canvas与傅里叶变换
 
如果看了此文你还不懂傅里叶变换,那就过来掐死我吧【完整版】
 
看到下面这幅图,我就想着用canvas来将它画出来。
 
 
 
画圆
 
function createDisc(r
,color
,x
,y
){
  ctx
.beginPath()
   ctx
.arc(x
||0,y
||0,r
,0,Math
.PI*2,true)
   ctx
.strokeStyle 
= color 
|| '#00bcd4'
   ctx
.stroke()
 }
 
画线
 
function createLine(d
,rotate
){
  ctx
.beginPath()
   ctx
.moveTo(0,0)
   ctx
.lineTo(d
,0)
   ctx
.stroke()
 }
 
动画
 
动画就是一直清空画布,然后重新绘制下一次的图像,不停的循环,就显示成了一个平面
 
清空canavs
 
canvas
.width 
= 1000
canvas
.height 
= 400
ctx
.clearRect(0,0,canvas
.width
,canvas
.height
)
 
调用window.requestAnimationFrame()来渲染动画,使用interval性能不好
 
window
.requestAnimationFrame(draw
)
 
dat.gui来调整圆的个数
 
1、引入dat.gui
 
<script type="text/javascript" src="https://cdn.bootcss.com/dat-gui/0.7.6/dat.gui.min.js"></script>
 
2、定义controls参数
 
var controls 
= new function () {
    this.discNum 
= 2;
 }
 var gui 
= new dat.GUI();
 gui
.add(controls
, 'discNum', 1,4).step(1);
 
完整代码
 
<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <title>傅里叶变换
</title>
  <script type="text/javascript" src="https://cdn.bootcss.com/dat-gui/0.7.6/dat.gui.min.js"></script>
</head>
<body>
  <canvas id="canvas"></canvas>
<script type="text/javascript">
  var canvas = document.getElementById('canvas')
  var ctx = canvas.getContext('2d')
  var raf;
  var running = false;
  var time = 0;
  var arr = []
  var colorArr = ['#00bcd4', '#dd5866', '#335678', '#28a745']
  var controls = new function () {
      this.discNum = 2;
  }
  var gui = new dat.GUI();
  gui.add(controls, 'discNum', 1,4).step(1);
  function createDisc(r,color,x,y){
    ctx.beginPath()
    ctx.arc(x||0,y||0,r,0,Math.PI*2,true)
    ctx.strokeStyle = color || '#00bcd4'
    ctx.stroke()
  }
  function createLine(d,rotate){
    ctx.beginPath()
    ctx.moveTo(0,0)
    ctx.lineTo(d,0)
    ctx.stroke()
  }
  function draw(){
    time -= Math.PI / 180
    
    canvas.width = 1000
    canvas.height = 400
    ctx.clearRect(0,0,canvas.width,canvas.height)
    
    ctx.save()
    ctx.translate(150,150)
    var lastR = 50;
    for(var i=0;i< controls.discNum;i++){
      if(i===0){
        ctx.rotate( time )
      }else{
        ctx.translate(50 - (i-1)*15, 0)
        ctx.rotate( time*2 )
        lastR = 50 - i*15
      }
      createDisc(50 - i*15, colorArr[i])
      createLine(50 - i*15, 2*time)
    }
    
    ctx.translate(lastR,0)
    ctx.rotate( -( controls.discNum*2 - 1)*time )
    ctx.beginPath()
    ctx.moveTo(0,0)
    var x = 150
    for(var i=0;i< controls.discNum;i++){
      x -= Math.cos((i*2+1)*time) * (50 - i*15)
    }
    ctx.lineTo(x,0)
    ctx.stroke()
    
    ctx.translate(x,0)
    ctx.save()
    ctx.rotate(-2.5)
    ctx.lineTo(5,0)
    ctx.stroke()
    ctx.restore()
    ctx.save()
    ctx.moveTo(0,0)
    ctx.rotate(2.5)
    ctx.lineTo(5,0)
    ctx.stroke()
    ctx.restore()
    
    var arrY = 150
    for(var i=0;i< controls.discNum;i++){
      arrY += Math.sin((i*2+1)*time) * (50 - i*15)
    }
    arr.unshift(arrY)
    if(arr.length > 500) arr.pop()
    
    ctx.restore()
    ctx.strokeStyle = 'red'
    ctx.beginPath()
    ctx.moveTo(300,arrY)
    var arrX = 0;
    arr.forEach(v=>{
      ctx.lineTo(300+arrX++, v)
    })
    ctx.stroke()
    raf = window.requestAnimationFrame(draw) 
  }
  raf = window.requestAnimationFrame(draw) 
  canvas.addEventListener('click', function(){
    running = !running
    running ? window.cancelAnimationFrame(raf) : raf = window.requestAnimationFrame(draw) 
  })
</script>
</body>
</html>