上一章讲解了如何获取更多信息点,正好是为本章功能服务的。“笔锋”是模拟真实书写体验的核心功能,它让画出的线条不再均匀平滑,而是能根据运笔的速度、方向和压力产生粗细、浓淡的自然变化,就像用毛笔、钢笔或铅笔在纸上书写一样。
一、点的宽度
点宽度的依据主要依据点的速度和点的压力
(1)速度笔锋
1. VelocityTracker 的方法介绍
VelocityTracker是android提供的用来记录滑动速度的一个类,可以监控手指移动的速度。下面是VelocityTracker的方法介绍。
static VelocityTracker obtain() //获取VelocityTracker对象
//将需要追踪速度的触摸事件添加进来,可以是ACTION_DOWN, ACTION_MOVE, ACTION_UP中的任一个
void addMovement(MotionEvent event)
/**
* 用于计算添加进来的事件的速度,
* units是速度的单位,通常设置为1000,意思是计算的的速度,单位是像素/秒
* maxVelocity是速度的最大值,
*/
void computeCurrentVelocity(int units, float maxVelocity)
void computeCurrentVelocity(int units)
/*
*获取id对应的手指在水平方向的速度,使用该方法前要调用computeCurrentVelocity()
*/
float getXVelocity(int id)
float getXVelocity()
/*
*获取id对应的手指在垂直方向的速度,使用该方法前要调用computeCurrentVelocity()
*/
float getYVelocity(int id)
float getYVelocity()
void clear() //重置velocityTracker,回到初始状态
void recycle() //回收复用
2. VelocityTracker 具体使用
//声明 VelocityTracker
private VelocityTracker velocityTracker ;
//获取实例
velocityTracker = VelocityTracker.obtain();
//基于已添加的事件计算当前速度
velocityTracker.addMovement(event);
velocityTracker.computeCurrentVelocity(1);
//computeCurrentVelocity():计算当前的速度值。
//这里的 1 表示每毫秒移动的像素数。1000:表示每秒移动的像素数
//计算速度
Math.sqrt(velocityTracker.getXVelocity(pointerId)*velocityTracker.getXVelocity(pointerId)
+velocityTracker.getYVelocity(pointerId)*velocityTracker.getYVelocity(pointerId));
使用数学公式实现速度的计算:
(2)压感笔锋
压力的获取相对方便,只有使用笔写的时候 event.getPressure() 才会有意义,手写的结果通常1.0f:
// 获取压力值 (范围通常为 0~1)
float pressure = event.getPressure();
// 获取工具类型 (判断是否是笔)
int toolType = event.getToolType(pointerIndex);
(3)宽度计算
- 速度:速度越大,宽度越小
- 压感:压力越大,宽度越大
宽度的计算可以通过 曲线函数法 :通过二次函数或者三次函数计算得到对应的宽度
比如:参数可以自行调整。
private float WidthForVelocity(float x) {
return Math.max(mWidth*(-0.01893f*x*x*x+0.224f*x*x-0.91937f*x+1.45f)
,mWidth*0.15f);
}
二、曲线绘制
(1)二次贝塞尔曲线
二次贝塞尔曲在之前 画图白板APP开发(一)中介绍过,这里复制下代码
// 用于存储上一个触摸点的坐标
private float mPreviousX, mPreviousY;
@Override
public boolean onTouchEvent(MotionEvent event) {
// 获取当前触摸点的坐标
float x = event.getX();
float y = event.getY();
// 根据不同的触摸动作进行处理
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN: // 手指按下事件
// 将路径起点移动到当前触摸点
mPath.moveTo(x, y);
// 记录当前点作为下一个动作的前一个点
mPreviousX = x;
mPreviousY = y;
break;
case MotionEvent.ACTION_MOVE: // 手指移动事件
// 计算控制点坐标(取前一点和当前点的中点)
float controlX = (x + mPreviousX) / 2;
float controlY = (y + mPreviousY) / 2;
// 使用二次贝塞尔曲线连接
// 参数说明:
// 前两个参数(mPreviousX,mPreviousY) - 控制点坐标
// 后两个参数(controlX,controlY) - 结束点坐标
mPath.quadTo(mPreviousX, mPreviousY, controlX, controlY);
// 更新前一个点的坐标为当前点
mPreviousX = x;
mPreviousY = y;
break;
}
// 请求重绘视图
invalidate();
// 返回true表示已消费该触摸事件
return true;
}
结合计算得到的宽度,你就可以得到如下图片,宽度不一的曲线:
注意:
这里不是通过一个Path绘制而成的,曲线的每一段为一个单独的Path。
//关键代码 float cx = (historicalX +mStartXs[pointerId]) / 2f; float cy = (historicalY + mStartYs[pointerId]) / 2f; if(Paints[pointerId] != null){ Paints[pointerId].mOnePaths.add(new PaintDates.PathAndWidth(new Path(paths[pointerId]), mEndWidths[pointerId], historicalX, historicalY)); Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-1).path.quadTo(mStartXs[pointerId], mStartYs[pointerId], cx, cy); }
这里自己尝试手动写写,应该就很好理解。
三、笔锋实现(添加笔锋 Path)
(1)介绍
上面的示例只实现了不同宽度笔迹的展现,压根没有实现笔锋效果。接下来尝试在已有 Path 的基础上,绘制笔锋。通过在已有 Path 的两侧另外绘制 Path,形成笔锋效果。
口头说可能不太清楚,直接上图片
截取两段不同宽度的 Path ,红点为两段 Path 的衔接点,既然要实现笔锋,就需要想办法将其变为一个锥形 。我们在较大的区域多余的部分在创建两 Path 覆盖不就可以了吗?如下图所示:
注意:
上图看上去有很多衔接不恰的地方,如果绘制那不坑坑洼洼?
其实绘制的 Path 并非方形,而是如下图显示,这里只是为了方便绘图。绘制的 Path 也并非直线,而是贝塞尔曲线。
(2)确定添加的 Path (起始点和个数)
上面的猜想成立,那我们该如何确定另外的 Path 如何绘制呢?目前我们确定的是:
- 新增的 Path 宽度应该跟需要添加的 原始 Path 宽度一致(目的是为了尾部重合看不出差异)
- 新增的 Path 尾部的点需与原始 Path 尾部点重合
目前有两个问题:
1. 起始点应该如何确定?
2.需要添加的 Path 到底为多少个?
1. 起始点应该如何确定?
解答:
宽度不一的 Paht 对应的衔接点,我们可以看成一个大圆包裹着小圆,入下图所示:
红点为圆心(两条 Path 的交点)、两个圆分别对应宽度不一的 Path
接下来我们来确定起始点(两个蓝色的点就是新增 Path 其实点的位置),我们的目的就是为了让新增的圆,跟大圆相切。
2.需要添加的 Path 到底为多少个?
需要通过比较两个原始 Path 得到答案,如何倍数在3以内,新增两个就够了;如何倍数在3以外,在5以内,就需要添加 4 个 Path。
(3)代码
通过上面的思路,有了如下代码:
if(Math.abs(mEndWidths[pointerId]-mLastWidths[pointerId])>0.05f&&Paints[pointerId].mOnePaths.size()>=2){
//第一步确定起点,有的化必定要画了
if(mEndWidths[pointerId]<mLastWidths[pointerId]){
Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-1).addPaths = new ArrayList<>();
//起点在前,开始分段
float BL = mLastWidths[pointerId]/mEndWidths[pointerId];
if(BL>=1.0f&&BL<3.0f){
//画两条线(求这两个点):这个是对当期的path进行添加
//参数:基准点,首点,末点,前半径,后半径,addPaths (起点和终点都是center点)
setTowAddPaths(mStartXs[pointerId], mStartYs[pointerId],mCenterXs[pointerId],mCenterYs[pointerId],cx,cy,mLastWidths[pointerId],mEndWidths[pointerId]
,Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-1).addPaths);
}else {
//画四条线(求这四个点)
setFourAddPaths(mStartXs[pointerId], mStartYs[pointerId],mCenterXs[pointerId],mCenterYs[pointerId],cx,cy,mLastWidths[pointerId],mEndWidths[pointerId]
,Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-1).addPaths);
}
}else {
//在压感笔锋的情况下第一个点就可能进来
if(Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-2).addPaths == null){
Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-2).addPaths = new ArrayList<>();
}
//起点在后,开始分段
float BL = mEndWidths[pointerId]/mLastWidths[pointerId];
if(BL>=1.0f&&BL<3.0f){
//画两条线:这个是对前一个path精心添加
if(Paints[pointerId].mOnePaths.size()<=2){
//当这条线目前只有两条path时
}else if(Paints[pointerId].mOnePaths.size()==3){
//当这条线目前只有三条path时
setTowAddPaths((Paints[pointerId].mx+mCenterXs[pointerId])/2f,(Paints[pointerId].my+mCenterYs[pointerId])/2f
,Paints[pointerId].mx,Paints[pointerId].my,mCenterXs[pointerId],mCenterYs[pointerId],mLastWidths[pointerId],mEndWidths[pointerId]
,Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-2).addPaths);
isThinToRough = true;
}else {
//当有三个点时
float startX,startY,jdX,jdY;
//System.out.println("AAAAAAAAAAAAAA来到了增大的笔锋");
jdX = Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-3).x;
jdY = Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-3).y;
startX = (Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-3).x+Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-4).x)/2f;
startY = (Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-3).y+Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-4).y)/2f;
//System.out.println("CCCCCCCCCC"+startX+","+startY+","+jdX+","+jdY+","+mCenterXs[pointerId]+","+mCenterYs[pointerId]);
setTowAddPaths(jdX,jdY,startX,startY,mCenterXs[pointerId],mCenterYs[pointerId],mLastWidths[pointerId],mEndWidths[pointerId]
,Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-2).addPaths);
isThinToRough = true;
}
}else {
//画四条线
if(Paints[pointerId].mOnePaths.size()<=2){
//当这条线目前只有两条path时
}else if(Paints[pointerId].mOnePaths.size()==3){
//当这条线目前只有三条path时
setFourAddPaths((Paints[pointerId].mx+mCenterXs[pointerId])/2f,(Paints[pointerId].my+mCenterYs[pointerId])/2f
,Paints[pointerId].mx,Paints[pointerId].my,mCenterXs[pointerId],mCenterYs[pointerId],mLastWidths[pointerId],mEndWidths[pointerId]
,Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-2).addPaths);
isThinToRough = true;
}else {
//当有三个点时
float startX,startY,jdX,jdY;
//System.out.println("AAAAAAAAAAAAAA来到了增大的笔锋");
jdX = Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-3).x;
jdY = Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-3).y;
startX = (Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-3).x+Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-4).x)/2f;
startY = (Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-3).y+Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-4).y)/2f;
//System.out.println("CCCCCCCCCC"+startX+","+startY+","+jdX+","+jdY+","+mCenterXs[pointerId]+","+mCenterYs[pointerId]);
setFourAddPaths(jdX,jdY,startX,startY,mCenterXs[pointerId],mCenterYs[pointerId],mLastWidths[pointerId],mEndWidths[pointerId]
,Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-2).addPaths);
isThinToRough = true;
}
}
}
}else if (Math.abs(mEndWidths[pointerId]-mLastWidths[pointerId])<0.05f){
//这种情况出现在笔画差不多的情况并且上一个已经添加了两条线
//因为这个要针对手写笔锋就出错所以需要:排首
if(Paints[pointerId]!=null&&Paints[pointerId].mOnePaths!=null){
if(Paints[pointerId].mOnePaths.size()>3){
//这是之前大的情况
if(Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-3).width>mEndWidths[pointerId]){
if(Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-2).addPaths!=null&&Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-2).addPaths.size()==2){
Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-2).addPaths.clear(); //清空一下
PointF Pjz = new PointF();
Pjz.x = (Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-3).x+Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-2).x)/2f;
Pjz.y = (Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-3).y+Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-2).y)/2f;
PointF PStart = new PointF();
PStart.x = (Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-4).x+Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-3).x)/2f;
PStart.y = (Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-4).y+Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-3).y)/2f;
PointF PEnd = new PointF();
PEnd.x = (Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-1).x+historicalX)/2f;
PEnd.y = (Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-1).y+historicalY)/2f;
setTowAddPaths(Pjz.x,Pjz.y,PStart.x,PStart.y,cx,cy
,Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-3).width,mEndWidths[pointerId]
,Paints[pointerId].mOnePaths.get(Paints[pointerId].mOnePaths.size()-2).addPaths);
isThinToRough = true;
}
}else {
//到时候还要写小的情况
}
}
}
}
到这里都应该好理解,接下来详细讲解增加新线形成笔锋的逻辑,这里涉及到数学公式。
//增加新线形成笔锋
private void setTowAddPaths(float jdX,float jdY,float StartX, float StartY, float LastX, float LastY, float StartW,float LastW, ArrayList<Path> addPaths) {
//第一步:求两个点
System.out.println("CCCCCCCCCCCCCCCC jdX:"+jdX+", jdY:"+jdY+", StartX:"+StartX+", StartY:"+StartY+", LastX:"+LastX+", LastY:"+LastY);
float k = -(StartX-LastX)/(StartY-LastY); //求斜率
PointF p1 = new PointF();
PointF p2 = new PointF(); //两焦点
//还需要两个控制曲度的点
PointF p3 = new PointF();
PointF p4 = new PointF();
//两个path
Path path1 = new Path();
Path path2 = new Path();
//判断是收还是尾部(比较那个大)
if(StartW>LastW){
double sqrt = Math.sqrt((StartW * StartW)*0.25 / (k * k + 1));
float b1 = StartY - k*StartX;
p1.x = StartX + (float) sqrt;
p2.x = StartX - (float) sqrt;
p1.y = k*p1.x + b1;
p2.y = k*p2.x + b1;
//求两个起始点
float BL_W = LastW/StartW; // <1f
p1.x = (StartX-p1.x)*BL_W + p1.x;
p1.y = (StartY-p1.y)*BL_W + p1.y;
p2.x = (StartX-p2.x)*BL_W + p2.x;
p2.y = (StartY-p2.y)*BL_W + p2.y;
//开始对控制点
//k = -(jdX-LastX)/(jdY-LastY);
//sqrt = Math.sqrt(((StartW+LastW)/2f * (StartW+LastW)/2f)*0.25 / (k * k + 1));
b1 = jdY - k*jdX;
p3.x = jdX + (float) sqrt;
p4.x = jdX - (float) sqrt;
p3.y = k*p3.x + b1;
p4.y = k*p4.x + b1;
BL_W = LastW/((StartW+LastW)/2f);//其实这个越小越饱满
p3.x = (jdX-p3.x)*BL_W + p3.x;
p3.y = (jdY-p3.y)*BL_W + p3.y;
p4.x = (jdX-p4.x)*BL_W + p4.x;
p4.y = (jdY-p4.y)*BL_W + p4.y;
//开始画线-----------------------
path1.moveTo(p1.x,p1.y);
path1.quadTo(p3.x,p3.y,LastX,LastY);
path2.moveTo(p2.x,p2.y);
path2.quadTo(p4.x,p4.y,LastX,LastY);
}else {
double sqrt = Math.sqrt((LastW * LastW)*0.25 / (k * k + 1));
float b2 = LastY - k*LastX;
p1.x = LastX + (float) sqrt;
p2.x = LastX - (float) sqrt;
p1.y = k*p1.x + b2;
p2.y = k*p2.x + b2;
//求两个起始点
float BL_W = StartW/LastW; //<1f
p1.x = (LastX-p1.x)*BL_W + p1.x;
p1.y = (LastY-p1.y)*BL_W + p1.y;
p2.x = (LastX-p2.x)*BL_W + p2.x;
p2.y = (LastY-p2.y)*BL_W + p2.y;
//控制点
b2 = jdY - k*jdX;
p3.x = jdX + (float) sqrt;
p4.x = jdX - (float) sqrt;
p3.y = k*p3.x + b2;
p4.y = k*p4.x + b2;
BL_W = StartW/((StartW+LastW)/2f);//其实这个越小越饱满
p3.x = (jdX-p3.x)*BL_W + p3.x;
p3.y = (jdY-p3.y)*BL_W + p3.y;
p4.x = (jdX-p4.x)*BL_W + p4.x;
p4.y = (jdY-p4.y)*BL_W + p4.y;
path1.moveTo(StartX,StartY);
path1.quadTo(p3.x,p3.y,p1.x,p1.y);
path2.moveTo(StartX,StartY);
path2.quadTo(p4.x,p4.y,p2.x,p2.y);
//看看传的点是个什么东西
//System.out.println("CCCCCCCCCCCCCCCC jdX:"+jdX+", jdY:"+jdY+", StartX:"+StartX+", StartY:"+StartY+", LastX:"+LastX+", LastY:"+LastY);
}
addPaths.add(new Path(path1));
addPaths.add(new Path(path2));
}
//新增四条形成笔锋
private void setFourAddPaths(float jdX,float jdY,float StartX, float StartY, float LastX, float LastY, float StartW,float LastW, ArrayList<Path> addPaths) {
float k = -(StartX-LastX)/(StartY-LastY); //求斜率
PointF p1 = new PointF();
PointF p2 = new PointF(); //两焦点
//还需要两个控制曲度的点
PointF p3 = new PointF();
PointF p4 = new PointF();
//两个path
Path path1 = new Path();
Path path2 = new Path();
if(StartW>LastW){
double sqrt = Math.sqrt((StartW * StartW)*0.25 / (k * k + 1));
float b1 = StartY - k*StartX;
p1.x = StartX + (float) sqrt;
p2.x = StartX - (float) sqrt;
p1.y = k*p1.x + b1;
p2.y = k*p2.x + b1;
//求两个起始点
float BL_W = LastW/StartW; // <1f
p1.x = (StartX-p1.x)*BL_W + p1.x;
p1.y = (StartY-p1.y)*BL_W + p1.y;
p2.x = (StartX-p2.x)*BL_W + p2.x;
p2.y = (StartY-p2.y)*BL_W + p2.y;
//开始对控制点
//k = -(jdX-LastX)/(jdY-LastY);
//sqrt = Math.sqrt(((StartW+LastW)/2f * (StartW+LastW)/2f)*0.25 / (k * k + 1));
b1 = jdY - k*jdX;
p3.x = jdX + (float) sqrt;
p4.x = jdX - (float) sqrt;
p3.y = k*p3.x + b1;
p4.y = k*p4.x + b1;
BL_W = LastW/((StartW+LastW)/2f);//其实这个越小越饱满
p3.x = (jdX-p3.x)*BL_W + p3.x;
p3.y = (jdY-p3.y)*BL_W + p3.y;
p4.x = (jdX-p4.x)*BL_W + p4.x;
p4.y = (jdY-p4.y)*BL_W + p4.y;
//开始画线-----------------------
path1.moveTo(p1.x,p1.y);
path1.quadTo(p3.x,p3.y,LastX,LastY);
path2.moveTo(p2.x,p2.y);
path2.quadTo(p4.x,p4.y,LastX,LastY);
addPaths.add(new Path(path1));
addPaths.add(new Path(path2));
//在家两条线
if(StartW-2*LastW>0.5f){
setTowAddPaths(jdX, jdY,StartX,StartY,LastX,LastY,(StartW-LastW),LastW,addPaths);
}
}
}
重点讲解下 setTowAddPaths()
1.传入的参数
//参数:基准点,起点,终点,前半径,后半径,addPaths (起点和终点都是center点)2.求起始点的斜率,从而推导出垂直的线跟大圆的交点
3.通过两个交点,求新增线的圆心
4.最后推导出新增的贝塞尔曲线
setFourAddPaths()就是在setTowAddPaths()基础上,减去两个半径,重新计算。
(4)效果
当然你也可以选择就在尾部添加一个笔锋。