Commit before dropping the fill tool idea and reverting to the first lasso version

This commit is contained in:
Nicola 2022-01-02 21:57:20 +01:00
parent 908cc1b17c
commit 5b6b3d33bc
4 changed files with 115 additions and 65 deletions

View File

@ -1,6 +1,20 @@
// Acts as a public static class // Acts as a public static class
class Util { class Util {
/** Colors a pixel in an image data
*
* @param {*} tempImage The imagedata to paint
* @param {*} pixelPos Index of the pixel
* @param {*} fillColor Color to use to paint
*/
static colorPixel(tempImage, pixelPos, fillColor) {
//console.log('colorPixel:',pixelPos);
tempImage.data[pixelPos] = fillColor.r;
tempImage.data[pixelPos + 1] = fillColor.g;
tempImage.data[pixelPos + 2] = fillColor.b;
tempImage.data[pixelPos + 3] = 255;
}
/** Tells if a pixel is empty (has alpha = 0) /** Tells if a pixel is empty (has alpha = 0)
* *
* @param {*} pixel * @param {*} pixel

View File

@ -66,7 +66,7 @@ class Layer {
Events.onCustom("del", this.tryDelete.bind(this)); Events.onCustom("del", this.tryDelete.bind(this));
this.menuEntry.getElementsByTagName("canvas")[0].getContext('2d').imageSmoothingEnabled = false; this.context.imageSmoothingEnabled = false;
} }
this.initialize(); this.initialize();

View File

@ -1,7 +1,7 @@
class LassoSelectionTool extends SelectionTool { class LassoSelectionTool extends SelectionTool {
currentPixels = []; currentPixels = [];
currSelection = {}; currSelection = {};
boundingBox = {minX: 9999999, maxX: -1, minY: 9999999, maxY: -1}; boundingBox = {minX: 99999, maxX: -1, minY: 99999, maxY: -1};
constructor (name, options, switchFunc, moveTool) { constructor (name, options, switchFunc, moveTool) {
super(name, options, switchFunc, moveTool); super(name, options, switchFunc, moveTool);
@ -11,39 +11,41 @@ class LassoSelectionTool extends SelectionTool {
onStart(mousePos) { onStart(mousePos) {
super.onStart(mousePos); super.onStart(mousePos);
let mouseX = Math.floor(mousePos[0] / currFile.zoom);
let mouseY = Math.floor(mousePos[1] / currFile.zoom);
// Putting the vfx layer on top of everything // Putting the vfx layer on top of everything
currFile.VFXLayer.canvas.style.zIndex = MAX_Z_INDEX; currFile.VFXLayer.canvas.style.zIndex = MAX_Z_INDEX;
// clearSelection(); // clearSelection();
this.currentPixels = []; this.currentPixels = [];
this.drawSelection(); this.drawSelection();
this.currentPixels.push([mousePos[0] / currFile.zoom, mousePos[1] / currFile.zoom]); this.currentPixels.push([mouseX, mouseY]);
this.boundingBox = {minX: 99999, maxX: -1, minY: 99999, maxY: -1};
this.checkBoundingBox(mouseX, mouseY);
} }
onDrag(mousePos) { onDrag(mousePos) {
super.onDrag(mousePos); super.onDrag(mousePos);
let mouseX = mousePos[0] / currFile.zoom; let mouseX = Math.floor(mousePos[0] / currFile.zoom);
let mouseY = mousePos[1] / currFile.zoom; let mouseY = Math.floor(mousePos[1] / currFile.zoom);
if (this.currentPixels[this.currentPixels.length - 1] != mousePos) if (this.currentPixels[this.currentPixels.length - 1] != mousePos)
this.currentPixels.push([mousePos[0] / currFile.zoom, mousePos[1] / currFile.zoom]); this.currentPixels.push([mouseX, mouseY]);
this.drawSelection(); this.drawSelection();
this.checkBoundingBox(mouseX, mouseY);
if (mouseX > this.boundingBox.maxX)
this.boundingBox.maxX = Math.floor(mouseX);
if (mouseX < this.boundingBox.minX)
this.boundingBox.minX = Math.floor(mouseX);
if (mouseY < this.boundingBox.minY)
this.boundingBox.minY = Math.floor(mouseY);
if (mouseY > this.boundingBox.maxY)
this.boundingBox.maxY = Math.floor(mouseY);
} }
onEnd(mousePos) { onEnd(mousePos) {
super.onEnd(mousePos); super.onEnd(mousePos);
new HistoryState().EditCanvas(); new HistoryState().EditCanvas();
this.currentPixels.push([this.startMousePos[0] / currFile.zoom, this.startMousePos[1] / currFile.zoom]); let mouseX = Math.floor(mousePos[0] / currFile.zoom);
let mouseY = Math.floor(mousePos[1] / currFile.zoom);
this.currentPixels.push(this.currentPixels[0]);
this.checkBoundingBox(mouseX, mouseY);
this.getSelection(); this.getSelection();
// Switch to the move tool so that the user can move the selection // Switch to the move tool so that the user can move the selection
@ -51,6 +53,18 @@ class LassoSelectionTool extends SelectionTool {
this.moveTool.setSelectionData(null, this); this.moveTool.setSelectionData(null, this);
} }
checkBoundingBox(mouseX, mouseY) {
if (mouseX > this.boundingBox.maxX)
this.boundingBox.maxX = mouseX;
else if (mouseX < this.boundingBox.minX)
this.boundingBox.minX = mouseX;
if (mouseY < this.boundingBox.minY)
this.boundingBox.minY = mouseY;
else if (mouseY > this.boundingBox.maxY)
this.boundingBox.maxY = mouseY;
}
onSelect() { onSelect() {
super.onSelect(); super.onSelect();
} }
@ -63,7 +77,6 @@ class LassoSelectionTool extends SelectionTool {
if (this.currentPixels.length <= 1) if (this.currentPixels.length <= 1)
return; return;
let point = []; let point = [];
let prevPoint = [];
currFile.VFXLayer.context.clearRect(0, 0, currFile.canvasSize[0], currFile.canvasSize[1]); currFile.VFXLayer.context.clearRect(0, 0, currFile.canvasSize[0], currFile.canvasSize[1]);
currFile.VFXLayer.context.strokeStyle = 'rgba(0,0,0,1)'; currFile.VFXLayer.context.strokeStyle = 'rgba(0,0,0,1)';
@ -77,17 +90,15 @@ class LassoSelectionTool extends SelectionTool {
if (index == 0) if (index == 0)
currFile.VFXLayer.context.moveTo(point[0], point[1]); currFile.VFXLayer.context.moveTo(point[0], point[1]);
else { else {
prevPoint = this.currentPixels[index- 1];
currFile.VFXLayer.context.lineTo(point[0], point[1]); currFile.VFXLayer.context.lineTo(point[0], point[1]);
currFile.VFXLayer.drawLine(Math.floor(prevPoint[0]), Math.floor(prevPoint[1]),
Math.floor(point[0]), Math.floor(point[1]), 1);
} }
} }
currFile.VFXLayer.drawLine(Math.floor(prevPoint[0]), Math.floor(prevPoint[1]), currFile.VFXLayer.context.filter = "url(#remove-alpha)"
Math.floor(this.startMousePos[0] / currFile.zoom), Math.floor(this.startMousePos[1] / currFile.zoom), 1); currFile.VFXLayer.context.lineTo(this.currentPixels[0][0], this.currentPixels[0][1]);
currFile.VFXLayer.context.lineTo(this.startMousePos[0] / currFile.zoom, this.startMousePos[1] / currFile.zoom); currFile.VFXLayer.context.stroke();
currFile.VFXLayer.context.filter = "none";
currFile.VFXLayer.context.fillStyle = 'rgba(0,0,0,0.3)'; currFile.VFXLayer.context.fillStyle = 'rgba(0,0,0,0.3)';
currFile.VFXLayer.context.fill(); currFile.VFXLayer.context.fill();
currFile.VFXLayer.context.closePath(); currFile.VFXLayer.context.closePath();
@ -103,56 +114,70 @@ class LassoSelectionTool extends SelectionTool {
return; return;
} }
for (let x=this.boundingBox.minX; x<this.boundingBox.maxX; x++) { currFile.VFXLayer.context.fillStyle = "blue";
for (let y=this.boundingBox.minY; y<this.boundingBox.maxY; y++) { currFile.VFXLayer.context.fillRect(this.boundingBox.minX, this.boundingBox.minY, 1, 1);
currFile.VFXLayer.context.fillRect(this.boundingBox.minX, this.boundingBox.maxY, 1, 1);
currFile.VFXLayer.context.fillRect(this.boundingBox.maxX, this.boundingBox.maxY, 1, 1);
currFile.VFXLayer.context.fillRect(this.boundingBox.maxX, this.boundingBox.minY, 1, 1);
let fillPoint = [];
let found = false;
// Find a point inside the selection
while (!found) {
let nIntersections = 0;
let prevPoint = -1;
fillPoint = [Math.round(Math.random() * (this.boundingBox.maxX - this.boundingBox.minX)),
Math.round(Math.random() * (this.boundingBox.maxY - this.boundingBox.minY))];
currFile.VFXLayer.context.fillStyle = "green";
currFile.VFXLayer.context.fillRect(fillPoint[0], fillPoint[1], 1, 1);
// Count the number of intersections with the shape
for (let i=0; i<this.currentPixels.length; i++) {
if (fillPoint[0] == this.currentPixels[i][0] && this.currentPixels[i][1] != prevPoint)
nIntersections++;
prevPoint = this.currentPixels[i][1];
}
if (nIntersections & 1)
found = true;
}
console.log("Point: ");
console.log(fillPoint);
/*for (let x=this.boundingBox.minX+1; x<this.boundingBox.maxX; x++) {
for (let y=this.boundingBox.minY+1; y<this.boundingBox.maxY; y++) {
let toCheck = [x, y]; let toCheck = [x, y];
let intersectionCount = 0; let intersectionCount = 0;
if (!this.currentPixels.includes(toCheck)) { if (currFile.VFXLayer.context.getImageData(toCheck[0], toCheck[1], 1, 1).data[3] != 255) {
for (let index = 1; index < this.currentPixels.length; index ++){ // Start from the pixel to check
let start = this.currentPixels[index - 1]; let currPos = [toCheck[0], toCheck[1]];
let end = this.currentPixels[index]; // Finish when you get the pixel to check
let endPos = [toCheck[0], this.boundingBox.maxX];
let ray = {Start: toCheck, End: [9999, 0]}; let prevColor = 0;
let segment = {Start: start, End: end};
let rayDistance = {
x: ray.End[0] - ray.Start[0],
y: ray.End[1] - ray.Start[1]
};
let segDistance = {
x: segment.End[0] - segment.Start[0],
y: segment.End[1] - segment.Start[1]
};
let rayLength = Math.sqrt(Math.pow(rayDistance.x, 2) + Math.pow(rayDistance.y, 2));
let segLength = Math.sqrt(Math.pow(segDistance.x, 2) + Math.pow(segDistance.y, 2));
if ((rayDistance.x / rayLength == segDistance.x / segLength) &&
(rayDistance.y / rayLength == segDistance.y / segLength))
continue;
let T2 = (rayDistance.x * (segment.Start[1] - ray.Start[1]) + rayDistance.y * (ray.Start[0] - segment.Start[0])) / (segDistance.x * rayDistance.y - segDistance.y * rayDistance.x);
let T1 = (segment.Start[0] + segDistance.x * T2 - ray.Start[0]) / rayDistance.x;
//Parametric check.
if (T1 < 0) {
continue;
}
if (T2 < 0 || T2 > 1) {
continue;
}
if (isNaN(T1)) {
continue;
}
// Go down: if you meet a pixel of the border, increase the number of intersections
while (currPos[1] <= endPos[1]) {
let pixel = currFile.VFXLayer.context.getImageData(currPos[0],
currPos[1], 1, 1).data;
if (pixel[3] == 255 && prevColor != 255) {
// Check if there's a closing pixel below
intersectionCount++; intersectionCount++;
} }
currPos[1]++;
prevColor = pixel[3];
}
// If the number of intersections is even (0 or 2), then the pixel is outside the
// seleted region
if (intersectionCount & 1) if (intersectionCount & 1)
selected.push(toCheck); selected.push(toCheck);
} }
} }
} }*/
for (let i=0; i<selected.length; i++) { for (let i=0; i<selected.length; i++) {
currFile.VFXLayer.context.fillStyle = "red"; currFile.VFXLayer.context.fillStyle = "red";

View File

@ -1,5 +1,16 @@
<!-- CANVASES --> <!-- CANVASES -->
<div id="canvas-view"> <div id="canvas-view">
<!-- FILTERS -->
<svg width="0" height="0" style="position:absolute;z-index:-1;">
<defs>
<filter id="remove-alpha" x="0" y="0" width="100%" height="100%">
<feComponentTransfer>
<feFuncA type="discrete" tableValues="0 1"></feFuncA>
</feComponentTransfer>
</filter>
</defs>
</svg>
<canvas id="vfx-canvas" class = "drawingCanvas"></canvas> <canvas id="vfx-canvas" class = "drawingCanvas"></canvas>
<canvas id = "tmp-canvas" class = "drawingCanvas"></canvas> <canvas id = "tmp-canvas" class = "drawingCanvas"></canvas>
<canvas id="pixel-canvas" class = "drawingCanvas"></canvas> <canvas id="pixel-canvas" class = "drawingCanvas"></canvas>