说明
【跟月影学可视化】学习笔记。
极坐标示意图
极坐标系使用相对极点的距离,以及与 x 轴正向的夹角来表示点的坐标,如(3,60°)
。
直角坐标和极坐标相互转换
// 直角坐标影射为极坐标 function toPolar(x, y) { const r = Math.hypot(x, y); const θ= Math.atan2(y, x); return [r, θ]; } // 极坐标映射为直角坐标 function fromPolar(r, θ) { const x = r * cos(θ); const y = r * sin(θ); return [x, y]; }
如何用极坐标方程绘制曲线
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8" /> <meta http-equiv="X-UA-Compatible" content="IE=edge" /> <meta name="viewport" content="width=device-width, initial-scale=1.0" /> <title>如何用极坐标方程绘制曲线</title> <style> canvas { border: 1px dashed salmon; } </style> </head> <body> <canvas width="512" height="512"></canvas> <script type="module"> import { parametric } from "./common/lib/parametric.js"; const canvas = document.querySelector("canvas"); const ctx = canvas.getContext("2d"); const { width, height } = canvas; const w = 0.5 * width, h = 0.5 * height; ctx.translate(w, h); ctx.scale(1, -1); function drawAxis() { ctx.save(); ctx.strokeStyle = "#ccc"; ctx.beginPath(); ctx.moveTo(-w, 0); ctx.lineTo(w, 0); ctx.stroke(); ctx.beginPath(); ctx.moveTo(0, -h); ctx.lineTo(0, h); ctx.stroke(); ctx.restore(); } drawAxis(); // fromPolar 作为 parametric 的参数是坐标映射函数,通过它可以将任意坐标映射为直角坐标 const fromPolar = (r, theta) => { return [r * Math.cos(theta), r * Math.sin(theta)]; }; // 画一个半径为 200 的半圆 const arc = parametric( (t) => 200, (t) => t, fromPolar ); arc(0, Math.PI).draw(ctx); // 玫瑰线 const rose = parametric( (t, a, k) => a * Math.cos(k * t), (t) => t, fromPolar ); rose(0, Math.PI, 100, 200, 5).draw(ctx, { strokeStyle: "blue" }); // 心形线 const heart = parametric( (t, a) => a - a * Math.sin(t), (t) => t, fromPolar ); heart(0, 2 * Math.PI, 100, 100).draw(ctx, { strokeStyle: "red" }); // 双纽线 const foliumRight = parametric( (t, a) => Math.sqrt(2 * a ** 2 * Math.cos(2 * t)), (t) => t, fromPolar ); const foliumLeft = parametric( (t, a) => -Math.sqrt(2 * a ** 2 * Math.cos(2 * t)), (t) => t, fromPolar ); foliumRight(-Math.PI / 4, Math.PI / 4, 100, 100).draw(ctx, { strokeStyle: "green", }); foliumLeft(-Math.PI / 4, Math.PI / 4, 100, 100).draw(ctx, { strokeStyle: "green", }); </script> </body> </html>
如何使用片元着色器与极坐标系绘制图案?
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8" /> <meta http-equiv="X-UA-Compatible" content="IE=edge" /> <meta name="viewport" content="width=device-width, initial-scale=1.0" /> <title>如何使用片元着色器与极坐标系绘制图案</title> <style> canvas { border: 1px dashed salmon; } </style> </head> <body> <script src="./common/lib/gl-renderer.js"></script> <canvas width="512" height="512"></canvas> <script> const vertex = ` attribute vec2 a_vertexPosition; attribute vec2 uv; varying vec2 vUv; void main() { gl_PointSize = 1.0; vUv = uv; gl_Position = vec4(a_vertexPosition, 1, 1); } `; // // 三瓣玫瑰线 // const fragment = ` // #ifdef GL_ES // precision highp float; // #endif // varying vec2 vUv; // vec2 polar(vec2 st) { // return vec2(length(st), atan(st.y, st.x)); // } // void main() { // vec2 st = vUv - vec2(0.5); // st = polar(st); // float d = 0.5 * cos(st.y * 3.0) - st.x; // gl_FragColor.rgb = smoothstep(-0.01, 0.01, d) * vec3(1.0); // gl_FragColor.a = 1.0; // } // `; // // 不同瓣数的玫瑰线图案 // const fragment = ` // #ifdef GL_ES // precision highp float; // #endif // varying vec2 vUv; // uniform float u_k; // vec2 polar(vec2 st) { // return vec2(length(st), atan(st.y, st.x)); // } // void main() { // vec2 st = vUv - vec2(0.5); // st = polar(st); // float d = 0.5 * cos(st.y * u_k) - st.x; // gl_FragColor.rgb = smoothstep(-0.01, 0.01, d) * vec3(1.0); // gl_FragColor.a = 1.0; // } // `; // 花瓣线 const fragment = ` #ifdef GL_ES precision highp float; #endif varying vec2 vUv; uniform float u_k; vec2 polar(vec2 st) { return vec2(length(st), atan(st.y, st.x)); } void main() { vec2 st = vUv - vec2(0.5); st = polar(st); float d = 0.5 * abs(cos(st.y * u_k * 0.5)) - st.x; gl_FragColor.rgb = smoothstep(-0.01, 0.01, d) * vec3(1.0); gl_FragColor.a = 1.0; } `; // // 葫芦图案 // const fragment = ` // #ifdef GL_ES // precision highp float; // #endif // varying vec2 vUv; // uniform float u_k; // uniform float u_scale; // uniform float u_offset; // vec2 polar(vec2 st) { // return vec2(length(st), atan(st.y, st.x)); // } // void main() { // vec2 st = vUv - vec2(0.5); // st = polar(st); // float d = u_scale * 0.5 * abs(cos(st.y * u_k * 0.5)) - st.x + u_offset; // gl_FragColor.rgb = smoothstep(-0.01, 0.01, d) * vec3(1.0); // gl_FragColor.a = 1.0; // } // `; // 花苞图案 // const fragment = ` // #ifdef GL_ES // precision highp float; // #endif // varying vec2 vUv; // uniform float u_k; // uniform float u_scale; // uniform float u_offset; // vec2 polar(vec2 st) { // return vec2(length(st), atan(st.y, st.x)); // } // void main() { // vec2 st = vUv - vec2(0.5); // st = polar(st); // float d = smoothstep(-0.3, 1.0, u_scale * 0.5 * cos(st.y * u_k) + u_offset) - st.x; // gl_FragColor.rgb = smoothstep(-0.01, 0.01, d) * vec3(1.0); // gl_FragColor.a = 1.0; // } // `; const canvas = document.querySelector("canvas"); const renderer = new GlRenderer(canvas); const program = renderer.compileSync(fragment, vertex); renderer.useProgram(program); // // 不同瓣数的玫瑰线图案 // renderer.uniforms.u_k = 2; // setInterval(() => { // renderer.uniforms.u_k += 2; // }, 200); // 花瓣线 // renderer.uniforms.u_k = 3; renderer.uniforms.u_k = 1.3; // 1.3 的情况下是苹果 // // 葫芦图案 // renderer.uniforms.u_k = 1.7; // renderer.uniforms.u_scale = 0.5; // default 1.0 // renderer.uniforms.u_offset = 0.2; // default 0.0 // // 花苞图案 // renderer.uniforms.u_k = 5; // renderer.uniforms.u_scale = 0.2; // default 1.0 // renderer.uniforms.u_offset = 0.2; // default 0.0 renderer.setMeshData([ { positions: [ [-1, -1], [-1, 1], [1, 1], [1, -1], ], attributes: { uv: [ [0, 0], [0, 1], [1, 1], [1, 0], ], }, cells: [ [0, 1, 2], [2, 0, 3], ], }, ]); renderer.render(); </script> </body> </html>
极坐标系如何实现角向渐变?
角向渐变(Conic Gradients
)就是以图形中心为轴,顺时针地实现渐变效果。
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta http-equiv="X-UA-Compatible" content="IE=edge"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>极坐标系如何实现角向渐变</title> <style> canvas { border: 1px dashed salmon; } div.conic { display: inline-block; width: 150px; height: 150px; border-radius: 50%; background: conic-gradient(red 0%, green 45%, blue); } </style> </head> <body> <script src="./common/lib/gl-renderer.js"></script> <canvas width="512" height="512"></canvas> <div class="conic"></div> <script> const vertex = ` attribute vec2 a_vertexPosition; attribute vec2 uv; varying vec2 vUv; void main() { gl_PointSize = 1.0; vUv = uv; gl_Position = vec4(a_vertexPosition, 1, 1); } `; const fragment = ` #ifdef GL_ES precision highp float; #endif varying vec2 vUv; vec2 polar(vec2 st) { return vec2(length(st), atan(st.y, st.x)); } void main() { vec2 st = vUv - vec2(0.5); st = polar(st); float d = smoothstep(st.x, st.x + 0.01, 0.2); // 将角度范围转换到0到2pi之间 if(st.y < 0.0) st.y += 6.28; // 计算p的值,也就是相对角度,p取值0到1 float p = st.y / 6.28; if(p < 0.45) { // p取0到0.45时从红色线性过渡到绿色 gl_FragColor.rgb = d * mix(vec3(1.0, 0, 0), vec3(0, 0.5, 0), p / 0.45); } else { // p超过0.45从绿色过渡到蓝色 gl_FragColor.rgb = d * mix(vec3(0, 0.5, 0), vec3(0, 0, 1.0), (p - 0.45) / (1.0 - 0.45)); } gl_FragColor.a = 1.0; } `; const canvas = document.querySelector("canvas"); const renderer = new GlRenderer(canvas); const program = renderer.compileSync(fragment, vertex); renderer.useProgram(program); renderer.setMeshData([ { positions: [ [-1, -1], [-1, 1], [1, 1], [1, -1], ], attributes: { uv: [ [0, 0], [0, 1], [1, 1], [1, 0], ], }, cells: [ [0, 1, 2], [2, 0, 3], ], }, ]); renderer.render(); </script> </body> </html>
极坐标如何绘制 HSV 色轮?
只需要将像素坐标转换为极坐标,再除以 2π,就能得到 HSV 的 H 值。然后用鼠标位置的 x、y 坐标来决定 S 和 V 的值。
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta http-equiv="X-UA-Compatible" content="IE=edge"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>极坐标如何绘制 HSV 色轮</title> <style> canvas { border: 1px dashed salmon; } </style> </head> <body> <script src="./common/lib/gl-renderer.js"></script> <canvas width="512" height="512"></canvas> <div class="conic"></div> <script> const vertex = ` attribute vec2 a_vertexPosition; attribute vec2 uv; varying vec2 vUv; void main() { gl_PointSize = 1.0; vUv = uv; gl_Position = vec4(a_vertexPosition, 1, 1); } `; const fragment = ` #ifdef GL_ES precision highp float; #endif varying vec2 vUv; uniform vec2 uMouse; vec3 hsv2rgb(vec3 c){ vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0), 6.0)-3.0)-1.0, 0.0, 1.0); rgb = rgb * rgb * (3.0 - 2.0 * rgb); return c.z * mix(vec3(1.0), rgb, c.y); } vec2 polar(vec2 st) { return vec2(length(st), atan(st.y, st.x)); } void main() { vec2 st = vUv - vec2(0.5); st = polar(st); float d = smoothstep(st.x, st.x + 0.01, 0.2); if(st.y < 0.0) st.y += 6.28; float p = st.y / 6.28; gl_FragColor.rgb = d * hsv2rgb(vec3(p, uMouse.x, uMouse.y)); gl_FragColor.a = 1.0; } `; const canvas = document.querySelector("canvas"); const renderer = new GlRenderer(canvas); const program = renderer.compileSync(fragment, vertex); renderer.useProgram(program); renderer.uniforms.uMouse = [0.5, 0.5]; renderer.setMeshData([ { positions: [ [-1, -1], [-1, 1], [1, 1], [1, -1], ], attributes: { uv: [ [0, 0], [0, 1], [1, 1], [1, 0], ], }, cells: [ [0, 1, 2], [2, 0, 3], ], }, ]); renderer.render(); canvas.addEventListener('mousemove', (e) => { const {x, y, width, height} = e.target.getBoundingClientRect(); renderer.uniforms.uMouse = [(e.x - x) / width, 1.0 - (e.y - y) / height]; }); </script> </body> </html>
圆柱坐标与球坐标
圆柱坐标系是一种三维坐标系,又被称为半极坐标系。可以用来绘制一些三维曲线,比如螺旋线、圆内螺旋线、费马曲线等等。
直角坐标系和圆柱坐标系也可以相互转换,公式如下:
球坐标系用在三维图形绘制、球面定位、碰撞检测等。
圆柱坐标系可以和球坐标系相互转换,公式如下: