canvas小画板——(3)笔锋效果
- <canvas id="canvasId" width="1000" height="800"></canvas>
使用pointer事件监听,落笔,拖拽,收笔。
- document.onpointerdown = function (e) {
- if (e.type == "touchstart")
- handwriting.down(e.touches[0].pageX, e.touches[0].pageY);
- else
- handwriting.down(e.x, e.y);
- }
- document.onpointermove = function (e) {
- if (e.type == "touchmove")
- handwriting.move(e.touches[0].pageX, e.touches[0].pageY);
- else
- handwriting.move(e.x, e.y);
- }
- document.onpointerup = function (e) {
- if (e.type == "touchend")
- handwriting.up(e.touches[0].pageX, e.touches[0].pageY);
- else
- handwriting.up(e.x, e.y);
- }
主要的逻辑在Handwritinglff 上,存储了当前绘制中的线条的所有点集合,所有绘制过的线条集合pointLines 。
- class Handwritinglff {
- constructor(canvas) {
- this.canvas = canvas;
- this.ctx = canvas.getContext("2d")
- this.line = new Line();
- this.pointLines = new Array();//Line数组
- this.k = 0.5;
- this.begin = null;
- this.middle = null;
- this.end = null;
- this.lineWidth = 10;
- this.isDown = false;
- }
down事件的时候初始化当前绘制线条line;
move事件的时候将点加入到当前线条line,并开始绘制
up的时候将点加入绘制线条,并绘制完整一条线。
需要注意的点:
加入点的时候,距离太近的点不需要重复添加;
怎么形成笔锋效果呢
很简单!就是在一条线段的最后几个点的lineWidth不断减小,我们这里选用了最后6个点,如果只选用六个阶梯变化,效果是很难看的,会看到一节节明显的线条变细的过程,如下图:
所以我们有个关键的补点过程,我们会再每6个像素之间补一个点,根据线条粗细变化的范围和最后计算出来的点数,就可以知道每两点连线lineWidth的粗细。
这里的补点过程我们用到了在贝塞尔曲线上补点的算法。具体不明白的可以留言哈
- bezierCalculate(poss, precision) {
- //维度,坐标轴数(二维坐标,三维坐标...)
- let dimersion = 2;
- //贝塞尔曲线控制点数(阶数)
- let number = poss.length;
- //控制点数不小于 2 ,至少为二维坐标系
- if (number < 2 || dimersion < 2)
- return null;
- let result = new Array();
- //计算杨辉三角
- let mi = new Array();
- mi[0] = mi[1] = 1;
- for (let i = 3; i <= number; i++) {
- let t = new Array();
- for (let j = 0; j < i - 1; j++) {
- t[j] = mi[j];
- }
- mi[0] = mi[i - 1] = 1;
- for (let j = 0; j < i - 2; j++) {
- mi[j + 1] = t[j] + t[j + 1];
- }
- }
- //计算坐标点
- for (let i = 0; i < precision; i++) {
- let t = i / precision;
- let p = new Point(0, 0);
- result.push(p);
- for (let j = 0; j < dimersion; j++) {
- let temp = 0.0;
- for (let k = 0; k < number; k++) {
- temp += Math.pow(1 - t, number - k - 1) * (j == 0 ? poss[k].x : poss[k].y) * Math.pow(t, k) * mi[k];
- }
- j == 0 ? p.x = temp : p.y = temp;
- }
- p.x = this.toDecimal(p.x);
- p.y = this.toDecimal(p.y);
- }
- return result;
- }
部分代码如下;
- addPoint(p) {
- if (this.line.points.length >= 1) {
- let last_point = this.line.points[this.line.points.length - 1]
- let distance = this.z_distance(p, last_point);
- if (distance < 10) {
- return;
- }
- }
- if (this.line.points.length == 0) {
- this.begin = p;
- p.isControl = true;
- this.pushPoint(p);
- } else {
- this.middle = p;
- let controlPs = this.computeControlPoints(this.k, this.begin, this.middle, null);
- this.pushPoint(controlPs.first);
- this.pushPoint(p);
- p.isControl = true;
- this.begin = this.middle;
- }
- }
addPoint
- draw(isUp = false) {
- this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
- this.ctx.strokeStyle = "rgba(255,20,87,1)";
- //绘制不包含this.line的线条
- this.pointLines.forEach((line, index) => {
- let points = line.points;
- this.ctx.beginPath();
- this.ctx.ellipse(points[0].x - 1.5, points[0].y, 6, 3, Math.PI / 4, 0, Math.PI * 2);
- this.ctx.fill();
- this.ctx.beginPath();
- this.ctx.moveTo(points[0].x, points[0].y);
- let lastW = line.lineWidth;
- this.ctx.lineWidth = line.lineWidth;
- this.ctx.lineJoin = "round";
- this.ctx.lineCap = "round";
- let minLineW = line.lineWidth / 4;
- let isChangeW = false;
- let changeWidthCount = line.changeWidthCount;
- for (let i = 1; i <= points.length; i++) {
- if (i == points.length) {
- this.ctx.stroke();
- break;
- }
- if (i > points.length - changeWidthCount) {
- if (!isChangeW) {
- this.ctx.stroke();//将之前的线条不变的path绘制完
- isChangeW = true;
- if (i > 1 && points[i - 1].isControl)
- continue;
- }
- let w = (lastW - minLineW) / changeWidthCount * (points.length - i) + minLineW;
- points[i - 1].lineWidth = w;
- this.ctx.beginPath();//为了开启新的路径 否则每次stroke 都会把之前的路径在描一遍
- // this.ctx.strokeStyle = "rgba("+Math.random()*255+","+Math.random()*255+","+Math.random()*255+",1)";
- this.ctx.lineWidth = w;
- this.ctx.moveTo(points[i - 1].x, points[i - 1].y);//移动到之前的点
- this.ctx.lineTo(points[i].x, points[i].y);
- this.ctx.stroke();//将之前的线条不变的path绘制完
- } else {
- if (points[i].isControl && points[i + 1]) {
- this.ctx.quadraticCurveTo(points[i].x, points[i].y, points[i + 1].x, points[i + 1].y);
- } else if (i >= 1 && points[i - 1].isControl) {//上一个是控制点 当前点已经被绘制
- } else
- this.ctx.lineTo(points[i].x, points[i].y);
- }
- }
- })
- //绘制this.line线条
- let points;
- if (isUp)
- points = this.line.points;
- else
- points = this.line.points.clone();
- //当前绘制的线条最后几个补点 贝塞尔方式增加点
- let count = 0;
- let insertCount = 0;
- let i = points.length - 1;
- let endPoint = points[i];
- let controlPoint;
- let startPoint;
- while (i >= 0) {
- if (points[i].isControl == true) {
- controlPoint = points[i];
- count++;
- } else {
- startPoint = points[i];
- }
- if (startPoint && controlPoint && endPoint) {//使用贝塞尔计算补点
- let dis = this.z_distance(startPoint, controlPoint) + this.z_distance(controlPoint, endPoint);
- let insertPoints = this.BezierCalculate([startPoint, controlPoint, endPoint], Math.floor(dis / 6) + 1);
- insertPoints.splice(0, 1);
- insertCount += insertPoints.length;
- var index = i;//插入位置
- // 把arr2 变成一个适合splice的数组(包含splice前2个参数的数组)
- insertPoints.unshift(index, 1);
- Array.prototype.splice.apply(points, insertPoints);
- //补完点后
- endPoint = startPoint;
- startPoint = null;
- }
- if (count >= 6)
- break;
- i--;
- }
- //确定最后线宽变化的点数
- let changeWidthCount = count + insertCount;
- if (isUp)
- this.line.changeWidthCount = changeWidthCount;
- //制造椭圆头
- this.ctx.fillStyle = "rgba(255,20,87,1)"
- this.ctx.beginPath();
- this.ctx.ellipse(points[0].x - 1.5, points[0].y, 6, 3, Math.PI / 4, 0, Math.PI * 2);
- this.ctx.fill();
- this.ctx.beginPath();
- this.ctx.moveTo(points[0].x, points[0].y);
- let lastW = this.line.lineWidth;
- this.ctx.lineWidth = this.line.lineWidth;
- this.ctx.lineJoin = "round";
- this.ctx.lineCap = "round";
- let minLineW = this.line.lineWidth / 4;
- let isChangeW = false;
- for (let i = 1; i <= points.length; i++) {
- if (i == points.length) {
- this.ctx.stroke();
- break;
- }
- //最后的一些点线宽变细
- if (i > points.length - changeWidthCount) {
- if (!isChangeW) {
- this.ctx.stroke();//将之前的线条不变的path绘制完
- isChangeW = true;
- if (i > 1 && points[i - 1].isControl)
- continue;
- }
- //计算线宽
- let w = (lastW - minLineW) / changeWidthCount * (points.length - i) + minLineW;
- points[i - 1].lineWidth = w;
- this.ctx.beginPath();//为了开启新的路径 否则每次stroke 都会把之前的路径在描一遍
- // this.ctx.strokeStyle = "rgba(" + Math.random() * 255 + "," + Math.random() * 255 + "," + Math.random() * 255 + ",0.5)";
- this.ctx.lineWidth = w;
- this.ctx.moveTo(points[i - 1].x, points[i - 1].y);//移动到之前的点
- this.ctx.lineTo(points[i].x, points[i].y);
- this.ctx.stroke();//将之前的线条不变的path绘制完
- } else {
- if (points[i].isControl && points[i + 1]) {
- this.ctx.quadraticCurveTo(points[i].x, points[i].y, points[i + 1].x, points[i + 1].y);
- } else if (i >= 1 && points[i - 1].isControl) {//上一个是控制点 当前点已经被绘制
- } else
- this.ctx.lineTo(points[i].x, points[i].y);
- }
- }
- }
draw
最终效果
动手试试:拖拽写字即可
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