Algorithm of resizing rectangles but keeping the distances between them - algorithm

i am looking for an algorithm that will resize all rectangles to new width, height of all objects on the scene but keep the distances between them. Is that possible ?
The anchor for each rectangle is Top-Left (0,0). Thank you.

I have found the algorithm, not sure if its the best or optimized.
Basically finding depths and then sorting but depth adding extra or x multiplied by depth. The algorithm should be applied for Y as well.
1.First get the most left unmarked element. (mark when make depths)
2.Find all siblings top/bottom (sibling element which is from pos.x-width to pos.x+width)
3.Mark elements depth.
4.Repeat
Using stacks instead of recursion code is not completely DRY.
vt.iccode.DrawScene.prototype.ClearDepths = function () {
for (var i=0,ii=this.nodes.length;i<ii;i++) {
var node = this.nodes[i];
node.ClearDepths();
}
};
/*
* #private
*/
vt.iccode.DrawScene.prototype.MarkTopSiblings = function(node_start, depth) {
var stack = new Array();
stack.push(node_start);
while (stack.length > 0) {
var node = stack[stack.length - 1];
stack.splice(stack.length - 1, 1);
console.info("marking top :"+node.name+" depth ->"+depth);
node.depth_x = depth;
var pos = node.GetPosition();
var size = node.GetSize();
var next_node = this.GetClosestElementWithinBounds(node, pos.x - size.width, pos.x + size.width, Number.NEGATIVE_INFINITY, pos.y);
if (next_node) {
stack.push(next_node);
}
}
};
vt.iccode.DrawScene.prototype.MarkBottomSiblings = function(node_start, depth) {
var stack = new Array();
stack.push(node_start);
while (stack.length > 0) {
var node = stack[stack.length - 1];
stack.splice(stack.length - 1, 1);
console.info("marking bottom :"+node.name+" depth ->"+depth);
node.depth_x = depth;
var pos = node.GetPosition();
var size = node.GetSize();
var next_node = this.GetClosestElementWithinBounds(node, pos.x - size.width, pos.x + size.width, pos.y + size.height, Number.POSITIVE_INFINITY);
if (next_node) {
stack.push(next_node);
}
}
};
vt.iccode.DrawScene.prototype.GetMostLeftUnmarked = function() {
var s_x = Number.POSITIVE_INFINITY;
var best_match = null;
for (var i=0,ii=0;i<this.nodes.length;i++) {
var node = this.nodes[i];
var pos = node.GetPosition();
if (goog.isNull(node.depth_x) && pos.x < s_x) {
s_x = pos.x;
best_match = node;
}
}
return best_match;
};
vt.iccode.DrawScene.prototype.GetClosestElementWithinBounds = function(node, x_min, x_max, y_min, y_max) {
var found = new Array();
for (var i = 0, ii = this.nodes.length; i < ii; i++) {
var node_test = this.nodes[i];
var pos = node_test.GetPosition();
if (pos.x >= x_min && pos.x <= x_max && pos.y >= y_min && pos.y <= y_max && goog.isNull(node_test.depth_x) && goog.isNull(node_test.depth_y)) {
found.push(node_test);
}
}
var s_distance = Number.POSITIVE_INFINITY;
var best_match = null;
for (var i = 0, ii = found.length; i < ii; i++) {
var node_test = found[i];
var dist = node.FindDistanceBetweenAnchorPoints(node_test);
if (dist < s_distance) {
s_distance = dist;
best_match = node_test;
}
}
;
return best_match;
};
Use like :
this.ClearDepths();
var most_left_node = this.nodes[0];
var stack = new Array();
stack.push(most_left_node);
var depth_x = 0;
while(stack.length>0) {
var node = stack[stack.length - 1];
stack.splice(stack.length - 1, 1);
this.MarkBottomSiblings(node,depth_x);
this.MarkTopSiblings(node, depth_x);
var node_next = this.GetMostLeftUnmarked();
if (!goog.isNull(node_next)) {
//
console.info(node_next.name);
stack.push(node_next);
// return;
}
depth_x++;
}
After we know the depths we can move by x vise versa for y.

Related

Is it possible to change particle color?

is it possible to change the particle color to any color in mind?
Because i only get one color and i want to change it to make it more suitable for spring is there a way to configure the colors based on your taste following is my functions code:
function Particle() {
this.pos = createVector(random(width), random(height));
this.vel = createVector(0, 0);
this.acc = createVector(0, 0);
this.maxspeed = 4;
this.h = 100;
this.prevPos = this.pos.copy();
this.update = function() {
this.vel.add(this.acc);
this.vel.limit(this.maxspeed);
this.pos.add(this.vel);
this.acc.mult(0);
}
this.follow = function(vectors) {
var x = floor(this.pos.x / scl);
var y = floor(this.pos.y / scl);
var index = x + y * cols;
var force = vectors[index];
this.applyForce(force);
}
this.applyForce = function(force) {
this.acc.add(force);
}
this.show = function() {
strokeWeight(6);
stroke(255, this.h, 10);
this.h = this.h + 1;
if (this.h > 255) {
this.h = 100;
}
strokeWeight(8);
line(this.pos.x, this.pos.y, this.prevPos.x, this.prevPos.y);
this.updatePrev();
}
this.updatePrev = function() {
this.prevPos.x = this.pos.x;
this.prevPos.y = this.pos.y;
}
this.edges = function() {
if (this.pos.x > width) {
this.pos.x = 0;
this.updatePrev();
}
if (this.pos.x < 0) {
this.pos.x = width;
this.updatePrev();
}
if (this.pos.y > height) {
this.pos.y = 0;
this.updatePrev();
}
if (this.pos.y < 0) {
this.pos.y = height;
this.updatePrev();
}
}
}
The call to stroke(255, this.h, 10) in the show function is what is determining the color of the line drawn by the Particle class in this case. It looks like it is cycling from red to yellow. The stroke function is well documented. You can certainly use it to make the line drawn in this example any color you want. You can learn more about color in p5js on p5js.org.

Move an object between two ml5js poseNet keypoints using p5js

I'm trying to make a circle move between two body keypoints – i.e between left and right shoulder. I started with this code to make an object following some position:
var rectLocation;
var x = 50;
var y = 50;
function setup() {
createCanvas(640,400);
rectLocation = createVector(width/2,height/2);
}
function draw() {
background(255);
var target = createVector(x,y);
var distance = target.dist(rectLocation);
var mappedDistance = map(distance, 100, 0, 1.5, 0.5);
target.sub(rectLocation);
target.normalize();
target.mult(mappedDistance);
rectLocation.add(target);
text('hello',rectLocation.x, rectLocation.y);
x = x + 1 ;
if (x > width) {
x = 50;
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.7.3/p5.js"></script>
So with poseNet I converted x and y values of each keypoint into p5 Vectors and made one location follow another, but it doesn't seem to move and I can't get why. Sketch: https://editor.p5js.org/sebyakin/sketches/LQ7gqwGZH and my code here:
let video;
let poseNet;
let noseX = 0;
let noseY = 0;
let eyelX = 0;
let eyelY = 0;
let shoulderX = 0;
let shoulderY = 0;
let firstLocation;
let target;
function setup() {
createCanvas(640, 480);
video = createCapture(VIDEO);
video.hide();
poseNet = ml5.poseNet(video, modelReady);
poseNet.on('pose', gotPoses);
// creating empty vectors
firstLocation = createVector(0,0);
target = createVector(0,0);
}
function gotPoses(poses) {
if (poses.length > 0) {
let nX = poses[0].pose.keypoints[0].position.x;
let nY = poses[0].pose.keypoints[0].position.y;
let eX = poses[0].pose.keypoints[1].position.x;
let eY = poses[0].pose.keypoints[1].position.y;
let sX = poses[0].pose.keypoints[5].position.x;
let sY = poses[0].pose.keypoints[5].position.y;
noseX = nX;
noseY = nY;
eyelX = eX;
eyelY = eY;
shoulderX = sX;
shoulderY = sY;
}
}
function modelReady() {
console.log('model ready');
}
function draw() {
image(video, 0, 0);
fill(0,0,255);
// set vectors to keypoints values
firstLocation.set(noseX, noseY);
target.set(shoulderX, shoulderY)
// make a circle follow target loaction
let distance = target.dist(firstLocation);
let mappedDistance = map(distance, 100, 0, 1.5, 0.5);
target.sub(firstLocation);
// target.normalize();
// target.mult(mappedDistance);
firstLocation.add(target);
ellipse(firstLocation.x, firstLocation.y, 50);
console.log(target.x);
}
Where did I go wrong?

How to use UrhoSharp 3D Moving Imageview in xamarin forms

async void CreateScene()
{
Input.SubscribeToTouchEnd(OnTouched);
//want add image view in UrhoSharp Surface for rotatable and 3D image
var imageview = new Xamarin.Forms.Image { Source = "icon.", HeightRequest = 150, WidthRequest = 150 };
scene = new Scene();
octree = scene.CreateComponent<Octree>();
plotNode = scene.CreateChild();
var baseNode = plotNode.CreateChild().CreateChild();
var plane = baseNode.CreateComponent<StaticModel>();
plane.Model = CoreAssets.Models.Plane;
var cameraNode = scene.CreateChild();
camera = cameraNode.CreateComponent<Camera>();
cameraNode.Position = new Vector3(10, 15, 10) / 1.75f;
cameraNode.Rotation = new Quaternion(-0.121f, 0.878f, -0.305f, -0.35f);
Node lightNode = cameraNode.CreateChild();
var light = lightNode.CreateComponent<Light>();
light.LightType = LightType.Point;
light.Range = 100;
light.Brightness = 1.3f;
int size = 3;
baseNode.Scale = new Vector3(size * 1.5f, 1, size * 1.5f);
bars = new List<Bar>(size * size);
for (var i = 0f; i < size * 1.5f; i += 1.5f)
{
for (var j = 0f; j < size * 1.5f; j += 1.5f)
{
var boxNode = plotNode.CreateChild();
boxNode.Position = new Vector3(size / 2f - i, 0, size / 2f - j);
var box = new Bar(new Color(RandomHelper.NextRandom(), RandomHelper.NextRandom(), RandomHelper.NextRandom(), 0.9f));
boxNode.AddComponent(box);
box.SetValueWithAnimation((Math.Abs(i) + Math.Abs(j) + 1) / 2f);
bars.Add(box);
}
}
SelectedBar = bars.First();
SelectedBar.Select();
try
{
await plotNode.RunActionsAsync(new EaseBackOut(new RotateBy(2f, 0, 360, 0)));
}
catch (OperationCanceledException) { }
movementsEnabled = true;
}

Image transformation matrix

I want to practice pixel manipulation with matrix for extract an image from another.
This is what I have done with css transformation matrix :
https://www.noelshack.com/2017-18-1493893008-capture-2.png
With the Left image 'L' I have place 4 points around the image and in the right image 'R' I find the content of the transformation.
For that i use the property transform of the css but i want to do the manipulation manually.
CSS version :
matrix3d(1.5456325781948308,1.6561987730956724,0,0.0012239101773909712,-0.4663849104791486,2.218793881308064,0,0.0009095626603861196,0,0,1,0,12.247969030166722,-17.754955132517754,0,0.9951722722714726)
Matrix 'M':
[[1.5456325781948308, 1.6561987730956724, 0, 0.0012239101773909712],
[-0.4663849104791486, 2.218793881308064, 0, 0.0009095626603861196],
[0, 0, 1, 0],
[12.247969030166722, -17.754955132517754, 0, 0.9951722722714726]]
I want to know for each pixel in the image R what are their pixel related position in the image L.
For example (0,0) in R is (52,203) in R.
For that i do this calculation.
M * P = P'
P is the pixel position in R image
P' is the pixel position in L image
P matrix is define like that:
[[x],
[y],
[0],
[1]]
So for the 0,0 position, I do this :
[[1.5456325781948308, 1.6561987730956724, 0, 0.0012239101773909712],
[-0.4663849104791486, 2.218793881308064, 0, 0.0009095626603861196],
[0, 0, 1, 0],
[12.247969030166722, -17.754955132517754, 0, 0.9951722722714726]]
X
[[0],
[0],
[0],
[1]]
=
[[0.0012239101773909712],
[0.0009095626603861196],
[0],
[0.9951722722714726]]
This is the result, but the 2 first component :
(0.0012239101773909712, 0.0009095626603861196)
is too smaller than expected. can you help me to find the problem.
scincerly,
MatrixCuriosity.
These are homogeneous coordinates. So given some [x1, y1, z1, 1] as input you obtain some [x2, y2, z2, w2] but the actual position they describe is [x2/w2, y2/w2, z2/w2], i.e. you have to divide by the last coordinate.
But this doesn't lead to the result you expected. Nor does replacing the matrix with its adjunct (or equivalently inverse), nor its transpose. Both of these are conventions that are easy to get wrong, so without spending too much thought about which version you actually have and should have, trying all four alternatives (with and without adjunct, with and without transpose) solves a huge number of trivial problems.
But not yours. So my next best bet would be that the coordinates you expect are measured from some corner of the image, while the CSS property transform-origin is at it's initial value of 50% 50% 0 so the origin of the coordinate system is in fact in the center of the object.
Actually sharing the HTML and CSS for this might have allowed me to verify this assumption. Now you have to check whether this applies to you. I remember that when I last created a projective image transformation demo to answer a question about finding the transform, I deliberately set transform-origin: 0 0; (and the various vendor-prefixed versions of this) to avoid such problems.
Thanks a lot MvG.
I follow your link and I find what I want [https://math.stackexchange.com/a/339033]
Just one thing, I have to invert the C matrix to find the pixel related L<-R
I share my code for give an idea of what you have to do
You can find my implementation in the function computeMat()
<style>
body {
touch-action: none;
overflow-y: hidden;
}
#canvas_toeic
{
position:absolute;
top:0;
left:0;
}
</style>
<script type="text/javascript" src="http://cdnjs.cloudflare.com/ajax/libs/mathjs/3.12.2/math.min.js"></script>
</head>
<body>
<canvas id="canvas_toeic" width="600" height="400">
</canvas>
<script type="text/javascript">
var image = new Image();
image.src = 'image.jpg';
image.onload = function() {
var c = document.getElementById("canvas_toeic");
var ratio = image.width / image.height;
var canvasWidth = document.body.clientWidth;
var canvasHeight = canvasWidth / ratio;
if(document.body.clientHeight < canvasHeight)
{
canvasHeight = document.body.clientHeight;
canvasWidth = canvasHeight * ratio;
}
var canvasLargeur = canvasWidth;
var canvasLongueur = canvasHeight;
if(canvasLargeur < canvasHeight) {
canvasLargeur = canvasHeight;
canvasLongueur = canvasWidth;
}
var canvasPixelRatio = canvasLargeur / image.width;
c.setAttribute("width", canvasWidth);
c.setAttribute("height", canvasHeight);
var ctx = c.getContext("2d");
var idPoint = -1;
var points = [];
for(var i = 0; i < 4; i++)
points[i] = {x:0, y:0};
var marginImage = Math.round(40 * canvasPixelRatio);
points[0].x = marginImage;
points[0].y = marginImage;
points[1].x = marginImage;
points[1].y = canvasHeight - marginImage;
points[2].x = canvasWidth - marginImage;
points[2].y = canvasHeight - marginImage;
points[3].x = canvasWidth - marginImage;
points[3].y = marginImage;
function draw(points) {
console.log("draw");
// Fond
ctx.fillStyle = "#222";
ctx.fillRect(0, 0, canvasWidth, canvasHeight);
ctx.drawImage(image, marginImage, marginImage, canvasWidth - marginImage * 2, canvasHeight - marginImage * 2); // this fait référence à l'objet courant (=image)
if(idPoint == -1)
ctx.lineWidth = 3 * canvasPixelRatio;
else
ctx.lineWidth = 5 * canvasPixelRatio;
ctx.beginPath(); // Début du chemin
ctx.lineJoin = "round";
ctx.lineCap = "round";
ctx.strokeStyle = "rgba(64, 128, 255, 0.5)";
ctx.moveTo(points[0].x, points[0].y); // Le tracé part du point 50,50
for(var i = 0; i < 4; i++)
ctx.lineTo(points[i].x, points[i].y); // Un segment est ajouté vers 200,200
ctx.closePath(); // Fermeture du chemin (facultative)
ctx.stroke();
for(var i = 0; i < 4; i++)
{
var radius = 30 * canvasPixelRatio;
if(idPoint == i)
radius = 60 * canvasPixelRatio;
ctx.beginPath();
ctx.arc(points[i].x, points[i].y, radius, 0, Math.PI*2, true);
ctx.strokeStyle = "#FF8800";
ctx.fillStyle = "rgba(255, 128, 0, 0.5)";
ctx.fill();
ctx.stroke();
}
if(idPoint != -1)
{
var zoomWidth = canvasWidth / 3;
var zoomHeight = canvasHeight / 3;
var zoomMargin = 5;
var zoomAroundWidth = 50;
var zoomAroundHeight = zoomAroundWidth / ratio;
var positionMouse = points[idPoint];
var imagePositionX = (positionMouse.x - marginImage) / (canvasWidth - marginImage * 2) * image.width;
var imagePositionY = (positionMouse.y - marginImage) / (canvasHeight - marginImage * 2) * image.height;
var zoomX = 0;
var zoomY = 0;
if(imagePositionX < image.width / 2)
zoomX = canvasWidth - zoomWidth;
if(imagePositionY < image.height / 2)
zoomY = canvasHeight - zoomHeight;
ctx.fillStyle = "#F08";
ctx.fillRect(zoomX, zoomY, zoomWidth, zoomHeight);
ctx.drawImage(image, imagePositionX - zoomAroundWidth, imagePositionY - zoomAroundHeight, zoomAroundWidth * 2, zoomAroundHeight * 2, zoomX + zoomMargin, zoomY + zoomMargin, zoomWidth - zoomMargin * 2, zoomHeight - zoomMargin * 2);
ctx.lineWidth = 3 * canvasPixelRatio;
ctx.beginPath();
ctx.lineJoin = "round";
ctx.lineCap = "round";
ctx.strokeStyle = "rgba(255, 0, 0, 0.5)";
ctx.moveTo(zoomX, zoomY + zoomHeight / 2);
ctx.lineTo(zoomX + zoomWidth, zoomY + zoomHeight / 2);
ctx.moveTo(zoomX + zoomWidth / 2, zoomY);
ctx.lineTo(zoomX + zoomWidth / 2, zoomY + zoomHeight);
ctx.closePath();
ctx.stroke();
}
}
function nearPoint(points, x, y)
{
var radiusDetection = 60 * canvasPixelRatio;
var distances = [];
for(i = 0; i < 4; i++) {
var mx = x - points[i].x;
var my = y - points[i].y;
distances[i] = Math.sqrt(mx * mx + my * my);
}
minI = 0;
minD = distances[0];
for(i = 1; i < 4; i++)
{
if(minD > distances[i])
{
minD = distances[i];
minI = i;
}
}
if(minD <= radiusDetection)
return minI;
return -1;
}
function getTouchPosition(e)
{
var target = null;
var mouse = null;
if(e.changedTouches != undefined)
{
var touches = e.changedTouches;
mouse = touches[0];
target = touches[0].target;
}
else if(e.originalTarget != undefined)
{
mouse = e;
target = e.originalTarget;
}
var coordX = 0;
var coordY = 0;
if(mouse.layerX != undefined)
{
coordX = mouse.layerX;
coordY = mouse.layerY;
}
else
{
coordX = mouse.pageX;
coordY = mouse.pageY;
}
var x = coordX - target.offsetLeft;
var y = coordY - target.offsetTop;
if(x < 0) x = 0;
if(y < 0) y = 0;
if(x >= canvasWidth) x = canvasWidth - 1;
if(y >= canvasHeight) y = canvasHeight - 1;
return {'x':x, 'y':y};
}
function mouseDown(e)
{
var position = getTouchPosition(e);
idPoint = nearPoint(points, position.x, position.y);
if(idPoint == -1)
{
if(position.x < marginImage * 3 && position.y < marginImage * 3)
{
computeMat();
}
}
}
function mouseUp(e)
{
if(idPoint != -1)
{
idPoint = -1;
draw(points);
}
}
function mouseMove(e)
{
if(idPoint != -1)
{
var position = getTouchPosition(e);
points[idPoint].x = position.x;
points[idPoint].y = position.y;
draw(points);
}
}
function cancelDefault(e)
{
e.preventDefault();
}
function matStep12(pts)
{
var matP = [
[pts[0].x, pts[1].x, pts[2].x],
[pts[0].y, pts[1].y, pts[2].y],
[1, 1, 1]
];
var vecP = [[pts[3].x], [pts[3].y], [1]];
var matPi = math.inv(matP);
var vecPi = math.multiply(matPi, vecP);
var result = [
[pts[0].x * vecPi[0][0], pts[1].x * vecPi[1][0], pts[2].x * vecPi[2][0]],
[pts[0].y * vecPi[0][0], pts[1].y * vecPi[1][0], pts[2].y * vecPi[2][0]],
[vecPi[0][0], vecPi[1][0], vecPi[2][0]]
];
return result;
}
function distance(a, b)
{
var mx = b.x - a.x;
var my = b.y - a.y;
return Math.sqrt(mx * mx + my * my);
}
function computeMat()
{
var pts = getPointRelativePosition();
var widthT = distance(pts[0], pts[3]);
var widthB = distance(pts[1], pts[2]);
var heightL = distance(pts[0], pts[1]);
var heightR = distance(pts[2], pts[3]);
var maxWidth = (widthT > widthB) ? widthT : widthB;
var maxHeight = (heightL > heightR) ? heightL : heightR;
var imgWidth = Math.round(maxWidth);
var imgHeight = Math.round(maxHeight);
var matA = matStep12(pts);
var matB = matStep12([{x:0,y:0}, {x:0,y:maxHeight}, {x:maxWidth,y:maxHeight}, {x:maxWidth,y:0}]);
var matC = math.multiply(matB, math.inv(matA));
var matCi = math.inv(matC);
console.log('width:' + imgWidth + ', height:' + imgHeight);
printMat(matC);
// construct image with transformation matrice
imageData = ctx.createImageData(imgWidth, imgHeight);
var tempCanvas = document.createElement('canvas');
var tempCtx = tempCanvas.getContext('2d');
tempCanvas.width = image.width;
tempCanvas.height = image.height;
tempCtx.drawImage(image, 0, 0, image.width, image.height);
var imageDataSrc = tempCtx.getImageData(0, 0, image.width, image.height);
var mz = [matCi[0][2], matCi[1][2], matCi[2][2]];
for(var y = 0; y < imgHeight; y++)
{
var my = [matCi[0][1] * y, matCi[1][1] * y, matCi[2][1] * y];
var offsetY = y * imgWidth;
for(var x = 0; x < imgWidth; x++)
{
var mx = [matCi[0][0] * x, matCi[1][0] * x, matCi[2][0] * x];
var cx = mx[0] + my[0] + mz[0];
var cy = mx[1] + my[1] + mz[1];
var cz = mx[2] + my[2] + mz[2];
var px = Math.round(cx / cz);
var py = Math.round(cy / cz);
if(px < 0.0 || py < 0.0 || px >= image.width || py >= image.height)
{
imageData.data[pixelIndex] = 0;
imageData.data[pixelIndex + 1] = 255;
imageData.data[pixelIndex + 2] = 0;
imageData.data[pixelIndex + 3] = 255;
}
else
{
var pixelIndex = (offsetY + x) * 4;
var pixelIndexSrc = (py * image.width + px) * 4;
imageData.data[pixelIndex] = imageDataSrc.data[pixelIndexSrc];
imageData.data[pixelIndex + 1] = imageDataSrc.data[pixelIndexSrc + 1];
imageData.data[pixelIndex + 2] = imageDataSrc.data[pixelIndexSrc + 2];
imageData.data[pixelIndex + 3] = 255;
}
}
}
// here to do, image analysis
}
function getPointRelativePosition()
{
var pointOrigin = [];
for(i = 0; i < 4; i++)
{
pointOrigin[i] = {x:(points[i].x - marginImage) * image.width / (canvasWidth - marginImage * 2), y:(points[i].y - marginImage) * image.height / (canvasHeight - marginImage * 2)};
}
return pointOrigin;
}
function getPointPosition()
{
var pointOrigin = [];
for(i = 0; i < 4; i++)
{
pointOrigin[i] = {x:(points[i].x - marginImage) / (canvasWidth - marginImage * 2), y:(points[i].y - marginImage) / (canvasHeight - marginImage * 2)};
}
return pointOrigin;
}
function printPoint(pts)
{
var result = '';
for(var i = 0; i < 4; i++)
{
result += "{x:" + pts[i].x + ", y:" + pts[i].y + "},\n";
}
console.log(result);
}
function printMat(mat)
{
var result = '';
for(var i = 0; i < mat.length; i++)
{
result += "[";
for(var j = 0; j < mat[i].length; j++)
{
result += mat[i][j] + ", ";
}
result += "],\n";
}
console.log(result);
}
function canvasResize()
{
if(canvasWidth != document.body.clientWidth && canvasHeight != document.body.clientHeight)
{
var transformPoint = getPointPosition();
ratio = image.width / image.height;
canvasWidth = document.body.clientWidth;
canvasHeight = canvasWidth / ratio;
if(document.body.clientHeight < canvasHeight)
{
canvasHeight = document.body.clientHeight;
canvasWidth = canvasHeight * ratio;
}
canvasLargeur = canvasWidth;
canvasLongueur = canvasHeight;
if(canvasLargeur < canvasHeight) {
canvasLargeur = canvasHeight;
canvasLongueur = canvasWidth;
}
canvasPixelRatio = canvasLargeur / image.width;
c.setAttribute("width", canvasWidth);
c.setAttribute("height", canvasHeight);
marginImage = Math.round(40 * canvasPixelRatio);
for(i = 0; i < 4; i++)
{
points[i].x = transformPoint[i].x * (canvasWidth - marginImage * 2) + marginImage;
points[i].y = transformPoint[i].y * (canvasHeight - marginImage * 2) + marginImage;
}
draw(points);
}
}
c.addEventListener("mousedown", mouseDown, false);
c.addEventListener("mouseup", mouseUp, false);
c.addEventListener("mousemove", mouseMove, false);
c.addEventListener("touchstart", mouseDown, false);
c.addEventListener("touchend", mouseUp, false);
c.addEventListener("touchmove", mouseMove, false);
document.addEventListener("touchstart", cancelDefault, true);
document.addEventListener("touchend", cancelDefault, true);
document.addEventListener("touchmove", cancelDefault, true);
setInterval(canvasResize, 30);
draw(points);
};
</script>

Setting background image in canvas animation

I need to set background image for this canvas animation without affecting the animation style.
This CodePen is shown below.
var c = document.getElementById('canv');
var $ = c.getContext('2d');
var w = c.width = window.innerWidth;
var h = c.height = window.innerHeight;
var grav = 0.00095;
var s = [20, 15, 10, 5];
var gravX = w / 2;
var gravY = h / 2;
var nodes;
var num = 55;
var minDist = 155;
var spr = 0.0000009;
part();
run();
//random size function
function S() {
var curr = s.length;
var cur_ = Math.floor(Math.random() * curr);
return s[cur_];
}
function part() {
nodes = [];
for (var i = 0; i < num; i++) {
var node = {
hue: Math.random()*360,
rad: S(),
x: Math.random() * w,
y: Math.random() * h,
vx: Math.random() * 8 - 4,
vy: Math.random() * 8 - 4,
upd: function() {
this.x += this.vx;
this.y += this.vy;
if (this.x > w) this.x = 0;
else if (this.x < 0) this.x = w;
if (this.y > h) this.y = 0;
else if (this.y < 0) this.y = h;
},
draw: function() {
//outer ring
var g = $.createRadialGradient(this.x, this.y, this.rad * 2, this.x, this.y, this.rad);
g.addColorStop(0,'hsla(242, 55%, 15%,.7)');
g.addColorStop(.5, 'hsla(242, 50%, 10%,.5)');
g.addColorStop(1,'hsla(242, 30%, 5%,.5)');
$.fillStyle = g;
$.beginPath();
$.arc(this.x, this.y, this.rad * 2, 0, Math.PI * 2, true);
$.fill();
$.closePath();
//inner particle
var g2 = $.createRadialGradient(this.x, this.y, 0, this.x, this.y, this.rad);
g2.addColorStop(0, 'hsla('+this.hue+', 85%, 40%, 1)');
g2.addColorStop(.5, 'hsla('+this.hue+',95%, 50%,1)');
g2.addColorStop(1,'hsla(0,0%,0%,0)');
$.fillStyle = g2;
$.beginPath();
$.arc(this.x, this.y, this.rad, 0, Math.PI * 2, true);
$.fill();
$.closePath();
}
};
nodes.push(node);
}
}
function run() {
$.globalCompositeOperation = 'source-over';
$.fillStyle = 'hsla(242, 40%, 5%,.85)';
$.fillRect(0, 0, w, h);
$.globalCompositeOperation = 'lighter';
for (i = 0; i < num; i++) {
nodes[i].upd();
nodes[i].draw();
}
for (i = 0; i < num - 1; i++) {
var n1 = nodes[i];
for (var j = i + 1; j < num; j++) {
var n2 = nodes[j];
Spr(n1, n2);
}
Grav(n1);
}
window.requestAnimationFrame(run);
}
function Spr(na, nb) {
var dx = nb.x - na.x;
var dy = nb.y - na.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < minDist) {
$.lineWidth = 1;
$.beginPath();
$.strokeStyle = "hsla(217, 95%, 55%, .15)";
$.moveTo(na.x, na.y);
$.lineTo(nb.x, nb.y);
$.stroke();
$.closePath();
var ax = dx * spr;
var ay = dy * spr;
na.vx += ax;
na.vy += ay;
nb.vx -= ax;
nb.vy -= ay;
}
}
function Grav(n) {
n.vx += (gravX - n.x) * grav;
n.vy += (gravY - n.y) * grav;
};
window.addEventListener('resize', function() {
c.width = w = window.innerWidth;
c.height = h = window.innerHeight;
});
body{
width:100%;
margin:0;
overflow:hidden;
}
<canvas id='canv' ></canvas>
CSS
Just replace the beginning of the run() code to:
function run() {
...
//$.fillStyle = 'hsla(242, 40%, 5%,.85)';
$.clearRect(0, 0, w, h);
...
Then move the color settings to CSS together with an image reference:
#canv {
background: hsla(242, 40%, 5%, .85) url(path/to/image.jpg);
}
Add background-size to the CSS rule if needed. Note that since you're using different blending modes such as lighter which depends on existing content, you may not get desired result as it will blend with an empty canvas and not a solid - the approach below should solve that in this case.
CodePen
JavaScript
As before, replace the first lines in run() but after you made sure the image you want to use has loaded, simply draw it in:
function run() {
...
//$.fillStyle = 'hsla(242, 40%, 5%,.85)';
$.drawImage(img, 0, 0, w, h); // img must be loaded (use onload)
...
If your image contains transparency you also need to clear the canvas first:
function run() {
...
//$.fillStyle = 'hsla(242, 40%, 5%,.85)';
$.clearRect(0, 0, w, h);
$.drawImage(img, 0, 0, w, h); // img must be loaded (use onload)
...
CodePen

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