function makeGlyph(polygons, buhin){ // void\r
var glyphData = this.kBuhin.search(buhin);\r
if(glyphData != ""){\r
- this.drawStrokesArray(polygons, this.adjustKirikuchi(this.adjustUroko(this.adjustKakato(this.adjustTate(this.adjustMage(this.getEachStrokes(glyphData)))))));\r
+ this.drawStrokesArray(polygons, this.adjustKirikuchi(this.adjustUroko2(this.adjustUroko(this.adjustKakato(this.adjustTate(this.adjustMage(this.getEachStrokes(glyphData))))))));\r
}\r
}\r
Kage.prototype.makeGlyph = makeGlyph;\r
}\r
Kage.prototype.adjustUroko = adjustUroko;\r
\r
+ function adjustUroko2(strokesArray){ // strokesArray\r
+ for(var i = 0; i < strokesArray.length; i++){\r
+ if(strokesArray[i][0] == 1 && strokesArray[i][2] == 0 && strokesArray[i][4] == strokesArray[i][6]){\r
+ var pressure = 0;\r
+ for(var j = 0; j < strokesArray.length; j++){\r
+ if(i != j && (\r
+ (strokesArray[j][0] == 1 && strokesArray[j][4] == strokesArray[j][6] &&\r
+ !(strokesArray[i][3] + 1 > strokesArray[j][5] || strokesArray[i][5] - 1 < strokesArray[j][3]) &&\r
+ Math.abs(strokesArray[i][4] - strokesArray[j][4]) < this.kAdjustUroko2Length) ||\r
+ (strokesArray[j][0] == 3 && strokesArray[j][6] == strokesArray[j][8] &&\r
+ !(strokesArray[i][3] + 1 > strokesArray[j][7] || strokesArray[i][5] - 1 < strokesArray[j][5]) &&\r
+ Math.abs(strokesArray[i][4] - strokesArray[j][6]) < this.kAdjustUroko2Length)\r
+ )){\r
+ pressure += Math.pow(this.kAdjustUroko2Length - Math.abs(strokesArray[i][4] - strokesArray[j][6]), 1.1);\r
+ }\r
+ }\r
+ var result = Math.min(Math.floor(pressure / this.kAdjustUroko2Length), this.kAdjustUroko2Step) * 100;\r
+ if(strokesArray[i][2] < result){\r
+ strokesArray[i][2] = strokesArray[i][2] % 100 + Math.min(Math.floor(pressure / this.kAdjustUroko2Length), this.kAdjustUroko2Step) * 100;\r
+ }\r
+ }\r
+ }\r
+ return strokesArray;\r
+ }\r
+ Kage.prototype.adjustUroko2 = adjustUroko2;\r
+ \r
function adjustTate(strokesArray){ // strokesArray\r
for(var i = 0; i < strokesArray.length; i++){\r
if((strokesArray[i][0] == 1 || strokesArray[i][0] == 3 || strokesArray[i][0] == 7) && strokesArray[i][3] == strokesArray[i][5]){\r
this.kAdjustUrokoLengthStep = 3; // number of steps\r
this.kAdjustUrokoLine = ([22, 26, 30]); // check for crossing. corresponds to length\r
\r
+ this.kAdjustUroko2Step = 3;\r
+ this.kAdjustUroko2Length = 40;\r
+ \r
this.kAdjustTateStep = 4;\r
\r
this.kAdjustMageStep = 5;\r