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387
src/Mobile.vue
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387
src/Mobile.vue
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<script setup lang="js">
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import {onMounted} from "vue"
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onMounted(() => {
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Array.prototype.clone = function () {
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return [].concat(this);
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//或者 return this.concat();
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}
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class Point {
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constructor(x, y, time) {
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this.x = x;
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this.y = y;
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this.isControl = false;
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this.time = Date.now();
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this.lineWidth = 0;
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this.isAdd = false;
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}
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}
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class Line {
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constructor() {
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this.points = new Array();
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this.changeWidthCount = 0;
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this.lineWidth = 10;
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}
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}
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class HandwritingSelf {
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constructor(canvas) {
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this.canvas = canvas;
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this.ctx = canvas.getContext("2d")
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// this.points = new Array();
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this.line = new Line();
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this.pointLines = new Array();//Line数组
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this.k = 0.5;
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this.begin = null;
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this.middle = null;
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this.end = null;
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this.preTime = null;
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this.lineWidth = 8;
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this.isDown = false;
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}
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down(x, y) {
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this.isDown = true;
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this.line = new Line();
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this.line.lineWidth = this.lineWidth;
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let currentPoint = new Point(x, y, Date.now());
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this.addPoint(currentPoint);
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this.preTime = Date.now();
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}
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move(x, y) {
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// console.log("move:",x,y)
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if (this.isDown) {
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let currentPoint = new Point(x, y, Date.now())
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this.addPoint(currentPoint);
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this.draw();
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}
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}
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up(x, y) {
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// if (e.touches.length > 0) {
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let currentPoint = new Point(x, y, Date.now())
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this.addPoint(currentPoint);
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// }
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this.draw(true);
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this.pointLines.push(this.line);
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this.begin = null;
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this.middle = null;
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this.end = null;
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this.isDown = false;
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}
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draw(isUp = false) {
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this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
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this.ctx.strokeStyle = "rgba(255,20,87,1)";
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//绘制不包含this.line的线条
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this.pointLines.forEach((line, index) => {
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let points = line.points;
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this.ctx.beginPath();
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this.ctx.ellipse(points[0].x - 1.5, points[0].y, 6, 3, Math.PI / 4, 0, Math.PI * 2);
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this.ctx.fill();
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this.ctx.beginPath();
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this.ctx.moveTo(points[0].x, points[0].y);
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let lastW = line.lineWidth;
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this.ctx.lineWidth = line.lineWidth;
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this.ctx.lineJoin = "round";
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this.ctx.lineCap = "round";
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let minLineW = line.lineWidth / 4;
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let isChangeW = false;
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let changeWidthCount = line.changeWidthCount;
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for (let i = 1; i <= points.length; i++) {
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if (i == points.length) {
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this.ctx.stroke();
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break;
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}
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if (i > points.length - changeWidthCount) {
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if (!isChangeW) {
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this.ctx.stroke();//将之前的线条不变的path绘制完
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isChangeW = true;
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if (i > 1 && points[i - 1].isControl)
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continue;
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}
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let w = (lastW - minLineW) / changeWidthCount * (points.length - i) + minLineW;
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points[i - 1].lineWidth = w;
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this.ctx.beginPath();//为了开启新的路径 否则每次stroke 都会把之前的路径在描一遍
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// this.ctx.strokeStyle = "rgba("+Math.random()*255+","+Math.random()*255+","+Math.random()*255+",1)";
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this.ctx.lineWidth = w;
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this.ctx.moveTo(points[i - 1].x, points[i - 1].y);//移动到之前的点
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this.ctx.lineTo(points[i].x, points[i].y);
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this.ctx.stroke();//将之前的线条不变的path绘制完
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} else {
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if (points[i].isControl && points[i + 1]) {
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this.ctx.quadraticCurveTo(points[i].x, points[i].y, points[i + 1].x, points[i + 1].y);
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} else if (i >= 1 && points[i - 1].isControl) {//上一个是控制点 当前点已经被绘制
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} else
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this.ctx.lineTo(points[i].x, points[i].y);
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}
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}
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})
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//绘制this.line线条
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let points;
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if (isUp)
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points = this.line.points;
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else
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points = this.line.points.clone();
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//当前绘制的线条最后几个补点 贝塞尔方式增加点
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let count = 0;
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let insertCount = 0;
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let i = points.length - 1;
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let endPoint = points[i];
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let controlPoint;
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let startPoint;
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while (i >= 0) {
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if (points[i].isControl == true) {
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controlPoint = points[i];
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count++;
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} else {
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startPoint = points[i];
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}
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if (startPoint && controlPoint && endPoint) {//使用贝塞尔计算补点
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let dis = this.z_distance(startPoint, controlPoint) + this.z_distance(controlPoint, endPoint);
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let insertPoints = this.BezierCalculate([startPoint, controlPoint, endPoint], Math.floor(dis / 6) + 1);
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insertCount += insertPoints.length;
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var index = i;//插入位置
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// 把insertPoints 变成一个适合splice的数组(包含splice前2个参数的数组)
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insertPoints.unshift(index, 1);
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Array.prototype.splice.apply(points, insertPoints);
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//补完点后
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endPoint = startPoint;
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startPoint = null;
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}
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if (count >= 6)
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break;
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i--;
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}
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//确定最后线宽变化的点数
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let changeWidthCount = count + insertCount;
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if (isUp)
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this.line.changeWidthCount = changeWidthCount;
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//制造椭圆头
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this.ctx.fillStyle = "rgba(255,20,87,1)"
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this.ctx.beginPath();
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this.ctx.ellipse(points[0].x - 1.5, points[0].y, 6, 3, Math.PI / 4, 0, Math.PI * 2);
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this.ctx.fill();
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this.ctx.beginPath();
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this.ctx.moveTo(points[0].x, points[0].y);
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let lastW = this.line.lineWidth;
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this.ctx.lineWidth = this.line.lineWidth;
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this.ctx.lineJoin = "round";
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this.ctx.lineCap = "round";
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let minLineW = this.line.lineWidth / 4;
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let isChangeW = false;
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for (let i = 1; i <= points.length; i++) {
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if (i == points.length) {
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this.ctx.stroke();
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break;
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}
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//最后的一些点线宽变细
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if (i > points.length - changeWidthCount) {
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if (!isChangeW) {
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this.ctx.stroke();//将之前的线条不变的path绘制完
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isChangeW = true;
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if (i > 1 && points[i - 1].isControl)
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continue;
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}
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//计算线宽
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let w = (lastW - minLineW) / changeWidthCount * (points.length - i) + minLineW;
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points[i - 1].lineWidth = w;
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this.ctx.beginPath();//为了开启新的路径 否则每次stroke 都会把之前的路径在描一遍
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// this.ctx.strokeStyle = "rgba(" + Math.random() * 255 + "," + Math.random() * 255 + "," + Math.random() * 255 + ",0.5)";
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this.ctx.lineWidth = w;
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this.ctx.moveTo(points[i - 1].x, points[i - 1].y);//移动到之前的点
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this.ctx.lineTo(points[i].x, points[i].y);
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this.ctx.stroke();//将之前的线条不变的path绘制完
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} else {
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if (points[i].isControl && points[i + 1]) {
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this.ctx.quadraticCurveTo(points[i].x, points[i].y, points[i + 1].x, points[i + 1].y);
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} else if (i >= 1 && points[i - 1].isControl) {//上一个是控制点 当前点已经被绘制
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} else
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this.ctx.lineTo(points[i].x, points[i].y);
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}
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}
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}
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addPoint(p) {
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if (this.line.points.length >= 1) {
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let last_point = this.line.points[this.line.points.length - 1]
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let distance = this.z_distance(p, last_point);
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if (distance < 10) {
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return;
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}
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}
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if (this.line.points.length == 0) {
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this.begin = p;
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p.isControl = true;
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this.pushPoint(p);
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} else {
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this.middle = p;
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let controlPs = this.computeControlPoints(this.k, this.begin, this.middle, null);
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this.pushPoint(controlPs.first);
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this.pushPoint(p);
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p.isControl = true;
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this.begin = this.middle;
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}
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}
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pushPoint(p) {
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//排除重复点
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if (this.line.points.length >= 1 && this.line.points[this.line.points.length - 1].x == p.x && this.line.points[this.line.points.length - 1].y == p.y)
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return;
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this.line.points.push(p);
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}
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computeControlPoints(k, begin, middle, end) {
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if (k > 0.5 || k <= 0)
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return;
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let diff1 = new Point(middle.x - begin.x, middle.y - begin.y)
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let diff2 = null;
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if (end)
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diff2 = new Point(end.x - middle.x, end.y - middle.y)
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// let l1 = (diff1.x ** 2 + diff1.y ** 2) ** (1 / 2)
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// let l2 = (diff2.x ** 2 + diff2.y ** 2) ** (1 / 2)
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let first = new Point(middle.x - (k * diff1.x), middle.y - (k * diff1.y))
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let second = null;
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if (diff2)
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second = new Point(middle.x + (k * diff2.x), middle.y + (k * diff2.y))
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return {first: first, second: second}
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}
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z_distance(b, e) {
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return Math.sqrt(Math.pow(e.x - b.x, 2) + Math.pow(e.y - b.y, 2));
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}
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BezierCalculate(poss, precision) {
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//维度,坐标轴数(二维坐标,三维坐标...)
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let dimersion = 2;
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//贝塞尔曲线控制点数(阶数)
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let number = poss.length;
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//控制点数不小于 2 ,至少为二维坐标系
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if (number < 2 || dimersion < 2)
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return null;
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let result = new Array();
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//计算杨辉三角
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let mi = new Array();
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mi[0] = mi[1] = 1;
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for (let i = 3; i <= number; i++) {
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let t = new Array();
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for (let j = 0; j < i - 1; j++) {
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t[j] = mi[j];
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}
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mi[0] = mi[i - 1] = 1;
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for (let j = 0; j < i - 2; j++) {
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mi[j + 1] = t[j] + t[j + 1];
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}
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}
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//计算坐标点
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for (let i = 0; i < precision; i++) {
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let t = i / precision;
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let p = new Point(0, 0);
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p.isAdd = true;
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result.push(p);
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for (let j = 0; j < dimersion; j++) {
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let temp = 0.0;
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for (let k = 0; k < number; k++) {
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temp += Math.pow(1 - t, number - k - 1) * (j == 0 ? poss[k].x : poss[k].y) * Math.pow(t, k) * mi[k];
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}
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j == 0 ? p.x = temp : p.y = temp;
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}
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}
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return result;
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}
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clear(){
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this.line = new Line();
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this.pointLines = new Array();//Line数组
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this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
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}
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}
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//以下代码为鼠标移动事件部分
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let handwriting = new HandwritingSelf(document.getElementById("canvasId"))
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// document.ontouchstart = document.onmousedown
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document.onpointerdown = function (e) {
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handwriting.clear()
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if (e.type == "touchstart")
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handwriting.down(e.touches[0].pageX, e.touches[0].pageY);
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else
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handwriting.down(e.x, e.y);
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}
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// document.ontouchmove = document.onmousemove
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document.onpointermove = function (e) {
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if (e.type == "touchmove")
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handwriting.move(e.touches[0].pageX, e.touches[0].pageY);
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else
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handwriting.move(e.x, e.y);
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}
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// document.ontouchend = document.onmouseup
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document.onpointerup = function (e) {
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if (e.type == "touchend")
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handwriting.up(e.touches[0].pageX, e.touches[0].pageY);
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else
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handwriting.up(e.x, e.y);
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let image = new Image();
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image.src = handwriting.canvas.toDataURL("image/png");
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Tesseract.recognize(
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image,
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'eng',
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).then(({data: {text}}) => {
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console.log(text);
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})
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}
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})
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</script>
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<template>
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<div class="mobile">
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<canvas id="canvasId" width="800" height="720"></canvas>
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</div>
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</template>
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<style scoped lang="scss">
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@import "assets/css/colors";
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.mobile {
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background: $dark-main-bg;
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canvas {
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//width: 100%;
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//height: 100%;
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border: 1px solid gray;
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}
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}
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</style>
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Reference in New Issue
Block a user