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- /**
- * 签名版,钢笔效果
- * 源参考:https://www.cnblogs.com/fangsmile/p/14324460.html
- */
- class Point {
- constructor(x, y, time) {
- this.x = x;
- this.y = y;
- this.isControl = false;
- this.time = Date.now();
- this.lineWidth = 0;
- this.isAdd = false;
- }
- }
- class Line {
- constructor() {
- this.points = new Array();
- this.changeWidthCount = 0;
- this.lineWidth = 10;
- }
- }
- class HandwritingSelf {
- constructor(canvas,w,h,line_w=8,line_color='#ff0000') {
-
- this.canvas = {width:w,height:h};
- this.ctx = canvas
- var context = this.ctx;
- this.ctx.ellipse = function( x, y, a, b){
- // ----
- }
- // this.points = new Array();
- 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.preTime = null;
- this.lineWidth = line_w;
- this.lineColor = line_color;
- this.isDown = false;
- }
- down(x, y) {
- this.isDown = true;
- this.line = new Line();
- this.line.lineWidth = this.lineWidth;
- let currentPoint = new Point(x, y, Date.now());
- this.addPoint(currentPoint);
- this.preTime = Date.now();
- }
- move(x, y) {
- // console.log("move:",x,y)
- if (this.isDown) {
- let currentPoint = new Point(x, y, Date.now())
- this.addPoint(currentPoint);
- this.draw();
- }
- }
- up(x, y) {
- // if (e.touches.length > 0) {
- let currentPoint = new Point(x, y, Date.now())
- this.addPoint(currentPoint);
- // }
- this.draw(true);
- this.pointLines.push(this.line);
- this.begin = null;
- this.middle = null;
- this.end = null;
- this.isDown = false;
- }
- draw(isUp = false) {
- // this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
- this.ctx.setStrokeStyle(this.lineColor)
- //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.setLineWidth(line.lineWidth);
- this.ctx.setLineJoin("round");
- this.ctx.setLineCap( "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.setLineWidth(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];
- //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);
- insertCount += insertPoints.length;
- var index = i;//插入位置
- // 把insertPoints 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.draw(true);
-
- this.ctx.beginPath();
- this.ctx.moveTo(points[0].x, points[0].y);
- let lastW = this.line.lineWidth;
- this.ctx.setLineWidth(this.line.lineWidth);
- this.ctx.setLineJoin("round");
- this.ctx.setLineCap( "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.setLineWidth(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);
- }
- }
- this.ctx.draw(true);
- }
- 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;
- }
- }
- addOtherPoint(p1, p2, w1, w2) {
- let otherPoints = new Array();
- let dis = this.z_distance(p1, p2);
- if (dis >= 25) {
- otherPoints.push(p1);
- let insertPCount = Math.floor(dis / 20);
- for (let j = 0; j < insertPCount; j++) {
- let insertP = new Point(p1.x + (j + 1) / (insertPCount + 1) * (p2.x - p1.x), p1.y + (j + 1) / (insertPCount + 1) * (p2.y - p1.y))
- insertP.isAdd = true;
- otherPoints.push(insertP);
- }
- otherPoints.push(p2);
- }
- let count = otherPoints.length;
- if (count > 0) {
- console.log("addOtherPoint")
- debugger
- let diffW = (w2 - w1) / (count - 1);
- for (let i = 1; i < count; i++) {
- let w = w1 + diffW * i;
- this.ctx.beginPath();
- this.ctx.setLineWidth(w);
- this.ctx.moveTo(otherPoints[i - 1].x, otherPoints[i - 1].y);
- this.ctx.lineTo(otherPoints[i].x, otherPoints[i].y)
- this.ctx.stroke();
- }
- }
- return otherPoints
- }
- pushPoint(p) {
- //排除重复点
- if (this.line.points.length >= 1 && this.line.points[this.line.points.length - 1].x == p.x && this.line.points[this.line.points.length - 1].y == p.y)
- return;
- this.line.points.push(p);
- }
- computeControlPoints(k, begin, middle, end) {
- if (k > 0.5 || k <= 0)
- return;
- let diff1 = new Point(middle.x - begin.x, middle.y - begin.y)
- let diff2 = null;
- if (end)
- diff2 = new Point(end.x - middle.x, end.y - middle.y)
- // let l1 = (diff1.x ** 2 + diff1.y ** 2) ** (1 / 2)
- // let l2 = (diff2.x ** 2 + diff2.y ** 2) ** (1 / 2)
- let first = new Point(middle.x - (k * diff1.x), middle.y - (k * diff1.y))
- let second = null;
- if (diff2)
- second = new Point(middle.x + (k * diff2.x), middle.y + (k * diff2.y))
- return { first: first, second: second }
- }
- // W_current =
- // W_previous + min( abs(k*s - W_previous), distance * K_width_unit_change) (k * s-W_previous) >= 0
- // W_previous - min( abs(k*s - W_previous), distance * K_width_unit_change) (k * s-W_previous) < 0
- // W_current 当前线段的宽度
- // W_previous 与当前线条相邻的前一条线段的宽度
- // distance 当前线条的长度
- // w_k 设定的一个固定阈值,表示:单位距离内, 笔迹的线条宽度可以变化的最大量.
- // distance * w_k 即为当前线段的长度内, 笔宽可以相对于前一条线段笔宽的基础上, 最多能够变宽或者可以变窄多少.
- z_linewidth(b, e, bwidth, step) {
- if (e.time == b.time)
- return bwidth;
- let max_speed = 2.0;
- let d = this.z_distance(b, e);
- let s = d / (e.time - b.time);//计算速度
- console.log("s", e.time - b.time, s)
- s = s > max_speed ? max_speed : s;
- // let w = (max_speed - s) / max_speed;
- let w = 0.5 / s;
- let max_dif = d * step;
- console.log(w, bwidth, max_dif)
- if (w < 0.05) w = 0.05;
- if (Math.abs(w - bwidth) > max_dif) {
- if (w > bwidth)
- w = bwidth + max_dif;
- else
- w = bwidth - max_dif;
- }
- // printf("d:%.4f, time_diff:%lld, speed:%.4f, width:%.4f\n", d, e.t-b.t, s, w);
- return w;
- }
- z_distance(b, e) {
- return Math.sqrt(Math.pow(e.x - b.x, 2) + Math.pow(e.y - b.y, 2));
- }
- 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);
- p.isAdd = true;
- 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;
- }
- }
- return result;
- }
- }
- export default HandwritingSelf;
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