Reworking continuous functions' rendering to make it faster.
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+ Diminishing pixel precision from 1 to 10. + The change is barely noticable by the human eye in most functions. + Reworked domain checking to keep the pixel perfect precision. The only visual degradations are functions with very high y variations for very small x variations (like cos and sin on log scale).
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1 changed files with 37 additions and 12 deletions
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@ -115,9 +115,9 @@ class Function extends Common.ExecutableObject {
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static drawFunction(canvas, ctx, expr, definitionDomain, destinationDomain, drawPoints = true, drawDash = true) {
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static drawFunction(canvas, ctx, expr, definitionDomain, destinationDomain, drawPoints = true, drawDash = true) {
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// Reusable in other objects.
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// Reusable in other objects.
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// Drawing small traits every 0.2px
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// Drawing small traits every 0.2px
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var pxprecision = 1
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var pxprecision = 10
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var previousX = canvas.px2x(0)
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var previousX = canvas.px2x(0)
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var previousY;
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var previousY = null;
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if(definitionDomain instanceof MathLib.SpecialDomain && definitionDomain.moveSupported) {
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if(definitionDomain instanceof MathLib.SpecialDomain && definitionDomain.moveSupported) {
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// Point based functions.
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// Point based functions.
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previousX = definitionDomain.next(previousX)
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previousX = definitionDomain.next(previousX)
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@ -147,17 +147,42 @@ class Function extends Common.ExecutableObject {
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ctx.fillRect(canvas.x2px(previousX)-1, canvas.y2px(previousY)-5, 2, 10)
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ctx.fillRect(canvas.x2px(previousX)-1, canvas.y2px(previousY)-5, 2, 10)
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}
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}
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} else {
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} else {
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if(definitionDomain.includes(previousX))
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// PreviousY at the start of the canvas
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previousY = expr.execute(previousX)
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previousY = expr.execute(previousX)
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for(var px = pxprecision; px < canvas.canvasSize.width; px += pxprecision) {
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for(let px = pxprecision; px < canvas.canvasSize.width; px += pxprecision) {
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var currentX = canvas.px2x(px)
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let currentX = canvas.px2x(px)
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var currentY = expr.execute(currentX)
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if(!definitionDomain.includes(previousX) && definitionDomain.includes(currentX)) {
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if((definitionDomain.includes(currentX) || definitionDomain.includes(previousX)) &&
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// Should draw up to currentX, but NOT at previousX.
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(destinationDomain.includes(currentY) || destinationDomain.includes(previousY)) &&
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// Need to find the starting point.
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Math.abs(previousY-currentY)<100) {
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let tmpPx = px-pxprecision
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do {
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tmpPx++;
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previousX = canvas.px2x(tmpPx)
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} while(!definitionDomain.includes(previousX))
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// Recaclulate previousY
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previousY = expr.execute(previousX)
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} else if(!definitionDomain.includes(currentX)) {
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// Next x is NOT in the definition domain.
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// Augmenting the pixel precision until this condition is fulfilled.
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let tmpPx = px
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do {
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tmpPx--;
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currentX = canvas.px2x(tmpPx)
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} while(!definitionDomain.includes(currentX) && currentX != previousX)
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}
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if(definitionDomain.includes(previousX) && definitionDomain.includes(currentX)) {
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let currentY = expr.execute(currentX)
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if(destinationDomain.includes(currentY)) {
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if(previousY != null && destinationDomain.includes(previousY)) {
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canvas.drawLine(ctx, canvas.x2px(previousX), canvas.y2px(previousY), canvas.x2px(currentX), canvas.y2px(currentY))
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canvas.drawLine(ctx, canvas.x2px(previousX), canvas.y2px(previousY), canvas.x2px(currentX), canvas.y2px(currentY))
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}
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}
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previousX = currentX
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}
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previousY = currentY
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previousY = currentY
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} else {
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previousY = null // Last y was invalid, so let's not draw anything from it.
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}
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previousX = canvas.px2x(px)
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}
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}
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}
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}
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}
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}
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