var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
function reOffset(){
var BB=canvas.getBoundingClientRect();
offsetX=BB.left;
offsetY=BB.top;
}
var offsetX,offsetY;
reOffset();
window.onscroll=function(e){ reOffset(); }
// polygon vertices
var polygonVertices=[
{x:143,y:327},
{x:80,y:236},
{x:151,y:148},
{x:454,y:69},
{x:560,y:320},
];
var shrunkenVertices=getShrunkenVertices(polygonVertices,10);
var polyPoints=getPolygonPoints(shrunkenVertices)
//log(shrunkenVertices);
// animation variables
var isAnimating=false;
var animationIndex=0;
//
var indexOfClosestPoint=-99;
// define the movable box
var boxWidth=12;
var boxHeight=10;
var boxRadius=Math.sqrt(boxWidth*boxWidth+boxHeight*boxHeight);
var boxFill='skyblue';
// listen for mouse events
$("#canvas").mousedown(function(e){handleMouseDown(e);});
$("#canvas").mousemove(function(e){handleMouseMove(e);});
drawPolys(polygonVertices,shrunkenVertices);
////////////////////////////
// animate box to endpoint
////////////////////////////
function animate(time){
ctx.clearRect(0,0,cw,ch);
drawPolys(polygonVertices,shrunkenVertices);
// redraw the line and the box at its current (percent) position
var pt=polyPoints[animationIndex];
ctx.fillStyle=boxFill;
ctx.fillRect(pt.x-boxWidth/2,pt.y-boxHeight/2,boxWidth,boxHeight);
// increase the percentage for the next frame loop
animationIndex++;
// request another frame loop
if(animationIndex<=indexOfClosestPoint){
requestAnimationFrame(animate);
}else{
isAnimating=false;
}
}
////////////////////////////////////
// select box endpoint with click
////////////////////////////////////
function handleMouseDown(e){
// return if we're already animating
if(isAnimating){return;}
// tell the browser we're handling this event
e.preventDefault();
e.stopPropagation();
// start animating
animationIndex=0;
isAnimating=true;
requestAnimationFrame(animate);
}
function handleMouseMove(e){
// return if we're already animating
if(isAnimating){return;}
// tell the browser we're handling this event
e.preventDefault();
e.stopPropagation();
// get mouse position
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
// find the nearest waypoint
indexOfClosestPoint=findNearestPointToMouse(mouseX,mouseY);
// redraw
ctx.clearRect(0,0,cw,ch);
drawPolys(polygonVertices,shrunkenVertices);
// draw a red dot at the nearest waypoint
drawDot(polyPoints[indexOfClosestPoint],'red');
}
function findNearestPointToMouse(mx,my){
// find the nearest waypoint
var minLengthSquared=1000000*1000000;
for(var i=0;i<polyPoints.length;i++){
var p=polyPoints[i];
var dx=mouseX-p.x;
var dy=mouseY-p.y;
var dxy=dx*dx+dy*dy
if(dxy<minLengthSquared){
minLengthSquared=dxy;
indexOfClosestPoint=i;
}
}
return(indexOfClosestPoint);
}
////////////////////////////////
// Drawing functions
////////////////////////////////
function drawPolys(polygon,shrunken){
drawPoly(polygon,'black');
drawPoly(shrunken,'blue');
}
function drawPoly(v,stroke){
ctx.beginPath();
ctx.moveTo(v[0].x,v[0].y);
for(var i=0;i<v.length;i++){
ctx.lineTo(v[i].x,v[i].y);
}
ctx.closePath();
ctx.strokeStyle=stroke;
ctx.stroke();
}
function drawDot(pt,color){
ctx.beginPath();
ctx.arc(pt.x,pt.y,3,0,Math.PI*2);
ctx.closePath();
ctx.fillStyle=color;
ctx.fill();
}
////////////////////////////////
// Get points along a polygon
////////////////////////////////
function getPolygonPoints(vertices){
// For this purpose, be sure to close the polygon
var v=vertices.slice(0);
var v0=v[0];
var vx=v[v.length-1];
if(v0.x!==vx.x || v0.y!==vx.y){v.push(v[0]);}
//
var points=[];
for(var i=1;i<v.length;i++){
var p0=v[i-1];
var p1=v[i];
var line={x0:p0.x,y0:p0.y,x1:p1.x,y1:p1.y};
points=points.concat(getLinePoints(line));
}
return(points);
}
function getLinePoints(line){
var raw=[];
var dx = line.x1-line.x0;
var dy = line.y1-line.y0;
var length=Math.sqrt(dx*dx+dy*dy);
var segments=parseInt(length+1);
for(var i=0;i<segments;i++){
var percent=i/segments;
if(i==segments-1){
raw.push({x:line.x1,y:line.y1}); // force last point == p1
}else{
raw.push({ x:line.x0+dx*percent, y:line.y0+dy*percent});
}
}
return(raw);
}
/////////////////////////
// "shrink" a polygon
/////////////////////////
function getShrunkenVertices(vertices,shapePadding){
var polygon = createPolygon(polygonVertices);
var paddingPolygon = createPaddingPolygon(polygon,shapePadding);
return(paddingPolygon.vertices);
}
function createPolygon(vertices){
var polygon = {vertices: vertices};
var edges = [];
var minX = (vertices.length > 0) ? vertices[0].x : undefined;
var minY = (vertices.length > 0) ? vertices[0].y : undefined;
var maxX = minX;
var maxY = minY;
for (var i = 0; i < polygon.vertices.length; i++) {
vertices[i].label = String(i);
vertices[i].isReflex = isReflexVertex(polygon, i);
var edge = {
vertex1: vertices[i],
vertex2: vertices[(i + 1) % vertices.length],
polygon: polygon,
index: i
};
edge.outwardNormal = outwardEdgeNormal(edge);
edge.inwardNormal = inwardEdgeNormal(edge);
edges.push(edge);
var x = vertices[i].x;
var y = vertices[i].y;
minX = Math.min(x, minX);
minY = Math.min(y, minY);
maxX = Math.max(x, maxX);
maxY = Math.max(y, maxY);
}
polygon.edges = edges;
polygon.minX = minX;
polygon.minY = minY;
polygon.maxX = maxX;
polygon.maxY = maxY;
polygon.closed = true;
return polygon;
}
function createPaddingPolygon(polygon,shapePadding){
var offsetEdges = [];
for (var i = 0; i < polygon.edges.length; i++) {
var edge = polygon.edges[i];
var dx = edge.inwardNormal.x * shapePadding;
var dy = edge.inwardNormal.y * shapePadding;
offsetEdges.push(createOffsetEdge(edge, dx, dy));
}
var vertices = [];
for (var i = 0; i < offsetEdges.length; i++) {
var thisEdge = offsetEdges[i];
var prevEdge = offsetEdges[(i + offsetEdges.length - 1) % offsetEdges.length];
var vertex = edgesIntersection(prevEdge, thisEdge);
if (vertex)
vertices.push(vertex);
else {
var arcCenter = polygon.edges[i].vertex1;
appendArc(vertices, arcCenter, shapePadding, prevEdge.vertex2, thisEdge.vertex1, true);
}
}
var paddingPolygon = createPolygon(vertices);
paddingPolygon.offsetEdges = offsetEdges;
return paddingPolygon;
}
function isReflexVertex(polygon, vertexIndex){
// Assuming that polygon vertices are in clockwise order
var thisVertex = polygon.vertices[vertexIndex];
var nextVertex = polygon.vertices[(vertexIndex + 1) % polygon.vertices.length];
var prevVertex = polygon.vertices[(vertexIndex + polygon.vertices.length - 1) % polygon.vertices.length];
if (leftSide(prevVertex, nextVertex, thisVertex) < 0){return true;} // TBD: return true if thisVertex is inside polygon when thisVertex isn't included
return false;
}
function inwardEdgeNormal(edge){
// Assuming that polygon vertices are in clockwise order
var dx = edge.vertex2.x - edge.vertex1.x;
var dy = edge.vertex2.y - edge.vertex1.y;
var edgeLength = Math.sqrt(dx*dx + dy*dy);
return {x: -dy/edgeLength, y: dx/edgeLength};
}
function outwardEdgeNormal(edge){
var n = inwardEdgeNormal(edge);
return {x: -n.x, y: -n.y};
}
// If the slope of line vertex1,vertex2 greater than the slope of vertex1,p then p is on the left side of vertex1,vertex2 and the return value is > 0.
// If p is colinear with vertex1,vertex2 then return 0, otherwise return a value < 0.
function leftSide(vertex1, vertex2, p){
return ((p.x - vertex1.x) * (vertex2.y - vertex1.y)) - ((vertex2.x - vertex1.x) * (p.y - vertex1.y));
}
function createOffsetEdge(edge, dx, dy){
return {
vertex1: {x: edge.vertex1.x + dx, y: edge.vertex1.y + dy},
vertex2: {x: edge.vertex2.x + dx, y: edge.vertex2.y + dy}
};
}
// based on http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/, edgeA => "line a", edgeB => "line b"
function edgesIntersection(edgeA, edgeB){
var den = (edgeB.vertex2.y - edgeB.vertex1.y) * (edgeA.vertex2.x - edgeA.vertex1.x) - (edgeB.vertex2.x - edgeB.vertex1.x) * (edgeA.vertex2.y - edgeA.vertex1.y);
if (den == 0){return null;} // lines are parallel or conincident
var ua = ((edgeB.vertex2.x - edgeB.vertex1.x) * (edgeA.vertex1.y - edgeB.vertex1.y) - (edgeB.vertex2.y - edgeB.vertex1.y) * (edgeA.vertex1.x - edgeB.vertex1.x)) / den;
var ub = ((edgeA.vertex2.x - edgeA.vertex1.x) * (edgeA.vertex1.y - edgeB.vertex1.y) - (edgeA.vertex2.y - edgeA.vertex1.y) * (edgeA.vertex1.x - edgeB.vertex1.x)) / den;
if (ua < 0 || ub < 0 || ua > 1 || ub > 1){ return null; }
return {x: edgeA.vertex1.x + ua * (edgeA.vertex2.x - edgeA.vertex1.x), y: edgeA.vertex1.y + ua * (edgeA.vertex2.y - edgeA.vertex1.y)};
}
function appendArc(vertices, center, radius, startVertex, endVertex, isPaddingBoundary){
const twoPI = Math.PI * 2;
var startAngle = Math.atan2(startVertex.y - center.y, startVertex.x - center.x);
var endAngle = Math.atan2(endVertex.y - center.y, endVertex.x - center.x);
if (startAngle < 0)
startAngle += twoPI;
if (endAngle < 0)
endAngle += twoPI;
var arcSegmentCount = 5; // An odd number so that one arc vertex will be eactly arcRadius from center.
var angle = ((startAngle > endAngle) ? (startAngle - endAngle) : (startAngle + twoPI - endAngle));
var angle5 = ((isPaddingBoundary) ? -angle : twoPI - angle) / arcSegmentCount;
vertices.push(startVertex);
for (var i = 1; i < arcSegmentCount; ++i) {
var angle = startAngle + angle5 * i;
var vertex = {
x: center.x + Math.cos(angle) * radius,
y: center.y + Math.sin(angle) * radius,
};
vertices.push(vertex);
}
vertices.push(endVertex);
}
/////////////////////////
// End "shrink polygon"
/////////////////////////
body{ background-color: ivory; }
#canvas{border:1px solid red;}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<h4>Move mouse to where you want the box to end up<br>Then click to start the box animating from start to end.<br>Note: The starting point is on the bottom left of the polygon</h4>
<canvas id="canvas" width=650 height=400></canvas>