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mirror of https://github.com/Pomax/BezierInfo-2.git synced 2025-09-25 15:49:06 +02:00
Files
BezierInfo-2/lib/custom-element/api/graphics-api.js
2020-08-16 08:52:50 -07:00

535 lines
10 KiB
JavaScript

import { enrich } from "../lib/enrich.js";
import { Bezier } from "./types/bezier.js";
import { Vector } from "./types/vector.js";
import { Shape } from "./util/shape.js";
import { Matrix } from "./util/matrix.js";
import { BaseAPI } from "./base-api.js";
const MOUSE_PRECISION_ZONE = 5;
const TOUCH_PRECISION_ZONE = 30;
let CURRENT_HUE = 0;
/**
* Our Graphics API, which is the "public" side of the API.
*/
class GraphicsAPI extends BaseAPI {
static get constants() {
return [
`POINTER`,
`HAND`,
`PI`,
`TAU`,
`POLYGON`,
`CURVE`,
`BEZIER`,
`CENTER`,
`LEFT`,
`RIGHT`,
];
}
draw() {
CURRENT_HUE = 0;
super.draw();
}
get PI() {
return 3.14159265358979;
}
get TAU() {
return 6.28318530717958;
}
get POINTER() {
return `default`;
}
get HAND() {
return `pointer`;
}
get POLYGON() {
return Shape.POLYGON;
}
get CURVE() {
return Shape.CURVE;
}
get BEZIER() {
return Shape.BEZIER;
}
get CENTER() {
return `center`;
}
get LEFT() {
return `left`;
}
get RIGHT() {
return `right`;
}
onMouseDown(evt) {
super.onMouseDown(evt);
const cdist = evt.targetTouches
? TOUCH_PRECISION_ZONE
: MOUSE_PRECISION_ZONE;
for (let i = 0, e = this.movable.length, p, d; i < e; i++) {
p = this.movable[i];
d = new Vector(p).dist(this.cursor);
if (d <= cdist) {
this.currentPoint = p;
break;
}
}
}
onMouseMove(evt) {
super.onMouseMove(evt);
if (this.currentPoint) {
this.currentPoint.x = this.cursor.x;
this.currentPoint.y = this.cursor.y;
} else {
for (let i = 0, e = this.movable.length, p; i < e; i++) {
p = this.movable[i];
if (new Vector(p).dist(this.cursor) <= 5) {
this.setCursor(this.HAND);
return; // NOTE: this is a return, not a break.
}
}
this.setCursor(this.POINTER);
}
}
onMouseUp(evt) {
super.onMouseUp(evt);
this.currentPoint = undefined;
}
resetMovable(points) {
this.movable.splice(0, this.movable.length);
if (points) this.setMovable(points);
}
setMovable(points) {
points.forEach((p) => this.movable.push(p));
}
/**
* transforms: translate
*/
translate(x, y) {
this.ctx.translate(x, y);
}
/**
* transforms: rotate
*/
rotate(angle) {
this.ctx.rotate(angle);
}
/**
* transforms: scale
*/
scale(x, y) {
y = y ? y : x; // NOTE: this turns y=0 into y=x, which is fine. Scaling by 0 is really silly =)
this.ctx.scale(x, y);
}
/**
* transforms: screen to world
*/
screenToWorld(x, y) {
if (y === undefined) {
y = x.y;
x = x.x;
}
let M = this.ctx.getTransform().invertSelf();
let ret = {
x: x * M.a + y * M.c + M.e,
y: x * M.b + y * M.d + M.f,
};
return ret;
}
/**
* transforms: world to screen
*/
worldToScreen(x, y) {
if (y === undefined) {
y = x.y;
x = x.x;
}
let M = this.ctx.getTransform();
let ret = {
x: x * M.a + y * M.c + M.e,
y: x * M.b + y * M.d + M.f,
};
return ret;
}
/**
* transforms: reset
*/
resetTransform() {
this.ctx.resetTransform();
}
/**
* custom element scoped querySelector
*/
find(qs) {
if (!this.element) return false;
return enrich(this.element.querySelector(qs));
}
/**
* custom element scoped querySelectorAll
*/
findAll(qs) {
if (!this.element) return false;
return Array.from(this.element.querySelectorAll(qs)).map((e) => enrich(e));
}
/**
* Set a (CSS) border on the canvas
*/
setBorder(width = 1, color = `black`) {
if (width === false) {
this.canvas.style.border = `none`;
} else {
this.canvas.style.border = `${width}px solid ${color}`;
}
}
/**
* Set the cursor type while the cursor is over the canvas
*/
setCursor(type) {
this.canvas.style.cursor = type;
}
/**
* Get a random color
*/
randomColor(a = 1.0) {
CURRENT_HUE = (CURRENT_HUE + 73) % 360;
return `hsla(${CURRENT_HUE},50%,50%,${a})`;
}
/**
* Set the context fillStyle
*/
setFill(color) {
if (color === false) color = `transparent`;
this.ctx.fillStyle = color;
}
/**
* Convenience alias
*/
noFill() {
this.setFill(false);
}
/**
* Set the context strokeStyle
*/
setStroke(color) {
if (color === false) color = `transparent`;
this.ctx.strokeStyle = color;
}
/**
* Convenience alias
*/
noStroke() {
this.setStroke(false);
}
/**
* Set the context lineWidth
*/
setWidth(width) {
this.ctx.lineWidth = `${width}px`;
}
/**
* Reset the canvas bitmap to a uniform color.
*/
clear(color = `white`) {
this.ctx.cacheStyle();
this.resetTransform();
this.ctx.fillStyle = color;
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
this.ctx.restoreStyle();
}
/**
* Draw a Point (or {x,y,z?} conformant) object on the canvas
*/
point(x, y) {
this.circle(x, y, 5);
}
/**
* Draw a line between two Points
*/
line(x1, y1, x2, y2) {
this.ctx.beginPath();
this.ctx.moveTo(x1, y1);
this.ctx.lineTo(x2, y2);
this.ctx.stroke();
}
/**
* Draw a circle around a Point
*/
circle(x, y, r) {
this.ctx.beginPath();
this.ctx.arc(x, y, r, 0, this.TAU);
this.ctx.fill();
this.ctx.stroke();
}
/**
* Draw text on the canvas
*/
text(str, x, y, alignment) {
if (y === undefined) {
y = x.y;
x = x.x;
}
const ctx = this.ctx;
if (alignment) {
ctx.cacheStyle();
ctx.textAlign = alignment;
}
this.ctx.fillText(str, x, y);
if (alignment) ctx.restoreStyle();
}
/**
* Draw a rectangle start with {p} in the upper left
*/
rect(x, y, w, h) {
this.ctx.fillRect(x, y, w, h);
this.ctx.strokeRect(x, y, w, h);
}
/**
* Draw a function plot from [start] to [end] in [steps] steps.
* Returns the plot shape so that it can be cached for redrawing.
*/
plot(fn, start = 0, end = 1, steps = 24) {
const ctx = this.ctx;
ctx.cacheStyle();
ctx.fillStyle = `transparent`;
const interval = end - start;
this.start();
for (let i = 0, e = steps - 1, v; i < steps; i++) {
v = fn(start + (interval * i) / e);
this.vertex(v.x, v.y);
}
this.end();
ctx.restoreStyle();
return this.currentShape;
}
/**
* A signal for starting a complex shape
*/
start(type) {
this.currentShape = new Shape(type || this.POLYGON);
}
/**
* A signal for starting a new segment of a complex shape
*/
segment(type, factor) {
this.currentShape.addSegment(type, factor);
}
/**
* Add a plain point to the current shape
*/
vertex(x, y) {
this.currentShape.vertex({ x, y });
}
/**
* Draw a previously created shape
*/
drawShape(shape) {
this.currentShape = shape;
this.end();
}
/**
* A signal to draw the current complex shape
*/
end() {
this.ctx.beginPath();
let { x, y } = this.currentShape.first;
this.ctx.moveTo(x, y);
this.currentShape.segments.forEach((s) =>
this[`draw${s.type}`](s.points, s.factor)
);
this.ctx.fill();
this.ctx.stroke();
}
/**
* Polygon draw function
*/
drawPolygon(points) {
points.forEach((p) => this.ctx.lineTo(p.x, p.y));
}
/**
* Curve draw function, which draws a CR curve as a series of Beziers
*/
drawCatmullRom(points, f) {
// invent a virtual first and last point
const f0 = points[0],
f1 = points[1],
fn = f0.reflect(f1),
l1 = points[points.length - 2],
l0 = points[points.length - 1],
ln = l0.reflect(l1),
cpoints = [fn, ...points, ln];
// four point sliding window over the segment
for (let i = 0, e = cpoints.length - 3; i < e; i++) {
let [c1, c2, c3, c4] = cpoints.slice(i, i + 4);
let p2 = {
x: c2.x + (c3.x - c1.x) / (6 * f),
y: c2.y + (c3.y - c1.y) / (6 * f),
};
let p3 = {
x: c3.x - (c4.x - c2.x) / (6 * f),
y: c3.y - (c4.y - c2.y) / (6 * f),
};
this.ctx.bezierCurveTo(p2.x, p2.y, p3.x, p3.y, c3.x, c3.y);
}
}
/**
* Curve draw function, which assumes Bezier coordinates
*/
drawBezier(points) {
for (let i = 0, e = points.length; i < e; i += 3) {
let [p1, p2, p3] = points.slice(i, i + 3);
this.ctx.bezierCurveTo(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
}
}
/**
* Yield a snapshot of the current shape.
*/
save() {
return this.currentShape;
}
/**
* convenient grid drawing function
*/
drawGrid(division = 20) {
for (let x = (division / 2) | 0; x < this.width; x += division) {
this.line({ x, y: 0 }, { x, y: this.height });
}
for (let y = (division / 2) | 0; y < this.height; y += division) {
this.line({ x: 0, y }, { x: this.width, y });
}
}
/**
* convenient axis drawing function
*
* api.drawAxes(pad, "t",0,1, "S","0%","100%");
*
*/
drawAxes(hlabel, hs, he, vlabel, vs, ve, w, h) {
h = h || this.height;
w = w || this.width;
this.line(0, 0, w, 0);
this.line(0, 0, 0, h);
const hpos = 0 - 5;
this.text(`${hlabel}`, this.width / 2, hpos, this.CENTER);
this.text(hs, 0, hpos, this.CENTER);
this.text(he, w, hpos, this.CENTER);
const vpos = -10;
this.text(`${vlabel}\n`, vpos, this.height / 2, this.RIGHT);
this.text(vs, vpos, 0 + 5, this.RIGHT);
this.text(ve, vpos, h, this.RIGHT);
}
/**
* math functions
*/
floor(v) {
return Math.floor(v);
}
ceil(v) {
return Math.ceil(v);
}
round(v) {
return Math.round(v);
}
random(v = 1) {
return Math.random() * v;
}
abs(v) {
return Math.abs(v);
}
sin(v) {
return Math.sin(v);
}
cos(v) {
return Math.cos(v);
}
tan(v) {
return Math.tan(v);
}
sqrt(v) {
return Math.sqrt(v);
}
atan2(dy, dx) {
return Math.atan2(dy, dx);
}
pow(v, p) {
return Math.pow(v, p);
}
map(v, s, e, ns, ne, constrain = false) {
const i1 = e - s,
i2 = ne - ns,
p = v - s;
let r = ns + (p * i2) / i1;
if (constrain) return this.constrain(r, ns, ne);
return r;
}
constrain(v, s, e) {
return v < s ? s : v > e ? e : v;
}
}
export { GraphicsAPI, Bezier, Vector, Matrix };