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AnimationEngine.js
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// Classes defined here:
// AnimationEngine
// SourceWMS
// ParticleSystem
// Particle
class AnimationEngine {
// Static variables
static numActiveAnimations = 0;
// Variables
prevTime = 0;
canvasParticles = undefined;
source = undefined;
particles = undefined;
frameTime = 0;
FRAMERATE = 40; // in ms
isDestroyed = false;
// Constructor
constructor(inCanvas, inMap, wmsURL, animation) {
AnimationEngine.numActiveAnimations += 1; // Count the active animations
this.canvasParticles = inCanvas; // Canvas
this.map = inMap; // OL map
// Set height and width of the canvas
this.canvasParticles.width = this.map.getViewport().offsetWidth;
this.canvasParticles.height = this.map.getViewport().offsetHeight;
// Set up variable for when map is moving
this.mapIsMoving = false;
// https://stackoverflow.com/questions/11565471/removing-event-listener-which-was-added-with-bind
// Bind the event listeners
this.onMapMoveStart = this.onMapMoveStart.bind(this);
this.onMapMoveEnd = this.onMapMoveEnd.bind(this);
// Create source
this.source = new SourceWMS(animation);
// Create particle system
this.particles = new ParticleSystem(this.canvasParticles, this.source, this.map);
this.particles.clear();
// Define callback when data is loaded
//this.source.defineOnLoadCallback(this.particles.repositionParticles.bind(this.particles));
this.source.defineOnLoadCallback(this.onSourceLoad.bind(this));
// Load data
this.source.updateWMSSource(wmsURL, animation);
// Start drawing loop (only once)
this.update();
}
destroyer(){
AnimationEngine.numActiveAnimations += -1;
this.isDestroyed = true;
}
// Functions
setSource(wmsURL, animation){
// Create source
this.source = new SourceWMS(animation);
// Create particle system
this.particles = new ParticleSystem(this.canvasParticles, this.source, this.map);
this.particles.clear();
// Define callback when data is loaded
//this.source.defineOnLoadCallback(this.particles.repositionParticles.bind(this.particles));
this.source.defineOnLoadCallback(this.onSourceLoad.bind(this));
// Load data
this.source.updateWMSSource(wmsURL, animation);
}
// Update the animation
update(){
// Check if it is deleted before anything else, to stop de loop
if (this.canvasParticles.parentElement == null){
console.log("destroyed")
return;
}
if (this.isDestroyed){
console.log("destroyed by destroyer");
return;
}
// Update timer
let timeNow = performance.now();
let dt = (timeNow - this.prevTime) / 1000; // in seconds;
this.frameTime = dt;
this.prevTime = timeNow;
// If data is loaded and layer is visible
if (this.source){
//console.log(this.source.wmsURL);
if (this.source.isReady)
if (!this.mapIsMoving)
this.particles.draw(dt);
}
// Loop
//var that = this;
//setTimeout(function() {that.update()}, that.FRAMERATE); // Frame rate in milliseconds
setTimeout(() => this.update() , this.FRAMERATE);
}
// Callback when source is loaded
onSourceLoad(){
console.log("Source loaded!");
// Reposition particles when data is loaded
this.particles.repositionParticles();
}
resizeCanvas(){
// Resize animation canvas
this.canvasParticles.width = this.map.getViewport().offsetWidth;
this.canvasParticles.height = this.map.getViewport().offsetHeight;
// Resize num of particles
this.particles.resizeNumParticles();
}
// Callback when map size changes
onMapMoveEnd(){
this.resizeCanvas();
this.mapIsMoving = false;
if (this.source) {
if (this.source.isReady){
this.particles.repositionParticles();
}
}
}
onMapMoveStart() {
if (this.particles)
this.particles.clear();
this.mapIsMoving = true;
}
// PUBLIC METHOD
static getNumActiveAnimations(){
return AnimationEngine.numActiveAnimations;
}
}
// Class that defines the source from a single WMS image
class SourceWMS {
// Variables
imgDataEast;
imgDataNorth;
canvasLongLatStep = 0.02;
colorrange;
//medBBOX = [-19, 36, 31, 45]; // LONG, LAT -18.12, 36.3, 45.98, 30.18 from https://resources.marine.copernicus.eu/product-detail/MEDSEA_ANALYSISFORECAST_WAV_006_017/INFORMATION
// WMS service does not always provide the BBOX given, be careful. Check with the URL
medBBOX = [-17, 30, 30, 45];
catseaBBOX = [-1, 36, 9, 44]; // LONG, LAT
// Constructor
constructor(animation) {
this.isReady = false;
this.animation = animation;
}
// When all tiles from layer are loaded, call a function
defineOnLoadCallback(callbackOnLoad) {
this.callbackFunc = callbackOnLoad; // Defined in Animation Engine
}
// Update/Change the WMS Source
updateWMSSource(wmsURL, animation) {
// Keep track of images loaded
this.isReady = false;
this.loaded = 0;
// Store animation information defined in ForecastBar.vue
this.animation = animation;
this.wmsURL = wmsURL; // Only for debuggin;
// Define WMS image url with a standard size
// SIZE TODO: could be random size or according to lat-long extension?
wmsURL = SourceWMS.setWMSParameter(wmsURL, 'WIDTH', '2048');
wmsURL = SourceWMS.setWMSParameter(wmsURL, 'HEIGHT', '1024');
// BBOX
this.bbox = this.medBBOX;//this.catseaBBOX;
wmsURL = SourceWMS.setWMSParameter(wmsURL, 'BBOX', JSON.stringify(this.bbox).replace('[', '').replace(']', ''));
// STYLE gray
let style = 'boxfill/greyscale';
wmsURL = SourceWMS.setWMSParameter(wmsURL, 'STYLES', style);
// PROJECTION EPSG:4326 (lat and long are equally distributed in pixels)
wmsURL = SourceWMS.setWMSParameter(wmsURL, 'PROJECTION', 'EPSG:4326');
// OUT OF RANGE PIXELS &ABOVEMAXCOLOR=extend&BELOWMINCOLOR=extend
wmsURL = SourceWMS.setWMSParameter(wmsURL, 'ABOVEMAXCOLOR', 'extend');
wmsURL = SourceWMS.setWMSParameter(wmsURL, 'BELOWMINCOLOR', 'extend');
// COLORRANGE
this.colorrange = SourceWMS.getWMSParameter(wmsURL, 'COLORSCALERANGE').split('%2C');
this.colorrange = this.colorrange.map((e) => parseFloat(e));
// Paint this image streched in a canvas of width and height related to the bounding box
// Each pixel corresponds to a lat-long
this.longExtension = Math.abs(this.bbox[0] - this.bbox[1]);
this.latExtension = Math.abs(this.bbox[2] - this.bbox[3]);
// Make canvas lat-long relationship
let canvas = document.createElement('canvas');
canvas.width = this.longExtension / this.canvasLongLatStep;
canvas.height = this.latExtension / this.canvasLongLatStep;
let ctx = canvas.getContext('2d');
//document.body.append(canvas);
// WMS data layers
if (animation.layerNames.length == 2){
for (let i = 0; i < 2; i++) {
// LAYER east and north or intensity and angle
wmsURL = SourceWMS.setWMSParameter(wmsURL, 'LAYERS', animation.layerNames[i]);
// For data stored in intensity and angle, the colorrange of the angle should go from 0 to 360
if (animation.format == 'value_angle' && i == 1)
wmsURL = SourceWMS.setWMSParameter(wmsURL, 'COLORSCALERANGE', '0,360');
// For data stored in east-north, there range should have negative values too
else if (animation.format == 'east_north'){
this.colorrange[0] = -this.colorrange[1];
wmsURL = SourceWMS.setWMSParameter(wmsURL, 'COLORSCALERANGE', this.colorrange.toString());
}
// Get WMS image data
console.log("Loading data source WMS images...");
let img = new Image();
img.crossOrigin = "Anonymous";
// Image is loaded, paint it in the canvas and get the data
img.onload = () => {
// Paint streched WMS image in canvas
// For more details: https://developer.mozilla.org/es/docs/Web/CSS/image-rendering
ctx.clearRect(img, 0, 0, canvas.width, canvas.height);
ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
if (i == 0)
this.imgDataEast = ctx.getImageData(0, 0, canvas.width, canvas.height); // Store image data
else
this.imgDataNorth = ctx.getImageData(0, 0, canvas.width, canvas.height); // Store image data
this.loaded++;
// Both layers are loaded
if (this.loaded == 2) {
this.isReady = true;
//document.body.append(canvas);
// Callback
if (this.callbackFunc)
this.callbackFunc();
}
};
// Start loading image
img.src = wmsURL;
console.log(wmsURL);
}
}
}
// Set WMS parameter
static setWMSParameter(wmsURL, paramName, paramContent) {
// If parameter does not exist
if (wmsURL.indexOf(paramName + "=") == -1) {
console.log("Parameter ", paramName, " does not exist in WMS URL");
return wmsURL + '&' + paramName + '=' + paramContent;
}
let currentContent = SourceWMS.getWMSParameter(wmsURL, paramName);
return wmsURL.replace(currentContent, paramContent);
}
// Get WMS parameter
static getWMSParameter(wmsURL, paramName) {
// If parameter does not exist
if (wmsURL.indexOf(paramName + "=") == -1) {
console.log("Parameter ", paramName, " does not exist in WMS URL");
return '';
}
let tmpSTR = wmsURL.substr(wmsURL.indexOf(paramName + "="));
let endOfContent = tmpSTR.indexOf('&') == -1 ? tmpSTR.length : tmpSTR.indexOf('&');
return tmpSTR.substring(paramName.length + 1, endOfContent);
}
// Get value at Long Lat
getValueAtLongLat(long, lat, value) {
// If is outside bbox
let minLong = Math.min(this.bbox[0], this.bbox[1]);
let minLat = Math.min(this.bbox[2], this.bbox[3]);
if (lat < minLat || lat > Math.max(this.bbox[2], this.bbox[3]) || // lat
long < minLong || long > Math.max(this.bbox[0], this.bbox[1])) { // long
value[0] = undefined; value[1] = undefined; // Reset value
return value;
}
// Get closest pixel to long lat (nearest-neighbour interpolation)
let colPixelPos = Math.round((long - minLong) / this.canvasLongLatStep);
let rowPixelPos = Math.round((lat - minLat) / this.canvasLongLatStep);
// Invert row pixel position (mirror data on the horizontal axis)
rowPixelPos = this.imgDataEast.height - rowPixelPos;
// Index
let index = rowPixelPos * this.imgDataEast.width + colPixelPos;
// Get RGB values (grayscale)
let redE = this.imgDataEast.data[index * 4] / 255; //R east
let redN = this.imgDataNorth.data[index * 4] / 255; //R north
let alphaE = this.imgDataEast.data[index * 4 + 3] / 255; // Alpha
// Low alpha
if (alphaE < 0.1) {
value[0] = undefined; value[1] = undefined; // Reset value
return value;
}
// Rescale RGB value to real unit
// Images store East and North intensity
if (this.animation.format == 'east_north'){
value[0] = redE * (this.colorrange[1] - this.colorrange[0]) + this.colorrange[0]; // lat
value[1] = redN * (this.colorrange[1] - this.colorrange[0]) + this.colorrange[0]; // long
}
// Images store Intensity and Angle in degrees
else if (this.animation.format == 'value_angle'){
let intensity = redE * (this.colorrange[1] - this.colorrange[0]) + this.colorrange[0];
let angle = redN * 360;
value[1] = - 0.1 * Math.cos(angle * Math.PI / 180) * intensity;
value[0] = - 0.1 * Math.sin(angle * Math.PI / 180) * intensity;
}
//console.log(long + ", " + lat + ", " + value);
return value;
}
/*getValueAtPixel(pixel, value) {
let index = pixel[0] * this.imgDataEast.width + pixel[1];
if (index > this.imgDataEast.data.length)
return [0, 0];
// Get RGB values (grayscale)
let redE = this.imgDataEast.data[index * 4] / 255; //R east
let redN = this.imgDataNorth.data[index * 4] / 255; //R north
// Rescale RGB value to real unit
value[0] = redE * (this.colorrange[1] - this.colorrange[0]) + this.colorrange[0]; // lat
value[1] = redN * (this.colorrange[1] - this.colorrange[0]) + this.colorrange[0]; // long
return value
}*/
}
// Class that manages the particle system
class ParticleSystem {
// Variables
fullScreenNumParticles = 10000;
speedFactor = 0.7;
fullScreenPixels = 1920 * 1080;
// Constructor
constructor(canvas, source, olMap){
// Canvas
this.canvas = canvas;
this.ctx = canvas.getContext("2d");
// Source
this.source = source;
// Map
this.map = olMap;
// Number of particles
this.resizeNumParticles();
// Create particles
this.particles = [];
for (let i = 0; i < this.fullScreenNumParticles; i++)
this.particles[i] = new Particle(this);
}
// Functions
// Set num particles according to the number of pixels
resizeNumParticles(){
let numPixels = this.canvas.width * this.canvas.height;
let numParticlesFactor = numPixels / this.fullScreenPixels;
// Active number of animations
numParticlesFactor /= AnimationEngine.getNumActiveAnimations();
// Define number of particles
this.numParticles = Math.min(Math.round(numParticlesFactor * this.fullScreenNumParticles), this.fullScreenNumParticles);
}
// Reposition particles
repositionParticles(){
for (let i = 0; i < this.numParticles; i++)
this.particles[i].repositionParticle();
}
// Clear canvas and reset particles. Important when the map moves, because some undesired lines appear
clear(){
this.ctx.clearRect(0,0, this.canvas.width, this.canvas.height);
}
draw(dt) {
// Trail effect
// https://codepen.io/Tyriar/pen/BfizE
this.ctx.fillStyle = 'rgba(255, 255, 255, .9)';
this.ctx.globalCompositeOperation = "destination-in";
this.ctx.fillRect(0,0, this.canvas.width, this.canvas.height);
this.ctx.globalCompositeOperation = "source-over";
// Trail color
this.ctx.fillStyle = 'rgba(0, 0, 0, 0.7)';
// Line style
this.ctx.strokeStyle = 'rgba(0, 0, 0, 0.7)';
this.ctx.lineWidth = 1.5;
this.ctx.beginPath();
for (let i = 0; i < this.numParticles; i++)
this.particles[i].draw(dt);
this.ctx.stroke();
}
}
// Particle class
class Particle {
// Variables
numVerticesPath = 20;
stepInPixels = 20; // Step (ideally in lat, long, not in pixels)
color = [0,0,0];
// Constructor
constructor(particleSystem){
this.particleSystem = particleSystem;
this.life = Math.random();
// Variable for optimization
this.valueVec2 = [0,0];
this.pointVec2 = [0,0];
// Variables for drawing
this.prevPos = [0,0];
this.currentPos = [0,0];
// Drawing function
if (particleSystem.source.animation.type == 'velocity'){
this.draw = this.drawVelocity;
this.numVerticesPath = 20;
this.stepInPixels = 20;
}
else if (particleSystem.source.animation.type == 'wave'){
this.draw = this.drawWaves;
this.numVerticesPath = 8;
this.stepInPixels = 20;
}
else if (particleSystem.source.animation.type == 'whiteWave'){
this.draw = this.drawWaves;
this.numVerticesPath = 4;
this.stepInPixels = 20;
this.color = [255,255,255];
this.particleSystem.speedFactor = 6;
}
this.vertices = new Float32Array(this.numVerticesPath * 2); // XY values
this.verticesValue = new Float32Array(this.numVerticesPath); // Wind/Current/Wave
}
// Functions
// Reposition particle
repositionParticle(){
// Reset previous position for painting path
this.prevPos[0] = undefined;
this.prevPos[1] = undefined;
// Generate starting vertex with initial value
this.generatePoint(this.pointVec2, this.valueVec2);
// Assign initial position
this.vertices[0] = this.pointVec2[0];
this.vertices[1] = this.pointVec2[1];
// Create vertices path
for (var i = 1; i < this.numVerticesPath; i++){
// Make step
// North is inverted because of pixels (less pixels, more nord)
this.pointVec2[0] += this.valueVec2[0] * this.stepInPixels || 0; // 0 if there is no data
this.pointVec2[1] -= this.valueVec2[1] * this.stepInPixels || 0; // 0 if there is no data
// Assign positions to vertices array
this.vertices[i*2] = this.pointVec2[0];
this.vertices[i*2 + 1] = this.pointVec2[1];
// Get new value according to point
//this.valueVec2 = this.particleSystem.source.getValueAtPixel(this.pointVec2, this.valueVec2); // Is rounding the pixel movement, could be done with floats
// Transform pixel to long lat
let coord = this.particleSystem.map.getCoordinateFromPixel(this.pointVec2);
coord = ol.proj.transform(coord, 'EPSG:3857', 'EPSG:4326');
// Get new value according to longitude and latitude
this.valueVec2 = this.particleSystem.source.getValueAtLongLat(coord[0], coord[1], this.valueVec2);
// Assign values
if (this.valueVec2[0] !== undefined)
this.verticesValue[i] = Math.sqrt(this.valueVec2[0]*this.valueVec2[0] + this.valueVec2[1]*this.valueVec2[1]);
}
}
// Generate new point
// Could be done more intelligent, like taking the extent of the layer from openlayers or the WMS service
generatePoint(point, value, callStackNum){
callStackNum = callStackNum || 1;
// Generate random X,Y number
point[0] = Math.random() * this.particleSystem.canvas.width;
point[1] = Math.random() * this.particleSystem.canvas.height;
// Check if it has data
if (point[0] == undefined || isNaN(point[0]) || point[0] == null)
console.error(point);
// Get value at pixel
// Transform pixel to long lat
let coord = this.particleSystem.map.getCoordinateFromPixel(point); // returns [long,lat]?
if (coord == null && callStackNum < 20){ // Library is not loaded yet?
this.generatePoint(point, value, callStackNum + 1);
} else if (callStackNum >= 20) // Library is not yet loaded
return;
coord = ol.proj.transform(coord, 'EPSG:3857', 'EPSG:4326');
// Get value at long lat from source
//value = this.particleSystem.source.getValueAtPixel(point, value);
value = this.particleSystem.source.getValueAtLongLat(coord[0], coord[1], value);
// If pixel does not contain data, throw it again at least 20 times
if (value[0] == undefined && callStackNum < 20){
this.generatePoint(point, value, callStackNum + 1); // Recursive function
}
}
// Draw / Update
drawVelocity(dt){
// Update life
this.life += 0.005 + this.particleSystem.speedFactor * 0.1 * this.verticesValue[Math.round(this.life * this.numVerticesPath)];
// Reset life
if (this.life > 1 || isNaN(this.life)) {
this.life = Math.random();
// Start of vertices path
this.prevPos[0] = undefined;
this.prevPos[1] = undefined;
}
// Get exact position
let prevVertPath = Math.floor(this.life * (this.numVerticesPath-1)); // From 0 to numVerticesPath
let nextVertPath = Math.ceil(this.life * (this.numVerticesPath-1)); // From 0 to numVerticesPath
// Interpolation value
let interpCoeff = (nextVertPath - this.life * (this.numVerticesPath-1));
this.currentPos[0] = interpCoeff * this.vertices[prevVertPath*2] +
(1-interpCoeff) * this.vertices[nextVertPath*2];
this.currentPos[1] = interpCoeff * this.vertices[prevVertPath*2 + 1] +
(1-interpCoeff) * this.vertices[nextVertPath*2 + 1];
// When prevPos is not valid (map moved, source changed, etc)
if (this.prevPos[0] == undefined){
this.prevPos[0] = this.currentPos[0];
this.prevPos[1] = this.currentPos[1];
return;
}
// Draw in canvas
let ctx = this.particleSystem.ctx;
ctx.moveTo(this.prevPos[0], this.prevPos[1])
ctx.lineTo(this.currentPos[0], this.currentPos[1]);
// Assign prevPos
this.prevPos[0] = this.currentPos[0];
this.prevPos[1] = this.currentPos[1];
}
// Draw waves
drawWaves(dt){
// Value
let value = this.verticesValue[Math.round(this.life * this.numVerticesPath)];
// Update life
this.life += 0.01 + this.particleSystem.speedFactor * 0.01;
// Reset life
if (this.life > 1 || isNaN(this.life)) {
this.life = Math.random();
// Start of vertices path
this.prevPos[0] = undefined;
this.prevPos[1] = undefined;
}
// Get exact position
let prevVertPath = Math.floor(this.life * (this.numVerticesPath - 1)); // From 0 to numVerticesPath
let nextVertPath = Math.ceil(this.life * (this.numVerticesPath - 1)); // From 0 to numVerticesPath
// Interpolation value
let interpCoeff = (nextVertPath - this.life * (this.numVerticesPath - 1));
this.currentPos[0] = interpCoeff * this.vertices[prevVertPath * 2] +
(1 - interpCoeff) * this.vertices[nextVertPath * 2];
this.currentPos[1] = interpCoeff * this.vertices[prevVertPath * 2 + 1] +
(1 - interpCoeff) * this.vertices[nextVertPath * 2 + 1];
// When prevPos is not valid (map moved, source changed, etc)
if (this.prevPos[0] == undefined) {
this.prevPos[0] = this.currentPos[0];
this.prevPos[1] = this.currentPos[1];
return;
}
// Varying alpha (strongest alpha in the middle of the path)
let alphaFactor = 16 * Math.pow((1 - this.life) * (this.life), 2);
// Draw in canvas
let ctx = this.particleSystem.ctx;
// Change linewidth according to value
ctx.stroke();
ctx.beginPath();
ctx.lineWidth = Math.max(value*15, 4);
//ctx.fillStyle = 'rgba(0, 0, 0, ', alphaFactor*0.0, ')';
let colorStr = 'rgba(' + this.color[0] + ',' + this.color[1] + ',' + this.color[2] + ', ' + alphaFactor * 0.5 + ')'
ctx.strokeStyle = colorStr; // Makes the app go slow, consider something different
ctx.moveTo(this.prevPos[0], this.prevPos[1])
ctx.lineTo(this.currentPos[0], this.currentPos[1]);
// Assign prevPos
this.prevPos[0] = this.currentPos[0];
this.prevPos[1] = this.currentPos[1];
}
}