This question is an extension of Define a circle / arc animation in SVG and How to calculate the SVG Path for an arc (of a circle).
I have modified the answer of #opsb as follows:
function calculateArcPath(x, y, radius, spread, startAngle, endAngle){
var innerStart = polarToCartesian(x, y, radius, endAngle);
var innerEnd = polarToCartesian(x, y, radius, startAngle);
var outerStart = polarToCartesian(x, y, radius + spread, endAngle);
var outerEnd = polarToCartesian(x, y, radius + spread, startAngle);
var largeArcFlag = endAngle - startAngle <= 180 ? "0" : "1";
var d = [
"M", outerStart.x, outerStart.y,
"A", radius + spread, radius + spread, 0, largeArcFlag, 0, outerEnd.x, outerEnd.y,
"L", innerEnd.x, innerEnd.y,
"A", radius, radius, 0, largeArcFlag, 1, innerStart.x, innerStart.y,
"L", outerStart.x, outerStart.y, "Z"
].join(" ");
return d;
}
function polarToCartesian(centerX, centerY, radius, angleInDegrees) {
var angleInRadians = (angleInDegrees-90) * Math.PI / 180.0;
return {
x: centerX + (radius * Math.cos(angleInRadians)),
y: centerY + (radius * Math.sin(angleInRadians))
};
}
var startPath = calculateArcPath(250, 250, 50, 30, 0, 30)
var endPath = calculateArcPath(250, 250, 50, 30, 0, 150)
d3.select("path").attr("d", startPath)
d3.select("path").transition().duration(2000).attr("d", endPath)
<script src="https://cdnjs.cloudflare.com/ajax/libs/d3/3.4.11/d3.min.js"></script>
<svg width="500" height="500" style="border:1px gray solid">
<path id="path" fill="blue" stroke="black"></path>
</svg>
However, the path isnt a smooth transition around the circle.
Your animation looks weird because you're animating linearly between two curve shapes. One end point stays fixed while the other moves in a straight line (instead of along an arc).
I think you'll find it much easier to use the stroke-dashoffset trick to animate your curve. Here's a simple example:
function update_arc() {
/* Fetch angle from input field */
angle = document.getElementById("ang").value;
if (angle < 0) angle = 0;
if (angle > 360) angle = 360;
/* Convert to path length using formula r * θ (radians) */
var arclen = Math.PI * 50 * (360-angle) / 180.0;
/* Set stroke-dashoffset attribute to new arc length */
document.getElementById("c").style.strokeDashoffset = arclen;
}
#c {
stroke-dashoffset: 157.08;
stroke-dasharray: 314.16;
-webkit-transition: stroke-dashoffset 0.5s;
transition: stroke-dashoffset 0.5s;
}
<svg width="120" height="120" viewBox="0 0 120 120">
<!-- Circle element of radius 50 units. -->
<!-- (Rotated 90° CCW to put start point is at top.) -->
<circle id="c" cx="60" cy="60"
r="50" fill="none" stroke="blue"
stroke-width="15"
stroke-dashoffset="157.08"
stroke-dasharray="314.16"
transform="rotate(-90 60 60)" />
</svg>
<p>Enter new angle (0–360):<br />
<input type="text" id="ang" width="20" value="180" />
<button onclick="return update_arc()">Set</button></p>
Related
I need a dynamic donut chart with SVG and Vue.
It has to be exactly the same SVG as on this page:
https://www.chipotle.co.uk/nutrition-calculator (to see the chart diagram in motion, first you must choose a dish and then click on some ingredients)
Maybe it was bad direction but that is what I was able find and modify to the task
(https://codepen.io/fifuruho/pen/zYOBWLx)
All code in codeopen.io
I'm really bad at complex svg's.
I need any solutions or tips you can offer.
(but better in code examples)
I would do this in a different way. Instead of using strokes I would use paths. I would make the paths touching one with another and next I would apply the same path (stroke:#000; stroke-width:3; fill: #ffffff) as a mask. You can change the stroke width for a different gap.
This would be the resulting svg:
svg{border:1px solid}
mask use{stroke:#000; stroke-width:3; fill: #ffffff}
<svg width="320" viewBox="-80 -80 160 160" class="donut-chart">
<defs id="theDefs">
<path d="M5.475206276408082,-34.56909192082982 L10.16824022761501,-64.19974213868396 A65,65 0 0 1 10.16824022761501,64.19974213868396 L5.475206276408082,34.56909192082982 A35,35 0 0 0 5.475206276408082,-34.56909192082982" id="elmt45" style="mask: url(#mask45)"></path>
<mask id="mask45">
<use xlink:href="#elmt45"></use>
</mask>
<path d="M18.75393782426488,-29.55147739257053 L34.828741673634774,-54.88131515763098 A65,65 0 0 1 34.828741673634774,54.88131515763098 L18.75393782426488,29.55147739257053 A35,35 0 0 0 18.75393782426488,-29.55147739257053" id="elmt32" style="mask: url(#mask32)"></path>
<mask id="mask32">
<use xlink:href="#elmt32"></use>
</mask>
<path d="M26.253887437066084,-23.145915286327813 L48.75721952597986,-42.98527124603737 A65,65 0 0 1 48.75721952597986,42.98527124603737 L26.253887437066084,23.145915286327813 A35,35 0 0 0 26.253887437066084,-23.145915286327813" id="elmt23" style="mask: url(#mask23)"></path>
<mask id="mask23">
<use xlink:href="#elmt23"></use>
</mask>
</defs>
<g id="theG">
<use xlink:href="#elmt45" fill="rgb(182, 130, 7)" transform="rotate(-9)"></use><use xlink:href="#elmt32" fill="rgb(120, 98, 89)" transform="rotate(129.6)"></use>
<use xlink:href="#elmt23" fill="rgb(195, 180, 166)" transform="rotate(228.6)"></use>
</g>
</svg>
As for the Javascript to produce this, I'm using plain javascript. I hope you'll be able to translate it to Vue.
const SVG_NS = "http://www.w3.org/2000/svg";
const SVG_XLINK = "http://www.w3.org/1999/xlink";
let colors = ["rgb(182, 130, 7)", "rgb(120, 98, 89)", "rgb(195, 180, 166)"];
class Sector {
constructor(color, prev, a) {
this.color = color;
this.R = 65; //external radius
this.r = 35; //inner radius
this.a = a * 360 / 100; //360degs = 100%
this.A = this.a * Math.PI / 180; // angle in radians
this.prev = prev;
this.color = color;
this.elmt = document.createElementNS(SVG_NS, "path");
document.querySelector("#theDefs").appendChild(this.elmt);
this.p1 = {};
this.p2 = {};
this.p3 = {};
this.p4 = {};
this.p1.x = this.r * Math.cos(-this.A / 2);
this.p1.y = this.r * Math.sin(-this.A / 2);
this.p2.x = this.R * Math.cos(-this.A / 2);
this.p2.y = this.R * Math.sin(-this.A / 2);
this.p3.x = this.R * Math.cos(this.A / 2);
this.p3.y = this.R * Math.sin(this.A / 2);
this.p4.x = this.r * Math.cos(this.A / 2);
this.p4.y = this.r * Math.sin(this.A / 2);
this.d = `M${this.p1.x},${this.p1.y} L${this.p2.x},${this.p2.y} A${
this.R
},${this.R} 0 0 1 ${this.p3.x},${this.p3.y} L${this.p4.x},${this.p4.y} A${
this.r
},${this.r} 0 0 0 ${this.p1.x},${this.p1.y}`;
this.elmt.setAttributeNS(null, "d", this.d);
this.elmt.setAttribute("id", `elmt${a}`);
this.mask = document.createElementNS(SVG_NS, "mask");
this.use = document.createElementNS(SVG_NS, "use");
this.use.setAttributeNS(SVG_XLINK, "xlink:href", `#elmt${a}`);
this.mask.appendChild(this.use);
this.mask.setAttribute("id", `mask${a}`);
document.querySelector("#theDefs").appendChild(this.mask);
this.use1 = document.createElementNS(SVG_NS, "use");
this.use1.setAttributeNS(SVG_XLINK, "xlink:href", `#elmt${a}`);
this.use1.setAttributeNS(null, "fill", this.color);
theG.appendChild(this.use1);
this.elmt.setAttribute("style", `mask: url(#mask${a})`);
this.use1.setAttributeNS(
null,
"transform",
`rotate(${-90 + this.a / 2 + this.prev})`
);
}
}
let s1 = new Sector(colors[0], 0, 45);
let s2 = new Sector(colors[1], s1.a, 32);
let s3 = new Sector(colors[2], s1.a + s2.a, 23);
svg{border:1px solid}
mask use{stroke:#000; stroke-width:3; fill: #ffffff}
<svg height="250" width="320" viewBox="-80 -80 160 160" class="donut-chart">
<defs id="theDefs"></defs>
<g id="theG">
</g>
</svg>
I want to animate SVG path based on approved answer - How to calculate the SVG Path for an arc (of a circle)
I copied code from that answer and added only setInterval function. But animation is wrong. My goal is to draw (animate) path as normal circle.
Fiddle - https://jsfiddle.net/alexcat/64w2hc31/
Thanks.
function polarToCartesian(centerX, centerY, radius, angleInDegrees) {
var angleInRadians = (angleInDegrees-90) * Math.PI / 180.0;
return {
x: centerX + (radius * Math.cos(angleInRadians)),
y: centerY + (radius * Math.sin(angleInRadians))
};
}
function describeArc(x, y, radius, startAngle, endAngle){
var start = polarToCartesian(x, y, radius, endAngle);
var end = polarToCartesian(x, y, radius, startAngle);
var largeArcFlag = endAngle - startAngle <= 180 ? "0" : "1";
var d = [
"M", start.x, start.y,
"A", radius, radius, 0, largeArcFlag, 0, end.x, end.y
].join(" ");
return d;
}
var i = 0;
setInterval(function(){
i++
document.getElementById("arc1").setAttribute("d", describeArc(150, 150, 100, i, 270));
if (i === 360) {
i = 0;
}
}, 10);
svg {
height: 1000px;
width: 1000px;
}
<svg>
<path id="arc1" fill="none" stroke="#446688" stroke-width="20" />
</svg>
<script src="https://d3js.org/d3.v3.min.js"></script>
there is kind of a problem in describeArc(150, 150, 100, i, 270) and change it to describeArc(150, 150, 100, 0, i) and call clearInterval when it's done.
function polarToCartesian(centerX, centerY, radius, angleInDegrees) {
var angleInRadians = (angleInDegrees-90) * Math.PI / 180.0;
return {
x: centerX + (radius * Math.cos(angleInRadians)),
y: centerY + (radius * Math.sin(angleInRadians))
};
}
function describeArc(x, y, radius, startAngle, endAngle){
var start = polarToCartesian(x, y, radius, endAngle);
var end = polarToCartesian(x, y, radius, startAngle);
var largeArcFlag = endAngle - startAngle <= 180 ? "0" : "1";
var d = [
"M", start.x, start.y,
"A", radius, radius, 0, largeArcFlag, 0, end.x, end.y
].join(" ");
return d;
}
var i = 0;
var intervalId = setInterval(function(){
i++
document.getElementById("arc1").setAttribute("d", describeArc(150, 150, 100, 0, i));
if (i === 360) {
clearInterval(intervalId);
}
}, 10);
svg {
height: 1000px;
width: 1000px;
}
<svg>
<path id="arc1" fill="none" stroke="#446688" stroke-width="20" />
</svg>
<script src="https://d3js.org/d3.v3.min.js"></script>
describeArc(150, 150, 100, i, 270) change this to describeArc(150, 150, 100, i, 360)
function polarToCartesian(centerX, centerY, radius, angleInDegrees) {
var angleInRadians = (angleInDegrees-90) * Math.PI / 180.0;
return {
x: centerX + (radius * Math.cos(angleInRadians)),
y: centerY + (radius * Math.sin(angleInRadians))
};
}
function describeArc(x, y, radius, startAngle, endAngle){
var start = polarToCartesian(x, y, radius, endAngle);
var end = polarToCartesian(x, y, radius, startAngle);
var largeArcFlag = endAngle - startAngle <= 180 ? "0" : "1";
var d = [
"M", start.x, start.y,
"A", radius, radius, 0, largeArcFlag, 0, end.x, end.y
].join(" ");
return d;
}
var i = 0;
setInterval(function(){
i++
document.getElementById("arc1").setAttribute("d", describeArc(150, 150, 100, i, 360));
if (i === 360) {
i = 0;
}
}, 10);
svg {
height: 1000px;
width: 1000px;
}
<svg>
<path id="arc1" fill="none" stroke="#446688" stroke-width="20" />
</svg>
<script src="https://d3js.org/d3.v3.min.js"></script>
I have two lines that make a 90 degree angle, I hope. I want to make it so that the vertical line moves down to the horizontal line. The angle is the pivot point. so the angle should decrease to 0 I guess. 45 would be half way.
the length of the lines should be the same during the animation.
the animation should be looping. It should go from 90 degree angle to
0 degree angle and back.
1 way I was thinking to figure this out was to change the context.moveTo(50,50) the parameters numbers so the line should begin to be drawn at the new coordinates during the animation. I had problems keeping the line the same size as the horizontal.
another way I was thinking was to change the Math.atan2. I don't know have it start at 90 degrees then go to 0 and have that reflect on the moveto parameters I don't know how to put this together.
I would prefer to use a solution with trigonometry because that is what I'm trying to get good at
for extra help if you could attach a hypotenuse so I could see the angle change the size of the triangle that would be great. That was my original problem. Thanks
window.onload = function(){
var canvas =document.getElementById("canvas");
var context = canvas.getContext("2d");
var length = 50
context.beginPath();
context.moveTo(50,50)
context.lineTo(50,200);
context.stroke();
context.closePath();
context.beginPath();
context.moveTo(50, 200);
context.lineTo(200, 200)
context.stroke();
context.closePath();
var p1 = {
x: 50,
y : 50
}
var p2 = {
x: 50,
y: 200
}
var angleDeg = Math.atan2(p2.y - p1.y, p2.x - p1.x) * 180 / Math.PI;
console.log(angleDeg)
}
<canvas id="canvas" width="400" height="400"></canvas>
This might help.
window.onload = function() {
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
var length = 150;
var angle = 270;
var maxAngle = 360;
var minAngle = 270;
var direction = 0;
var p1 = {
x: 50,
y: 200
};
var p2 = {
x: 200,
y: 200
};
context.fillStyle = "rgba( 255, 0, 0, 0.5)";
function draw() {
context.clearRect(0, 0, 400, 400);
context.beginPath();
context.moveTo(p1.x, p1.y);
context.lineTo(p2.x, p2.y)
if (angle >= maxAngle) {
direction = 1;
} else if (angle <= minAngle) {
direction = 0;
}
if (direction == 0) {
angle++;
} else {
angle--;
}
var x = p1.x + length * Math.cos(angle * Math.PI / 180);
var y = p1.y + length * Math.sin(angle * Math.PI / 180);
context.moveTo(p1.x, p1.y);
context.lineTo(x, y);
context.lineTo(p2.x, p2.y);
context.stroke();
context.fill()
context.closePath();
}
setInterval(draw, 50);
}
<canvas id="canvas" width="400" height="400"></canvas>
To get angle sequence (in degrees) like 90-45-0-45-90-45..., you can use this simple algo (pseudocode):
i = 0
while (drawingNeeded) do
angle = Math.Abs(90 - (i % 180)) * Math.PI / 180;
endPoint.x = centerPoint.x + lineLength * Math.Cos(angle);
endPoint.y = centerPoint.y + lineLength * Math.Sin(angle);
//redraw canvas, draw static objects
drawLine(centerPoint, endPoint);
i++;
I'm trying to bisect a circle with JavaScript and a <canvas> element. I used the formula given in the accepted answer to this question to find points on the edge of the circle, but for some reason when I give two opposite points on the circle (0 and 180, or 90 and 270, for example) I'm not getting a line that goes through the center of the circle.
My code, which you can see on JSFiddle, makes a nice Spirograph pattern, which is cool except that that's not what I'm trying to do.
How do I fix this so the lines go through the center?
(Ultimately I'm trying to draw a circle of fifths, but all I'm asking how to do now is get the lines to go through the center. Once that works I'll get on with the other steps to do the circle of fifths, which will obviously include drawing fewer lines and losing the Spirograph torus.)
Degrees in Javascript are specified in radians. Instead of checking for greater than or less than 180, and adding or subtracting 180, do the same with Math.PI radians.
http://jsfiddle.net/7w29h/1/
Drawing function and trigonometry function in Math expects angle to be specified in radian, not degree.
Demo
Diff with your current code:
function bisect(context, degrees, radius, cx, cy) {
// calculate the point on the edge of the circle
var x1 = cx + radius * Math.cos(degrees / 180 * Math.PI);
var y1 = cy + radius * Math.sin(degrees / 180 * Math.PI);
/* Trimmed */
// and calculate the point on the opposite side
var x2 = cx + radius * Math.cos(degrees2 / 180 * Math.PI);
var y2 = cy + radius * Math.sin(degrees2 / 180 * Math.PI);
/* Trimmed */
}
function draw(theCanvas) {
/* Trimmed */
// 2 * PI, which is 360 degree
context.arc(250, 250, 220, 0, Math.PI * 2, false);
/* Trimmed */
context.arc(250, 250, 110, 0, Math.PI * 2, false);
/* Trimmed */
// No need to go up to 360 degree, unless the increment does
// not divides 180
for (j = 2; j < 180; j = j + 3) {
bisect(context, j, 220, 250, 250);
}
/* Trimmed */
}
Appendix
This is the full source code from JSFiddle, keep the full copy here just in case.
HTML
<canvas id="the_canvas" width="500" height="500"></canvas>
CSS
canvas {
border:1px solid black;
}
JavaScript
function bisect(context, degrees, radius, cx, cy) {
// calculate the point on the edge of the circle
var x1 = cx + radius * Math.cos(degrees / 180 * Math.PI);
var y1 = cy + radius * Math.sin(degrees / 180 * Math.PI);
// get the point on the opposite side of the circle
// e.g. if 90, get 270, and vice versa
// (super verbose but easily readable)
if (degrees > 180) {
var degrees2 = degrees - 180;
} else {
var degrees2 = degrees + 180;
}
// and calculate the point on the opposite side
var x2 = cx + radius * Math.cos(degrees2 / 180 * Math.PI);
var y2 = cy + radius * Math.sin(degrees2 / 180 * Math.PI);
// now actually draw the line
context.beginPath();
context.moveTo(x1, y1)
context.lineTo(x2, y2)
context.stroke();
}
function draw(theCanvas) {
var context = theCanvas.getContext('2d');
// draw the big outer circle
context.beginPath();
context.strokeStyle = "#222222";
context.lineWidth = 2;
context.arc(250, 250, 220, 0, Math.PI * 2, false);
context.stroke();
context.closePath();
// smaller inner circle
context.beginPath();
context.strokeStyle = "#222222";
context.lineWidth = 1;
context.arc(250, 250, 110, 0, Math.PI * 2, false);
context.stroke();
context.closePath();
for (j=2; j < 180; j = j + 3) {
bisect(context, j, 220, 250, 250);
}
}
$(function () {
var theCanvas = document.getElementById('the_canvas');
console.log(theCanvas);
draw(theCanvas, 50, 0, 270);
});
I am building a custom chart with Raphael.js which includes arcs and percentages. The text label of an arc needs to move with the arc. I have achieved this by using the onAnimation callback and getting the point of the outer arc and position the text label accordingly:
var paper = Raphael("paper", 200, 200);
var centerX = paper.width / 2;
var centerY = paper.height / 2;
// This is a dummy percentage; in real app this corresponds to actual value
var percentage = 0;
paper.customAttributes.arc = function(centerX, centerY, startAngle, endAngle, innerR, outerR) {
var radians = Math.PI / 180,
largeArc = +(endAngle - startAngle > 180),
outerX1 = centerX + outerR * Math.cos((startAngle - 90) * radians),
outerY1 = centerY + outerR * Math.sin((startAngle - 90) * radians),
outerX2 = centerX + outerR * Math.cos((endAngle - 90) * radians),
outerY2 = centerY + outerR * Math.sin((endAngle - 90) * radians),
innerX1 = centerX + innerR * Math.cos((endAngle - 90) * radians),
innerY1 = centerY + innerR * Math.sin((endAngle - 90) * radians),
innerX2 = centerX + innerR * Math.cos((startAngle - 90) * radians),
innerY2 = centerY + innerR * Math.sin((startAngle - 90) * radians);
var path = [
["M", outerX1, outerY1],
//move to the start point
["A", outerR, outerR, 0, largeArc, 1, outerX2, outerY2],
//draw the outer edge of the arc
["L", innerX1, innerY1],
//draw a line inwards to the start of the inner edge of the arc
["A", innerR, innerR, 0, largeArc, 0, innerX2, innerY2],
//draw the inner arc
["z"]
//close the path
];
return {
path: path
};
};
var arc = paper.path().attr({
'fill': "#cccccc",
'stroke': 'none',
'arc': [centerX, centerY, 0, 0, 60, 80]
});
arc.toBack();
var percentagesStart = 0;
var percentagesEnd = 0;
var percentagesDelta = 0;
var label = paper.text(
arc.attrs.path[1][6],
arc.attrs.path[1][7],
"0").toFront();
label.attr({
'font-size': 16,
'fill': "#000000",
'font-family': 'sans-serif',
'text-anchor': 'middle'
});
arc.onAnimation(function(anim) {
console.log("test");
label.attr({
x: this.attrs.path[1][6],
y: this.attrs.path[1][7],
text: (percentage++)
});
});
arc.animate({
'arc': [centerX, centerY, 0, 220, 60, 80]
}, 1000, 'easeInOut');
<script src="https://cdnjs.cloudflare.com/ajax/libs/raphael/2.1.4/raphael-min.js"></script>
<div id="paper"></div>
However, the text label must be positioned where the arc ends, with some nice margin. The text element position must be transformed relative to the arc.
I have tried to use
label.transform("t-10,10");
And tried some other x, y values but that does not work, because at some point the x value has to be negative, and at some point the x value has to be positive, depending on the arc's angle.
Is there a way to position this correctly?