][0],
             "y": newPoint.elements[1][0]};
  };
  // apply the translation
  _.each(newPolygon, function(point, key){
     newPolygon[key] = translate(point);
   });
   _.each(newGradient, function(point, key){
     newGradient[key] = translate(point);
   });

  // return the new coordinates
  return [newPolygon, newGradient];
};
// apply the algorithm
var newPolygon, newGradient = null;
var result = scalePolyWithGradient(polygon, gradient, scaleAbsX, scaleAbsY, side);
newPolygon = result[0];
newGradient = result[1];
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结果

 newPolygon = { "a": {
                   "x": 178.2885,
                   "y":82.405 
                 },
                 "b": {
                   "x": 96.00089999999999,
                   "y": 20.598999999999997
                 },
                 "c": {
                   "x": 13.714500000000001,
                   "y": 82.405
                 },
                 "d": { 
                   "x": 96.00089999999999,
                   "y":144.19299999999998
                 }
               }
 newGradient = { "a": {
                   "x": 212.12550000000005,
                   "y":80.14930000000001
                 },
                 "b": {
                     "x": -46.274699999999996,
                     "y": 85.14955
                 }
               }
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老答案

图像在这里是因为我无法将图像上传到stackoverflow(声誉很低)

我抽象了多边形的一面,所以我们可以专注于它.左图是缩放前的图片.现在我绘制了"整体"渐变来显示需要缩放的内容.为了找出所需的坐标,我们只是按照与多边形一侧相同的比例来缩放渐变的平方.

我知道这个图像没有旋转,但是这个方法可以扩展到也包含这个.

我可以为这些东西推导出一种算法,但还没有时间这么做.所以,如果这是你想要的,请告诉我,明天我会接受.


met*_*ion 4

您可以将变换应用于渐变,这意味着您可以执行诸如gradientTransform="rotate(45). 这解决了您的旋转问题。

\n\n

您应该使用相对单位并将用户空间设置为objectBoundingBox,以便xy值对应于多边形的尺寸。你的 svg 看起来像这样。

\n\n
<svg xmlns="http://www.w3.org/2000/svg" version="1.1">\n  <linearGradient id="top_surface_2_gradient" gradientUnits="objectBoundingBox" x1="0%" y1="0%" x2="100%" y2="100%" gradientTransform="rotate(0 0.5 0.5)">\n    <stop  offset="0" style="stop-color:#000"/>\n    <stop  offset="1" style="stop-color:#fff"/>\n  </linearGradient>\n  <polygon id="top_surface_2" fill="url(#top_surface_2_gradient)" points="205.788,215.557 137.215,174.354 0.078,256.629 68.649,297.823"/>\n</svg>\xe2\x80\x8b\n
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您可以在此处测试它在不同大小的多边形上的工作原理:http ://jsfiddle.net/hqXx2/

\n