html5-canvas Navigating along a Path Split bezier curves at position

Help us to keep this website almost Ad Free! It takes only 10 seconds of your time:
> Step 1: Go view our video on YouTube: EF Core Bulk Extensions
> Step 2: And Like the video. BONUS: You can also share it!

Example

This example splits cubic and bezier curves in two.

The function splitCurveAt splits the curve at position where 0.0 = start, 0.5 = middle, and 1 = end. It can split quadratic and cubic curves. The curve type is determined by the last x argument x4. If not undefined or null then it assumes the curve is cubic else the curve is a quadratic

Example usage

Splitting quadratic bezier curve in two

var p1 = {x : 10 , y : 100};
var p2 = {x : 100, y : 200};
var p3 = {x : 200, y : 0};
var newCurves = splitCurveAt(0.5, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y)

var i = 0;
var p = newCurves
// Draw the 2 new curves
// Assumes ctx is canvas 2d context
ctx.lineWidth = 1;
ctx.strokeStyle = "black";
ctx.beginPath();
ctx.moveTo(p[i++],p[i++]);
ctx.quadraticCurveTo(p[i++], p[i++], p[i++], p[i++]);
ctx.quadraticCurveTo(p[i++], p[i++], p[i++], p[i++]);
ctx.stroke();

Splitting cubic bezier curve in two

var p1 = {x : 10 , y : 100};
var p2 = {x : 100, y : 200};
var p3 = {x : 200, y : 0};
var p4 = {x : 300, y : 100};
var newCurves = splitCurveAt(0.5, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y)

var i = 0;
var p = newCurves
// Draw the 2 new curves
// Assumes ctx is canvas 2d context
ctx.lineWidth = 1;
ctx.strokeStyle = "black";
ctx.beginPath();
ctx.moveTo(p[i++],p[i++]);
ctx.bezierCurveTo(p[i++], p[i++], p[i++], p[i++], p[i++], p[i++]);
ctx.bezierCurveTo(p[i++], p[i++], p[i++], p[i++], p[i++], p[i++]);
ctx.stroke();

The split function

splitCurveAt = function(position, x1, y1, x2, y2, x3, y3, [x4, y4])

Note: Arguments inside [x4, y4] are optional.

Note: The function has some optional commented /* */ code that deals with edge cases where the resulting curves may have zero length, or fall outside the start or ends of the original curve. As is attempting to split a curve outside the valid range for position >= 0 or position >= 1 will throw a range error. This can be removed and will work just fine, though you may have resulting curves that have zero length.

// With throw RangeError if not 0 < position < 1
// x1, y1, x2, y2, x3, y3 for quadratic curves
// x1, y1, x2, y2, x3, y3, x4, y4 for cubic curves
// Returns an array of points representing 2 curves. The curves are the same type as the split curve
var splitCurveAt = function(position, x1, y1, x2, y2, x3, y3, x4, y4){
    var v1, v2, v3, v4, quad, retPoints, i, c;
    
    // =============================================================================================
    // you may remove this as the function will still work and resulting curves will still render
    // but other curve functions may not like curves with 0 length
    // =============================================================================================
    if(position <= 0 || position >= 1){
        throw RangeError("spliteCurveAt requires position > 0 && position < 1");
    }

    // =============================================================================================
    // If you remove the above range error you may use one or both of the following commented sections
    // Splitting curves position < 0 or position > 1 will still create valid curves but they will 
    // extend past the end points
    
    // =============================================================================================
    // Lock the position to split on the curve. 
    /* optional A
    position = position < 0 ? 0 : position > 1 ? 1 : position;
    optional A end */
    
    // =============================================================================================
    // the next commented section will return the original curve if the split results in 0 length curve
    // You may wish to uncomment this If you desire such functionality
    /*  optional B
    if(position <= 0 || position >= 1){
        if(x4 === undefined || x4 === null){
            return [x1, y1, x2, y2, x3, y3];
        }else{
            return [x1, y1, x2, y2, x3, y3, x4, y4];
        }
    }
    optional B end */
    
    
    retPoints = []; // array of coordinates
    i = 0;
    quad = false;  // presume cubic bezier
    v1 = {};
    v2 = {};
    v4 = {};
    v1.x = x1;
    v1.y = y1;
    v2.x = x2;
    v2.y = y2;
    if(x4 === undefined || x4 === null){
        quad = true;  // this is a quadratic bezier
        v4.x = x3;
        v4.y = y3;
    }else{
        v3 = {};
        v3.x = x3;
        v3.y = y3;
        v4.x = x4;
        v4.y = y4;
    }
    c = position;
    retPoints[i++] = v1.x;  // start point 
    retPoints[i++] = v1.y;

    if(quad){ // split quadratic bezier
        retPoints[i++] = (v1.x += (v2.x - v1.x) * c);  // new control point for first curve
        retPoints[i++] = (v1.y += (v2.y - v1.y) * c);
        v2.x += (v4.x - v2.x) * c;
        v2.y += (v4.y - v2.y) * c;
        retPoints[i++] = v1.x + (v2.x - v1.x) * c;  // new end and start of first and second curves
        retPoints[i++] = v1.y + (v2.y - v1.y) * c;
        retPoints[i++] = v2.x;  // new control point for second curve
        retPoints[i++] = v2.y;
        retPoints[i++] = v4.x;  // new endpoint of second curve
        retPoints[i++] = v4.y;
        //=======================================================
        // return array with 2 curves
        return retPoints;
    }
    retPoints[i++] = (v1.x += (v2.x - v1.x) * c); // first curve first control point                
    retPoints[i++] = (v1.y += (v2.y - v1.y) * c);
    v2.x += (v3.x - v2.x) * c;
    v2.y += (v3.y - v2.y) * c;
    v3.x += (v4.x - v3.x) * c;
    v3.y += (v4.y - v3.y) * c;
    retPoints[i++] = (v1.x += (v2.x - v1.x) * c); // first curve second control point
    retPoints[i++] = (v1.y += (v2.y - v1.y) * c);
    v2.x += (v3.x - v2.x) * c;
    v2.y += (v3.y - v2.y) * c;
    retPoints[i++] = v1.x + (v2.x - v1.x) * c; // end and start point of first second curves
    retPoints[i++] = v1.y + (v2.y - v1.y) * c;
    retPoints[i++] = v2.x;  // second curve first control point
    retPoints[i++] = v2.y;
    retPoints[i++] = v3.x;  // second curve second control point
    retPoints[i++] = v3.y;
    retPoints[i++] = v4.x;  // endpoint of second curve
    retPoints[i++] = v4.y;
    //=======================================================
    // return array with 2 curves
    return retPoints;              
}


Got any html5-canvas Question?