@@ -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 = (
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||||
return;
|
||||
}
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||||
|
||||
// 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;
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||||
}
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||||
|
||||
const angle = Math.atan2(dy, dx);
|
||||
const px = -dy / len; // perpendicular unit x = -sin(angle)
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||||
const py = dx / len; // perpendicular unit y = cos(angle)
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||||
@@ -67,11 +78,13 @@ const drawTaperedCapsule = (
|
||||
};
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||||
|
||||
/**
|
||||
* 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);
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user