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// Local canvas rendering.
// Emit input events and receive draw calls seperately - these must be piped
// together externally if desired.

import { line, curveCatmullRom } from "d3-shape"

import { canvas } from "./elements.js"

const SVG_URL = "http://www.w3.org/2000/svg"

import * as HTML from "./elements.js"

// TODO: look at paper.js which has path.smooth() and curve.getPart()
// TODO: look at snap.svg which has path.getTotalLength(), path.subpath() and Snap.closestPoint()
// TODO: look at curve interpolation that respects mouse points based on velocity
const curve = curveCatmullRom.alpha(1.0)
const smoothLine = line()
  .x((d) => d[0])
  .y((d) => d[1])
const pathGroupElems = new Map()
const MAX_POINT_DISTANCE = 5

// Interpolate a path so that:
// - The distance between two adjacent points is capped at MAX_POINT_DISTANCE.
// - The radius delta between two adjacent points is capped at
// If paths are too choppy, try decreasing these constants.
const smoothPath = ([...path]) => {
  // Apply MAX_POINT_DISTANCE.
  for (let i = 1; i < path.length; i++) {
    const dx = path[i][0] - path[i - 1][0]
    const dy = path[i][1] - path[i - 1][1]
    const dw = path[i][2] - path[i - 1][2]
    const distance = Math.hypot(dx, dy)
    const segmentsToSplit = Math.ceil(distance / MAX_POINT_DISTANCE)
    const newPoints = []
    for (let j = 1; j < segmentsToSplit; j++) {
      newPoints.push([
        path[i - 1][0] + (dx / segmentsToSplit) * j,
        path[i - 1][1] + (dy / segmentsToSplit) * j,
        path[i - 1][2] + (dw / segmentsToSplit) * j,
        path[i - 1][3],
      ])
    }
    path.splice(i, 0, ...newPoints)
    i += newPoints.length
  }

  for (let i = 1; i < path.length; i++) {
    const dx = path[i][0] - path[i - 1][0]
    const dy = path[i][1] - path[i - 1][1]
    const dw = path[i][2] - path[i - 1][2]
    const segmentsToSplit = Math.ceil(dw / MAX_RADIUS_DELTA)
    const newPoints = []
    for (let j = 1; j < segmentsToSplit; j++) {
      newPoints.push([
        path[i - 1][0] + (dx / segmentsToSplit) * j,
        path[i - 1][1] + (dy / segmentsToSplit) * j,
        path[i - 1][2] + (dw / segmentsToSplit) * j,
        path[i - 1][3],
      ])
    }
    path.splice(i, 0, ...newPoints)
    i += newPoints.length
  }
  return path
}

export const input = new EventTarget()
const createSvgElem = (tagName) => document.createElementNS(SVG_URL, tagName)
const interpolate = (point0, point1, fraction) => [
  point0[0] + fraction * (point1[0] - point0[0]),
  point0[1] + fraction * (point1[1] - point0[1]),
  point0[2] + fraction * (point1[2] - point0[2]),
  point0[3],
]
const ensurePathGroupElem = (id) => {
  let groupElem = pathGroupElems.get(id)
  if (groupElem == null) {
    groupElem = createSvgElem("g")
    groupElem.setAttribute("fill", "none")
    groupElem.setAttribute("stroke-linecap", "round")
    groupElem.setAttribute("pointer-events", "none")
    HTML.canvas.appendChild(groupElem)
    pathGroupElems.set(id, groupElem)
  groupElem.innerHTML = ""
  return groupElem
  const circleElem = createSvgElem("circle")
  circleElem.setAttribute("stroke", "none")
  circleElem.setAttribute("fill", point[3])
  circleElem.setAttribute("cx", point[0])
  circleElem.setAttribute("cy", point[1])
  circleElem.setAttribute("r", point[2])
  return circleElem
const renderSubpath = (subpath) => {
  if (subpath.length == 1) {
    return renderPoint(subpath[0])
  }
  const pathElem = createSvgElem("path")
  pathElem.setAttribute("stroke", subpath[0][3])
  pathElem.setAttribute("stroke-width", subpath[0][2] * 2)
  pathElem.setAttribute("d", smoothLine(subpath))
  return pathElem
  return point != null && point[0] != null
}

const POINT_ERASE_LIMIT = 0.0001

const pointWasErased = (pointEraseIntervals) => {
    pointEraseIntervals.length > 0 &&
    pointEraseIntervals[0][0] <= POINT_ERASE_LIMIT
const needToDrawLastPoint = (points, pathEraseIntervals) => {
  if (points.length < 2) return true
  const penultimatePointIndex = points.length - 2
  const pointEraseIntervals = pathEraseIntervals[penultimatePointIndex] || null
    pointEraseIntervals != null &&
    pointEraseIntervals.length > 0 &&
    pointEraseIntervals.some((interval) => interval[1] >= 1 - POINT_ERASE_LIMIT)
const applyErasureIntervals = (points, pathEraseIntervals) => {
  if (points.length == 0) {
    return []
  const subpaths = []
  let subpath = []
  for (let i = 0; i < points.length; i++) {
    const point = points[i]
    if (!isValidPoint(point)) {
      continue
    }

    const nextPoint = points[i + 1]
    const pointEraseIntervals = pathEraseIntervals[i] || null
    if (pointEraseIntervals == null) {
      subpath.push(point)
    } else if (nextPoint == null) {
      if (JSON.stringify(pointEraseIntervals) != "[[0,0]]") subpath.push(point)
    if (!pointWasErased(pointEraseIntervals) || subpath.length) {
      subpath.push(point)
    for (const pointEraseInterval of pointEraseIntervals) {
      const eraseIntervalBounds = pointEraseInterval.map((f) =>
        interpolate(point, nextPoint, f),
      const [endOfDrawnSegment, startOfNewSegment] = eraseIntervalBounds
      if (pointEraseInterval[0] > POINT_ERASE_LIMIT) {
        subpath.push(endOfDrawnSegment)
      subpaths.push(subpath.slice())
      if (pointEraseInterval[1] < 1 - POINT_ERASE_LIMIT) {
        subpath = [startOfNewSegment]
  if (needToDrawLastPoint(points, pathEraseIntervals)) {
    subpaths.push(subpath.slice())
  return subpaths.filter((subpath) => subpath.length > 0)
export const splitOnPressures = ([...path]) => {
  const subpaths = []
  let w = path[0][2]
  for (let i = 1; i < path.length; i++) {
    if (path[i][2] != w) {
      subpaths.push([...path.splice(0, i), path[0]])
      w = path[0][2]
      i = 1
  subpaths.push(path)
  return subpaths
}
export const renderPath = (id, points, pathEraseIntervals) => {
  let subpaths = applyErasureIntervals(points, pathEraseIntervals)
  subpaths = subpaths.map(smoothPath)
  subpaths = subpaths.flatMap(splitOnPressures)
  const subpathElems = subpaths.map((subpath) => renderSubpath(subpath))
  const pathGroupElem = ensurePathGroupElem(id)
  subpathElems.forEach((subpathElem) => pathGroupElem.appendChild(subpathElem))
}

export const clear = () => {
  pathGroupElems.clear()
// Necessary since buttons property is non standard on iOS versions < 13.2
const isValidPointerEvent = (e, name) => {
  if (name === "strokeend") return true
  return e.buttons & 1 || e.pointerType === "touch"
}

const dispatchPointerEvent = (name) => (e) => {
  if (isValidPointerEvent(e, name)) {
    input.dispatchEvent(new CustomEvent(name, { detail: e }))
}

// Note that the PointerEvent is passed as the detail in these 'stroke events'.
canvas.addEventListener("pointerdown", dispatchPointerEvent("strokestart"))
canvas.addEventListener("pointerenter", dispatchPointerEvent("strokestart"))
canvas.addEventListener("pointerup", dispatchPointerEvent("strokeend"))
canvas.addEventListener("onmouseup", dispatchPointerEvent("strokeend"))
canvas.addEventListener("mouseup", dispatchPointerEvent("strokeend"))
canvas.addEventListener("pointerleave", dispatchPointerEvent("strokeend"))
canvas.addEventListener("pointermove", dispatchPointerEvent("strokemove"))
canvas.addEventListener("touchmove", (e) => e.preventDefault())