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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, curveLinear } from "d3-shape"
    
    import { canvas } from "./elements.js"
    
    
    const SVG_URL = "http://www.w3.org/2000/svg"
    
    
    // TODO: switch to curve interpolation that respects mouse points based on velocity
    const lineFn = line()
      .x((d) => d[0])
      .y((d) => d[1])
      .curve(curveLinear)
    
    
    const pathGroupElems = new Map()
    
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    let stroke_colour = "blue"
    
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    export var stroke_radius = 1
    
    export const MIN_STROKE_RADIUS = 0.1
    export const MAX_STROKE_RADIUS = 3.9
    
    const MAX_POINT_DISTANCE = 5
    const MAX_PRESSURE_DELTA = 0.05
    
    // Interpolate a path so that:
    // - The distance between two adjacent points is capped at MAX_POINT_DISTANCE.
    // - The pressure delta between two adjacent points is capped at
    //   MAX_PRESSURE_DELTA
    // 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[i - 1][4],
          ])
        }
        path.splice(i, 0, ...newPoints)
        i += newPoints.length
      }
    
      // Apply MAX_PRESSURE_DELTA.
      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_PRESSURE_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[i - 1][4],
          ])
        }
        path.splice(i, 0, ...newPoints)
        i += newPoints.length
      }
      return path
    }
    
    
    const getStrokeRadius = (pressure, radius) => {
    
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      return (
        MIN_STROKE_RADIUS +
    
        (radius + pressure) * (MAX_STROKE_RADIUS - MIN_STROKE_RADIUS)
    
    export const input = new EventTarget()
    
    const createPathElem = (d, width) => {
      const pathGroupElem = document.createElementNS(SVG_URL, "path")
      pathGroupElem.setAttribute("stroke-width", width)
      pathGroupElem.setAttribute("d", d)
      return pathGroupElem
    }
    
    export const renderPath = (id, points) => {
      points = points.filter(([x]) => x != null)
    
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      let colour = ""
    
      // Split up points into completely non-erased segments.
      let segments = [[]]
      for (const point of points) {
    
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        colour = point[3]
    
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        if (point[5] != false) {
    
          segments[segments.length - 1].push(point)
        } else {
          segments.push([])
        }
    
      segments = segments.filter((a) => a.length > 0)
    
      let pathGroupElem = pathGroupElems.get(id)
    
      if (segments.length == 0) {
        if (pathGroupElem != null) {
          canvas.removeChild(pathGroupElem)
          pathGroupElems.delete(id)
        }
        return
    
      if (pathGroupElem == null) {
        pathGroupElem = document.createElementNS(SVG_URL, "g")
    
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        pathGroupElem.setAttribute("stroke", colour)
    
        pathGroupElem.setAttribute("fill", "none")
        pathGroupElem.setAttribute("stroke-linecap", "round")
        pathGroupElem.setAttribute("pointer-events", "none")
        canvas.appendChild(pathGroupElem)
        pathGroupElems.set(id, pathGroupElem)
      }
    
      pathGroupElem.innerHTML = ""
    
      for (const subpath of segments) {
        if (subpath.length == 1) {
          const circleElem = document.createElementNS(SVG_URL, "circle")
          circleElem.setAttribute("stroke", "none")
    
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          circleElem.setAttribute("fill", colour)
    
          circleElem.setAttribute("cx", subpath[0][0])
          circleElem.setAttribute("cy", subpath[0][1])
    
          circleElem.setAttribute("r", getStrokeRadius(subpath[0][2], radius))
          console.log(getStrokeRadius(subpath[0][2], radius))
    
          pathGroupElem.appendChild(circleElem)
        } else {
          // Further split up segments based on thickness.
    
          const subpath_ = smoothPath(subpath)
    
          let w = subpath_[0][2]
          for (let i = 1; i < subpath_.length; i++) {
            if (subpath_[i][2] != w) {
              const d = lineFn([...subpath_.splice(0, i), subpath_[0]])
    
              pathGroupElem.appendChild(
                createPathElem(d, getStrokeRadius(w, radius) * 2),
              )
    
          const d = lineFn(subpath_)
    
          pathGroupElem.appendChild(
            createPathElem(d, getStrokeRadius(w, radius) * 2),
          )
    
        }
      }
    }
    
    export const clear = () => {
    
      pathGroupElems.clear()
    
    // Necessary since buttons property is non standard on iOS versions < 13.2
    function checkValidPointerEvent(e) {
      return e.buttons & 1 || e.pointerType === "touch"
    }
    
    const dispatchPointerEvent = (name) => (e) => {
      if (checkValidPointerEvent(e)) {
        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("pointerleave", dispatchPointerEvent("strokeend"))
    canvas.addEventListener("pointermove", dispatchPointerEvent("strokemove"))
    
    canvas.addEventListener("touchmove", (e) => e.preventDefault())
    
    
    export function setStrokeColour(colour) {
      stroke_colour = colour
    }
    
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    <<<<<<< HEAD
    
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    export function getStrokeColour() {
      return stroke_colour
    
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    =======
    export function setStrokeRadius(radius) {
      stroke_radius = radius
    >>>>>>> Implement brush size