Edit in JSFiddle

let Container = PIXI.Container,
	autoDetectRenderer = PIXI.autoDetectRenderer,
	Graphics = PIXI.Graphics;

stage = new Container(),
	renderer = autoDetectRenderer(window.innerWidth, window.innerHeight);//Todo=> parameter
document.body.appendChild(renderer.view);

//Draw edge
let line = new Graphics();
line.lineStyle(4, 0xFFFFFF, 1);
line.moveTo(100, 100);
line.quadraticCurveTo((100 + 300) / 2, 50, 300, 100);
stage.addChild(line);

//Draw node
let circle = new Graphics();
circle.beginFill(0x66CCFF);
circle.drawCircle(0, 0, 32);
circle.endFill();
circle.x = 64;
circle.y = 130;
stage.addChild(circle);
//Render the stage
renderer.render(stage);
		
//这里就是画出来的地方了
var draw = function (angle) {
	var pointsArray = [//三个点的位置
		-0.15, -0.3,
		0, 0,
		0.15, -0.3
	];
	var size = 100;
	var translation = {//测试起点100,100 控制点200,50,终点300,100
		x: 100,
		y: 100
	}
	var angle = angle;
	console.log(angle);
	var points = transformPoints(pointsArray, size, angle, translation);

	arrowShapeImpl(points);
}

var transform = function (x, y, size, angle, translation) {
	var xRotated = x * Math.cos(angle) - y * Math.sin(angle);
	var yRotated = x * Math.sin(angle) + y * Math.cos(angle);

	var xScaled = xRotated * size;
	var yScaled = yRotated * size;

	var xTranslated = xScaled + translation.x;
	var yTranslated = yScaled + translation.y;

	return {
		x: xTranslated,
		y: yTranslated
	};
};

var transformPoints = function (pts, size, angle, translation) {
	var retPts = [];
	//提出x和y
	for (var i = 0; i < pts.length; i += 2) {
		var x = pts[i];
		var y = pts[i + 1];

		retPts.push(transform(x, y, size, angle, translation));
	}

	return retPts;
};

//还是lineTo
var arrowShapeImpl = function (points) {
	let line = new Graphics();
	line.lineStyle(4, 0xFFFFFF, 1);
	line.moveTo(100, 100);
	for (var i = 0; i < points.length; i++) {
		var pt = points[i];

		line.lineTo(pt.x, pt.y);
	}
	stage.addChild(line);
	renderer.render(stage);
}

//二阶贝塞尔曲线:http://blog.csdn.net/zhaopenghhhhhh/article/details/17753615
// from http://en.wikipedia.org/wiki/Bézier_curve#Quadratic_curves
var qbezierAt = function (p0, p1, p2, t) {
	return (1 - t) * (1 - t) * p0 + 2 * (1 - t) * t * p1 + t * t * p2;
};

var bX = qbezierAt(100, 200, 300, 0.1);//二阶贝塞尔曲线的X
var bY = qbezierAt(100, 50, 100, 0.1);//二阶贝塞尔曲线的Y

var dispX = 100 - bX;
var dispY = 100 - bY;//路径坐标和起点坐标的差值  0.1

// atan( (y2-y1)/(x2-x1) );
// atan2( y2-y1, x2-x1 );如果 x2-x1等于0 依然可以计算
// atan2 方法返回一个 -pi 到 pi 之间的数值,表示点 (x, y) 对应的偏移角度。这是一个逆时针角度,以弧度为单位
// 返回的是是-pi到pi代表了两个点之间的偏移度从-360°到360°
getAngleFromDisp = function (dispX, dispY) {
	// - Math.PI / 2;????
	return Math.atan2(dispY, dispX) - Math.PI / 2;
};

var angle = getAngleFromDisp(dispX, dispY);

draw(angle);
<script src="https://cdnjs.cloudflare.com/ajax/libs/pixi.js/4.5.1/pixi.min.js"></script>