Drag image on a canvas HTML5 - image

I have a canvas and a load an image on it. I want to make this image draggable. My code so far is:
$(document).ready(function() {
loadImagetoEdit();
});
function loadImagetoEdit() {
canvas = document.getElementById("myCanvas");
ctx = canvas.getContext("2d");
imageObj = new Image();
imageObj.onload = function(){
ctx.drawImage(this, 0, 0, 100, 100);
};
imageObj.src = 'myImage.png';
}
i found this tutorial http://html5.litten.com/how-to-drag-and-drop-on-an-html5-canvas/
and also this one http://www.html5canvastutorials.com/labs/html5-canvas-drag-and-drop-an-image-tutorial/ but I couldn't successfully apply them in my case. You someone provide me with the easiest solution?
Thanks is advance

Use rescaling, mouse event handlers, and offsets. For example:
var canvas;
var ctx;
var status;
var isMouseDown = false;
// Canvas Dimensions
var cw = 0;
var ch = 0;
// Puck Dimensions (and Half thereof)
var pw = 30;
var ph = 30;
var pw2 = 0;
var ph2 = 0;
// Puck Position
var px = 50;
var py = 100;
// cursor offset relative to the puck
var cx = 0;
var cy = 0;
// Attr:Actual dimensions Scale
var sx = 1.0;
var sy = 1.0;
function Init()
{
canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d");
status = document.getElementById("status");
cw = canvas.width;
ch = canvas.height;
// get the scale based on actual width;
sx = cw / canvas.offsetWidth;
sy = ch / canvas.offsetHeight;
// Rescale the puck
pw = pw * sx;
ph = ph * sy;
pw2 = pw/2;
ph2 = ph/2;
// Rescale the puck position
px = px * sx;
py = py * sy;
status.innerHTML = "Attr:" + canvas.width + "," + canvas.height
+ "; Actual:" + canvas.offsetWidth + "," + canvas.offsetHeight
+ "; Scale:" + sx + "," + sy
+ "; Puck:" + pw + "," + ph;
canvas.onmouseup = MouseUp;
canvas.onmousedown = MouseDown;
canvas.onmousemove = MouseMoved;
return setInterval(Repaint, 10); // repaint the canvas at intervals
}
function Repaint()
{
// Clear the canvas
ctx.clearRect(0, 0, cw, ch);
// Draw the background
DrawRect(0, 0, cw, ch, "rgb(220,220,190)");
// Draw the puck
DrawRect(px, py, pw, ph, "blue");
}
function DrawRect(x, y, w, h, colour)
{
ctx.fillStyle = colour;
ctx.beginPath();
ctx.rect(x, y, w, h);
ctx.closePath();
ctx.fill();
}
function MouseMoved(e)
{
status.innerHTML = "Cursor[" + e.pageX + ", " + e.pageY + "], Offset["
+ (e.pageX - canvas.offsetLeft) + ", " + (e.pageY - canvas.offsetTop) + "]";
if ( IsCursorOverPuck(e.pageX, e.pageY) )
{
document.body.style.cursor = 'pointer';
}
else
{
document.body.style.cursor = 'default';
}
if (isMouseDown)
{
px = (e.pageX - canvas.offsetLeft)*sx - cx*sx;
py = (e.pageY - canvas.offsetTop)*sy - cy*sy;
status.innerHTML = "mouse down. Offset[" + cx + ", " + cy + "], Puck[" + px + ", " + py + "]";
}
}
function MouseUp()
{
isMouseDown = false;
}
function MouseDown(e)
{
if ( IsCursorOverPuck(e.pageX, e.pageY) )
{
cx = (e.pageX - canvas.offsetLeft)*sx - px;
cy = (e.pageY - canvas.offsetTop)*sy - py;
isMouseDown = true;
}
}
function IsCursorOverPuck(x, y)
{
status.innerHTML = "Cursor[" + x + ", " + y + "], CanvasOffset["
+ (x - canvas.offsetLeft) + ", " + (y - canvas.offsetTop) + "], Puck["
+ px + ", " + py + "]";
return (x - canvas.offsetLeft) * sx > px && (x - canvas.offsetLeft) * sx < px + pw
&& (y - canvas.offsetTop) * sy > py && (y - canvas.offsetTop) * sy < py + ph;
}
Init();
<canvas id="canvas" width="400" height="300"></canvas>
<div id="status"></div>
References
Drag-n-Drop with HTML Canvas – GkSpk

Related

cannot get collision detection on ball to floor array?

I can't seem to get collision detection to work with the floor array? I seem to be having the issue in the ballMovement function.
The ball falls straight through the rectangles made by the array.
Floor Array (issue)
Collision Detection
<html lang=en>
<head>
<meta charset=utf-8>
<title>Javascript gravity</title>
<link rel="stylesheet" href="game.css">
</head>
<body onload="init()">
<script>
var canvas, ctx, container;
canvas = document.createElement( 'canvas' );
ctx = canvas.getContext("2d");
var ball;
var message = "Helloworld";
// Velocity x
var vx = 2.0;
// Velocity y - randomly set
var vy;
var gravity = 0.5;
var bounce = 0.7;
var xFriction = 0.1;
// Floor Array
var floor = new Array();
//Rectagles
Rectangle = function(x, y, w, h, color){
if (x == null || y == null || w == null || h == null){
alert("You must pass in all the veriables for a rectange: (x, y, width, height)");
var errorMsg = "The following are not provided:";
if (x == null)
errorMsg += " 'x' ";
if (y == null)
errorMsg += " 'y' ";
if (w == null)
errorMsg += " 'width' ";
if (h == null)
errorMsg += " 'height'";
alert(errorMsg);
throw new Error(errorMsg);
}
this.x = x;
this.y = y;
this.width = w;
this.height = h;
this.color = new Color();
this.Contains = function(x, y){
if (x >= this.x && x <= this.x + this.width &&
y >= this.y && y <= this.y + this.height)
return true;
else
return false;
};
this.Draw = function(ctx){
ctx.fillStyle = this.color.ToStandard();
ctx.fillRect(this.x, this.y, this.width, this.height);
}
};
//Rectangle Colors
Color = function(r, g, b, a){
this.r = 255;
this.g = 255;
this.b = 255;
this.a = 1;
if (r != null)
this.r = r;
if (g != null)
this.g = g;
if (b != null)
this.b = b;
if (a != null)
this.a = a;
this.ToStandard = function(noAlpha){
if (noAlpha == null || !noAlpha)
return "rgba(" + this.r + "," + this.g + "," + this.b + "," + this.a + ")";
else
return "rgb(" + this.r + "," + this.g + "," + this.b + ")";
};
};
function init(){
setupCanvas();
vy = (Math.random() * -5) + -5;
ball = {x:canvas.width / 2, y:100, radius:10, status: 0, color:"red"};
floor.push(new Rectangle(0, 480, 500, 20));
floor.push(new Rectangle(250, 350, 200, 20));
//floor.push(new Rectangle(150, 300, 20, 20));
//floor.push(new Rectangle(200, 250, 20, 20));
//floor.push(new Rectangle(250, 200, 20, 20));
//floor.push(new Rectangle(300, 150, 20, 20));
//floor.push(new Rectangle(350, 100, 20, 20));
//floor.push(new Rectangle(400, 50, 20, 20));
for (var i = 0; i < floor.length; i++)floor[i].color = new Color(0, 0, 0, 1);
}//end init method
function draw() {
ctx.clearRect(0,0,canvas.width, canvas.height);
for (var i = 0; i < floor.length; i++)
floor[i].Draw(ctx);
//display some text
ctx.fillStyle = "red";
ctx.font = "20px Arial";
ctx.fillText(message, 20,20);
//draw cirlce
ctx.beginPath();
ctx.arc(ball.x, ball.y, ball.radius, 0, Math.PI*2, false);
ctx.fillStyle = ball.color;
ctx.fill();
ctx.closePath();
ballMovement();
}
setInterval(draw, 1000/35);
function ballMovement(){
ball.x += vx;
ball.y += vy;
vy += gravity;
//If either wall is hit, change direction on x axis
if (ball.x + ball.radius > canvas.width || ball.x - ball.radius < 0){
vx *= -1;
}
// Ball hits the canvas floor
if (ball.y + ball.radius > canvas.height){// ||
// Re-positioning on the base
ball.y = canvas.height - ball.radius;
//bounce the ball
vy *= -bounce;
//do this otherwise, ball never stops bouncing
if(vy<0 && vy>-2.1)
vy=0;
//do this otherwise ball never stops on xaxis
if(Math.abs(vx)<1.1)
vx=0;
xF();
}
// Ball hits the rectangles
if (ball.y + ball.radius > floor.width){// ||
// Re-positioning on the base
ball.y = floor.height - ball.radius;
//bounce the ball
vy *= -bounce;
//do this otherwise, ball never stops bouncing
if(vy<0 && vy>-2.1)
vy=0;
//do this otherwise ball never stops on xaxis
if(Math.abs(vx)<1.1)
vx=0;
xF();
}
}
function xF(){
if(vx>0)
vx = vx - xFriction;
if(vx<0)
vx = vx + xFriction;
}
function setupCanvas() {//setup canvas
container = document.createElement( 'div' );
container.className = "container";
canvas.width = 500;
canvas.height = 500;
document.body.appendChild( container );
container.appendChild(canvas);
ctx.strokeStyle = "red";
ctx.lineWidth =1;
}
</script>
</body>
</html>
There are a couple of mistakes:
You compare the ball position on Y axis ball.y to the bar width floor.width, it may be a typing/editing mistake.
You should replace floor.width by floor.y to check whether the ball hits the bar when it falls.
But floor is an Array of Rectangle, it includes the bar and potential bricks to break, if I guess it right. So you need to loop through floor before checking, otherwise floor.height equals undefined.
for (let i = 0; i < floor.length; i += 1) {
const rect = floor[i];
// Ball hits the rectangle
if (ball.y + ball.radius > rect.y) {
// ...
}
}
Then, floor isn't an appropriate name for an Array which doesn't contain any 'floor'.
Finally, add a condition to handle the ball X position (collisions with the bar, the bricks, etc.).
Working example:
https://jsfiddle.net/nmerinian/3sokr512/22/
Have a good day

Fix Piechart label overlap using C3/D3

Based on my original Problem ( C3/D3 pie legend format / label overlap ) I have attempted to apply a bugfix originally created for flot to the C3 piechart.
In principal it seems to work, a collsion is detected and the label is being moved but the positioning seems to be incorrect.
Here ist some sample code to show the problem
var columns = ['data11', 'data2', 'data347', 'data40098', 'data777'];
var data = [150, 250, 300, 50, 50];
var colors = ['#0065A3', '#767670', '#D73648', '#7FB2CE', '#00345B'];
var padding = 5;
var chart = c3.generate({
bindto: d3.select('#chart'),
data: {
columns: [
[columns[0]].concat(data[0])
],
type: 'pie',
},
legend: {
position: 'right',
show: true
},
pie: {
label: {
threshold: 0.001,
format: function(value, ratio, id) {
return [id, d3.format(",.0f")(value), "[" + d3.format(",.1%")(ratio) + "]"].join(';');
}
}
},
color: {
pattern: colors
},
onrendered: function() {
redrawLabelBackgrounds();
}
});
function addLabelBackground(index) {
//get label text element
var textLabel = d3.select(".c3-target-" + columns[index] + " > text");
//add rect to parent
var labelNode = textLabel.node();
if (labelNode /*&& labelNode.innerHTML.length > 0*/ ) {
var p = d3.select(labelNode.parentNode).insert("rect", "text")
.style("fill", colors[index]);
}
}
for (var i = 0; i < columns.length; i++) {
if (i > 0) {
setTimeout(function(column) {
chart.load({
columns: [
[columns[column]].concat(data[column]),
]
});
//chart.data.names(columnNames[column])
addLabelBackground(column);
}, (i * 5000 / columns.length), i);
} else {
addLabelBackground(i);
}
}
function redrawLabelBackgrounds() {
function isOverlapping(pos1, pos2) {
/*isOverlapping = (x1min < x2max AND x2min < x1max AND y1min < y2max AND y2min < y1max)
/*
* x1min = pos1[0][0]
* x1max = pos1[0][1]
* y1min = pos1[1][0]
* y1max = pos1[1][1]
*
* x2min = pos2[0][0]
* x2max = pos2[0][1]
* y2min = pos2[1][0]
* y2max = pos2[1][1]
*
* isOverlapping = (pos1[0][0] < pos2[0][1] AND pos2[0][0] < pos1[0][1] AND pos1[1][0] < pos2[1][1] AND pos2[1][0] < pos1[1][1])
*/
return (pos1[0][0] < pos2[0][1] && pos2[0][0] < pos1[0][1] && pos1[1][0] < pos2[1][1] && pos2[1][0] < pos1[1][1]);
}
function getAngle(pos) {
//Q1 && Q4
if ((pos[0] > 0 && pos[1] >= 0) || (pos[0] > 0 && pos[1] > 0)) {
return Math.atan(pos[0] / pos[1]);
}
//Q2
else if (pos[0] < 0 && pos[1] >= 0) {
return Math.atan(pos[0] / pos[1]) + Math.PI;
}
//Q3
else if (pos[0] < 0 && pos[1] <= 0) {
return Math.atan(pos[0] / pos[1]) - Math.PI;
}
// x = 0, y>0
else if (pos[0] === 0 && pos[1] > 0) {
return Math.PI / 2;
}
// x = 0, y<0
else if (pos[0] === 0 && pos[1] < 0) {
return Math.PI / -2;
}
// x= 0, y = 0
else {
return 0;
}
}
//for all label texts drawn yet
var labelSelection = d3.select('#chart').selectAll(".c3-chart-arc > text");
//first put all label nodes in one array
var allLabels = [];
labelSelection.each(function() {
allLabels.push(d3.select(this));
});
//then check and modify labels
labelSelection.each(function(v) {
// get d3 node
var label = d3.select(this);
var labelNode = label.node();
//check if label is drawn
if (labelNode) {
var bbox = labelNode.getBBox();
var labelTextHeight = bbox.height;
if (labelNode.childElementCount === 0 && labelNode.innerHTML.length > 0) {
//build data
var data = labelNode.innerHTML.split(';');
label.text("");
data.forEach(function(i, n) {
label.append("tspan")
.text(i)
.attr("dy", (n === 0) ? 0 : "1.2em")
.attr("x", 0)
.attr("text-anchor", "middle");
}, label);
}
//check if element is visible
if (d3.select(labelNode.parentNode).style("display") !== 'none') {
//get pos of the label text
var labelPos = label.attr("transform").match(/-?\d+(\.\d+)?/g);
if (labelPos && labelPos.length === 2) {
//get surrounding box of the label
bbox = labelNode.getBBox();
// modify the labelPos of the text - check to make sure that the label doesn't overlap one of the other labels
// check to make sure that the label doesn't overlap one of the other labels - 4.3.2014 - from flot user fix pie_label_ratio on github
var newRadius = Math.sqrt(labelPos[0] * labelPos[0] + labelPos[1] * labelPos[1]);
var angle = getAngle(labelPos);
var labelBottom = (labelPos[1] - bbox.height / 2); //
var labelLeft = (labelPos[0] - bbox.width / 2); //
var bCollision = false;
var labelBox = [
[labelLeft, labelLeft + bbox.width],
[labelBottom, labelBottom + bbox.height]
];
var yix = 10; //max label reiterations with collisions
do {
for (var i = allLabels.length - 1; i >= 0; i--) {
if (!labelNode.isEqualNode(allLabels[i].node())) {
var checkLabelBBox = allLabels[i].node().getBBox();
var checkLabelPos = allLabels[i].attr("transform").match(/-?\d+(\.\d+)?/g);
var checkLabelBox = [
[(checkLabelPos[0] - checkLabelBBox.width / 2), (checkLabelPos[0] - checkLabelBBox.width / 2) + checkLabelBBox.width],
[(checkLabelPos[1] - checkLabelBBox.height / 2), (checkLabelPos[1] - checkLabelBBox.height / 2) + checkLabelBBox.height]
];
while (isOverlapping(labelBox, checkLabelBox)) {
newRadius -= 2;
if (newRadius < 0.00) {
break;
}
x = Math.round(Math.cos(angle) * newRadius);
y = Math.round(Math.sin(angle) * newRadius);
labelBottom = (y - bbox.height / 2);
labelLeft = (x - bbox.width / 2);
labelBox[0][0] = labelLeft;
labelBox[0][1] = labelLeft + bbox.width;
labelBox[1][0] = labelBottom;
labelBox[1][1] = labelBottom + bbox.height;
bCollision = true;
}
if (bCollision) break;
}
}
if (bCollision) bCollision = false;
else break;
yix--;
}
while (yix > 0);
//now apply the potentially corrected positions to the label
if (labelPos[0] !== (labelLeft + bbox.width / 2) || labelpos[1] !== (labelBottom + bbox.height / 2)) {
labelPos[0] = labelLeft + bbox.width / 2;
labelPos[1] = labelBottom + bbox.height / 2;
label.attr("transform", "translate(" + labelPos[0] + ',' + labelPos[1] + ")");
}
//now draw and move the rects
d3.select(labelNode.parentNode).select("rect")
.attr("transform", "translate(" + (labelLeft - padding) +
"," + (labelPos[1] - labelTextHeight / 2 - padding) + ")")
.attr("width", bbox.width + 2 * padding)
.attr("height", bbox.height + 2 * padding);
}
}
}
});
}
<link href="https://cdnjs.cloudflare.com/ajax/libs/c3/0.6.9/c3.min.css" rel="stylesheet" />
<script src="https://d3js.org/d3.v5.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/c3/0.6.12/c3.min.js"></script>
<div id="chart">
</div>
Does anyone have an idea what is going wrong here?
Basically it was a combination of several things:
- calculating the angle (messed up arctan ;))
- checking the overlav of the rects (not only text boxes)
- wrong loops
This does work now:
var columns = ['data11', 'data2', 'data347', 'data40098', 'data777'];
var data = [150, 250, 300, 50, 50];
var colors = ['#0065A3', '#767670', '#D73648', '#7FB2CE', '#00345B'];
var padding = 5;
var chart = c3.generate({
bindto: d3.select('#chart'),
data: {
columns: [
[columns[0]].concat(data[0])
],
type: 'pie',
},
legend: {
position: 'right',
show: true
},
pie: {
label: {
threshold: 0.001,
format: function(value, ratio, id) {
return [id, d3.format(",.0f")(value), "[" + d3.format(",.1%")(ratio) + "]"].join(';');
}
}
},
color: {
pattern: colors
},
onrendered: function() {
redrawLabelBackgrounds();
}
});
function addLabelBackground(index) {
//get label text element
var textLabel = d3.select(".c3-target-" + columns[index] + " > text");
//add rect to parent
var labelNode = textLabel.node();
if (labelNode /*&& labelNode.innerHTML.length > 0*/ ) {
var p = d3.select(labelNode.parentNode).insert("rect", "text")
.style("fill", colors[index]);
}
}
for (var i = 0; i < columns.length; i++) {
if (i > 0) {
setTimeout(function(column) {
chart.load({
columns: [
[columns[column]].concat(data[column]),
]
});
//chart.data.names(columnNames[column])
addLabelBackground(column);
}, (i * 5000 / columns.length), i);
} else {
addLabelBackground(i);
}
}
function redrawLabelBackgrounds() {
function isOverlapping(pos1, pos2) {
/*isOverlapping = (x1min < x2max AND x2min < x1max AND y1min < y2max AND y2min < y1max)
/*
* x1min = pos1[0][0]
* x1max = pos1[0][1]
* y1min = pos1[1][0]
* y1max = pos1[1][1]
*
* x2min = pos2[0][0]
* x2max = pos2[0][1]
* y2min = pos2[1][0]
* y2max = pos2[1][1]
*
* isOverlapping = (pos1[0][0] < pos2[0][1] AND pos2[0][0] < pos1[0][1] AND pos1[1][0] < pos2[1][1] AND pos2[1][0] < pos1[1][1])
*/
return (pos1[0][0] < pos2[0][1] && pos2[0][0] < pos1[0][1] && pos1[1][0] < pos2[1][1] && pos2[1][0] < pos1[1][1]);
}
function getAngle(pos) {
//Q1
if ((pos[0] > 0 && pos[1] >= 0)) {
return Math.atan(pos[1] / pos[0]);
}
//Q2 & Q3
else if (pos[0] < 0) {
return Math.atan(pos[1] / pos[0]) + Math.PI;
} //Q4
else if (pos[0] > 0 && pos[1] < 0) {
return Math.atan(pos[1] / pos[0]) + 2 * Math.PI;
}
// x = 0, y>0
else if (pos[0] === 0 && pos[1] > 0) {
return Math.PI / 2;
}
// x = 0, y<0
else if (pos[0] === 0 && pos[1] < 0) {
return Math.PI / -2;
}
// x= 0, y = 0
else {
return 0;
}
}
//for all label texts drawn yet
var labelSelection = d3.select('#chart').selectAll(".c3-chart-arc > text");
//.filter(function(d){return d.style("display") !== 'none'});
//first put all label nodes in one array
var allLabels = [];
labelSelection.each(function() {
allLabels.push(d3.select(this));
});
//padding of the surrounding rect
var rectPadding = 1;
//then check and modify labels
labelSelection.each(function(v, labelIndex) {
// get d3 node
var label = d3.select(this);
var labelNode = label.node();
//check if label is drawn
if (labelNode) {
var bbox = labelNode.getBBox();
var labelTextHeight = bbox.height;
if (labelNode.childElementCount === 0 && labelNode.innerHTML.length > 0) {
//build data
var data = labelNode.innerHTML.split(';');
if (data.length > 1) {
label.html('')
.attr("dominant-baseline", "central")
.attr("text-anchor", "middle");
data.forEach(function(i, n) {
label.append("tspan")
.text(i)
.attr("dy", (n === 0) ? 0 : "1.2em")
.attr("x", 0);
}, label);
}
}
//check if element is visible
if (d3.select(labelNode.parentNode).style("display") !== 'none') {
//get pos of the label text
var labelPos = label.attr("transform").match(/-?\d+(\.\d+)?/g);
if (labelPos && labelPos.length === 2) {
labelPos[0] = parseFloat(labelPos[0]);
labelPos[1] = parseFloat(labelPos[1]);
//get surrounding box of the label
bbox = labelNode.getBBox();
// modify the labelPos of the text - check to make sure that the label doesn't overlap one of the other labels
// check to make sure that the label doesn't overlap one of the other labels - 4.3.2014 - from flot user fix pie_label_ratio on github
var oldRadius = Math.sqrt(labelPos[0] * labelPos[0] + labelPos[1] * labelPos[1]);
var newRadius = oldRadius;
var angle = getAngle(labelPos);
var labelBottom = (labelPos[1] - bbox.height / 2); //
var labelLeft = (labelPos[0] - bbox.width / 2); //
var bCollision = false;
var labelBox = [ [ labelLeft - rectPadding, labelLeft + bbox.width + rectPadding ], [ labelBottom-rectPadding, labelBottom + bbox.height + rectPadding ] ];
var yix = 10; //max label reiterations with collisions
do {
for (var i = labelIndex - 1; i >= 0; i--) {
var checkLabelNode = allLabels[i].node();
var checkLabelBBox = checkLabelNode.getBBox();
var checkLabelPos = allLabels[i].attr("transform").match(/-?\d+(\.\d+)?/g);
if (checkLabelBBox && checkLabelPos) { //element visible
checkLabelPos[0] = parseFloat(checkLabelPos[0]);
checkLabelPos[1] = parseFloat(checkLabelPos[1]);
//box is text bbox + padding from rect
var checkLabelBox = [
[(checkLabelPos[0] - checkLabelBBox.width / 2) - rectPadding, (checkLabelPos[0] + checkLabelBBox.width / 2) + rectPadding],
[(checkLabelPos[1] - checkLabelBBox.height / 2) - rectPadding, (checkLabelPos[1] + checkLabelBBox.height / 2) + rectPadding]
];
while (isOverlapping(labelBox, checkLabelBox)) {
newRadius -= 2;
if (newRadius < 0.00) {
bCollision = true;
break;
}
x = Math.round(Math.cos(angle) * newRadius);
y = Math.round(Math.sin(angle) * newRadius);
labelBottom = (y - bbox.height / 2);
labelLeft = (x - bbox.width / 2);
labelBox[0][0] = labelLeft;
labelBox[0][1] = labelLeft + bbox.width;
labelBox[1][0] = labelBottom;
labelBox[1][1] = labelBottom + bbox.height;
}
if (bCollision) break;
}
}
if (bCollision) bCollision = false;
else break;
yix--;
}
while (yix > 0);
//now apply the potentially corrected positions to the label
if (Math.round(labelPos[0]) !== Math.round(labelLeft + bbox.width / 2) || Math.round(labelPos[1]) !== Math.round(labelBottom + bbox.height / 2)) {
/*console.log("moving label[" + labelIndex + "][" + labelPos[0] + "," + labelPos[1] + "] to [" + (labelLeft + bbox.width / 2) + "," + (labelBottom + bbox.height / 2) + "] Radius " + oldRadius + "=>" + newRadius + " #" + yix);*/
labelPos[0] = labelLeft + bbox.width / 2;
labelPos[1] = labelBottom + bbox.height / 2;
label.attr("transform", "translate(" + labelPos[0] + ',' + labelPos[1] + ")");
}
//now draw and move the rects
d3.select(labelNode.parentNode).select("rect")
.attr("transform", "translate(" + (labelLeft - rectPadding) +
"," + (labelPos[1] - labelTextHeight / 2 - rectPadding) + ")")
.attr("width", bbox.width + 2 * rectPadding)
.attr("height", bbox.height + 2 * rectPadding);
}
}
}
});
}
<link href="https://cdnjs.cloudflare.com/ajax/libs/c3/0.6.14/c3.min.css" rel="stylesheet" />
<script src="https://d3js.org/d3.v5.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/c3/0.6.14/c3.min.js"></script>
<div id="chart">
</div>
optional todo: hide labels still overlapping in the end

Randomly Generating Curved/Wavy Paths

I have a massive image of a map that is much larger than the viewport and centered in the viewport, which can be explored by the user by dragging the screen. In order to create a parallax effect, I used a massive image of clouds in the foreground. As the user explores the map via dragging, both the background and foreground move in a parallax fashion. So far, so good.
However, what I really want to do is give the image of clouds a "default" movement that would be randomly generated on each page load, so that the clouds would always be moving, even if the user is not dragging. I know this can be done by animating the foreground along a path, but I am not exactly sure how to go about this.
How can I randomly generate irregularly curved or wavy paths on each page load?
Does anybody know of any algorithms that can do this?
I also use a copy of the previous answers to realize a simplified version of what I hinted at in the comments.
Use a random walk on the unit circle, that is on the angle, to determine a velocity vector that slowly but randomly changes and move forward using cubic Bezier patches.
var c = document.getElementById("c");
var ctx = c.getContext("2d");
var cw = c.width = 600;
var ch = c.height = 400;
var cx = cw / 4, cy = ch / 2;
var angVel = v.value;
var tension = t.value;
ctx.lineWidth = 4;
var npts = 60;
var dw = Array();
var xs = Array();
var ys = Array();
var vxs = Array();
var vys = Array();
function Randomize() {
for (var i = 0; i < npts; i++) {
dw[i] = (2*Math.random()-1);
}
}
function ComputePath() {
xs[0]=cx; ys[0]=cy;
var angle = 0;
for (var i = 0; i < npts; i++) {
vxs[i]=10*Math.cos(2*Math.PI*angle);
vys[i]=10*Math.sin(2*Math.PI*angle);
angle = angle + dw[i]*angVel;
}
for (var i = 1; i < npts; i++) {
xs[i] = xs[i-1]+3*(vxs[i-1]+vxs[i])/2;
ys[i] = ys[i-1]+3*(vys[i-1]+vys[i])/2;
}
}
function Draw() {
ctx.clearRect(0, 0, cw, ch);
ctx.beginPath();
ctx.moveTo(xs[0],ys[0]);
for (var i = 1; i < npts; i++) {
var cp1x = xs[i-1]+tension*vxs[i-1];
var cp1y = ys[i-1]+tension*vys[i-1];
var cp2x = xs[i]-tension*vxs[i];
var cp2y = ys[i]-tension*vys[i]
ctx.bezierCurveTo(cp1x, cp1y, cp2x, cp2y, xs[i], ys[i]);
}
ctx.stroke();
}
Randomize();
ComputePath();
Draw();
r.addEventListener("click",()=>{
Randomize();
ComputePath();
Draw();
})
v.addEventListener("input",()=>{
angVel = v.value;
vlabel.innerHTML = ""+angVel;
ComputePath();
Draw();
})
t.addEventListener("input",()=>{
tension = t.value;
tlabel.innerHTML = ""+tension;
Draw();
})
canvas{border:1px solid}
<canvas id = 'c'></canvas>
<table>
<tr><td>angular velocity:</td><td> <input type="range" id="v" min ="0" max = "0.5" step = "0.01" value="0.2" /></td><td id="vlabel"></td></tr>
<tr><td>tension</td><td> <input type="range" id="t" min ="0" max = "1" step = "0.1" value="0.8" /></td><td id="tlabel"></td></tr>
<tr><td>remix</td><td> <button id="r"> + </button></td><td></td></tr>
</table>
If your question is: How can I randomly generate curved or wavy paths? this is how I would do it: I'm using inputs type range to change the value for amplitude and frequency, but you can set those values randomly on load.
I hope it helps.
var c = document.getElementById("c");
var ctx = c.getContext("2d");
var cw = c.width = 800;
var ch = c.height = 150;
var cx = cw / 2,
cy = ch / 2;
var amplitude = a.value;
var frequency = f.value;
ctx.lineWidth = 4;
function Draw() {
ctx.clearRect(0, 0, cw, ch);
ctx.beginPath();
for (var x = 0; x < cw; x++) {
y = Math.sin(x * frequency) * amplitude;
ctx.lineTo(x, y+cy);
}
ctx.stroke();
}
Draw();
a.addEventListener("input",()=>{
amplitude = a.value;
Draw();
})
f.addEventListener("input",()=>{
frequency = f.value;
Draw();
})
canvas{border:1px solid}
<canvas id = 'c'></canvas>
<p>frequency: <input type="range" id="f" min ="0.01" max = "0.1" step = "0.001" value=".05" /></p>
<p>amplitude: <input type="range" id="a" min ="1" max = "100" value="50" /></p>
I was impressed by the functionality to be able to draw canvases in the SO answers, so I "stole" enxaneta code snippet and played a bit with it (hope that is ok).
The idea is to generate several random points (xs, ys) and for each x from the path to interpolate the y as y = sum{ys_i*w_i}/sum{w_i}, where w_i is some interpolation weight as a function of x. For example w_i(x) = (xs_i - x)^(-2). Hope this makes sense - if this is of any interested I'll try to provide more details.
var c = document.getElementById("c");
var ctx = c.getContext("2d");
var cw = c.width = 600;
var ch = c.height = 150;
var cx = cw / 2,
cy = ch / 2;
var amplitude = a.value;
var frequency = f.value;
ctx.lineWidth = 4;
var npts = 20;
var xs = Array();
var ys = Array();
for (var i = 0; i < npts; i++) {
xs[i] = (cw/npts)*i;
ys[i] = 2.0*(Math.random()-0.5)*amplitude;
}
function Draw() {
ctx.clearRect(0, 0, cw, ch);
ctx.beginPath();
for (var x = 0; x < cw; x++) {
y = 0.0;
wsum = 0.0;
for (var i = -5; i <= 5; i++) {
xx = x;
ii = Math.round(x/xs[1]) + i;
if (ii < 0) { xx += cw; ii += npts; }
if (ii >= npts) { xx -= cw; ii -= npts; }
w = Math.abs(xs[ii] - xx);
w = Math.pow(w, frequency);
y += w*ys[ii];
wsum += w;
}
y /= wsum;
//y = Math.sin(x * frequency) * amplitude;
ctx.lineTo(x, y+cy);
}
ctx.stroke();
}
Draw();
a.addEventListener("input",()=>{
amplitude = a.value;
for (var i = 0; i < npts; i++) {
xs[i] = (cw/npts)*i;
ys[i] = 2.0*(Math.random()-0.5)*amplitude;
}
Draw();
})
f.addEventListener("input",()=>{
frequency = f.value;
Draw();
})
canvas{border:1px solid}
<canvas id = 'c'></canvas>
<p>amplitude: <input type="range" id="a" min ="1" max = "100" value="50" /></p>
<p>frequency: <input type="range" id="f" min ="-10" max = "1" step = "0.1" value="-2" hidden/></p>
Deterministic random paths
Storing paths for random movements is not needed. Also random is another way of being very complex, and for humans it does not take much complexity to look randoms.
Thus with a little randomness to add to complexity you can make the appearance of the infinite non repeating sequence that and be rewound, stopped, slowed down speed up, and be fully deterministic and requiring only a single value to store.
Complex cycles.
To move a point in a circle around a center you can use sin and cos.
For example a point x,y and you want to move in a ball around that point at a distance of dist and a rate once a second. Example in snippet.
var px = 100; // point of rotation.
var py = 100;
const RPS = 1; // Rotations Per Second
const dist = 50; // distance from point
const radius = 25; // circle radius
function moveObj(time) { // Find rotated point and draw
time = (time / 1000) * PI2 * RPS; // convert the time to rotations per secon
const xx = Math.cos(time) * dist;
const yy = Math.sin(time) * dist;
drawCircle(xx, yy)
}
// Helpers
const ctx = canvas.getContext("2d");
requestAnimationFrame(mainLoop);
function drawCircle(x,y,r = radius) {
ctx.setTransform(1,0,0,1,px,py);
ctx.fillStyle = "#fff";
ctx.beginPath();
ctx.arc(x,y,r,0,PI2);
ctx.fill();
}
function mainLoop(time) {
ctx.setTransform(1,0,0,1,0,0);
ctx.clearRect(0,0,ctx.canvas.width, ctx.canvas.height);
moveObj(time);
requestAnimationFrame(mainLoop);
}
const PI = Math.PI;
const PI2 = PI * 2;
canvas {
background : #8AF;
border : 1px solid black;
}
<canvas id="canvas" width="200" height="200"></canvas>
Next let's move the point around which we rotate, using the method above.
Then for the ball we can change the phase of the rotation in x from the rotation in y. This means that the ball rotating around the now rotating point, and the balls rotating axis are out of phase.
The result is a more complex movements.
var px = 100; // point of rotation.
var py = 100;
const RPS_P = 0.1; // point Rotations Per Second 0.1 every 10 seconds
const RPS_X = 1; // Rotations Per Second in x axis of circle
const RPS_Y = 0.8; // Rotations Per Second in y axis of circle
const dist_P = 30; // distance from center point is
const dist = 50; // distance from point
const radius = 25; // circle radius
function moveObj(time) { // Find rotated point and draw
var phaseX = (time / 1000) * PI2 * RPS_X;
var phaseY = (time / 1000) * PI2 * RPS_Y;
const xx = Math.cos(phaseX) * dist;
const yy = Math.sin(phaseY) * dist;
drawCircle(xx, yy)
}
function movePoint(time) { // move point around center
time = (time / 1000) * PI2 * RPS_P;
px = 100 + Math.cos(time) * dist_P;
py = 100 + Math.sin(time) * dist_P;
}
// Helpers
const ctx = canvas.getContext("2d");
requestAnimationFrame(mainLoop);
function drawCircle(x,y,r = radius) {
ctx.setTransform(1,0,0,1,px,py);
ctx.fillStyle = "#fff";
ctx.beginPath();
ctx.arc(x,y,r,0,PI2);
ctx.fill();
}
function mainLoop(time) {
ctx.setTransform(1,0,0,1,0,0);
ctx.clearRect(0,0,ctx.canvas.width, ctx.canvas.height);
movePoint(time);
moveObj(time);
requestAnimationFrame(mainLoop);
}
const PI = Math.PI;
const PI2 = PI * 2;
canvas {
background : #8AF;
border : 1px solid black;
}
<canvas id="canvas" width="200" height="200"></canvas>
We can continue to add out of phase rotations. In the next example we now rotate the rotation point around the center, add out of phase rotation to that point and finally draw the ball with its out of phase rotation.
var px = 100; // point of rotation.
var py = 100;
const RPS_C_X = 0.43; // Rotation speed X of rotating rotation point
const RPS_C_Y = 0.47; // Rotation speed X of rotating rotation point
const RPS_P_X = 0.093; // point Rotations speed X
const RPS_P_Y = 0.097; // point Rotations speed Y
const RPS_X = 1; // Rotations Per Second in x axis of circle
const RPS_Y = 0.8; // Rotations Per Second in y axis of circle
const dist_C = 20; // distance from center point is
const dist_P = 30; // distance from center point is
const dist = 30; // distance from point
const radius = 25; // circle radius
function moveObj(time) { // Find rotated point and draw
var phaseX = (time / 1000) * PI2 * RPS_X;
var phaseY = (time / 1000) * PI2 * RPS_Y;
const xx = Math.cos(phaseX) * dist;
const yy = Math.sin(phaseY) * dist;
drawCircle(xx, yy)
}
function movePoints(time) { // Move the rotating pointe and rotate the rotation point
// around that point
var phaseX = (time / 1000) * PI2 * RPS_C_X;
var phaseY = (time / 1000) * PI2 * RPS_C_Y;
px = 100 + Math.cos(phaseX) * dist_C;
py = 100 + Math.sin(phaseY) * dist_C;
phaseX = (time / 1000) * PI2 * RPS_P_X;
phaseY = (time / 1000) * PI2 * RPS_P_Y;
px = px + Math.cos(phaseX) * dist_P;
py = py + Math.sin(phaseY) * dist_P;
}
// Helpers
const ctx = canvas.getContext("2d");
requestAnimationFrame(mainLoop);
function drawCircle(x,y,r = radius) {
ctx.setTransform(1,0,0,1,px,py);
ctx.fillStyle = "#fff";
ctx.beginPath();
ctx.arc(x,y,r,0,PI2);
ctx.fill();
}
function mainLoop(time) {
ctx.setTransform(1,0,0,1,0,0);
ctx.clearRect(0,0,ctx.canvas.width, ctx.canvas.height);
movePoints(time);
moveObj(time);
requestAnimationFrame(mainLoop);
}
const PI = Math.PI;
const PI2 = PI * 2;
canvas {
background : #8AF;
border : 1px solid black;
}
<canvas id="canvas" width="200" height="200"></canvas>
So now we have a very complex rotation. However as it is set to the time, you can repeat the movement by just setting the time back to the start. You don't need to store a long complex path.
Add a little random
You may see some repeating movement but if you make the phases of each axis a prime then the repeat time is the product of all the primes.
If you want many objects each with a different movement you can randomise the rotation rates and many more properties.
Javascript does not have a seeded random generator. However you can create one. With a seeded random generator you can us the seed to generate a random object. But if you use that seed again you get the same object. In the example below I us a seed from 0 to 10000000 to create a cloud. That means there are 10000000 unique clouds, but all repeatable.
Example of deterministic random clouds
Restart and it will repeat exactly the same. To change it to non deterministic random just add randSeed(Math.random() * 100000 | 0)
const seededRandom = (() => {
var seed = 1;
return { max : 2576436549074795, reseed (s) { seed = s }, random () { return seed = ((8765432352450986 * seed) + 8507698654323524) % this.max }}
})();
const randSeed = (seed) => seededRandom.reseed(seed|0);
const randSI = (min = 2, max = min + (min = 0)) => (seededRandom.random() % (max - min)) + min;
const randS = (min = 1, max = min + (min = 0)) => (seededRandom.random() / seededRandom.max) * (max - min) + min;
const randSPow = (min, max = min + (min = 0), p = 2) => (max + min) / 2 + (Math.pow(seededRandom.random() / seededRandom.max, p) * (max - min) * 0.5) * (randSI(2) < 1 ? 1 : -1);
const ctx = canvas.getContext("2d");
const W = ctx.canvas.width;
const H = ctx.canvas.height;
const DIAG = (W * W + H * H) ** 0.5;
const colors = {
dark : {
minRGB : [100 * 0.6,200 * 0.6,240 * 0.6],
maxRGB : [255 * 0.6,255 * 0.6,255 * 0.6],
},
light : {
minRGB : [100,200,240],
maxRGB : [255,255,255],
},
}
const getCol = (pos, range) => "rgba(" +
((range.maxRGB[0] - range.minRGB[0]) * pos + range.minRGB[0] | 0) + "," +
((range.maxRGB[1] - range.minRGB[1]) * pos + range.minRGB[1] | 0) + "," +
((range.maxRGB[2] - range.minRGB[2]) * pos + range.minRGB[2] | 0) + "," +(pos * 0.2 + 0.8) + ")";
const Cloud = {
x : 0,
y : 0,
dir : 0, // in radians
wobble : 0,
wobble1 : 0,
wSpeed : 0,
wSpeed1 : 0,
mx : 0, // Move offsets
my : 0,
seed : 0,
size : 2,
detail : null,
reset : true, // when true could resets
init() {
this.seed = randSI(10000000);
this.reset = false;
var x,y,r,dir,dist,f;
if (this.detail === null) { this.detail = [] }
else { this.detail.length = 0 }
randSeed(this.seed);
this.size = randSPow(2, 8); // The pow add bias to smaller values
var col = (this.size -2) / 6;
this.col1 = getCol(col,colors.dark)
this.col2 = getCol(col,colors.light)
var flufCount = randSI(5,15);
while (flufCount--) {
x = randSI(-this.size * 8, this.size * 8);
r = randS(this.size * 2, this.size * 8);
dir = randS(Math.PI * 2);
dist = randSPow(1) * r ;
this.detail.push(f = {x,r,y : 0,mx:0,my:0, move : randS(0.001,0.01), phase : randS(Math.PI * 2)});
f.x+= Math.cos(dir) * dist;
f.y+= Math.sin(dir) * dist;
}
this.xMax = this.size * 12 + this.size * 10 + this.size * 4;
this.yMax = this.size * 10 + this.size * 4;
this.wobble = randS(Math.PI * 2);
this.wSpeed = randS(0.01,0.02);
this.wSpeed1 = randS(0.01,0.02);
const aOff = randS(1) * Math.PI * 0.5 - Math.PI *0.25;
this.x = W / 2 - Math.cos(this.dir+aOff) * DIAG * 0.7;
this.y = H / 2 - Math.sin(this.dir+aOff) * DIAG * 0.7;
clouds.sortMe = true; // flag that coulds need resort
},
move() {
var dx,dy;
this.dir = gTime / 10000;
if(this.reset) { this.init() }
this.wobble += this.wSpeed;
this.wobble1 += this.wSpeed1;
this.mx = Math.cos(this.wobble) * this.size * 4;
this.my = Math.sin(this.wobble1) * this.size * 4;
this.x += dx = Math.cos(this.dir) * this.size / 5;
this.y += dy = Math.sin(this.dir) * this.size / 5;
if (dx > 0 && this.x > W + this.xMax ) { this.reset = true }
else if (dx < 0 && this.x < - this.xMax ) { this.reset = true }
if (dy > 0 && this.y > H + this.yMax) { this.reset = true }
else if (dy < 0 && this.y < - this.yMax) { this.reset = true }
},
draw(){
const s = this.size;
const s8 = this.size * 8;
ctx.fillStyle = this.col1;
ctx.setTransform(1,0,0,1,this.x+ this.mx,this.y +this.my);
ctx.beginPath();
for (const fluf of this.detail) {
fluf.phase += fluf.move + Math.sin(this.wobble * this.wSpeed1) * 0.02 * Math.cos(fluf.phase);
fluf.mx = Math.cos(fluf.phase) * fluf.r / 2;
fluf.my = Math.sin(fluf.phase) * fluf.r / 2;
const x = fluf.x + fluf.mx;
const y = fluf.y + fluf.my;
ctx.moveTo(x + fluf.r + s, y);
ctx.arc(x,y,fluf.r+ s,0,Math.PI * 2);
}
ctx.fill();
ctx.fillStyle = this.col2;
ctx.globalAlpha = 0.5;
ctx.beginPath();
for (const fluf of this.detail) {
const x = fluf.x + fluf.mx - s;
const y = fluf.y + fluf.my - s;
ctx.moveTo(x + fluf.r, y);
ctx.arc(x,y,fluf.r,0,Math.PI * 2);
}
ctx.fill();
ctx.globalAlpha = 0.6;
ctx.beginPath();
for (const fluf of this.detail) {
const x = fluf.x + fluf.mx - s * 1.4;
const y = fluf.y + fluf.my - s * 1.4;
ctx.moveTo(x + fluf.r * 0.8, y);
ctx.arc(x,y,fluf.r* 0.8,0,Math.PI * 2);
}
ctx.fill();
ctx.globalAlpha = 1;
}
}
function createCloud(size){ return {...Cloud} }
const clouds = Object.assign([],{
move() { for(const cloud of this){ cloud.move() } },
draw() { for(const cloud of this){ cloud.draw() } },
sortMe : true, // if true then needs to resort
resort() {
this.sortMe = false;
this.sort((a,b)=>a.size - b.size);
}
});
for(let i = 0; i < 15; i ++) { clouds.push(createCloud(40)) }
requestAnimationFrame(mainLoop)
var gTime = 0;
function mainLoop() {
gTime += 16;
ctx.setTransform(1,0,0,1,0,0);
ctx.clearRect(0,0,ctx.canvas.width, ctx.canvas.height);
if(clouds.sortMe) { clouds.resort() }
clouds.move();
clouds.draw();
requestAnimationFrame(mainLoop);
}
body { padding : 0px; margin : 0px;}
canvas {
background : rgb(60,120,148);
border : 1px solid black;
}
<canvas id="canvas" width="600" height="200"></canvas>

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>

How to change the colour of straight line using Canvas?

I try to use a tools to change the colour of the line that I want to draw
The DIV is call Canvas
$(function() {
$.each(['#f00', '#ff0', '#0f0', '#0ff', '#00f', '#f0f', '#000', '#fff'], function() {
$('#tools').append("<a href='#canvas' data-color='" + this + "' style='width: 10px; background: " + this + ";'></a> ");
});
$.each([3, 5, 10, 15], function() {
$('#tools').append("<a href='#canvas' data-size='" + this + "' style='background: #ccc'>" + this + "</a> ");
});
});
This is the function for drawing line
document.getElementById('canvas').addEventListener('click', drawLine, false);
function getCursorPosition(e) {
var x;
var y;
if (e.pageX != undefined && e.pageY != undefined) {
x = e.pageX;
y = e.pageY;
} else {
x = e.clientX + document.body.scrollLeft + document.documentElement.scrollLeft;
y = e.clientY + document.body.scrollTop + document.documentElement.scrollTop;
}
return [x, y];
}
function drawLine(e) {
context = this.getContext('2d');
x = getCursorPosition(e)[0] - this.offsetLeft;
y = getCursorPosition(e)[1] - this.offsetTop;
if (clicks != 1) {
clicks++;
} else {
context.beginPath();
context.moveTo(lastClick[0], lastClick[1]);
context.lineTo(x, y, 6);
context.strokeStyle = '#000000';
context.stroke();
clicks = 0;
}
lastClick = [x, y];
};
How can I change the stroke style by click on the colour on the tools?
You can do the following provided your canvas' context is available and pre-initialized on the global scope:
$('#tools').append("<a href='#' onclick=\"context.strokeStyle = '" + this + "';return false;\" style='width: 10px; background: " + this + ";'></a> ");
and remove
context.strokeStyle = '#000000';
This is however far from elegant, better add an event-listener and call a function to set the strokeStyle from that.
Also change to this to make context available globally:
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
canvas.addEventListener('click', drawLine, false);
//....
function drawLine(e) {
//context = this.getContext('2d'); //not here..
x = getCursorPosition(e)[0] - this.offsetLeft;
y = getCursorPosition(e)[1] - this.offsetTop;
//...

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