fix: Resolution

Signed-off-by: Mark Tolmacs <mark@lazycat.hu>
This commit is contained in:
Mark Tolmacs
2026-04-20 12:56:08 +00:00
parent 185ea83d1b
commit c221c4d112
+105 -33
View File
@@ -20,6 +20,9 @@ import type {
const DEFAULT_FREEDRAW_PRESSURE = 0.5;
// Ever-incrementing capsule counter used to produce rotating hue coloring.
let capsuleIndex = 0;
/**
* Draws a single tapered capsule (variable-width filled stroke segment) from
* (x0,y0) with radius r0 to (x1,y1) with radius r1. The shape is a filled
@@ -49,6 +52,14 @@ const drawTaperedCapsule = (
return;
}
// Debug: rotating hue based on capsule index to visually verify that segments
//
const strokeColor = `hsl(${(capsuleIndex * 37) % 360} 100% 50%)`;
capsuleIndex++;
if (false) {
context.fillStyle = strokeColor;
}
const angle = Math.atan2(dy, dx);
const px = -dy / len; // perpendicular unit x = -sin(angle)
const py = dx / len; // perpendicular unit y = cos(angle)
@@ -67,11 +78,13 @@ const drawTaperedCapsule = (
};
/**
* Target spacing (in scene units) between consecutive capsule sub-segments
* produced by the Catmull-Rom bezier subdivision. Smaller values give
* smoother curves at the cost of more draw calls.
* Flatness tolerance in screen pixels for adaptive Bezier subdivision.
* A cubic segment is considered flat (and drawn as a single capsule) when
* both interior control points deviate less than this many pixels from the
* p0→p1 chord. Smaller values give smoother curves at the cost of more draw
* calls.
*/
const BEZIER_SUBDIVIDE_TARGET_SPACING = 3;
const BEZIER_FLATNESS_TOLERANCE_PX = 0.1;
/**
* Half-width (in samples) of the triangular smoothing kernel applied to raw
@@ -143,11 +156,31 @@ const getCatmullRomTangent = (
return [tx, ty];
};
// Stack entry for adaptive Bezier subdivision.
// [p0x, p0y, r0, cp1x, cp1y, cp2x, cp2y, p1x, p1y, r1]
type BezierSegment = [
number,
number,
number,
number,
number,
number,
number,
number,
number,
number,
];
// Reusable stack to avoid per-frame allocation.
const subdivStack: BezierSegment[] = [];
/**
* Draws one bezier-subdivided tapered segment from p0 (radius r0) to p1
* Draws one adaptively-subdivided tapered segment from p0 (radius r0) to p1
* (radius r1). t0/t1 are the Catmull-Rom tangents at p0 and p1 respectively.
* The segment is sampled at BEZIER_SUBDIVIDE_TARGET_SPACING scene-unit
* intervals and each sub-interval is drawn as a tapered capsule.
*
* Uses de Casteljau bisection: a segment is split at t=0.5 until both interior
* control points are within BEZIER_FLATNESS_TOLERANCE_PX pixels of the chord,
* guaranteeing that each drawn capsule has focus-point distance ≈ chord ≈ arc.
*/
const drawSubdividedSegment = (
context: CanvasRenderingContext2D,
@@ -163,41 +196,79 @@ const drawSubdividedSegment = (
t1y: number,
scale: number,
) => {
const segLen = Math.sqrt((p1x - p0x) ** 2 + (p1y - p0y) ** 2);
// Target spacing is in screen pixels; divide by scale to get scene units.
const nSubdiv = Math.max(
1,
Math.ceil((segLen * scale) / BEZIER_SUBDIVIDE_TARGET_SPACING),
);
// Cubic Bezier control points derived from Catmull-Rom tangents.
const cp1x = p0x + t0x / 3;
const cp1y = p0y + t0y / 3;
const cp2x = p1x - t1x / 3;
const cp2y = p1y - t1y / 3;
let prevX = p0x;
let prevY = p0y;
let prevR = r0;
// Tighten the flatness tolerance at high-angle turns to produce 2× more
// capsules there. The turn angle is the angle between the entry tangent t0
// and exit tangent t1. cos θ goes from 1 (straight) to 1 (U-turn).
// toleranceFactor = 0.5 + 0.5·max(0, cos θ), so it is 1.0 for straight
// segments and 0.5 (half tolerance → 2× resolution) for turns ≥ 90°.
const t0Len = Math.sqrt(t0x * t0x + t0y * t0y);
const t1Len = Math.sqrt(t1x * t1x + t1y * t1y);
const cosTheta =
t0Len > 1e-10 && t1Len > 1e-10
? (t0x * t1x + t0y * t1y) / (t0Len * t1Len)
: 1;
const toleranceFactor = 0.5 + 0.5 * Math.max(0, cosTheta);
for (let k = 1; k <= nSubdiv; k++) {
const t = k / nSubdiv;
const mt = 1 - t;
const mt2 = mt * mt;
const t2 = t * t;
const mt3 = mt2 * mt;
const t3 = t2 * t;
const mt2t3 = 3 * mt2 * t;
const mtt23 = 3 * mt * t2;
// Flatness tolerance in scene units.
const tol = (BEZIER_FLATNESS_TOLERANCE_PX * toleranceFactor) / scale;
const tolSq = tol * tol;
const x = mt3 * p0x + mt2t3 * cp1x + mtt23 * cp2x + t3 * p1x;
const y = mt3 * p0y + mt2t3 * cp1y + mtt23 * cp2y + t3 * p1y;
const r = r0 + (r1 - r0) * t;
let top = 0;
subdivStack[top++] = [p0x, p0y, r0, cp1x, cp1y, cp2x, cp2y, p1x, p1y, r1];
drawTaperedCapsule(context, prevX, prevY, prevR, x, y, r);
prevX = x;
prevY = y;
prevR = r;
while (top > 0) {
const seg = subdivStack[--top];
const [ax, ay, ar, b1x, b1y, b2x, b2y, dx, dy, dr] = seg;
// Squared distance from a point to the chord (ax,ay)→(dx,dy).
const cdx = dx - ax;
const cdy = dy - ay;
const chordLenSq = cdx * cdx + cdy * cdy;
let flat: boolean;
if (chordLenSq < 1e-10) {
// Degenerate chord: check raw distance to endpoints.
flat =
(b1x - ax) * (b1x - ax) + (b1y - ay) * (b1y - ay) <= tolSq &&
(b2x - ax) * (b2x - ax) + (b2y - ay) * (b2y - ay) <= tolSq;
} else {
// Perpendicular distance² = |cross|² / |chord|²
const cross1 = (b1x - ax) * cdy - (b1y - ay) * cdx;
const cross2 = (b2x - ax) * cdy - (b2y - ay) * cdx;
flat =
cross1 * cross1 <= tolSq * chordLenSq &&
cross2 * cross2 <= tolSq * chordLenSq;
}
if (flat) {
drawTaperedCapsule(context, ax, ay, ar, dx, dy, dr);
continue;
}
// De Casteljau bisection at t = 0.5.
const m01x = (ax + b1x) * 0.5;
const m01y = (ay + b1y) * 0.5;
const m12x = (b1x + b2x) * 0.5;
const m12y = (b1y + b2y) * 0.5;
const m23x = (b2x + dx) * 0.5;
const m23y = (b2y + dy) * 0.5;
const m012x = (m01x + m12x) * 0.5;
const m012y = (m01y + m12y) * 0.5;
const m123x = (m12x + m23x) * 0.5;
const m123y = (m12y + m23y) * 0.5;
const mx = (m012x + m123x) * 0.5;
const my = (m012y + m123y) * 0.5;
const mr = (ar + dr) * 0.5;
// Push right half first so left half is processed first (LIFO).
subdivStack[top++] = [mx, my, mr, m123x, m123y, m23x, m23y, dx, dy, dr];
subdivStack[top++] = [ax, ay, ar, m01x, m01y, m012x, m012y, mx, my, mr];
}
};
@@ -603,5 +674,6 @@ export const generateOrUpdateFreeDrawIncrementalCanvas = (
export const invalidateFreeDrawIncrementalCanvas = (
element: ExcalidrawFreeDrawElement,
) => {
capsuleIndex = 0;
freedrawIncrementalCache.delete(element);
};