💖 adding stroke-width support for (poly)lines!

pull/7/head
Michael Straßburger 2016-09-29 00:57:28 +02:00
rodzic 410d3aba4f
commit 7bfe9bb57b
1 zmienionych plików z 56 dodań i 7 usunięć

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@ -44,11 +44,15 @@ module.exports = class Canvas
position = @_project x, y position = @_project x, y
@buffer.writeText text, position[0], position[1], color, center @buffer.writeText text, position[0], position[1], color, center
polyline: (points, color) -> line: (from, to, color, width = 1) ->
from = @_project from[0], from[1]
to = @_project to[0], to[1]
@_line from, to, color, width
polyline: (points, color, width = 1) ->
projected = (@_project point[0], point[1] for point in points) projected = (@_project point[0], point[1] for point in points)
for i in [1...projected.length] for i in [1...projected.length]
bresenham projected[i-1]..., projected[i]..., @_line projected[i-1], projected[i], width, color
(x, y) => @buffer.setPixel x, y, color
setBackground: (color) -> setBackground: (color) ->
@buffer.setGlobalBackground color @buffer.setGlobalBackground color
@ -77,9 +81,51 @@ module.exports = class Canvas
for i in [0...triangles.length] by 3 for i in [0...triangles.length] by 3
@_filledTriangle extract(triangles[i]), extract(triangles[i+1]), extract(triangles[i+2]), color @_filledTriangle extract(triangles[i]), extract(triangles[i+1]), extract(triangles[i+2]), color
_bresenham: (pointA, pointB) -> # Inspired by Alois Zingl's "The Beauty of Bresenham's Algorithm"
bresenham pointA[0], pointA[1], # -> http://members.chello.at/~easyfilter/bresenham.html
pointB[0], pointB[1] _line: (pointA, pointB, width, color) ->
# Fall back to width-less bresenham algorithm if we dont have a width
unless width = Math.max 0, width-1
return bresenham pointA[0], pointA[1], pointB[0], pointB[1],
(x, y) => @buffer.setPixel x, y, color
[x0, y0] = pointA
[x1, y1] = pointB
dx = Math.abs x1-x0
sx = if x0 < x1 then 1 else -1
dy = Math.abs y1-y0
sy = if y0 < y1 then 1 else -1
err = dx-dy
ed = if dx+dy is 0 then 1 else Math.sqrt dx*dx+dy*dy
width = (width+1)/2
loop
@buffer.setPixel x0, y0, color
e2 = err
x2 = x0
if 2*e2 >= -dx
e2 += dy
y2 = y0
while e2 < ed*width && (y1 != y2 || dx > dy)
@buffer.setPixel x0, y2 += sy, color
e2 += dx
break if x0 is x1
e2 = err
err -= dy
x0 += sx
if 2*e2 <= dy
e2 = dx-e2
while e2 < ed*width && (x1 != x2 || dx < dy)
@buffer.setPixel x2 += sx, y0, color
e2 += dy
break if y0 is y1
err += dx
y0 += sy
_project: (x, y) -> _project: (x, y) ->
point = vec2.transformMat2d vec2.create(), vec2.fromValues(x, y), @matrix point = vec2.transformMat2d vec2.create(), vec2.fromValues(x, y), @matrix
@ -94,6 +140,10 @@ module.exports = class Canvas
@_filledTriangle pointA, pointB, pointC, color @_filledTriangle pointA, pointB, pointC, color
@_filledTriangle pointC, pointB, pointD, color @_filledTriangle pointC, pointB, pointD, color
_bresenham: (pointA, pointB) ->
bresenham pointA[0], pointA[1],
pointB[0], pointB[1]
# Draws a filled triangle # Draws a filled triangle
_filledTriangle: (pointA, pointB, pointC, color) -> _filledTriangle: (pointA, pointB, pointC, color) ->
a = @_bresenham pointB, pointC a = @_bresenham pointB, pointC
@ -103,7 +153,6 @@ module.exports = class Canvas
# Filter out any points outside of the visible area # Filter out any points outside of the visible area
# TODO: benchmark - is it more effective to filter double points, or does # TODO: benchmark - is it more effective to filter double points, or does
# it req more computing time than actually setting points multiple times? # it req more computing time than actually setting points multiple times?
last = null last = null
points = a.concat(b).concat(c) points = a.concat(b).concat(c)
.filter (point) => 0 <= point.y < @height .filter (point) => 0 <= point.y < @height