如何使用html canvas和javascript用鼠标绘制平滑的连续线

时间:2016-11-17 08:50:42

标签: javascript html5 canvas

我尝试使用html5 canvas和普通javascript创建一个简单的绘图/绘图程序。我已经让它工作正常了,但是当绘制和移动鼠标太快时,线路断开连接并且我最终得到一条点线 - 我怎样才能使它成为平滑的连续线?

建议将不胜感激!我对JS很陌生,所以代码示例非常有用,提前谢谢。

目前的JS是:



var canvas, ctx
var mouseX, mouseY, mouseDown = 0

function draw(ctx,x,y,size) {
  ctx.fillStyle = "#000000"
  ctx.beginPath()
  ctx.arc(x, y, size, 0, Math.PI*2, true)
  ctx.closePath()
  ctx.fill()
}

function clearCanvas(canvas,ctx) {
  ctx.clearRect(0, 0, canvas.width, canvas.height)
}

function onMouseDown() {
  mouseDown = 1
  draw(ctx, mouseX, mouseY, 2)
}

function onMouseUp() {
  mouseDown = 0
}

function onMouseMove(e) {
  getMousePos(e)
  if (mouseDown == 1) {
      draw(ctx, mouseX, mouseY, 2)
  }
}

function getMousePos(e) {
  if (!e)
      var e = event
  if (e.offsetX) {
      mouseX = e.offsetX
      mouseY = e.offsetY
  }
  else if (e.layerX) {
      mouseX = e.layerX
      mouseY = e.layerY
  }
 }

function init() {
    canvas = document.getElementById('sketchpad')
    ctx = canvas.getContext('2d')
    canvas.addEventListener('mousedown', onMouseDown, false)
    canvas.addEventListener('mousemove', onMouseMove, false)
    window.addEventListener('mouseup', onMouseUp, false)
}
init();

<canvas id="sketchpad" width="500" height="500"></canvas>
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3 个答案:

答案 0 :(得分:8)

用鼠标绘制平滑曲线。

可悲的是,如果你希望忠于艺术家的意图,那就不那么容易了。

它涉及记录整个鼠标中风。笔画完成后,将点数减少到细节限制(由艺术家设置),然后对其余点应用贝塞尔平滑函数。

可以在绘制笔划时完成,但对于某些设备,如果线条变得很长,这可能会变得太多。由于线条细节缩减在显示平滑线时所有点都看起来有些人不喜欢它随着线条变长而稍微改变的方式。

<强>演示

以下代码演示了我发现有用的解决方案。

  • 使用左按钮进行平滑绘制,完成一个按钮释放。
  • 使用右键通过实时平滑(蓝线)进行绘制。
  • 鼠标中键单击以清除。

使用顶部的两个滑块设置平滑量和细节量。左键单击以拖出笔划,显示原始线。释放鼠标后,线条将被简化,平滑并添加到背景图像中。

var canvas = document.getElementById("canV"); 
var ctx = canvas.getContext("2d");


// mouse stuff
var mouse = {
    x:0,
    y:0,
    buttonLastRaw:0, // user modified value 
    buttonRaw:0,
    buttons:[1,2,4,6,5,3], // masks for setting and clearing button raw bits;
};
function mouseMove(event){
    mouse.x = event.offsetX;  mouse.y = event.offsetY; 
    if(mouse.x === undefined){ mouse.x = event.clientX;  mouse.y = event.clientY;}    
    if(event.type === "mousedown"){ mouse.buttonRaw |= mouse.buttons[event.which-1];
    }else if(event.type === "mouseup"){mouse.buttonRaw &= mouse.buttons[event.which+2];
    }else if(event.type === "mouseout"){ mouse.buttonRaw = 0; mouse.over = false;
    }else if(event.type === "mouseover"){ mouse.over = true; }
    event.preventDefault();
}
canvas.addEventListener('mousemove',mouseMove);
canvas.addEventListener('mousedown',mouseMove);
canvas.addEventListener('mouseup'  ,mouseMove); 
canvas.addEventListener('mouseout'  ,mouseMove); 
canvas.addEventListener('mouseover'  ,mouseMove); 
canvas.addEventListener("contextmenu", function(e){ e.preventDefault();}, false);


// Line simplification based on
// the Ramer–Douglas–Peucker algorithm
// referance https://en.wikipedia.org/wiki/Ramer%E2%80%93Douglas%E2%80%93Peucker_algorithm
// points are and array of arrays consisting of [[x,y],[x,y],...,[x,y]]
// length is in pixels and is the square of the actual distance.
// returns array of points of the same form as the input argument points.
var simplifyLineRDP = function(points, length) {
    var simplify = function(start, end) { // recursize simplifies points from start to end
        var maxDist, index, i, xx , yy, dx, dy, ddx, ddy, p1, p2, p, t, dist, dist1;
        p1 = points[start];
        p2 = points[end];   
        xx = p1[0];
        yy = p1[1];
        ddx = p2[0] - xx;
        ddy = p2[1] - yy;
        dist1 = (ddx * ddx + ddy * ddy);
        maxDist = length;
        for (var i = start + 1; i < end; i++) {
            p = points[i];
            if (ddx !== 0 || ddy !== 0) {
                t = ((p[0] - xx) * ddx + (p[1] - yy) * ddy) / dist1;
                if (t > 1) {
                    dx = p[0] - p2[0];
                    dy = p[1] - p2[1];
                } else 
                if (t > 0) {
                    dx = p[0] - (xx + ddx * t);
                    dy = p[1] - (yy + ddy * t);
                } else {
                    dx = p[0] - xx;
                    dy = p[1] - yy;
                }
            }else{
                dx = p[0] - xx;
                dy = p[1] - yy;
            }
            dist = dx * dx + dy * dy 
            if (dist > maxDist) {
                index = i;
                maxDist = dist;
            }
        }

        if (maxDist > length) { // continue simplification while maxDist > length
            if (index - start > 1){
                simplify(start, index);
            }
            newLine.push(points[index]);
            if (end - index > 1){
                simplify(index, end);
            }
        }
    }    
    var end = points.length - 1;
    var newLine = [points[0]];
    simplify(0, end);
    newLine.push(points[end]);
    return newLine;
}



// This is my own smoothing method 
// It creates a set of bezier control points either 2nd order or third order 
// bezier curves.
// points: list of points
// cornerThres: when to smooth corners and represents the angle between to lines. 
//     When the angle is smaller than the cornerThres then smooth.
// match: if true then the control points will be balanced.
// Function will make a copy of the points

var smoothLine = function(points,cornerThres,match){  // adds bezier control points at points if lines have angle less than thres
    var  p1, p2, p3, dist1, dist2, x, y, endP, len, angle, i, newPoints, aLen, closed, bal, cont1, nx1, nx2, ny1, ny2, np;
    function dot(x, y, xx, yy) {  // get do product
        // dist1,dist2,nx1,nx2,ny1,ny2 are the length and  normals and used outside function
        // normalise both vectors
        dist1 = Math.sqrt(x * x + y * y); // get length
        if (dist1  > 0) {  // normalise
            nx1 = x / dist1 ;
            ny1 = y / dist1 ;
        }else {
            nx1 = 1;  // need to have something so this will do as good as anything
            ny1 = 0;
        }
        dist2  = Math.sqrt(xx * xx + yy * yy);
        if (dist2  > 0) {
            nx2 = xx / dist2;
            ny2 = yy / dist2;
        }else {
            nx2 = 1;
            ny2 = 0;
        }
       return Math.acos(nx1 * nx2 + ny1 * ny2 ); // dot product
    }
    newPoints = []; // array for new points
    aLen = points.length;
    if(aLen <= 2){  // nothing to if line too short
        for(i = 0; i < aLen; i ++){  // ensure that the points are copied          
            newPoints.push([points[i][0],points[i][1]]);
        }
        return newPoints;
    }
    p1 = points[0];
    endP =points[aLen-1];
    i = 0;  // start from second poitn if line not closed
    closed = false;
    len = Math.hypot(p1[0]- endP[0], p1[1]-endP[1]);
    if(len < Math.SQRT2){  // end points are the same. Join them in coordinate space
        endP =  p1;
        i = 0;             // start from first point if line closed
        p1 = points[aLen-2];
        closed = true;
    }       
    newPoints.push([points[i][0],points[i][1]])
    for(; i < aLen-1; i++){
        p2 = points[i];
        p3 = points[i + 1];
        angle = Math.abs(dot(p2[0] - p1[0], p2[1] - p1[1], p3[0] - p2[0], p3[1] - p2[1]));
        if(dist1 !== 0){  // dist1 and dist2 come from dot function
            if( angle < cornerThres*3.14){ // bend it if angle between lines is small
                  if(match){
                      dist1 = Math.min(dist1,dist2);
                      dist2 = dist1;
                  }
                  // use the two normalized vectors along the lines to create the tangent vector
                  x = (nx1 + nx2) / 2;  
                  y = (ny1 + ny2) / 2;
                  len = Math.sqrt(x * x + y * y);  // normalise the tangent
                  if(len === 0){
                      newPoints.push([p2[0],p2[1]]);                                  
                  }else{
                      x /= len;
                      y /= len;
                      if(newPoints.length > 0){
                          var np = newPoints[newPoints.length-1];
                          np.push(p2[0]-x*dist1*0.25);
                          np.push(p2[1]-y*dist1*0.25);
                      }
                      newPoints.push([  // create the new point with the new bezier control points.
                            p2[0],
                            p2[1],
                            p2[0]+x*dist2*0.25,
                            p2[1]+y*dist2*0.25
                      ]);
                  }
            }else{
                newPoints.push([p2[0],p2[1]]);            
            }
        }
        p1 = p2;
    }  
    if(closed){ // if closed then copy first point to last.
        p1 = [];
        for(i = 0; i < newPoints[0].length; i++){
            p1.push(newPoints[0][i]);
        }
        newPoints.push(p1);
    }else{
        newPoints.push([points[points.length-1][0],points[points.length-1][1]]);      
    }
    return newPoints;    
}

// creates a drawable image
var createImage = function(w,h){
    var image = document.createElement("canvas");
    image.width = w;
    image.height =h; 
    image.ctx = image.getContext("2d"); 
    return image;
}  

// draws the smoothed line with bezier control points.
var drawSmoothedLine = function(line){
    var i,p;
    ctx.beginPath()
    ctx.moveTo(line[0][0],line[0][1])
    for(i = 0; i < line.length-1; i++){
       p = line[i];
       p1 = line[i+1]
       if(p.length === 2){ // linear 
            ctx.lineTo(p[0],p[1])
       }else
       if(p.length === 4){ // bezier 2nd order
           ctx.quadraticCurveTo(p[2],p[3],p1[0],p1[1]);
       }else{              // bezier 3rd order
           ctx.bezierCurveTo(p[2],p[3],p[4],p[5],p1[0],p1[1]);
       }
    }
    if(p.length === 2){
        ctx.lineTo(p1[0],p1[1])
    }
    ctx.stroke();
}

// smoothing settings
var liveSmooth;
var lineSmooth = {};
lineSmooth.lengthMin = 8;  // square of the pixel length
lineSmooth.angle = 0.8;      // angle threshold
lineSmooth.match = false;  // not working.
// back buffer to save the canvas allowing the new line to be erased
var backBuffer = createImage(canvas.width,canvas.height);
var currentLine = [];
mouse.lastButtonRaw = 0;  // add mouse last incase not there
ctx.lineWidth = 3;
ctx.lineJoin = "round";
ctx.lineCap = "round";
ctx.strokeStyle = "black";
ctx.clearRect(0,0,canvas.width,canvas.height);
var drawing = false;  // if drawing
var input = false;  // if menu input
var smoothIt = false;  // flag to allow feedback that smoothing is happening as it takes some time.
function draw(){
    // if not drawing test for menu interaction and draw the menus
    if(!drawing){      
        if(mouse.x < 203 && mouse.y < 24){
            if(mouse.y < 13){
                if(mouse.buttonRaw === 1){
                    ctx.clearRect(3,3,200,10);
                    lineSmooth.angle = (mouse.x-3)/200;
                    input = true;
                }
            }else
            if(mouse.buttonRaw === 1){
                ctx.clearRect(3,14,200,10);
                lineSmooth.lengthMin = (mouse.x-3)/10;
                input = true;
            }
                
            canvas.style.cursor = "pointer";
        }else{
            canvas.style.cursor = "crosshair";
            
        }
        if(mouse.buttonRaw === 0 && input){
            input = false;
            mouse.lastButtonRaw = 0;
        }
        ctx.lineWidth = 0.5;
        ctx.fillStyle = "red";
        ctx.clearRect(3,3,200,10);
        ctx.clearRect(3,14,200,10);
        ctx.fillRect(3,3,lineSmooth.angle*200,10);
        ctx.fillRect(3,14,lineSmooth.lengthMin*10,10);

        ctx.textAlign = "left";
        ctx.textBaseline = "top";
        ctx.fillStyle = "#000"
        ctx.strokeRect(3,3,200,10);
        ctx.fillText("Smooth "+(lineSmooth.angle * (180 / Math.PI)).toFixed(0)+"deg",5,2)
        ctx.strokeRect(3,14,200,10);
        ctx.fillText("Detail "+lineSmooth.lengthMin.toFixed(0) + "pixels",5,13);

    }else{
        canvas.style.cursor = "crosshair"; 
    }
    if(!input){
         ctx.lineWidth = 3;
        if(mouse.buttonRaw === 4 && mouse.lastButtonRaw === 0){
            currentLine = [];
            drawing  = true;

            backBuffer.ctx.clearRect(0,0,canvas.width,canvas.height);
            backBuffer.ctx.drawImage(canvas,0,0);
            currentLine.push([mouse.x,mouse.y])
        }else
        if(mouse.buttonRaw === 4){
            var lp = currentLine[currentLine.length-1]; // get last point
            // dont record point if no movement
            if(mouse.x !== lp[0] || mouse.y !== lp[1] ){
                currentLine.push([mouse.x,mouse.y]);
                ctx.beginPath();
                ctx.moveTo(lp[0],lp[1])
                ctx.lineTo(mouse.x,mouse.y);
                ctx.stroke();
                liveSmooth = smoothLine(
                    simplifyLineRDP(
                        currentLine,
                        lineSmooth.lengthMin
                    ),
                    lineSmooth.angle,
                    lineSmooth.match
                );
                ctx.clearRect(0,0,canvas.width,canvas.height);
               ctx.drawImage(backBuffer,0,0);
                ctx.strokeStyle = "Blue";
                drawSmoothedLine(liveSmooth );
                ctx.strokeStyle = "black";
            }
        }else
        if(mouse.buttonRaw === 0 && mouse.lastButtonRaw === 4){
            ctx.textAlign = "center"
            ctx.fillStyle = "red"
            ctx.fillText("Smoothing...",canvas.width/2,canvas.height/5);
            smoothIt = true;
        }else
        if(smoothIt){
            smoothIt = false;
            
            var newLine = smoothLine(
                simplifyLineRDP(
                    currentLine,
                    lineSmooth.lengthMin
                ),
                lineSmooth.angle,
                lineSmooth.match
            );
            ctx.clearRect(0,0,canvas.width,canvas.height);
            ctx.drawImage(backBuffer,0,0);
            drawSmoothedLine(newLine);
            drawing  = false;
            
        }


        if(mouse.buttonRaw === 1 && mouse.lastButtonRaw === 0){
            currentLine = [];
            drawing  = true;

            backBuffer.ctx.clearRect(0,0,canvas.width,canvas.height);
            backBuffer.ctx.drawImage(canvas,0,0);
            currentLine.push([mouse.x,mouse.y])
        }else
        if(mouse.buttonRaw === 1){
            var lp = currentLine[currentLine.length-1]; // get last point
            // dont record point if no movement
            if(mouse.x !== lp[0] || mouse.y !== lp[1] ){
                currentLine.push([mouse.x,mouse.y]);
                ctx.beginPath();
                ctx.moveTo(lp[0],lp[1])
                ctx.lineTo(mouse.x,mouse.y);
                ctx.stroke();
            }
        }else
        if(mouse.buttonRaw === 0 && mouse.lastButtonRaw === 1){
            ctx.textAlign = "center"
            ctx.fillStyle = "red"
            ctx.fillText("Smoothing...",canvas.width/2,canvas.height/5);
            smoothIt = true;
        }else
        if(smoothIt){
            smoothIt = false;
            
            var newLine = smoothLine(
                simplifyLineRDP(
                    currentLine,
                    lineSmooth.lengthMin
                ),
                lineSmooth.angle,
                lineSmooth.match
            );
            ctx.clearRect(0,0,canvas.width,canvas.height);
            ctx.drawImage(backBuffer,0,0);
            drawSmoothedLine(newLine);
            drawing  = false;
            
        }
    }
    // middle button clear
    if(mouse.buttonRaw === 2){
        ctx.clearRect(0,0,canvas.width,canvas.height);
    }
    mouse.lastButtonRaw = mouse.buttonRaw;

    requestAnimationFrame(draw);

}

draw();
.canC { width:1000px;  height:500px; border:1px black solid;}
<canvas class="canC" id="canV" width=1000 height=500></canvas>

答案 1 :(得分:5)

您可以保存最后一个位置,并在最后一个点和实际点之间画一条线。

UserWebService

在mouseup事件中,将两个变量设置为零。

if (lastX && lastY && (x !== lastX || y !== lastY)) {
    ctx.fillStyle = "#000000";
    ctx.lineWidth = 2 * size;
    ctx.beginPath();
    ctx.moveTo(lastX, lastY);
    ctx.lineTo(x, y);
    ctx.stroke();
    // ...
   lastX = x;
   lastY = y;
}
var canvas, ctx
var mouseX, mouseY, mouseDown = 0,
    lastX, lastY;

function draw(ctx,x,y,size) {
    if (lastX && lastY && (x !== lastX || y !== lastY)) {
        ctx.fillStyle = "#000000";
        ctx.lineWidth = 2 * size;
        ctx.beginPath();
        ctx.moveTo(lastX, lastY);
        ctx.lineTo(x, y);
        ctx.stroke();
    }
  ctx.fillStyle = "#000000";
  ctx.beginPath();
  ctx.arc(x, y, size, 0, Math.PI*2, true);
  ctx.closePath();
  ctx.fill();
  lastX = x;
  lastY = y;
}

function clearCanvas(canvas,ctx) {
  ctx.clearRect(0, 0, canvas.width, canvas.height)
}

function onMouseDown() {
  mouseDown = 1
  draw(ctx, mouseX, mouseY, 2)
}

function onMouseUp() {
  mouseDown = 0;
  lastX = 0;
  lastY = 0;
}

function onMouseMove(e) {
  getMousePos(e)
  if (mouseDown == 1) {
      draw(ctx, mouseX, mouseY, 2)
  }
}

function getMousePos(e) {
  if (!e)
      var e = event
  if (e.offsetX) {
      mouseX = e.offsetX
      mouseY = e.offsetY
  }
  else if (e.layerX) {
      mouseX = e.layerX
      mouseY = e.layerY
  }
 }

function init() {
    canvas = document.getElementById('sketchpad')
    ctx = canvas.getContext('2d')
    canvas.addEventListener('mousedown', onMouseDown, false)
    canvas.addEventListener('mousemove', onMouseMove, false)
    window.addEventListener('mouseup', onMouseUp, false)
}

init();

答案 2 :(得分:2)

好问题!我建议您使用网站https://developer.mozilla.org/zh-CN/docs/Web/API/Canvas_API来了解更多canvas API。

我认为使用lineToarc好。所以我希望这段代码可以帮到你。

var canvas, ctx;
var mouseDown = 0, lastX, lastY;



function draw(ctx,x,y) {
  ctx.beginPath();
  ctx.moveTo(lastX,lastY);
  ctx.lineTo(x,y);
  ctx.closePath();
  ctx.stroke();
}

function clearCanvas(canvas,ctx) {
  ctx.clearRect(0, 0, canvas.width, canvas.height)
}

function onMouseDown(e) {
  var xy = getMousePos(e);
  lastX = xy.mouseX;
  lastY = xy.mouseY;
  mouseDown = 1;
}

function onMouseUp() {
  mouseDown = 0
}

function onMouseMove(e) {
  if (mouseDown == 1) {
      var xy = getMousePos(e);
      draw(ctx, xy.mouseX, xy.mouseY);
      lastX = xy.mouseX, lastY = xy.mouseY;
  }
}

function getMousePos(e) {
    var o = {};
  if (!e)
      var e = event
  if (e.offsetX) {
      o.mouseX = e.offsetX
      o.mouseY = e.offsetY
  }
  else if (e.layerX) {
      o.mouseX = e.layerX
      o.mouseY = e.layerY
  }
  return o;
 }

function init() {
    canvas = document.getElementById('sketchpad')
    ctx = canvas.getContext('2d')
    canvas.addEventListener('mousedown', onMouseDown, false)
    canvas.addEventListener('mousemove', onMouseMove, false)
    canvas.addEventListener('mouseup', onMouseUp, false)
}
init();