Draw perfect pressure-sensitive freehand lines.
🔗 A port of the perfect-freehand JavaScript library. Try out the demo!
💕 Love this library? Consider becoming a sponsor for steveruizok (the author of the original JavaScript library) or adil192 (the maintainer of the Dart package).
This package exports a function named getStroke
that will generate the points for a polygon based on an array of points.
To do this work, getStroke
first creates a set of spline points (red) based on the input points (grey) and then creates outline points (blue). You can render the result any way you like, using whichever technology you prefer.
This package is available on pub.dev
and requires Flutter.
If you're using Dart without Flutter, check out versions 1.x.x
of this package.
flutter pub add perfect_freehand
See here for more.
This package exports a function named getStroke
that:
import 'package:perfect_freehand/perfect_freehand.dart';
List<PointVector> myPoints = [
PointVector(0, 0),
PointVector(1, 2),
// etc...
];
final stroke = getStroke(myPoints);
You may also provide options to getStroke
.
You'll most likely store the StrokeOptions
object in a variable,
but you can also pass it directly to getStroke
.
final stroke = getStroke(
myPoints,
options: StrokeOptions(
size: 16,
thinning: 0.7,
smoothing: 0.5,
streamline: 0.5,
simulatePressure: true,
start: StrokeEndOptions(
cap: true,
taperEnabled: true,
),
end: StrokeEndOptions(
cap: true,
taperEnabled: true,
),
isComplete: false,
),
);
To use real pressure, provide each point's pressure as a third parameter.
List<PointVector> myPoints = [
PointVector(0, 0, 0.2),
PointVector(1, 2, 0.3),
PointVector(2, 4, 0.4),
// etc...
];
final stroke = getStroke(
myPoints,
options: StrokeOptions(
simulatePressure: false,
),
);
You can customize the stroke by passing a StrokeOptions
object as the second parameter to getStroke
.
This object accepts the following properties:
Property | Type | Default | Description |
---|---|---|---|
size |
double | 16 | The base size (diameter) of the stroke. |
thinning |
double | .5 | The effect of pressure on the stroke's size. |
smoothing |
double | .5 | How much to soften the stroke's edges. |
streamline |
double | .5 | How much to remove variation from the input points. |
simulatePressure |
bool | true | Whether to simulate pressure based on distance between points, or else use the provided PointVectors' pressures. |
isComplete |
bool | true | Whether the stroke is complete. |
start |
StrokeEndOptions | How far to taper the start of the line. | |
end |
StrokeEndOptions | How far to taper the end of the line. | |
start.cap |
bool | true | Whether to cap the start of the line. |
start.taperEnabled |
bool | false | Whether to taper the start of the line. |
start.customTaper |
double | null | A custom taper value for the start of the line, defaults to the total running length. |
Notes:
isComplete
property is true
, the line's end will be drawn at the last input point, rather than slightly behind it.StrokeEndOptions.cap
property has no effect when StrokeEndOptions.taperEnabled
is true
.thinning
option to 0
.thinning
option.StrokeOptions.defaultThinning
or StrokeEndOptions.defaultCap
to a different value.While getStroke
returns an array of points representing the outline of a stroke, it's up to you to decide how you will render these points.
See the StrokePainter
class in the
example project
to see how you might draw these points in Flutter with a CustomPainter
.
For advanced usage, the library also exports smaller functions that getStroke
uses to generate its outline points.
getStrokePoints
A function that accepts an array of PointVector
s and returns a set of StrokePoints
. The path's total length will be the runningLength
of the last point in the array. Like getStroke
, this function also accepts any of the optional named parameters listed above.
List<PointVector> myPoints = [
PointVector(0, 0),
PointVector(1, 2),
// etc...
];
final options = StrokeOptions(
size: 16,
);
final strokePoints = getStrokePoints(myPoints, options: options);
getOutlinePoints
A function that accepts an array of StrokePoints (i.e. the output of getStrokePoint
) and returns an array of Points defining the outline of a stroke. Like getStroke
, this function also accepts any of the optional named parameters listed above.
List<PointVector> myPoints = [
PointVector(0, 0),
PointVector(1, 2),
// etc...
];
final options = StrokeOptions(
size: 16,
);
final myStrokePoints = getStrokePoints(myPoints, options: options);
final myOutlinePoints = getStrokeOutlinePoints(myStrokePoints, options: options);
Note: Internally, the getStroke
function passes the result of getStrokePoints
to getStrokeOutlinePoints
, just as shown in this example. This means that, in this example, the result of myOutlinePoints
will be the same as if the myPoints
List had been passed to getStroke
.
rememberSimulatedPressure
Pressure simulation relies on the distance between points to determine the pressure at each point. But in some scenarios, it would be wasteful to store all of these points.
The rememberSimulatedPressure
argument solves this problem by calculating the pressure once
and then storing it in the original array of points.
/// Input points without pressure values
List<PointVector> myPoints = [/* ... */];
getStroke(
myPoints,
options: StrokeOptions(
// isComplete and simulatePressure must be true for rememberSimulatedPressure
simulatePressure: true,
isComplete: true,
),
rememberSimulatedPressure: true,
);
// myPoints now have pressure values (except for duplicate points)
print(myPoints[0].pressure); // (some number, not null)
// We are now free to compress myPoints however we want, e.g.
// this function removes duplicate points and points that are too close together:
void optimisePoints({double thresholdMultiplier = 0.1}) {
if (points.length <= 3) return;
final minDistance = strokeOptions.size * thresholdMultiplier;
// Duplicate points have null pressure values, so we can remove them
myPoints.removeWhere((point) => point.pressure == null);
for (int i = 1; i < points.length - 1; i++) {
final point = points[i];
final prev = points[i - 1];
final next = points[i + 1];
if (prev.distanceSquaredTo(point) < minDistance * minDistance &&
next.distanceSquaredTo(point) < minDistance * minDistance) {
points.removeAt(i);
i--;
}
}
}
Need help? Please open an issue for support.
Have an idea or casual question? Visit the discussion page.
perfect-freehand
in a commercial product,
consider becoming a sponsor for
steveruizok
(the author of the original JavaScript library) or
adil192
(the maintainer of the Dart package).. 💰