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问题:
I am trying to create a function that will return the 3 points coordinates of arrow head (isoscele triangle) that I want to draw at the end of a line.
The challenge is in the orientation (angle) of the line that can vary between 0 and 360 degree in the quadrant.
I have the following values:
//start coordinates of the line var x0 = 100; var y0 = 100; //end coordinates of the line var x1 = 200; var y1 = 200; //height of the triangle var h = 10; //width of the base of the triangle var w = 30 ;
This is my function until now that returns the two point coordinates of the base of the triangle:
var drawHead = function(x0, y0, x1, y1, h, w){ var L = Math.sqrt(Math.pow((x0 - x1),2)+Math.pow((y0 - y1),2)); //first base point coordinates var base_x0 = x1 + (w/2) * (y1 - y0) / L; var base_y0 = y1 + (w/2) * (x0 - x1) / L; //second base point coordinates var base_x1 = x1 - (w/2) * (y1 - y0) / L; var base_y1 = y1 - (w/2) * (x0 - x1) / L; //now I have to find the last point coordinates ie the top of the arrow head }
How can I determine the coordinates of the top of the triangle considering the angle of the line?
回答1:
The head of the arrow will lie along the same line as the body of the arrow. Therefore, the slope of the line segment between (x1, y1) and (head_x, head_y) will be the same as the slope of the line segment between(x0, y0) and (x1, y1). Let's say that dx = head_x - x1 and dy = head_y - y1 and slope = (y1 - y0) / (x1 - x0). Therefore, dy / dx = slope. We also know that dx^2 + dy^2 = h^2. We can solve for dx in terms of slope and h. Then, dy = dx * slope. Once you have dx and dy, you can just add those to x1 and y1 to get the head point. Some pseudocode:
if x1 == x0: #avoid division by 0 dx = 0 dy = h if y1 < y0: dy = -h #make sure arrow head points the right way else: dy = h else: if x1 < x0: #make sure arrow head points the right way h = -h slope = (y1 - y0) / (x1 - x0) dx = h / sqrt(1 + slope^2) dy = dx * slope head_x = x1 + dx head_y = y1 + dy
回答2:
I see it like this:

A=(x0,y0) , B=(x1,y1)
are the known line endpoints
dir=B-A; dir/=|dir|;
is unit vector of direction of line (||
is vector size)
dir.x=B.x-A.x;' dir.y=B.y-A.y; dir/=sqrt((dir.x*dir.x)+(dir.y*dir.y));
so you can use it and its 90 degree rotation as as a basis vectors. Let q
be the 90 degrees rotated vector, in 2D it is easy to obtain:
q.x=+dir.y q.y=-dir.x
so now you can compute your wanted points:
C=B-(h*dir)+(w*q/2.0); D=B-(h*dir)-(w*q/2.0);
it is just translation by h
and w/2
along basis vectors