// 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]) .curve(curve) const pathGroupElems = new Map() const MAX_POINT_DISTANCE = 5 const MAX_RADIUS_DELTA = 0.05 // 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 // MAX_RADIUS_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.splice(i, 0, ...newPoints) i += newPoints.length } // Apply MAX_RADIUS_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_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 renderPoint = (point) => { 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 } const isValidPoint = (point) => { return point != null && point[0] != null } const POINT_ERASE_LIMIT = 0.0001 const pointWasErased = (pointEraseIntervals) => { return ( 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 if ( pointEraseIntervals != null && pointEraseIntervals.length > 0 && pointEraseIntervals.some((interval) => interval[1] >= 1 - POINT_ERASE_LIMIT) ) { return false } return true } 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) continue } else if (nextPoint == null) { if (JSON.stringify(pointEraseIntervals) != "[[0,0]]") subpath.push(point) continue } 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] } else { subpath = [] } } } 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() canvas.innerHTML = "" } // 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())