【uniapp】签名组件,兼容vue2vue3

网上找了个源码改吧改吧,清除了没用的功能和兼容性,基于uniapp开发的

样子

在这里插入图片描述

vue2 使用方法,具体的可以根据业务自行修改

<signature ref="signature" width="100%" height="410rpx"></signature>
confirm(){
	this.$refs['signature'].getCavasTempFile((url) => {
		//外部调用子组件的方法获取签名的base64
	})
}

vue2源码

<template>
	<view class="canvas_wrapper" ref="canvas_wrappers" :style="canvasStyle">
		<canvas class="handWriting" disable-scroll="true" @touchstart="uploadScaleStart" @touchmove="uploadScaleMove"
			@touchend="uploadScaleEnd" canvas-id="handWriting">
		</canvas>
	</view>
</template>

<script>
	export default {
		props: {
			width: {
				type: String,
				default: '100%'
			},
			height: {
				type: String,
				default: '200rpx'
			},

		},
		data() {
			return {
				canvasName: 'handWriting',
				ctx: '',
				canvasWidth: 0,
				canvasHeight: 0,
				transparent: 1, // 透明度
				selectColor: 'black',
				lineColor: '#1a1a1a', // 颜色
				lineSize: 1.5, // 笔迹倍数
				lineMin: 0.5, // 最小笔画半径
				lineMax: 8, // 最大笔画半径
				pressure: 1, // 默认压力
				smoothness: 60, //顺滑度,用60的距离来计算速度
				currentPoint: {},
				currentLine: [], // 当前线条
				firstTouch: true, // 第一次触发
				radius: 1, //画圆的半径
				cutArea: {
					top: 0,
					right: 0,
					bottom: 0,
					left: 0
				}, //裁剪区域
				bethelPoint: [], //保存所有线条 生成的贝塞尔点;
				lastPoint: 0,
				chirography: [], //笔迹
				currentChirography: {}, //当前笔迹
				linePrack: [], //划线轨迹 , 生成线条的实际点
				half: 0 //绘制一半点
			};
		},

		computed: {
			canvasStyle() {
				return `width:${this.widht};height:${this.height}`
			}
		},
		mounted() {
			this.containerEnter()
		},
		methods: {
			containerEnter() {
				let canvasName = this.canvasName
				let ctx = uni.createCanvasContext(canvasName, this)
				this.ctx = ctx;
				var query = uni.createSelectorQuery().in(this);
				query.select('.canvas_wrapper').boundingClientRect(rect => {
					this.canvasWidth = rect.width;
					this.canvasHeight = rect.height;
					/* 将canvas背景设置为 白底,不设置  导出的canvas的背景为透明 */
					this.setCanvasBg('rgba(0,0,0,0)');
				}).exec();
			},
			containerAfter() {
				this.retDraw()
			},
			// 获取临时文件
			getCavasTempFile(fn) {
				uni.canvasToTempFilePath({
					destWidth: 200,
					destHeight: 200,
					canvasId: 'handWriting',
					success: (res) => {
						//签名成功回调
						fn(res.tempFilePath)
						this.containerAfter()
					},
					fail: (err) => {
						console.log('图片临时文件生成失败', err);
					}
				}, this)
			},
			// 笔迹开始
			uploadScaleStart(e) {
				if (e.type != 'touchstart') return false;
				this.ctx.setFillStyle(this.lineColor); // 初始线条设置颜色
				this.ctx.setGlobalAlpha(this.transparent); // 设置半透明
				let currentPoint = {
					x: e.touches[0].x,
					y: e.touches[0].y
				}
				let currentLine = this.currentLine;
				currentLine.unshift({
					time: new Date().getTime(),
					dis: 0,
					x: currentPoint.x,
					y: currentPoint.y
				})
				this.currentPoint = currentPoint
				if (this.firstTouch) {
					this.currentPoint = {
						top: currentPoint.y,
						right: currentPoint.x,
						bottom: currentPoint.y,
						left: currentPoint.x
					}
					this.firstTouch = false;
				}
				this.pointToLine(currentLine);
			},
			// 笔迹移动
			uploadScaleMove(e) {
				this.half++;
				if ((this.half % 3) != 0) {
					return false
				}
				if (e.type != 'touchmove') return false;
				if (e.cancelable) {
					// 判断默认行为是否已经被禁用
					if (!e.defaultPrevented) {
						e.preventDefault();
					}
				}
				let point = {
					x: e.touches[0].x,
					y: e.touches[0].y
				}
				//测试裁剪
				if (point.y < this.cutArea.top) {
					this.cutArea.top = point.y;
				}
				if (point.y < 0) this.cutArea.top = 0;

				if (point.x > this.cutArea.right) {
					this.cutArea.right = point.x;
				}
				if (this.canvasWidth - point.x <= 0) {
					this.cutArea.right = this.canvasWidth;
				}
				if (point.y > this.cutArea.bottom) {
					this.cutArea.bottom = point.y;
				}
				if (this.canvasHeight - point.y <= 0) {
					this.cutArea.bottom = this.canvasHeight;
				}
				if (point.x < this.cutArea.left) {
					this.cutArea.left = point.x;
				}
				if (point.x < 0) this.cutArea.left = 0;
				this.lastPoint = this.currentPoint
				this.currentPoint = point
				let currentLine = this.currentLine
				currentLine.unshift({
					time: new Date().getTime(),
					dis: this.distance(this.currentPoint, this.lastPoint),
					x: point.x,
					y: point.y
				})
				this.pointToLine(currentLine);
			},
			// 笔迹结束
			uploadScaleEnd(e) {
				if (e.type != 'touchend') return 0;
				let point = {
					x: e.changedTouches[0].x,
					y: e.changedTouches[0].y
				}
				this.lastPoint = this.currentPoint;
				this.currentPoint = point;

				let currentLine = this.currentLine
				currentLine.unshift({
					time: new Date().getTime(),
					dis: this.distance(this.currentPoint, this.lastPoint),
					x: point.x,
					y: point.y
				})
				if (currentLine.length > 2) {
					var info = (currentLine[0].time - currentLine[currentLine.length - 1].time) / currentLine.length;
					//$("#info").text(info.toFixed(2));
				}
				//一笔结束,保存笔迹的坐标点,清空,当前笔迹
				//增加判断是否在手写区域;
				this.pointToLine(currentLine);
				var currentChirography = {
					lineSize: this.lineSize,
					lineColor: this.lineColor
				};
				var chirography = this.chirography
				chirography.unshift(currentChirography);
				this.chirography = chirography
				var linePrack = this.linePrack
				linePrack.unshift(this.currentLine);
				this.half = 0;
				this.linePrack = linePrack;
				this.currentLine = [];
			},
			retDraw() {
				this.ctx.clearRect(0, 0, this.canvasWidth, this.canvasHeight)
				this.ctx.draw();
				//设置canvas背景
				this.setCanvasBg('rgba(0,0,0,0)');
			},

			//画两点之间的线条;参数为:line,会绘制最近的开始的两个点;
			pointToLine(line) {
				this.calcBethelLine(line);
				return;
			},
			//计算插值的方式;
			calcBethelLine(line) {
				if (line.length <= 1) {
					line[0].r = this.radius;
					return;
				}
				let x0, x1, x2, y0, y1, y2, r0, r1, r2, len, lastRadius, dis = 0,
					time = 0,
					curveValue = 0.5;
				if (line.length <= 2) {
					x0 = line[1].x
					y0 = line[1].y
					x2 = line[1].x + (line[0].x - line[1].x) * curveValue;
					y2 = line[1].y + (line[0].y - line[1].y) * curveValue;
					x1 = x0 + (x2 - x0) * curveValue;
					y1 = y0 + (y2 - y0) * curveValue;;

				} else {
					x0 = line[2].x + (line[1].x - line[2].x) * curveValue;
					y0 = line[2].y + (line[1].y - line[2].y) * curveValue;
					x1 = line[1].x;
					y1 = line[1].y;
					x2 = x1 + (line[0].x - x1) * curveValue;
					y2 = y1 + (line[0].y - y1) * curveValue;
				}
				//从计算公式看,三个点分别是(x0,y0),(x1,y1),(x2,y2) ;(x1,y1)这个是控制点,控制点不会落在曲线上;实际上,这个点还会手写获取的实际点,却落在曲线上
				len = this.distance({
					x: x2,
					y: y2
				}, {
					x: x0,
					y: y0
				});
				lastRadius = this.radius;
				for (let n = 0; n < line.length - 1; n++) {
					dis += line[n].dis;
					time += line[n].time - line[n + 1].time;
					if (dis > this.smoothness) break;
				}
				this.radius = Math.min(time / len * this.pressure + this.lineMin, this.lineMax) * this.lineSize
				line[0].r = this.radius;
				//计算笔迹半径;
				if (line.length <= 2) {
					r0 = (lastRadius + this.radius) / 2;
					r1 = r0;
					r2 = r1;
					//return;
				} else {
					r0 = (line[2].r + line[1].r) / 2;
					r1 = line[1].r;
					r2 = (line[1].r + line[0].r) / 2;
				}
				let n = 5;
				let point = [];
				for (let i = 0; i < n; i++) {
					let t = i / (n - 1);
					let x = (1 - t) * (1 - t) * x0 + 2 * t * (1 - t) * x1 + t * t * x2;
					let y = (1 - t) * (1 - t) * y0 + 2 * t * (1 - t) * y1 + t * t * y2;
					let r = lastRadius + (this.radius - lastRadius) / n * i;
					point.push({
						x: x,
						y: y,
						r: r
					});
					if (point.length == 3) {
						let a = this.ctaCalc(point[0].x, point[0].y, point[0].r, point[1].x, point[1].y, point[1].r, point[
							2].x, point[2].y, point[2].r);
						a[0].color = this.lineColor;
						this.bethelDraw(a, 1);
						point = [{
							x: x,
							y: y,
							r: r
						}];
					}
				}
				this.currentLine = line
			},
			//求两点之间距离
			distance(a, b) {
				let x = b.x - a.x;
				let y = b.y - a.y;
				return Math.sqrt(x * x + y * y);
			},
			ctaCalc(x0, y0, r0, x1, y1, r1, x2, y2, r2) {
				let a = [],
					vx01, vy01, norm, n_x0, n_y0, vx21, vy21, n_x2, n_y2;
				vx01 = x1 - x0;
				vy01 = y1 - y0;
				norm = Math.sqrt(vx01 * vx01 + vy01 * vy01 + 0.0001) * 2;
				vx01 = vx01 / norm * r0;
				vy01 = vy01 / norm * r0;
				n_x0 = vy01;
				n_y0 = -vx01;
				vx21 = x1 - x2;
				vy21 = y1 - y2;
				norm = Math.sqrt(vx21 * vx21 + vy21 * vy21 + 0.0001) * 2;
				vx21 = vx21 / norm * r2;
				vy21 = vy21 / norm * r2;
				n_x2 = -vy21;
				n_y2 = vx21;
				a.push({
					mx: x0 + n_x0,
					my: y0 + n_y0,
					color: "#1A1A1A"
				});
				a.push({
					c1x: x1 + n_x0,
					c1y: y1 + n_y0,
					c2x: x1 + n_x2,
					c2y: y1 + n_y2,
					ex: x2 + n_x2,
					ey: y2 + n_y2
				});
				a.push({
					c1x: x2 + n_x2 - vx21,
					c1y: y2 + n_y2 - vy21,
					c2x: x2 - n_x2 - vx21,
					c2y: y2 - n_y2 - vy21,
					ex: x2 - n_x2,
					ey: y2 - n_y2
				});
				a.push({
					c1x: x1 - n_x2,
					c1y: y1 - n_y2,
					c2x: x1 - n_x0,
					c2y: y1 - n_y0,
					ex: x0 - n_x0,
					ey: y0 - n_y0
				});
				a.push({
					c1x: x0 - n_x0 - vx01,
					c1y: y0 - n_y0 - vy01,
					c2x: x0 + n_x0 - vx01,
					c2y: y0 + n_y0 - vy01,
					ex: x0 + n_x0,
					ey: y0 + n_y0
				});
				a[0].mx = a[0].mx.toFixed(1);
				a[0].mx = parseFloat(a[0].mx);
				a[0].my = a[0].my.toFixed(1);
				a[0].my = parseFloat(a[0].my);
				for (let i = 1; i < a.length; i++) {
					a[i].c1x = a[i].c1x.toFixed(1);
					a[i].c1x = parseFloat(a[i].c1x);
					a[i].c1y = a[i].c1y.toFixed(1);
					a[i].c1y = parseFloat(a[i].c1y);
					a[i].c2x = a[i].c2x.toFixed(1);
					a[i].c2x = parseFloat(a[i].c2x);
					a[i].c2y = a[i].c2y.toFixed(1);
					a[i].c2y = parseFloat(a[i].c2y);
					a[i].ex = a[i].ex.toFixed(1);
					a[i].ex = parseFloat(a[i].ex);
					a[i].ey = a[i].ey.toFixed(1);
					a[i].ey = parseFloat(a[i].ey);
				}
				return a;
			},
			bethelDraw(point, is_fill, color) {
				let ctx = this.ctx;
				ctx.beginPath();
				ctx.moveTo(point[0].mx, point[0].my);
				if (undefined != color) {
					ctx.setFillStyle(color);
					ctx.setStrokeStyle(color);
				} else {
					ctx.setFillStyle(point[0].color);
					ctx.setStrokeStyle(point[0].color);
				}
				for (let i = 1; i < point.length; i++) {
					ctx.bezierCurveTo(point[i].c1x, point[i].c1y, point[i].c2x, point[i].c2y, point[i].ex, point[i].ey);
				}
				ctx.stroke();
				if (undefined != is_fill) {
					ctx.fill();
				}
				ctx.draw(true)
			},
			selectColorEvent(event) {
				var color = event.currentTarget.dataset.colorValue;
				var colorSelected = event.currentTarget.dataset.color;
				this.selectColor = colorSelected;
				this.lineColor = color;
			},
			setCanvasBg(color) {
				this.ctx.rect(0, 0, this.canvasWidth, this.canvasHeight - 4);
				this.ctx.setFillStyle(color)
				this.ctx.fill() //设置填充
				this.ctx.draw() //开画
			},
		},

		onShow() {

		}
	}
</script>

<style lang="scss" scoped>
	.canvas_wrapper {
		position: relative;
		background: #f8f7fc;
		border: 2px solid #EBEBEB;
		border-radius: 4px;
		margin: 0 auto;
	}

	.canvas_wrapper .handWriting {
		width: 100%;
		height: 100%;
		position: relative;
		z-index: 10;
	}

	.canvastips {
		position: absolute;
		top: 0;
		left: 0;
		width: 100%;
		height: 100%;
		z-index: 1;
		pointer-events: none;
		font-family: 'PingFang SC';
		font-style: normal;
		font-weight: 400;
		font-size: 70rpx;
		line-height: 180rpx;
		text-align: center;
		letter-spacing: 30rpx;
		color: #E6E6E6;
	}
</style>

vue3使用 由于是两个项目,操作也是不一样,所以获取图片的逻辑也有点不一样

<signatrue ref="signatrueRef" @confirmSign="confirmSign"></signatrue>

代码

<template>
	<uni-popup ref="popup" type="bottom">
		<view class="page_container">
			<view class="canvas_title">请在这里签名</view>
			<view class="canvas_wrapper" ref="canvas_wrappers">
				<canvas class="handWriting" disable-scroll="true" @touchstart="uploadScaleStart"
					@touchmove="uploadScaleMove" @touchend="uploadScaleEnd" canvas-id="handWriting">
				</canvas>
				<view class="canvastips flex_center_center">
					请在这里签名
				</view>
			</view>
			<view class="zbutton_wrapper fixed_bottom">
				<view class="zbutton" @click="retDraw">重新签名</view>
				<view class="zbutton black" @click="getCavasTempFile">完成签名并提交</view>
			</view>
		</view>
	</uni-popup>
</template>

<script setup>
	import {
		ref,
		onMounted,
		computed,
		nextTick
	} from 'vue'
	let popup = ref(null)
	let state = ref({
		canvasName: 'handWriting',
		ctx: '',
		canvasWidth: 0,
		canvasHeight: 0,
		transparent: 1, // 透明度
		selectColor: 'black',
		lineColor: '#1a1a1a', // 颜色
		lineSize: 1.5, // 笔迹倍数
		lineMin: 0.5, // 最小笔画半径
		lineMax: 8, // 最大笔画半径
		pressure: 1, // 默认压力
		smoothness: 60, //顺滑度,用60的距离来计算速度
		currentPoint: {},
		currentLine: [], // 当前线条
		firstTouch: true, // 第一次触发
		radius: 1, //画圆的半径
		cutArea: {
			top: 0,
			right: 0,
			bottom: 0,
			left: 0
		}, //裁剪区域
		bethelPoint: [], //保存所有线条 生成的贝塞尔点;
		lastPoint: 0,
		chirography: [], //笔迹
		currentChirography: {}, //当前笔迹
		linePrack: [], //划线轨迹 , 生成线条的实际点
		half: 0 //绘制一半点
	})
	let canvasStyle = computed(() => {
		return `width:${state.value.widht};height:${state.value.height}`
	})

	onMounted(() => {
		// console.log(popup)
	})
	const init = () => {
		console.log('1111111111')
		popup.value.open('bottom');
		nextTick(() => {
			containerEnter()
		})
	}
	const containerEnter = () => {
		let canvasName = state.value.canvasName
		let ctx = uni.createCanvasContext(canvasName, this)
		state.value.ctx = ctx;
		var query = uni.createSelectorQuery().in(this);
		query.select('.canvas_wrapper').boundingClientRect(rect => {
			state.value.canvasWidth = rect.width;
			state.value.canvasHeight = rect.height;
			/* 将canvas背景设置为 白底,不设置  导出的canvas的背景为透明 */
			setCanvasBg('rgba(0,0,0,0)');
		}).exec();
	}
	const containerAfter = () => {
		retDraw()
	}
	// 获取临时文件
	const getCavasTempFile = (fn) => {
		// if (state.value.linePrack.length == 0 || state.value.linePrack[0].length <= 2) {
		// 	return state.value.$Tips({
		// 		title: '请签名'
		// 	})
		// }
		uni.canvasToTempFilePath({
			destWidth: 200,
			destHeight: 200,
			canvasId: 'handWriting',
			success: (res) => {
				//签名成功回调
				emits('confirmSign', res.tempFilePath)
				containerAfter()
				popup.value.close();
			},
			fail: (err) => {
				console.log('图片临时文件生成失败', err);
			}
		}, this)
	}
	// 笔迹开始
	const uploadScaleStart = (e) => {
		if (e.type != 'touchstart') return false;
		console.log('开始了');
		state.value.ctx.setFillStyle(state.value.lineColor); // 初始线条设置颜色
		state.value.ctx.setGlobalAlpha(state.value.transparent); // 设置半透明
		let currentPoint = {
			x: e.touches[0].x,
			y: e.touches[0].y
		}
		let currentLine = state.value.currentLine;
		currentLine.unshift({
			time: new Date().getTime(),
			dis: 0,
			x: currentPoint.x,
			y: currentPoint.y
		})
		state.value.currentPoint = currentPoint
		if (state.value.firstTouch) {
			state.value.currentPoint = {
				top: currentPoint.y,
				right: currentPoint.x,
				bottom: currentPoint.y,
				left: currentPoint.x
			}
			state.value.firstTouch = false;
		}
		pointToLine(currentLine);
	}
	// 笔迹移动
	const uploadScaleMove = (e) => {
		state.value.half++;
		if ((state.value.half % 3) != 0) {
			return false
		}
		if (e.type != 'touchmove') return false;
		if (e.cancelable) {
			// 判断默认行为是否已经被禁用
			if (!e.defaultPrevented) {
				e.preventDefault();
			}
		}
		let point = {
			x: e.touches[0].x,
			y: e.touches[0].y
		}
		//测试裁剪
		if (point.y < state.value.cutArea.top) {
			state.value.cutArea.top = point.y;
		}
		if (point.y < 0) state.value.cutArea.top = 0;

		if (point.x > state.value.cutArea.right) {
			state.value.cutArea.right = point.x;
		}
		if (state.value.canvasWidth - point.x <= 0) {
			state.value.cutArea.right = state.value.canvasWidth;
		}
		if (point.y > state.value.cutArea.bottom) {
			state.value.cutArea.bottom = point.y;
		}
		if (state.value.canvasHeight - point.y <= 0) {
			state.value.cutArea.bottom = state.value.canvasHeight;
		}
		if (point.x < state.value.cutArea.left) {
			state.value.cutArea.left = point.x;
		}
		if (point.x < 0) state.value.cutArea.left = 0;
		state.value.lastPoint = state.value.currentPoint
		state.value.currentPoint = point
		let currentLine = state.value.currentLine
		currentLine.unshift({
			time: new Date().getTime(),
			dis: distance(state.value.currentPoint, state.value.lastPoint),
			x: point.x,
			y: point.y
		})
		pointToLine(currentLine);
	}
	// 笔迹结束
	const uploadScaleEnd = (e) => {
		console.log('结束了');
		if (e.type != 'touchend') return 0;
		let point = {
			x: e.changedTouches[0].x,
			y: e.changedTouches[0].y
		}
		state.value.lastPoint = state.value.currentPoint;
		state.value.currentPoint = point;

		let currentLine = state.value.currentLine
		currentLine.unshift({
			time: new Date().getTime(),
			dis: distance(state.value.currentPoint, state.value.lastPoint),
			x: point.x,
			y: point.y
		})
		if (currentLine.length > 2) {
			var info = (currentLine[0].time - currentLine[currentLine.length - 1].time) / currentLine.length;
			//$("#info").text(info.toFixed(2));
		}
		//一笔结束,保存笔迹的坐标点,清空,当前笔迹
		//增加判断是否在手写区域;
		pointToLine(currentLine);
		var currentChirography = {
			lineSize: state.value.lineSize,
			lineColor: state.value.lineColor
		};
		var chirography = state.value.chirography
		chirography.unshift(currentChirography);
		state.value.chirography = chirography
		var linePrack = state.value.linePrack
		linePrack.unshift(state.value.currentLine);
		state.value.half = 0;
		state.value.linePrack = linePrack;
		state.value.currentLine = [];
	}
	const retDraw = () => {
		state.value.ctx.clearRect(0, 0, state.value.canvasWidth, state.value.canvasHeight)
		state.value.ctx.draw();
		//设置canvas背景
		setCanvasBg('rgba(0,0,0,0)');
	}

	//画两点之间的线条;参数为:line,会绘制最近的开始的两个点;
	const pointToLine = (line) => {
		calcBethelLine(line);
		return;
	}
	//计算插值的方式;
	const calcBethelLine = (line) => {
		if (line.length <= 1) {
			line[0].r = state.value.radius;
			return;
		}
		let x0, x1, x2, y0, y1, y2, r0, r1, r2, len, lastRadius, dis = 0,
			time = 0,
			curveValue = 0.5;
		if (line.length <= 2) {
			x0 = line[1].x
			y0 = line[1].y
			x2 = line[1].x + (line[0].x - line[1].x) * curveValue;
			y2 = line[1].y + (line[0].y - line[1].y) * curveValue;
			x1 = x0 + (x2 - x0) * curveValue;
			y1 = y0 + (y2 - y0) * curveValue;;

		} else {
			x0 = line[2].x + (line[1].x - line[2].x) * curveValue;
			y0 = line[2].y + (line[1].y - line[2].y) * curveValue;
			x1 = line[1].x;
			y1 = line[1].y;
			x2 = x1 + (line[0].x - x1) * curveValue;
			y2 = y1 + (line[0].y - y1) * curveValue;
		}
		//从计算公式看,三个点分别是(x0,y0),(x1,y1),(x2,y2) ;(x1,y1)这个是控制点,控制点不会落在曲线上;实际上,这个点还会手写获取的实际点,却落在曲线上
		len = distance({
			x: x2,
			y: y2
		}, {
			x: x0,
			y: y0
		});
		lastRadius = state.value.radius;
		for (let n = 0; n < line.length - 1; n++) {
			dis += line[n].dis;
			time += line[n].time - line[n + 1].time;
			if (dis > state.value.smoothness) break;
		}
		state.value.radius = Math.min(time / len * state.value.pressure + state.value.lineMin, state.value.lineMax) *
			state.value.lineSize
		line[0].r = state.value.radius;
		//计算笔迹半径;
		if (line.length <= 2) {
			r0 = (lastRadius + state.value.radius) / 2;
			r1 = r0;
			r2 = r1;
			//return;
		} else {
			r0 = (line[2].r + line[1].r) / 2;
			r1 = line[1].r;
			r2 = (line[1].r + line[0].r) / 2;
		}
		let n = 5;
		let point = [];
		for (let i = 0; i < n; i++) {
			let t = i / (n - 1);
			let x = (1 - t) * (1 - t) * x0 + 2 * t * (1 - t) * x1 + t * t * x2;
			let y = (1 - t) * (1 - t) * y0 + 2 * t * (1 - t) * y1 + t * t * y2;
			let r = lastRadius + (state.value.radius - lastRadius) / n * i;
			point.push({
				x: x,
				y: y,
				r: r
			});
			if (point.length == 3) {
				let a = ctaCalc(point[0].x, point[0].y, point[0].r, point[1].x, point[1].y, point[1].r,
					point[
						2].x, point[2].y, point[2].r);
				a[0].color = state.value.lineColor;
				bethelDraw(a, 1);
				point = [{
					x: x,
					y: y,
					r: r
				}];
			}
		}
		state.value.currentLine = line
	}
	//求两点之间距离
	const distance = (a, b) => {
		let x = b.x - a.x;
		let y = b.y - a.y;
		return Math.sqrt(x * x + y * y);
	}
	const ctaCalc = (x0, y0, r0, x1, y1, r1, x2, y2, r2) => {
		let a = [],
			vx01, vy01, norm, n_x0, n_y0, vx21, vy21, n_x2, n_y2;
		vx01 = x1 - x0;
		vy01 = y1 - y0;
		norm = Math.sqrt(vx01 * vx01 + vy01 * vy01 + 0.0001) * 2;
		vx01 = vx01 / norm * r0;
		vy01 = vy01 / norm * r0;
		n_x0 = vy01;
		n_y0 = -vx01;
		vx21 = x1 - x2;
		vy21 = y1 - y2;
		norm = Math.sqrt(vx21 * vx21 + vy21 * vy21 + 0.0001) * 2;
		vx21 = vx21 / norm * r2;
		vy21 = vy21 / norm * r2;
		n_x2 = -vy21;
		n_y2 = vx21;
		a.push({
			mx: x0 + n_x0,
			my: y0 + n_y0,
			color: "#1A1A1A"
		});
		a.push({
			c1x: x1 + n_x0,
			c1y: y1 + n_y0,
			c2x: x1 + n_x2,
			c2y: y1 + n_y2,
			ex: x2 + n_x2,
			ey: y2 + n_y2
		});
		a.push({
			c1x: x2 + n_x2 - vx21,
			c1y: y2 + n_y2 - vy21,
			c2x: x2 - n_x2 - vx21,
			c2y: y2 - n_y2 - vy21,
			ex: x2 - n_x2,
			ey: y2 - n_y2
		});
		a.push({
			c1x: x1 - n_x2,
			c1y: y1 - n_y2,
			c2x: x1 - n_x0,
			c2y: y1 - n_y0,
			ex: x0 - n_x0,
			ey: y0 - n_y0
		});
		a.push({
			c1x: x0 - n_x0 - vx01,
			c1y: y0 - n_y0 - vy01,
			c2x: x0 + n_x0 - vx01,
			c2y: y0 + n_y0 - vy01,
			ex: x0 + n_x0,
			ey: y0 + n_y0
		});
		a[0].mx = a[0].mx.toFixed(1);
		a[0].mx = parseFloat(a[0].mx);
		a[0].my = a[0].my.toFixed(1);
		a[0].my = parseFloat(a[0].my);
		for (let i = 1; i < a.length; i++) {
			a[i].c1x = a[i].c1x.toFixed(1);
			a[i].c1x = parseFloat(a[i].c1x);
			a[i].c1y = a[i].c1y.toFixed(1);
			a[i].c1y = parseFloat(a[i].c1y);
			a[i].c2x = a[i].c2x.toFixed(1);
			a[i].c2x = parseFloat(a[i].c2x);
			a[i].c2y = a[i].c2y.toFixed(1);
			a[i].c2y = parseFloat(a[i].c2y);
			a[i].ex = a[i].ex.toFixed(1);
			a[i].ex = parseFloat(a[i].ex);
			a[i].ey = a[i].ey.toFixed(1);
			a[i].ey = parseFloat(a[i].ey);
		}
		return a;
	}
	const bethelDraw = (point, is_fill, color) => {
		let ctx = state.value.ctx;
		ctx.beginPath();
		ctx.moveTo(point[0].mx, point[0].my);
		if (undefined != color) {
			ctx.setFillStyle(color);
			ctx.setStrokeStyle(color);
		} else {
			ctx.setFillStyle(point[0].color);
			ctx.setStrokeStyle(point[0].color);
		}
		for (let i = 1; i < point.length; i++) {
			ctx.bezierCurveTo(point[i].c1x, point[i].c1y, point[i].c2x, point[i].c2y, point[i].ex, point[i].ey);
		}
		ctx.stroke();
		if (undefined != is_fill) {
			ctx.fill();
		}
		ctx.draw(true)
	}
	const selectColorEvent = (event) => {
		var color = event.currentTarget.dataset.colorValue;
		var colorSelected = event.currentTarget.dataset.color;
		state.value.selectColor = colorSelected;
		state.value.lineColor = color;
	}
	const setCanvasBg = (color) => {
		state.value.ctx.rect(0, 0, state.value.canvasWidth, state.value.canvasHeight - 4);
		// ctx.setFillStyle('red')
		state.value.ctx.setFillStyle(color)
		state.value.ctx.fill() //设置填充
		state.value.ctx.draw() //开画
	}
	const emits = defineEmits(['confirmSign'])
	defineExpose({
		init
	})
</script>

<style lang="scss" scoped>
	.page_container {
		height: calc(702rpx + 140rpx + 106rpx + env(safe-area-inset-bottom));
		background: #fff;
	}

	.canvas_wrapper {
		position: relative;
		width: 702rpx;
		height: 702rpx;
		background: #F6F6F6;
		border: 2px solid #EBEBEB;
		border-radius: 4px;
		margin: 0 auto;
	}

	.canvas_wrapper .handWriting {
		width: 100%;
		height: 100%;
		position: relative;
		z-index: 10;
	}

	.canvastips {
		position: absolute;
		top: 0;
		left: 0;
		width: 100%;
		height: 100%;
		z-index: 1;
		pointer-events: none;
		font-family: 'PingFang SC';
		font-style: normal;
		font-weight: 400;
		font-size: 70rpx;
		line-height: 180rpx;
		text-align: center;
		letter-spacing: 30rpx;
		color: #E6E6E6;
		/* transform: rotate(90deg); */
	}

	.canvas_title {
		height: 120rpx;
		padding: 0 32rpx;
		font-family: 'PingFang SC';
		font-style: normal;
		font-weight: 500;
		font-size: 36rpx;
		line-height: 120rpx;
		mix-blend-mode: normal;
		opacity: 0.9;
	}
</style>

本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如若转载,请注明出处:/a/125069.html

如若内容造成侵权/违法违规/事实不符,请联系我们进行投诉反馈qq邮箱809451989@qq.com,一经查实,立即删除!

相关文章

[鹏程杯2023]复现

SecretShare X的20个值和R的21个值已经被全部泄露&#xff0c;X和R都是1024bit的值&#xff0c;此时X总共泄露了32*20 640&#xff0c;于是&#xff0c;此时我们可以使用mt19937将其还原&#xff0c;还原之后&#xff0c;我们往前推20个1024bit的值&#xff0c;便可以求得A的…

C语言 预处理详解

目录 1.预定义符号 2.#define 2.1#define 定义标识符 2.2#define 定义宏 2.3#define 替换规则 2.4#和## 2.4.1# 的作用 2.4.2## 的作用 2.5 带有副作用的宏参数 2.6宏和函数的对比 对比 **2.7内联函数 2.8命名约定 3.#undef **4.命令行定义 5.条件编译 常…

AVL树性质和实现

AVL树 AVL是两名俄罗斯数学家的名字&#xff0c;以此纪念 与二叉搜索树的区别 AVL树在二叉搜索树的基础上增加了新的限制&#xff1a;需要时刻保证每个树中每个结点的左右子树高度之差的绝对值不超过1 因此&#xff0c;当向树中插入新结点后&#xff0c;即可降低树的高度&…

闪客网盘系统源码,已测试对接腾讯COS及本地和支付(支持限速+按时收费+文件分享+可对接易支付)- 修复版

正文概述 资源入口 支持对文件下载限速 对接易支付 推广赚钱啥的功能 源码非常的好 支持腾讯cos 阿里云cos 本地储存 远程存储 源码仅支持服务器搭建 php7.2 伪静态thinkphp 运行目录public 导入数据库 修改config目录下的database.php数据库信息 后台地址&#xff1a; 域名/ad…

如何在CentOS上安装SQL Server数据库并通过内网穿透工具实现远程访问

文章目录 前言1. 安装sql server2. 局域网测试连接3. 安装cpolar内网穿透4. 将sqlserver映射到公网5. 公网远程连接6.固定连接公网地址7.使用固定公网地址连接 正文开始前给大家推荐个网站&#xff0c;前些天发现了一个巨牛的人工智能学习网站&#xff0c;通俗易懂&#xff0c;…

CLIP Surgery论文阅读

CLIP Surgery for Better Explainability with Enhancement in Open-Vocabulary Tasks&#xff08;CVPR2023&#xff09; M norm ⁡ ( resize ⁡ ( reshape ⁡ ( F i ˉ ∥ F i ‾ ∥ 2 ⋅ ( F t ∥ F t ‾ ∥ 2 ) ⊤ ) ) ) M\operatorname{norm}\left(\operatorname{resize}\…

文件包含 [ZJCTF 2019]NiZhuanSiWei1

打开题目 代码审计 if(isset($text)&&(file_get_contents($text,r)"welcome to the zjctf")){ 首先isset函数检查text参数是否存在且不为空 用file_get_contents函数读取text制定的文件内容并与welcome to the zjctf进行强比较 echo "<br><h…

【C++】类型转换【4中类型转换】

目录 1. C语言中的类型转换 2. C的四种类型转换 2.1 static_cast 3.2 reinterpret_cast 3.3 const_cast 3.4 dynamic_cast 3. explict 4. RTTI&#xff08;了解&#xff09; 1. C语言中的类型转换 在 C 语言中&#xff0c;如果 赋值运算符左右两侧类型不同&#xff0…

如何用Excel做最小二乘法②

因为在Excel里面做最小二乘法是需要用到LINEST函数的&#xff0c;所以如果不知道怎么对数据进行最小二乘法时&#xff0c;就应该研究一下LINEST函数。 LINEST 函数语法 LINEST(known_ys, [known_xs], [const], [stats]) known_ys (必须) 因变量&#xff0c;单行/单列known_xs…

xxl-job 原理

一、xxl-job 架构设计 总体分两个部分&#xff1a; 调度中心&#xff1a;负责管理调度信息&#xff0c;按照调度配置发出调度请求&#xff0c;自身不承担业务代码。调度系统和任务解耦&#xff0c;提高了系统可用性和稳定性。通调度性能不在受限于任务模块。执行器&#xff1a…

Mysql配置主从复制-GTID模式

目录 主从复制 主从复制的定义 主从复制的原理 主从复制的优势 主从复制的形式 主从复制的模式 主从复制的类型 GTID模式 GTID的概念 GTID的优势 GTID的原理 GTID的配置 Mysql主服务器 ​编辑 Mysql从服务器 ​编辑 主从复制 主从复制的定义 是指把数据从一个…

Docker安装Mysql

Docker常用指令&#xff1a; docker search 镜像名&#xff1a;寻找镜像 docker pull 镜像名&#xff1a;拉去镜像 docker images :查看拥有镜像 docker ps :查看正在运行容器 docker pa -a &#xff1a;查看所有容器&#xff08;包含运行中的和停止的&#xff09; dock…

案例 - 拖拽上传文件,生成缩略图

直接看效果 实现代码 <!DOCTYPE html> <html lang"en"><head><meta charset"UTF-8"><meta name"viewport" content"widthdevice-width, initial-scale1.0"><title>拖拽上传文件</title>&l…

Python 实现动态动画心形图

在抖音上刷到其他人用 matlab 实现的一个动态心形图&#xff0c;就想也用 Python 实现&#xff0c;摸索了两种实现方式&#xff0c;效果如下&#xff1a; 方法一&#xff1a; 利用循环&#xff0c;结合 pyplot 的 pause 与 clf 参数实现图像的动态刷新 import matplotlib.p…

【漏洞复现】weblogic-10.3.6-‘wls-wsat‘-XMLDecoder反序列化(CVE-2017-10271)

感谢互联网提供分享知识与智慧&#xff0c;在法治的社会里&#xff0c;请遵守有关法律法规 文章目录 1.1、漏洞描述1.2、漏洞等级1.3、影响版本1.4、漏洞复现1、基础环境2、漏洞扫描nacsweblogicScanner3、漏洞验证 说明内容漏洞编号CVE-2017-10271漏洞名称Weblogic < 10.3.…

【Unity细节】VS不能附加到Unity程序中解决方法大全

&#x1f468;‍&#x1f4bb;个人主页&#xff1a;元宇宙-秩沅 hallo 欢迎 点赞&#x1f44d; 收藏⭐ 留言&#x1f4dd; 加关注✅! 本文由 秩沅 原创 &#x1f636;‍&#x1f32b;️收录于专栏&#xff1a;unity细节和bug &#x1f636;‍&#x1f32b;️优质专栏 ⭐【…

物联网AI MicroPython学习之语法 二进制与ASCII转换

学物联网&#xff0c;来万物简单IoT物联网&#xff01;&#xff01; ubinascii 介绍 ubinascii模块实现了二进制数据与各种ASCII编码之间的转换。 接口说明 a2b_base64 - 解码base64编码的数据 函数原型&#xff1a;ubinascii.a2b_base64(data)注意事项&#xff1a; 在解码…

GPT-4-Turbo的128K长度上下文性能如何?超过73K Tokens的数据支持依然不太好!

本文原文来自DataLearnerAI官方网站&#xff1a;GPT-4-Turbo的128K长度上下文性能如何&#xff1f;超过73K Tokens的数据支持依然不太好&#xff01; | 数据学习者官方网站(Datalearner)https://www.datalearner.com/blog/1051699526438975 GPT-4 Turbo是OpenAI最新发布的号称…

【MongoDB】索引 – 文本索引

一、准备工作 这里准备一些数据 db.books.insertMany([{_id: 1, name: "Java", description: "java 入门图书", translation: [{ language: "english", description: "java basic book" }]},{_id: 2, name: "C", descript…

Vue2 基础语法

学习视频 bilibili 动力节点 老杜Vue视频教程&#xff0c;Vue2 Vue3实战精讲&#xff0c;一套通关vue【动力节点】 Vue2学习笔记 Vue程序初体验1 实例与容器只能是一对一的关系2 插值语法3 指令语法3.1 v-once 只渲染元素和组件一次3.2 条件渲染3.2.1 v-if 表达式的值决定标签是…