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press-ui

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简单、易用的跨端组件库,兼容 Vue2 和 Vue3,同时支持 uni-app和普通 Vue 项目

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export function calcBethelLine(ctx, line, { lineColor = '#1A1A1A', updateRadius, radius, }) { let RADIUS = radius; // 画圆的半径 const smoothness = 60; // 顺滑度,用60的距离来计算速度 const pressure = 1; // 默认压力 const lineSize = 1.5; // 笔记倍数 const lineMin = 0.5; // 最小笔画半径 const lineMax = 4; // 最大笔画半径 if (line.length <= 1) { line[0].r = RADIUS; return; } let x0; let x1; let x2; let y0; let y1; let y2; // let r0; // let r1; // let r2; // let len; // let lastRadius; let dis = 0; let time = 0; const curveValue = 0.5; if (line.length <= 2) { x0 = line[1].x; y0 = line[1].y; x2 = line[1].x + (line[0].x - line[1].x) * curveValue; y2 = line[1].y + (line[0].y - line[1].y) * curveValue; // x2 = line[1].x; // y2 = line[1].y; x1 = x0 + (x2 - x0) * curveValue; y1 = y0 + (y2 - y0) * curveValue; } else { x0 = line[2].x + (line[1].x - line[2].x) * curveValue; y0 = line[2].y + (line[1].y - line[2].y) * curveValue; x1 = line[1].x; y1 = line[1].y; x2 = x1 + (line[0].x - x1) * curveValue; y2 = y1 + (line[0].y - y1) * curveValue; } // 从计算公式看,三个点分别是(x0,y0),(x1,y1),(x2,y2) ;(x1,y1)这个是控制点,控制点不会落在曲线上;实际上,这个点还会手写获取的实际点,却落在曲线上 const len = distance({ x: x2, y: y2, }, { x: x0, y: y0, }); const lastRadius = RADIUS; for (let n = 0; n < line.length - 1; n++) { dis += line[n].dis; time += line[n].time - line[n + 1].time; if (dis > smoothness) break; } RADIUS = Math.min(time / len * pressure + lineMin, lineMax) * lineSize; updateRadius(RADIUS); line[0].r = RADIUS; // 计算笔迹半径; // if (line.length <= 2) { // r0 = (lastRadius + RADIUS) / 2; // r1 = r0; // r2 = r1; // // return; // } else { // r0 = (line[2].r + line[1].r) / 2; // r1 = line[1].r; // r2 = (line[1].r + line[0].r) / 2; // } const n = 5; let point = []; for (let i = 0; i < n; i++) { const t = i / (n - 1); const x = (1 - t) * (1 - t) * x0 + 2 * t * (1 - t) * x1 + t * t * x2; const y = (1 - t) * (1 - t) * y0 + 2 * t * (1 - t) * y1 + t * t * y2; const r = lastRadius + (RADIUS - lastRadius) / n * i; point.push({ x, y, r, }); if (point.length == 3) { const a = ctaCalc( point[0].x, point[0].y, point[0].r, point[1].x, point[1].y, point[1].r, point[2].x, point[2].y, point[2].r, ); a[0].color = lineColor; bethelDraw(ctx, a, 1); point = [{ x, y, r, }]; } } return line; } // 求两点之间距离 export function distance(a, b) { const x = b.x - a.x; const y = b.y - a.y; return Math.sqrt(x * x + y * y); } export function ctaCalc(x0, y0, r0, x1, y1, r1, x2, y2, r2) { const a = []; let vx01; let vy01; let norm; let vx21; let vy21; vx01 = x1 - x0; vy01 = y1 - y0; norm = Math.sqrt(vx01 * vx01 + vy01 * vy01 + 0.0001) * 2; vx01 = vx01 / norm * r0; vy01 = vy01 / norm * r0; const nX0 = vy01; const nY0 = -vx01; vx21 = x1 - x2; vy21 = y1 - y2; norm = Math.sqrt(vx21 * vx21 + vy21 * vy21 + 0.0001) * 2; vx21 = vx21 / norm * r2; vy21 = vy21 / norm * r2; const nX2 = -vy21; const nY2 = vx21; a.push({ mx: x0 + nX0, my: y0 + nY0, color: '#1A1A1A', }); a.push({ c1x: x1 + nX0, c1y: y1 + nY0, c2x: x1 + nX2, c2y: y1 + nY2, ex: x2 + nX2, ey: y2 + nY2, }); a.push({ c1x: x2 + nX2 - vx21, c1y: y2 + nY2 - vy21, c2x: x2 - nX2 - vx21, c2y: y2 - nY2 - vy21, ex: x2 - nX2, ey: y2 - nY2, }); a.push({ c1x: x1 - nX2, c1y: y1 - nY2, c2x: x1 - nX0, c2y: y1 - nY0, ex: x0 - nX0, ey: y0 - nY0, }); a.push({ c1x: x0 - nX0 - vx01, c1y: y0 - nY0 - vy01, c2x: x0 + nX0 - vx01, c2y: y0 + nY0 - vy01, ex: x0 + nX0, ey: y0 + nY0, }); a[0].mx = a[0].mx.toFixed(1); a[0].mx = parseFloat(a[0].mx); a[0].my = a[0].my.toFixed(1); a[0].my = parseFloat(a[0].my); for (let i = 1; i < a.length; i++) { a[i].c1x = a[i].c1x.toFixed(1); a[i].c1x = parseFloat(a[i].c1x); a[i].c1y = a[i].c1y.toFixed(1); a[i].c1y = parseFloat(a[i].c1y); a[i].c2x = a[i].c2x.toFixed(1); a[i].c2x = parseFloat(a[i].c2x); a[i].c2y = a[i].c2y.toFixed(1); a[i].c2y = parseFloat(a[i].c2y); a[i].ex = a[i].ex.toFixed(1); a[i].ex = parseFloat(a[i].ex); a[i].ey = a[i].ey.toFixed(1); a[i].ey = parseFloat(a[i].ey); } return a; } export function bethelDraw(ctx, point, isFill, color) { ctx.beginPath(); ctx.moveTo(point[0].mx, point[0].my); if (undefined != color) { ctx.setFillStyle(color); ctx.setStrokeStyle(color); } else { ctx.setFillStyle(point[0].color); ctx.setStrokeStyle(point[0].color); } for (let i = 1; i < point.length; i++) { ctx.bezierCurveTo(point[i].c1x, point[i].c1y, point[i].c2x, point[i].c2y, point[i].ex, point[i].ey); } ctx.stroke(); if (undefined != isFill) { ctx.fill(); // 填充图形 ( 后绘制的图形会覆盖前面的图形, 绘制时注意先后顺序 ) } ctx.draw(true); }