Can I render animated SVG to Canvas? - animation

I want to create an SVG animation, yet render it to Canvas. I know about CanVG, but I'm not certain it does what I need: Displaying SVG elements animated using javascript within a Canvas div, rather than a 'native' SVG window. When I look at CanVG example code, it seems to point to an SVG file, rather than utilizing SVG code that is part of the same file, & being manipulated in realtime by javascript. Any help?

I faced this issue me too some time ago and tried every possibilities mentioned above, unfortunately without results. After some research I found a method to inject SVG into Canvas, with a little pain and extra work it's possible. So the solution is to define svg elements then push it to an array then render that SVG as an image.
Here is a short code snippet:
SVG part:
var data = "data:image/svg+xml," +
"<svg xmlns='http://www.w3.org/2000/svg' width='400' height='400'>" +
"<foreignObject width='100%' height='100%'>" +
"<div xmlns='http://www.w3.org/1999/xhtml' style='font: bold 160px Myriad Pro, Arial, Helvetica, Arial, sans-serif'>" +
"<span style='color:rgb(32,124,202); opacity: 0.8; -webkit-text-stroke-color: white; -webkit-text-stroke-width: 2px'>" + letters[pos] + "</span>" +
"</div>" +
"</foreignObject>" +
"</svg>";
characters.push(data);
and JS part:
var letters = [...] // a pool of characters
var images = new Array(letters.length);
for (var i=0; i< letters.length; i++) {
var textPosition = WIDTH/2 - (letters.length * CHAR_DISTANCE)/2;
var txt = new Text(letters[i], textPosition + (i*CHAR_DISTANCE), HEIGHT/2,
(Math.random() * 3) + 5 , (-Math.random() * 10) + 5);
images[i] = new Image();
images[i].src = characters[i];
textArray.push(txt);
}
You may check the whole source code here: https://esimov.com/experiments/javascript/404/

There are several libraries (like CanVG) that merely turn SVG into Canvas drawing commands. They won't help you much with animation.
For animation you're going to have to do it on your own. You could attempt to use CanVG to draw the SVG onto the canvas as it is being animated, using a timer to update the canvas, but this is supremely messy and cannot be done unless the browser also supports SVG (and if it does, why would you want to do it?)
If you want to manipulate the SVG in real time you're going to have to stick with SVG proper. Otherwise you need to roll all your own state and interactivity on the canvas. No shortcuts there[1], sorry.
[1] Well, there are a few libraries for canvas object interaction that allow you to use SVG objects as their objects, such as fabric.js. But depending on what you want this may be nowhere near enough.

Related

With canvas, ctx.lineTo draws a longer "Y" line than instructed (160 instead of 120) [duplicate]

I have 2 canvases, one uses HTML attributes width and height to size it, the other uses CSS:
<canvas id="compteur1" width="300" height="300" onmousedown="compteurClick(this.id);"></canvas>
<canvas id="compteur2" style="width: 300px; height: 300px;" onmousedown="compteurClick(this.id);"></canvas>
Compteur1 displays like it should, but not compteur2. The content is drawn using JavaScript on a 300x300 canvas.
Why is there a display difference?
It seems that the width and height attributes determine the width or height of the canvas’s coordinate system, whereas the CSS properties just determine the size of the box in which it will be shown.
This is explained in the HTML specification:
The canvas element has two attributes to control the size of the element’s bitmap: width and height. These attributes, when specified, must have values that are valid non-negative integers. The rules for parsing non-negative integers must be used to obtain their numeric values. If an attribute is missing, or if parsing its value returns an error, then the default value must be used instead. The width attribute defaults to 300, and the height attribute defaults to 150.
To set the width and height on a canvas, you may use:
canvasObject.setAttribute('width', '150');
canvasObject.setAttribute('height', '300');
For <canvas> elements, the CSS rules for width and height set the actual size of the canvas element that will be drawn to the page. On the other hand, the HTML attributes of width and height set the size of the coordinate system or 'grid' that the canvas API will use.
For example, consider this (jsfiddle):
var ctx = document.getElementById('canvas1').getContext('2d');
ctx.fillStyle = "red";
ctx.fillRect(10, 10, 30, 30);
var ctx2 = document.getElementById('canvas2').getContext('2d');
ctx2.fillStyle = "red";
ctx2.fillRect(10, 10, 30, 30);
canvas {
border: 1px solid black;
}
<canvas id="canvas1" style="width: 50px; height: 100px;" height="50" width="100"></canvas>
<canvas id="canvas2" style="width: 100px; height: 100px;" height="50" width="100"></canvas>
Both have had the same thing drawn on them relative to the internal coordinates of the canvas element. But in the second canvas, the red rectangle will be twice as wide because the canvas as a whole is being stretched across a bigger area by the CSS rules.
Note: If the CSS rules for width and/or height aren't specified then the browser will use the HTML attributes to size the element such that 1 unit of these values equals 1px on the page. If these attributes aren't specified then they will default to a width of 300 and a height of 150.
The canvas will be stretched if you set the width and height in your CSS. If you want to dynamically manipulate the dimension of the canvas you have to use JavaScript like so:
canvas = document.getElementById('canv');
canvas.setAttribute('width', '438');
canvas.setAttribute('height', '462');
The browser uses the css width and height, but the canvas element scales based on the canvas width and height. In javascript, read the css width and height and set the canvas width and height to that.
var myCanvas = $('#TheMainCanvas');
myCanvas[0].width = myCanvas.width();
myCanvas[0].height = myCanvas.height();
Shannimal correction
var el = $('#mycanvas');
el.attr('width', parseInt(el.css('width')))
el.attr('height', parseInt(el.css('height')))
Canvas renders image by buffer, so when you specify the width and height HTML attributes the buffer size and length changes, but when you use CSS, the buffer's size is unchanged. Making the image stretched.
Using HTML sizing.
Size of canvas is changed -> buffer size is changed -> rendered
Using CSS sizing
Size of canvas is changed -> rendered
Since the buffer length is kept unchanged, when the context renders the image,
the image is displayed in resized canvas (but rendered in unchanged buffer).
CSS sets the width and height of the canvas element so it affects the coordinate space leaving everything drawn skewed
Here's my way on how to set the width and height with Vanilla JavaScript
canvas.width = numberForWidth
canvas.height = numberForHeight
I believe CSS has much better machinery for specifying the size of the canvas and CSS must decide styling, not JavaScript or HTML. Having said that, setting width and height in HTML is important for working around the issue with canvas.
CSS has !important rule that allows to override other styling rules for the property, including those in HTML. Usually, its usage is frowned upon but here the use is a legitimate hack.
In Rust module for WebAssembly you can do the following:
fn update_buffer(canvas: &HtmlCanvasElement) {
canvas.set_width(canvas.client_width() as u32);
canvas.set_height(canvas.client_height() as u32);
}
//..
#[wasm_bindgen(start)]
pub fn start() -> Result<(), JsValue> {
// ...
let canvas: Rc<_> = document
.query_selector("canvas")
.unwrap()
.unwrap()
.dyn_into::<HtmlCanvasElement>()
.unwrap()
.into();
update_buffer(&canvas);
// ...
// create resizing handler for window
{
let on_resize = Closure::<dyn FnMut(_)>::new(move |_event: Event| {
let canvas = canvas.clone();
// ...
update_buffer(&canvas);
// ...
window.add_event_listener_with_callback("resize", on_resize.as_ref().unchecked_ref())?;
on_resize.forget();
}
}
There we update the canvas buffer once the WASM module is loaded and then whenever the window is resized. We do it by manually specifying width and height of canvas as values of clientWidth and clientHeight. Maybe there are better ways to update the buffer but I believe this solution is better than those suggested by #SamB, #CoderNaveed, #Anthony Gedeon, #Bluerain, #Ben Jackson, #Manolo, #XaviGuardia, #Russel Harkins, and #fermar because
The element is styled by CSS, not HTML.
Unlike elem.style.width & elem.style.height trick used by #Manolo or its JQuery equivalent used by #XaviGuardia, it will work for canvas whose size is specified by usage as flex or grid item.
Unlike the solution by #Russel Harkings, this also handles resizing. Though I like his answer because it is really clean and easy.
WASM is the future! Haha :D
P.S. there's a ton of .unwrap() because Rust explicitly handles possible failures.
P.P.S.
{
let on_resize = Closure::<dyn FnMut(_)>::new(move |_event: Event| {
let canvas = canvas.clone();
// ...
update_buffer(&canvas);
// ...
window.add_event_listener_with_callback("resize", on_resize.as_ref().unchecked_ref())?;
on_resize.forget();
}
can be done much cleaner with better libraries. E.g.
add_resize_handler(&window, move |e: ResizeEvent| {
let canvas = canvas.clone();
// ...
update_buffer(&canvas);
})
If you want a dynamic behaviour based on, e.g. CSS media queries, don't use canvas width and height attributes. Use CSS rules and then, before getting the canvas rendering context, assign to width and height attributes the CSS width and height styles:
var elem = document.getElementById("mycanvas");
elem.width = elem.style.width;
elem.height = elem.style.height;
var ctx1 = elem.getContext("2d");
...

EaselJS spritesheet animation makes background disappear

I am working on a game using EaselJS, and I am still trying the functions provided by this great library.
What I may need is Alphamaskfilter class & Spritesheet class.
Currently, I have a canvas like this:
<canvas id = 'container3' width = 320px; height = 480px;
style = 'outline: 2px solid; margin-right: 10px;float:left;'></canvas>
and in my script, I have draw a rect with blue color:
var ctx3 = document.getElementById('container3').getContext('2d');
ctx3.beginPath();
ctx3.rect(0,0,320,480);
ctx3.fillStyle = 'blue';
ctx3.fill();
So now I have a blue color 320*480 canvas. And now I have a sprite sheet to animate on it,
here is the sprite and code I wrote:
http://i.imgur.com/XumDvic.png
PS: the sprite frame is 200*200 FYI.
stage = new createjs.Stage(document.getElementById('container3'));
var test = new Image();
test.src = 'trans_blackball.png';
test.onload = function(){
var sprite = new createjs.SpriteSheet({
images: [test],
frames: {width: 200, height: 200},
animations: {
born: [0,3,0]
}
});
var animation = new createjs.BitmapAnimation(sprite);
animation.gotoAndPlay("born");
animation.x = 10;
animation.y = 10;
animation.currentFrame = 0;
stage.addChild(animation);
createjs.Ticker.addListener(window);
createjs.Ticker.useRAF = true;
createjs.Ticker.setFPS(10);
}
function tick(){
stage.update();
}
Okay, my question is: I expect an animation of an enlarging black circle on a blue background(rect), but what I got is firstly the canvas is blue, but for a certain mini-second after, the whole canvas became white, and the animation is running on the white background, what is the reason of this and how can I solve it?
Here is two points that may help:
I am working with chrome, and I check with F12 & console, the fillStyle of the canvas is still blue even it appears white after the sprite animation start
If I set the canvas background property to blue instead of drawing a blue rect on it, everything's fine!!
<canvas id = 'container3' width = 320px; height = 480px;
style = 'background: blue; outline: 2px solid; margin-right:
10px;float:left;'></canvas>
but clearly this is not what I want...
The problem can be solved as well by not using native canvas rect but use EaselJS's Shape to draw the rect:
var shape = new createjs.Shape();
shape.graphics.beginFill("#ff0000").drawRect(0, 0, 320, 480);
stage.addChild(shape);
But I still wanna know why the native rect drawing code is not working...
Please bare my bad english and thanks for reading and any attempt to help...I can elaborate more if there is anything unclear in the situation..thanks!
createjs.Stage.update() will clear the canvas-contents by default before rendering the new frame.
The reason for this is one the one hand the technical behaviour of canvas, the canvas is basically just an image of pixels, you cannot have real 'layers' and say "I just want to remove/update this one object" - you just can modify the flattened pixels of the frame or remove everything and redraw it(which is safer, easier to achieve, and actually fast enough performance-whise. And on the other hand, it makes sense to make consistent use of a framework like EaselJS, and not do some parts with the framework and some parts without it, this would result in a big mess at the end.
So, the right solution is to go with 3.
You can set myStage.autoClear = false; to prevent the Stage from autoClearing the canvas on every update() but I don't think this will suit your needs in this case.
I would recommend instead using the EaselJS Shape class to make your blue box. If it part of the EaselJS display list, it will be drawn with the other content.
javascript
var shape = new createjs.Shape();
shape.graphics.beginFill("blue").drawRect(0,0,320,480);
stage.addChild(shape);

How to fade a background-image to transparency?

Here's a related image:
I want to achieve something like what's pictured on the right side of my image. But I also have a parent container that has a background image of its own, instead of a solid color.
Any advice?
EDIT: Forgot to add, cross-browser compatibility is important. (Or atleast Firefox).
I can only think of one pure CSS solution and it is simply insane.
Let's say your image has a width of 100px. You'll have to create a div that's 100px wide and give it 100 children that are each 1px wide, that each have the same background (positioned accordingly) and that each have an opacity from 0 (the first child) to .99 (the last child).
Personally, I think it's crazy and I'd never use this method.
Rory O'Kane came with a nice and clean solution and I also have another idea which involves JavaScript.
Basically, the idea is that you use a canvas element (support), draw your image on it, loop through its pixels and adjust the alpha for each.
demo
(scroll down to see the result)
Relevant HTML:
<div class='parent'>
<canvas id='c' width='575' height='431'></canvas>
</div>
Relevant CSS (setting the background image on the parent)
.parent {
background: url(parent-background.jpg);
}
JavaScript:
window.onload = function() {
var c = document.getElementById('c'),
ctxt = c.getContext('2d'),
img = new Image();
img.onload = function() {
ctxt.drawImage(img, 0, 0);
var imageData = ctxt.getImageData(0, 0, 575, 431);
for(var i = 0, n = imageData.data.length; i < n; i += 4) {
imageData.data[i + 3] = 255*((i/4)%575)/575;
}
ctxt.putImageData(imageData, 0, 0);
};
/* images drawn onto the canvas must be hosted on the same web server
with the same domain as the code executing it */
/* or they can be encoded like in the demo */
img.src = 'image-drawn-on-canvas.jpg';
};
check these out maybe helpful
DEMO 1
DEMO 2
Ignoring possible CSS-only methods, you can make the image a PNG with the transparent gradient built in to the image’s alpha channel. All browsers support PNG transparency, except for IE 6 and below. Here’s what your sample image would look like as a PNG with a transparent gradient (try putting this image against other backgrounds):
If the images are user-submitted so you can’t add the gradient ahead of time, you could create and store a gradient-added version of each image at the time that the user uploads them.
CSS only method:
https://gist.github.com/3750808

Draw Element's Contents onto a Canvas Element / Capture Website as image using (?) language

I asked a question on SO about compiling an image file from HTML. Michaël Witrant responded and told me about the canvas element and html5.
I'm looked on the net and SO, but i haven't found anything regarding drawing a misc element's contents onto a canvas. Is this possible?
For example, say i have a div with a background image. Is there a way to get this element and it's background image 'onto' the canvas? I ask because i found a script that allows one to save the canvas element as a PNG, but what i really want to do is save a collection of DOM elements as an image.
EDIT
It doesn't matter what language, if it could work, i'm willing to attempt it.
For the record, drawWindow only works in Firefox.
This code will only work locally and not on the internet, using drawWindow with an external element creates a security exception.
You'll have to provide us with a lot more context before we can answer anything else.
http://cutycapt.sourceforge.net/
CutyCapt is a command line utility that uses Webkit to render HTML into PNG, PDF, SVG, etc. You would need to interface with it somehow (such as a shell_exec in PHP), but it is pretty robust. Sites render exactly as they do in Webkit browsers.
I've not used CutyCapt specifically, but it came to me highly recommended. And I have used a similar product called WkHtmlToPdf, which has been awesome in my personal experience.
After many attempts using drawWindow parameters, that were drawing wrong parts or the element, I managed to do it with a two steps processing : first capture the whole page in a canvas, then draw a part of this canvas in another one.
This was done in a XUL extension. drawWindow will not work in other browsers, and may not work in a non-privileged context due to security reasons.
function nodeScreenshot(aSaveLocation, aFileName, aDocument, aCSSSelector) {
var doc = aDocument;
var win = doc.defaultView;
var body = doc.body;
var html = doc.documentElement;
var selection = aCSSSelector
? Array.prototype.slice.call(doc.querySelectorAll(aCSSSelector))
: [];
var coords = {
top: 0,
left: 0,
width: Math.max(body.scrollWidth, body.offsetWidth,
html.clientWidth, html.scrollWidth, html.offsetWidth),
height: Math.max(body.scrollHeight, body.offsetHeight,
html.clientHeight, html.scrollHeight, html.offsetHeight)
var canvas = document.createElement("canvas");
canvas.width = coords.width;
canvas.height = coords.height;
var context = canvas.getContext("2d");
// Draw the whole page
// coords.top and left are 0 here, I tried to pass the result of
// getBoundingClientRect() here but drawWindow was drawing another part,
// maybe because of a margin/padding/position ? Didn't solve it.
context.drawWindow(win, coords.top, coords.left,
coords.width, coords.height, 'rgb(255,255,255)');
if (selection.length) {
var nodeCoords = selection[0].getBoundingClientRect();
var tempCanvas = document.createElement("canvas");
var tempContext = tempCanvas.getContext("2d");
tempCanvas.width = nodeCoords.width;
tempCanvas.height = nodeCoords.height;
// Draw the node part from the whole page canvas into another canvas
// void ctx.drawImage(image, sx, sy, sLargeur, sHauteur,
dx, dy, dLargeur, dHauteur)
tempContext.drawImage(canvas,
nodeCoords.left, nodeCoords.top, nodeCoords.width, nodeCoords.height,
0, 0, nodeCoords.width, nodeCoords.height);
canvas = tempCanvas;
context = tempContext;
}
var dataURL = canvas.toDataURL('image/jpeg', 0.95);
return dataURL;
}

How do I rotate a div with Raphael.js?

I am brand new to Raphael and am really stuck, I would like to rotate a div and its contents, using a button, with Raphael.
Ideally, I would like to have a smooth animation that goes from 0 degrees to -90 degrees when the button is clicked, then when the button is clicked again, the animation would reverse. I think I will change the id or class on mouse click so that I can use the same button for both animations. Would that be wise?
I really would like some help please, my Sandbox is at http://jsbin.com/isijo/ and you can edit it at http://jsbin.com/isijo/edit
Many thanks in advance for any help.
Hello and welcome to Raphael!
I have been looking at Raphael for more than a few months and although the documentation is not very comprehensive the software is brilliant.
I have been mixing Divs with Raphael objects in many ways and have got a "feel" for what works and what does not work.
I am recommending that you do not try rotating divs but (instead) Raphael objects.
First of all you could make a shiney set of Raphael buttons using this "tweakable" code below..
var bcontrols = new Array();
var yheight = 300;
for (var i = 0; i < 3; i++) {
bcontrols[i] = paper.circle(15 + (35 * i), yheight, 15).attr({
fill: "r(.5,.9)#39c-#036",
stroke: "none"
});
bcontrols[i].shine = paper.ellipse(15 + (35 * i), yheight, 14, 14).attr({
fill: "r(.5,.1)#ccc-#ccc",
stroke: "none",
opacity: 0
});
bcontrols[i].index = i;
bcontrols[i].shine.index = i;
bcontrols[i].shine.mouseover(function (e) {
this.insertBefore(bcontrols[this.index]);
});
bcontrols[i].mouseout(function () {
this.insertBefore(bcontrols[this.index].shine);
});
/* Called from Raphael buttons */
bcontrols[i].click(function () {
alert("Hello you just clicked " + this.index);
});
}
Next you need to know more about rotating Sets:
var s = paper.set();
s.push(paper.rect(10, 10, 30, 30, 10).attr({fill:'red'}));
s.push(paper.rect(50, 10, 30, 30, 5).attr({fill:'blue'}));
s.push(paper.rect(90, 10, 30, 30).attr({fill:'orange'}));
s.animate({rotation: "360 65 25"}, 2000);
This shows the degree of rotation and the centre of rotation of the "set" on the last line.
My additional Raphael resources website which aims to supplement documentation (Amongst other things):
http://www.irunmywebsite.com/raphael/raphaelsource.html
Heres where you can run the above 2 code examples without alteration:
http://raphaeljs.com/playground.html
I'm hoping this helped...
To my knowledge, there is no way to convert a div into a Raphael object. Since the Raphael rotate command is only defined for Raphael objects, your best bet is to create the major elements of your div (images, text, buttons and all) in Raphael instead of HTML, put them together in a single set, and, as the set is a Raphael object, rotate the set.
Consult Rotate a div in CSS and in IE filters. This is not the same as SVG, so if you need more layout magic, Raphael shapes are likely the way to go. You should be able to used JQuery in concert with Raphael to manipulate both in your window, but I am brand new to Raphael and have never done so.

Resources