HTML5 Canvas animate the rotation of image around Y axis - javascript

I have an image on a canvas:
var canvas = document.getElementsByTagName("canvas")[0];
var ctx = canvas.getContext("2d");
var img = new Image();
img.onload = function(){
ctx.drawImage(img, 0, 0, 200, 350);
}
img.src = "/img.png";
Can an image be rotated around the Y axis? The 2d Canvas API only seems to have a rotate function that rotates around the Z-axis.

You can rotate around whatever axis you want. Using the save-transform-restore method covered in the linked question, we can do something similar by transforming a DOMMatrix object and applying it to the canvas.
Sample:
// Untransformed draw position
const position = {x: 0, y: 0};
// In degrees
const rotation = { x: 0, y: 0, z: 0};
// Rotation relative to here (this is the center of the image)
const rotPt = { x: img.width / 2, y: img.height / 2 };
ctx.save();
ctx.setTransform(new DOMMatrix()
.translateSelf(position.x + rotPt.x, position.y + rotPt.y)
.rotateSelf(rotation.x, rotation.y, rotation.z)
);
ctx.drawImage(img, -rotPt.x, -rotPt.y);
ctx.restore();
This isn't a "true" 3d, of course (the rendering context is "2d" after all). I.e. It's not a texture applied to some polygons. All it's doing is rotating and scaling the image to give the illusion. If you want that kind of functionality, you'll want to look at a WebGL library.
Demo:
I drew a cyan rectangle around the image to show the untransformed position.
Image source from MDN (see snippet for url).
const canvas = document.getElementsByTagName("canvas")[0];
const ctx = canvas.getContext("2d");
const img = new Image();
img.onload = draw;
img.src = "https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/drawImage/canvas_drawimage.jpg";
let rotCounter = 0;
let motionCounter = 0;
function draw() {
// Untransformed draw position
const position = {
x: motionCounter % canvas.width,
y: motionCounter % canvas.height
};
// In degrees
const rotation = {
x: rotCounter * 1.2,
y: rotCounter,
z: 0
};
// Rotation relative to here
const rotPt = {
x: img.width / 2,
y: img.height / 2
};
ctx.save();
ctx.setTransform(new DOMMatrix()
.translateSelf(position.x + rotPt.x, position.y + rotPt.y)
.rotateSelf(rotation.x, rotation.y, rotation.z)
);
// Rotate relative to this point
ctx.drawImage(img, -rotPt.x, -rotPt.y);
ctx.restore();
// Position
ctx.strokeStyle = 'cyan';
ctx.strokeRect(position.x, position.y, img.width, img.height);
ctx.strokeStyle = 'black';
rotCounter++;
motionCounter++;
}
function render() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
draw();
requestAnimationFrame(render);
}
render();
canvas {
border: 1px solid black;
}
<canvas width=600 height=400></canvas>

Rotate without perceptive
If you only want to rotate around the y Axis without perspective then you can easily do it on the 2D canvas as follows.
Assuming you have loaded the image the following will rotate around the image Y axis and have the y axis align to an arbitrary line.
The arguments for rotateImg(img, axisX, axisY, rotate, centerX, centerY)
img a valid image.
axisX, axisY vector that is the direction of the y axis. To match image set to - axisX = 0, axisY = 1
rotate amount to rotate around image y axis in radians. 0 has image facing screen.
centerX & centerY where to place the center of the image
function rotateImg(img, axisX, axisY, rotate, centerX, centerY) {
const iw = img.naturalWidth;
const ih = img.naturalHeight;
// Normalize axis
const axisLen = Math.hypot(axisX, axisY);
const nAx = axisX / axisLen;
const nAy = axisY / axisLen;
// Get scale along image x to match rotation
const wScale = Math.cos(rotate);
// Set transform to draw content
ctx.setTransform(nAy * wScale, -nAx * wScale, nAx, nAy, centerX, centerY);
// Draw image normally relative to center. In this case half width and height up
// to the left.
ctx.drawImage(img, -iw * 0.5, -ih * 0.5, iw, ih);
// to reset transform use
// ctx.setTransform(1,0,0,1,0,0);
}
Demo
The demo uses a slightly modified version of the above function. If given an optional color as the last argument. It will shade the front face using the color and render the back face as un-shaded with that color.
The demo rotates the image and slowly rotates the direction of the image y axis.
const ctx = canvas.getContext("2d");
var W = canvas.width, H = canvas.height;
const img = new Image;
img.src = "https://i.stack.imgur.com/C7qq2.png?s=256&g=1";
img.addEventListener("load", () => requestAnimationFrame(renderLoop), {once:true});
function rotateImg(img, axisX, axisY, rotate, centerX, centerY, backCol) {
const iw = img.naturalWidth;
const ih = img.naturalHeight;
const axisLen = Math.hypot(axisX, axisY);
const nAx = axisX / axisLen;
const nAy = axisY / axisLen;
const wScale = Math.cos(rotate);
ctx.setTransform(nAy * wScale, -nAx * wScale, nAx, nAy, centerX, centerY);
ctx.globalAlpha = 1;
ctx.drawImage(img, -iw * 0.5, -ih * 0.5, iw, ih);
if (backCol) {
ctx.globalAlpha = wScale < 0 ? 1 : 1 - wScale;
ctx.fillStyle = backCol;
ctx.fillRect(-iw * 0.5, -ih * 0.5, iw, ih);
}
}
function renderLoop(time) {
ctx.setTransform(1,0,0,1,0,0);
ctx.clearRect(0, 0, W, H);
rotateImg(img, Math.cos(time / 4200), Math.sin(time / 4200), time / 500, W * 0.5, H * 0.5, "#268C");
requestAnimationFrame(renderLoop);
}
canvas {border: 1px solid black; background: #147;}
<canvas id="canvas" width="300" height="300"></canvas>

Related

How to draw an isometric 3D cube with 3 perfectly identical faces with fillRect?

I would like to create an isometric 3D cube with fillRect whose 3 faces have the same dimensions as the image below:
Edit: I want to do it with fillRect. The reason for this is that I will draw images on the 3 faces of the cube afterwards. This will be very easy to do since I will use exactly the same transformations as for drawing the faces.
Edit 2: I didn't specify that I want to avoid using an external library so that the code is as optimized as possible. I know that it is possible to calculate the 3 matrices beforehand to draw the 3 faces and make a perfect isometric cube.
Edit 3: As my example code showed, I want to be able to set the size of the side of the isometric cube on the fly (const faceSize = 150).
I have a beginning of code but I have several problems:
The faces are not all the same dimensions
I don't know how to draw the top face
const faceSize = 150;
const canvas = document.querySelector('canvas');
const ctx = canvas.getContext('2d');
const centerX = canvas.width / 2;
const centerY = canvas.height / 2;
// Top Face (not big enough)
ctx.save();
ctx.translate(centerX, centerY);
ctx.scale(1, .5);
ctx.rotate(-45 * Math.PI / 180);
ctx.fillStyle = 'yellow';
ctx.fillRect(0, -faceSize, faceSize, faceSize);
ctx.restore();
// Left Face (not high enough)
ctx.save();
ctx.translate(centerX, centerY);
ctx.transform(1, .5, 0, 1, 0, 0);
ctx.fillStyle = 'red';
ctx.fillRect(-faceSize, 0, faceSize, faceSize);
ctx.restore();
// Right Face (not high enough)
ctx.save();
ctx.translate(centerX, centerY);
ctx.transform(1, -.5, 0, 1, 0, 0);
ctx.fillStyle = 'blue';
ctx.fillRect(0, 0, faceSize, faceSize);
ctx.restore();
<canvas width="400" height="400"></canvas>
I used a large part of #enhzflep's code which I adapted so that the width of the cube is dynamically changeable.
All the code seems mathematically correct, I just have a doubt about the value 1.22 given as a parameter to scaleSelf. Why was this precise value chosen?
Here is the code:
window.addEventListener('load', onLoad, false);
const canvas = document.createElement('canvas');
function onLoad() {
//canvas.width = cubeWidth;
//canvas.height = faceSize * 2;
canvas.width = 400;
canvas.height = 400;
document.body.appendChild(canvas);
drawCube(canvas);
}
function drawCube() {
const scale = Math.abs(Math.sin(Date.now() / 1000) * canvas.width / 200); // scale effect
const faceSize = 100 * scale;
const radians = 30 * Math.PI / 180;
const cubeWidth = faceSize * Math.cos(radians) * 2;
const centerPosition = {
x: canvas.width / 2,
y: canvas.height / 2
};
const ctx = canvas.getContext('2d');
ctx.save();
ctx.fillStyle = '#000';
ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
const defaultMat = [1, 0, 0, 1, 0, 0];
// Left (red) side
const leftMat = new DOMMatrix(defaultMat);
leftMat.translateSelf(centerPosition.x - cubeWidth / 2, centerPosition.y - faceSize / 2);
leftMat.skewYSelf(30);
ctx.setTransform(leftMat);
ctx.fillStyle = '#F00';
ctx.fillRect(0, 0, cubeWidth / 2, faceSize);
// Right (blue) side
const rightMat = new DOMMatrix(defaultMat);
rightMat.translateSelf(centerPosition.x, centerPosition.y);
rightMat.skewYSelf(-30);
ctx.setTransform(rightMat);
ctx.fillStyle = '#00F';
ctx.fillRect(0, 0, cubeWidth / 2, faceSize);
// Top (yellow) side
const topMat = new DOMMatrix(defaultMat);
const toOriginMat = new DOMMatrix(defaultMat);
const fromOriginMat = new DOMMatrix(defaultMat);
const rotMat = new DOMMatrix(defaultMat);
const scaleMat = new DOMMatrix(defaultMat);
toOriginMat.translateSelf(-faceSize / 2, -faceSize / 2);
fromOriginMat.translateSelf(centerPosition.x, centerPosition.y - faceSize / 2);
rotMat.rotateSelf(0, 0, -45);
scaleMat.scaleSelf(1.22, (faceSize / cubeWidth) * 1.22);
topMat.preMultiplySelf(toOriginMat);
topMat.preMultiplySelf(rotMat);
topMat.preMultiplySelf(scaleMat);
topMat.preMultiplySelf(fromOriginMat);
ctx.setTransform(topMat);
ctx.fillStyle = '#FF0';
ctx.fillRect(0, 0, faceSize, faceSize);
ctx.restore();
requestAnimationFrame(drawCube);
}
Here's a quick n dirty approach to the problem. It's too hot here for me to really think very clearly about this question. (I struggle with matrix maths too)
There's 2 things I think worth mentioning, each of which has an effect on the scaling operation.
width and height of the finished figure (and your posted example image) are different.
I think it's the ratio of the distance between (opposite) corners of the untransformed rectangle which fills 1/4 of the canvas, and the finished yellow side which affect the scaling.
Also, note that I'm drawing a square of canvas.height/2 sidelength for the yellow side, whereas I was drawing a rectangle for the red and blue sides.
In the scaling section, width/4 and height/4 are both shorthand for (width/2)/2 and (height/2)/2. width/2 and height/2 give you a rectangle filling 1/2 of the canvas, with a centre (middle of the square) located at (width/2)/2, (height/2)/2 - height/4 means something different in the translation section (even though it's the same number)
With that said, here's the sort of thing I was talking about earlier.
"use strict";
window.addEventListener('load', onLoaded, false);
function onLoaded(evt)
{
let width = 147;
let height = 171;
let canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
document.body.appendChild(canvas);
drawIsoDemo(canvas);
}
function drawIsoDemo(destCanvas)
{
let ctx = destCanvas.getContext('2d');
let width = destCanvas.width;
let height = destCanvas.height;
ctx.fillStyle = '#000';
ctx.fillRect(0,0,width,height);
var idMatVars = [1,0, 0,1, 0,0];
// left (red) side
let leftMat = new DOMMatrix( idMatVars );
leftMat.translateSelf( 0, 0.25*height );
leftMat.skewYSelf(30);
ctx.save();
ctx.transform( leftMat.a, leftMat.b, leftMat.c, leftMat.d, leftMat.e, leftMat.f);
ctx.fillStyle = '#F00';
ctx.fillRect(0,0,width/2,height/2);
ctx.restore();
// right (blue) side
let rightMat = new DOMMatrix( idMatVars );
rightMat.translateSelf( 0.5*width, 0.5*height );
rightMat.skewYSelf(-30);
ctx.save();
ctx.transform( rightMat.a, rightMat.b, rightMat.c, rightMat.d, rightMat.e, rightMat.f);
ctx.fillStyle = '#00F';
ctx.fillRect(0,0,width/2,height/2);
ctx.restore();
// top (yellow) side
let topMat = new DOMMatrix( idMatVars );
let toOriginMat = new DOMMatrix( idMatVars );
let fromOriginMat = new DOMMatrix(idMatVars);
let rotMat = new DOMMatrix(idMatVars);
let scaleMat = new DOMMatrix(idMatVars);
toOriginMat.translateSelf(-height/4, -height/4);
fromOriginMat.translateSelf(width/2,height/4);
rotMat.rotateSelf(0,0,-45);
scaleMat.scaleSelf(1.22,((height/2)/width)*1.22);
topMat.preMultiplySelf(toOriginMat);
topMat.preMultiplySelf(rotMat);
topMat.preMultiplySelf(scaleMat);
topMat.preMultiplySelf(fromOriginMat);
ctx.save();
ctx.transform( topMat.a, topMat.b, topMat.c, topMat.d, topMat.e, topMat.f);
ctx.fillStyle = '#FF0';
ctx.fillRect(0,0,height/2,height/2);
ctx.restore();
}
If we overlay a circle on your isometric cube, we can see that the outer vertices are spaced equally apart. In fact it's always 60°, which is no wonder as it's a hexagon.
So all we have to do is obtaining the coordinates for the outer vertices. This is quite easy as we can make a further assumption: if you look at the shape again, you'll notice that the length of each of the cube's sides seems to be the radius of the circle.
With the help of a little trigonometry and a for-loop which increments by 60 degrees, we can put calculate and put all those vertices into an array and finally connect those vertices to draw the cube.
Here's an example:
let canvas = document.getElementById("canvas");
let ctx = canvas.getContext("2d");
function drawCube(x, y, sideLength) {
let vertices = [new Point(x, y)];
for (let a = 0; a < 6; a++) {
vertices.push(new Point(x + Math.cos(((a * 60) - 30) * Math.PI / 180) * sideLength, y + Math.sin(((a * 60) - 30) * Math.PI / 180) * sideLength));
}
ctx.fillStyle = "#ffffff";
ctx.beginPath();
ctx.moveTo(vertices[0].x, vertices[0].y);
ctx.lineTo(vertices[5].x, vertices[5].y);
ctx.lineTo(vertices[6].x, vertices[6].y);
ctx.lineTo(vertices[1].x, vertices[1].y);
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.fill();
ctx.fillStyle = "#a0a0a0";
ctx.beginPath();
ctx.moveTo(vertices[0].x, vertices[0].y);
ctx.lineTo(vertices[1].x, vertices[1].y);
ctx.lineTo(vertices[2].x, vertices[2].y);
ctx.lineTo(vertices[3].x, vertices[3].y);
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.fill();
ctx.fillStyle = "#efefef";
ctx.beginPath();
ctx.moveTo(vertices[0].x, vertices[0].y);
ctx.lineTo(vertices[3].x, vertices[3].y);
ctx.lineTo(vertices[4].x, vertices[4].y);
ctx.lineTo(vertices[5].x, vertices[5].y);
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.fill();
}
class Point {
constructor(x, y) {
this.x = x;
this.y = y;
}
}
drawCube(200, 150, 85);
canvas {
background: #401fc1;
}
<canvas id="canvas" width="400" height="300"></canvas>
EDIT
What you want to achieve is ain't that easily simply because the CanvasRenderingContext2D API actually does not offer a skewing/shearing transform.
Nevertheless with the help of a third-party library we're able to transform the three sides in an orthographic way. It's called perspective.js
Still we need to calculate the outer vertices but instead of using the moveTo/lineTo commands, we forward the coordinates to perspective.js to actually do the perspective distortion of some source images.
Here's another example:
let canvas = document.getElementById("canvas");
let ctx = canvas.getContext("2d");
class Point {
constructor(x, y) {
this.x = x;
this.y = y;
}
}
function drawCube(x, y, sideLength) {
let vertices = [new Point(x, y)];
for (let a = 0; a < 6; a++) {
vertices.push(new Point(x + Math.cos(((a * 60) - 30) * Math.PI / 180) * sideLength, y + Math.sin(((a * 60) - 30) * Math.PI / 180) * sideLength));
}
let p = new Perspective(ctx, images[0]);
p.draw([
[vertices[5].x, vertices[5].y],
[vertices[6].x, vertices[6].y],
[vertices[1].x, vertices[1].y],
[vertices[0].x, vertices[0].y]
]);
p = new Perspective(ctx, images[1]);
p.draw([
[vertices[0].x, vertices[0].y],
[vertices[1].x, vertices[1].y],
[vertices[2].x, vertices[2].y],
[vertices[3].x, vertices[3].y]
]);
p = new Perspective(ctx, images[2]);
p.draw([
[vertices[4].x, vertices[4].y],
[vertices[5].x, vertices[5].y],
[vertices[0].x, vertices[0].y],
[vertices[3].x, vertices[3].y]
]);
}
function loadImages(index) {
let image = new Image();
image.onload = function(e) {
images.push(e.target);
if (index + 1 < sources.length) {
loadImages(index + 1);
} else {
drawCube(200, 150, 125, e.target);
}
}
image.src = sources[index];
}
let sources = ["https://picsum.photos/id/1079/200/300", "https://picsum.photos/id/76/200/300", "https://picsum.photos/id/79/200/300"];
let images = [];
loadImages(0);
canvas {
background: #401fc1;
}
<script src="https://cdn.rawgit.com/wanadev/perspective.js/master/dist/perspective.min.js"></script>
<canvas id="canvas" width="400" height="300"></canvas>

Canvas drawImage: Proportion Issue when linearly interpolating from "fit"- to "fill"-style settings

I have a canvas and I want to be able to draw an image in different sizes from "fit" (like CSS "contain") to "fill" (like CSS "cover"). I use drawImage() with different source and destination properties for fit and fill. Both extremes work perfectly as expected, but in between the image proportions are way off, and the image looks flat. I use linear interpolation to calculate the between source and destination properties.
"fit/contain" properties:
ctx.drawImage(
img, // image
0, // source x
0, // source y
img.width, // source width
img.height, // source height
(canvas.width - canvas.height * imageAspect) / 2, // destination x
0, // destination y
canvas.height * imageAspect, // destination width
canvas.height // destination height
)
"fill/cover" Properties:
ctx.drawImage(
img, // image
0, // source x
(image.height - img.width / canvasAspect) / 2, // source y
img.width, // source width
img.width / canvasAspect, // source height
0, // destination x
0, // destination y
canvas.width, // destination width
canvas.height // destination height
)
These are both fine, but linear interpolation of all the values get the wrong proportions of the image. Here's a quick demo that is not working as expected, I animated the interpolation so that you can see the squished effect more clearly:
Code Pen
The desired result would be keeping the image's proportions right in every step between 0 (fit) and 1 (fill). What am I missing here?
EDIT: The easiest solution would be to always take the full source image (not crop it with sX, sY, sWidth, and sHeight) and then draw the destination with negative coordinate values on the canvas when the image is bigger than the canvas. This is working but it is not the desired behavior. Because further on I need to be able to draw only to a certain sub-rectangle in the canvas, where the overlapping ("negative values") would be seen. I don't want to draw outside the rectangle. I am quite sure it is just a small mathematical issue here that needs to be solved.
For me, the solution in your "Edit" is the way to go.
If later on you want to clip the image in a smaller rectangle than the canvas, use the clip() method:
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
canvas.width = 800;
canvas.height = 150;
let step = 1;
let direction = 1;
// control the clipping rect position with the mouse
const mouse = {x: 400, y: 75};
onmousemove = (evt) => {
const rect = canvas.getBoundingClientRect();
mouse.x = evt.clientX - rect.left;
mouse.y = evt.clientY - rect.top;
};
function getBetweenValue(from, to, stop) {
return from + (to - from) * stop;
}
const image = new Image();
image.src =
"https://w7.pngwing.com/pngs/660/154/png-transparent-perspective-grid-geometry-grid-perspective-grid-geometric-grid-grid.png";
let imageAspect = 0;
let canvasAspect = canvas.width / canvas.height;
let source;
let containDestination;
let coverDestination;
function draw(image) {
ctx.save();
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Clip the context in a sub-rectangle
ctx.beginPath();
ctx.rect(mouse.x - 150, mouse.y - 50, 300, 100);
ctx.stroke();
ctx.clip();
// Since our image scales from the middle of the canvas,
// set the context's origin there, that makes our BBox values simpler
ctx.translate(canvas.width / 2, canvas.height / 2);
ctx.drawImage(
image,
source.x,
source.y,
source.width,
source.height,
getBetweenValue(containDestination.x, coverDestination.x, step),
getBetweenValue(containDestination.y, coverDestination.y, step),
getBetweenValue(containDestination.width, coverDestination.width, step),
getBetweenValue(containDestination.height, coverDestination.height, step)
);
ctx.restore(); // remove clip & transform
}
image.addEventListener("load", () => {
imageAspect = image.width / image.height;
source = {
x: 0,
y: 0,
width: image.width,
height: image.height
};
containDestination = {
x: -(canvas.height * imageAspect) / 2,
y: -(canvas.height / 2),
width: canvas.height * imageAspect,
height: canvas.height
};
coverDestination = {
x: -image.width / 2,
y: -image.height / 2,
width: image.width,
height: image.height
};
raf();
});
function raf() {
draw(image);
step += .005 * direction;
if (step > 1 || step < 0) {
direction *= -1;
}
window.requestAnimationFrame(raf);
}
canvas {
border:1px solid red;
}
img {
max-width:30em;
height:auto;
}
Use your mouse to move the clipping rectangle<br>
<canvas></canvas><br><br>
Original image proportions:<br>
<img src="https://w7.pngwing.com/pngs/660/154/png-transparent-perspective-grid-geometry-grid-perspective-grid-geometric-grid-grid.png" alt="">

How to get pixel range in scaled canvas?

In the following code, I am drawing a circle on the center, but because it is scaled, the circle is in bottom right corner!
var canvas = document.getElementById('mycanvas');
context = canvas.getContext("2d");
context.canvas.width = 400;
context.canvas.height = 200;
context.clearRect(0, 0, context.canvas.width, context.canvas.height); // Clears the canvas
var scale = 2;
context.scale(scale, scale);
context.beginPath();
context.fillStyle = "#ff2626"; // Red color
context.arc(context.canvas.width / 2, context.canvas.height / 2, 10, 0, Math.PI * 2); //center
context.fill();
context.closePath();
canvas {
border: solid 1px #ccc;
}
<HTML>
<body>
<canvas id="mycanvas"></canvas>
</body>
</HTML>
As you probably know, canvas width and height is not related to what is drawing inside it, especially when you scale it. in other word, when you scale a canvas using context.scale(scale_x, scale_y); it will scale all shapes inside the canvas. I am wondering to know, is there any way to get the canvas pixel range?
I want to know the X on left edge and right edge and the Y on top and bottom edges when a canvas is scaled.
Dividing the coordinates by scale should do the trick:
var canvas = document.getElementById('mycanvas');
context = canvas.getContext("2d");
context.canvas.width = 400;
context.canvas.height = 200;
context.clearRect(0, 0, context.canvas.width, context.canvas.height); // Clears the canvas
var scale = 2;
context.scale(scale, scale);
context.beginPath();
context.fillStyle = "#ff2626"; // Red color
context.arc(context.canvas.width /2/scale, context.canvas.height / 2/scale, 10, 0, Math.PI * 2); //center
context.fill();
context.closePath();
canvas {
border: solid 1px #ccc;
}
<HTML>
<body>
<canvas id="mycanvas"></canvas>
</body>
</HTML>
And on a side note, context.canvas.width /(2*scale) is cleaner than context.canvas.width /2/scale, but I kept it like that just to show the division by scale.
You don't need this pixel range.
You have to understand how canvas transformations work and embrace it rather than trying to do the math yourself.
If we take the canvas as a real canvas, or as a sheet of paper, then we can say that the transformation matrix controls the position of this sheet of paper relative to a fixed camera.
The key point is that, the coordinates you provide to the canvas drawing methods are still the ones that are on the un-transformed sheet of paper, no matter how you did rotate, translate or scale it.
Also, initially, we do hold this sheet of paper by its top left corner, this is known as the transformation-origin; all the transformations like rotate and scale will be done from this point, and this is why when you did scale by 2, the center coordinates are now in the bottom right corner of what the camera sees.
So if you wish to scale to the center of your canvas, you need to first move the transformation-origin so it's at the center of our camera, then you can scale your canvas, and finally you just go back again by half the size of the canvas so your drawings are in the center. This can be achieved quite easily by two calls: one to the absolute setTransform, which is able to apply both the scaling and the initial translation required to set our transformation origin, and one to translate, which is relative to the current transform matrix:
const canvas = document.getElementById( 'canvas' );
const ctx = canvas.getContext( '2d' );
const scale = 2;
const cx = canvas.width / 2;
const cy = canvas.height / 2;
// before transformation in red
ctx.fillStyle = 'red';
ctx.beginPath();
ctx.arc( cx, cy, 30, 0, Math.PI * 2);
ctx.fill();
// with transformation in semi-opaque green
ctx.globalAlpha = 0.5;
ctx.fillStyle = 'green';
// scale with origin set to the center of canvas
ctx.setTransform(scale, 0, 0, scale, cx, cy);
// move back origin to the new top left corner of the visible area
ctx.translate( -cx, -cy );
/* the two previous lines are effectively the same as
ctx.translate( cx, cy );
ctx.scale( scale, scale );
ctx.translate( -cx, -cy );
and as
ctx.setTransform(
scale, 0, 0,
scale, cx - (cx * scale) , cy - (cy * scale)
);
*/
ctx.beginPath();
ctx.arc( cx, cy, 30, 0, Math.PI * 2);
ctx.fill();
canvas { border: 1px solid }
<canvas id="canvas"></canvas>
As you can already see in this little example, you are not limited to a single transformation matrix per frame, you can very well compose your image by layering a few different transformations:
const canvas = document.getElementById( 'canvas' );
const ctx = canvas.getContext( '2d' );
const { width, height } = canvas;
const cx = width / 2;
const cy = height / 2;
const transform = {
angle: 0,
scale: 1,
x: 0,
y: 0
};
const img = new Image();
img.onload = anim;
img.src = "https://upload.wikimedia.org/wikipedia/commons/4/47/PNG_transparency_demonstration_1.png";
function anim() {
updateTransform();
draw();
requestAnimationFrame( anim );
}
function updateTransform() {
transform.x += Math.cos( transform.angle );
transform.y += Math.sin( transform.angle );
transform.scale = (Math.sin( transform.angle ) / 3) + 1;
transform.angle += Math.PI / 180;
}
function draw() {
// reset the transformation matrix
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.clearRect( 0, 0, width, height );
drawImage();
drawCircleOnImage();
drawCentralSquare();
drawCameraCross();
}
// the image is moved by our 'tranform' object
function drawImage() {
ctx.setTransform( transform.scale, 0, 0, transform.scale, transform.x, transform.y );
ctx.drawImage( img, 0, 0 );
}
// A circle which will be moved with the image
function drawCircleOnImage() {
ctx.setTransform( transform.scale, 0, 0, transform.scale, transform.x, transform.y );
ctx.beginPath();
ctx.arc( cx, cy, 50, 0, Math.PI * 2 );
ctx.stroke()
}
// a square, always at the center of view,
// but which scale follows our transform object
function drawCentralSquare() {
ctx.setTransform( transform.scale, 0, 0, transform.scale, cx, cy );
ctx.translate( -cx, -cy );
ctx.strokeRect( cx - 50, cy - 50, 100, 100 );
}
// a cross, always at the center of the view, and untransformed
function drawCameraCross() {
ctx.setTransform( 1, 0, 0, 1, 0, 0 );
ctx.beginPath();
ctx.moveTo( cx - 10, cy );
ctx.lineTo( cx + 10, cy );
ctx.moveTo( cx, cy - 10 );
ctx.lineTo( cx, cy + 10 );
ctx.stroke();
}
canvas { border: 1px solid }
<canvas id="canvas" width="800" height="600"></canvas>
And this with no maths from our part.
You have to consider your scale so ex (width/2)/scale
var canvas = document.getElementById('mycanvas');
context = canvas.getContext("2d");
context.canvas.width = 400;
context.canvas.height = 200;
context.clearRect(context.canvas.width, context.canvas.height, context.canvas.width, context.canvas.height); // Clears the canvas
var scale = 2;
context.scale(scale, scale);
context.beginPath();
context.fillStyle = "#ff2626"; // Red color
context.arc((context.canvas.width/2)/scale , (context.canvas.height/2)/scale, 10, 0, Math.PI * 2); //center
context.fill();
context.closePath();
canvas {
border: solid 1px #ccc;
}
<HTML>
<body>
<canvas id="mycanvas"></canvas>
</body>
</HTML>

Inset-shadow on HTML5 canvas image

I've seen this question before but the answers given are for canvas images that have been drawn on via path however, i'm drawing an image.
Is it possible to create an inset-shadow?
context.shadowOffsetX = 0;
context.shadowOffsetY = 0;
context.shadowBlur = 10;
context.shadowColor = 'rgba(30,30,30, 0.4)';
var imgOne = new Image();
imgOne.onload = function() {
context.drawImage(imgOne, 0, 0);
};
imgOne.src = "./public/circle.png";
So I draw the circle picture on. I've now at the moment got a slight shadow on the outside of the circle, how can I get this inset instead of offset?
Composition chain
Use a series of composite + draw operation to obtain inset shadow.
Note: the solution require exclusive access to the canvas element when created so either do this on an off-screen canvas and draw back to main, or if possible, plan secondary graphics to be drawn after this has been generated.
The needed steps:
Draw in original image
Invert alpha channel filling the canvas with a solid using xor composition
Define shadow and draw itself back in
Deactivate shadow and draw in original image (destination-atop)
var ctx = c.getContext("2d"), img = new Image;
img.onload = function() {
// draw in image to main canvas
ctx.drawImage(this, 0, 0);
// invert alpha channel
ctx.globalCompositeOperation = "xor";
ctx.fillRect(0, 0, c.width, c.height);
// draw itself again using drop-shadow filter
ctx.shadowBlur = 7*2; // use double of what is in CSS filter (Chrome x4)
ctx.shadowOffsetX = ctx.shadowOffsetY = 5;
ctx.shadowColor = "#000";
ctx.drawImage(c, 0, 0);
// draw original image with background mixed on top
ctx.globalCompositeOperation = "destination-atop";
ctx.shadowColor = "transparent"; // remove shadow !
ctx.drawImage(this, 0, 0);
}
img.src = "http://i.imgur.com/Qrfga2b.png";
<canvas id=c height=300></canvas>
Canvas will shadow where an image changes from opaque to transparent so, as K3N shows in his correct answer, you can turn the image inside out (opaque becomes transparent & visa-versa) so the shadows are drawn inside the circle.
If you know your circle's centerpoint and radius, you can use a stroked-path to create an inset circle shadow. Here's an example:
var canvas=document.getElementById("canvas");
var context=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
context.beginPath();
context.arc(cw/2,ch/2,75,0,Math.PI*2);
context.fillStyle='lightcyan';
context.fill();
context.globalCompositeOperation='source-atop';
context.shadowOffsetX = 500;
context.shadowOffsetY = 0;
context.shadowBlur = 15;
context.shadowColor = 'rgba(30,30,30,1)';
context.beginPath();
context.arc(cw/2-500,ch/2,75,0,Math.PI*2);
context.stroke();
context.stroke();
context.stroke();
context.globalCompositeOperation='source-over';
<canvas id="canvas" width=300 height=300></canvas>
If your path is irregular or hard to define mathematically, you can also use edge-path detection algorithms. One common edge-path algorithm is Marching Squares. Stackoverflow's K3N has coded a nice Marching Squares algorithm.
Inspired by markE's answer , I made my own version based on a png instead of vector-graphics.
Additionnaly, I made possible to choose the true alpha of the shadow (because the default shadow strength is a way too soft in my opinion)
var img = document.getElementById("myImage");
img.onload = function(){
createInnerShadow(this,5,1);
}
function createInnerShadow(img,distance,alpha){
//the size of the shadow depends on the size of the target,
//then I will create extra "walls" around the picture to be sure
//tbat the shadow will be correctly filled (with the same intensity everywhere)
//(it's not obvious with this image, but it is when there is no space at all between the image and its border)
var offset = 50 + distance;
var hole = document.createElement("canvas");
var holeContext = hole.getContext("2d");
hole.width = img.width + offset*2;
hole.height = img.height + offset*2;
//first, I draw a big black rect
holeContext.fillStyle = "#000000";
holeContext.fillRect(0,0,hole.width,hole.height);
//then I use the image to make an hole in it
holeContext.globalCompositeOperation = "destination-out";
holeContext.drawImage(img,offset,offset);
//I create a new canvas that will contains the shadow of the hole only
var shadow = document.createElement("canvas");
var shadowContext = shadow.getContext("2d");
shadow.width = img.width;
shadow.height = img.height;
shadowContext.filter = "drop-shadow(0px 0px "+distance+"px #000000 ) ";
shadowContext.drawImage(hole,-offset,-offset);
shadowContext.globalCompositeOperation = "destination-out";
shadowContext.drawImage(hole,-offset,-offset);
//now, because the default-shadow filter is really to soft, I normalize the shadow
//then I will be sure that the alpha-gradient of the shadow will start at "alpha" and end at 0
normalizeAlphaShadow(shadow,alpha);
//Finally, I create another canvas that will contain the image and the shadow over it
var result = document.createElement("canvas");
result.width = img.width;
result.height = img.height;
var context = result.getContext("2d");
context.drawImage(img,0,0)
context.drawImage(shadow,0,0);
//and that's it !
document.body.appendChild(result);
}
function normalizeAlphaShadow(canvas,alpha){
var imageData = canvas.getContext("2d").getImageData(0,0,canvas.width,canvas.height);
var pixelData = imageData.data;
var i,len = pixelData.length;
var max = 0;
for(i=3;i<len;i+=4) if(pixelData[i]>max) max = pixelData[i];
max = (255/max) * alpha;
for(i=3;i<len;i+=4) pixelData[i] *= max;
canvas.getContext("2d").putImageData(imageData,0,0)
}
<html>
<body>
<img id="myImage" src="data:image/png;base64,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" />
</body>
</html>
the jsfiddle is here : https://jsfiddle.net/jrekw5og/141/
Inspired by K3N's answer, I've created Inset.js for this exact situation!
Inset.js
Only requires setting ctx.shadowInset = true;
For example: http://codepen.io/patlillis/pen/ryoWey
var ctx = canvas.getContext('2d');
var img = new Image;
img.onload = function() {
ctx.shadowInset = true;
ctx.shadowBlur = 25;
ctx.shadowColor = "#000";
ctx.drawImage(this, 0, 0);
}
img.src = "http://i.imgur.com/Qrfga2b.png";
const width = 100 * devicePixelRatio;
const height = 100 * devicePixelRatio;
// original canvas
const c = document.getElementById('canvas');
c.width = 300 * devicePixelRatio;
c.height = 300 * devicePixelRatio;
c.style.width = '300px';
c.style.height = '300px';
const cctx = c.getContext('2d');
cctx.fillStyle = 'rgb(20,205,75)';
cctx.arc(150 * devicePixelRatio, 150 * devicePixelRatio, 50 * devicePixelRatio, 0, Math.PI * 2);
cctx.fill();
// temporary canvas
const canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
canvas.style.width = `${width / devicePixelRatio}px`;
canvas.style.height = `${height / devicePixelRatio}px`;
document.body.appendChild(canvas);
var ctx = canvas.getContext('2d');
// original object on temporary canvas
ctx.arc(50 * devicePixelRatio, 50 * devicePixelRatio, 50 * devicePixelRatio, 0, Math.PI * 2);
ctx.fill();
// shadow cutting
ctx.globalCompositeOperation = 'xor';
ctx.arc(50 * devicePixelRatio, 50 * devicePixelRatio, 50 * devicePixelRatio, 0, Math.PI * 2);
ctx.fill();
// shadow props
ctx.shadowBlur = 50;
ctx.shadowOffsetX = 0;
ctx.shadowOffsetY = -25;
ctx.shadowColor = '#000';
ctx.arc(50 * devicePixelRatio, 50 * devicePixelRatio, 50 * devicePixelRatio, 0, Math.PI * 2);
ctx.fill();
// shadow color
ctx.globalCompositeOperation = 'source-in';
ctx.fillStyle = 'blue';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// object cutting
ctx.globalCompositeOperation = 'destination-in';
ctx.arc(50 * devicePixelRatio, 50 * devicePixelRatio, 50 * devicePixelRatio, 0, Math.PI * 2);
ctx.fill();
// shadow opacity
cctx.globalAlpha = .4
// inserting shadow into original canvas
cctx.drawImage(canvas, 200, 200);
Colored shadow /w opacity

How to rotate image in Canvas

I have built a canvas project with https://github.com/petalvlad/angular-canvas-ext
<canvas width="640" height="480" ng-show="activeateCanvas" ap-canvas src="src" image="image" zoomable="true" frame="frame" scale="scale" offset="offset"></canvas>
I am successfully able to zoom and pan the image using following code
scope.zoomIn = function() {
scope.scale *= 1.2;
}
scope.zoomOut = function() {
scope.scale /= 1.2;
}
Additionally I want to rotate the image. any help i can get with which library i can use and how can i do it inside angularjs.
You can rotate an image using context.rotate function in JavaScript.
Here is an example of how to do this:
var canvas = null;
var ctx = null;
var angleInDegrees = 0;
var image;
var timerid;
function imageLoaded() {
image = document.createElement("img");
canvas = document.getElementById("canvas");
ctx = canvas.getContext('2d');
image.onload = function() {
ctx.drawImage(image, canvas.width / 2 - image.width / 2, canvas.height / 2 - image.height / 2);
};
image.src = "https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcT7vR66BWT_HdVJpwxGJoGBJl5HYfiSKDrsYrzw7kqf2yP6sNyJtHdaAQ";
}
function drawRotated(degrees) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.save();
ctx.translate(canvas.width / 2, canvas.height / 2);
ctx.rotate(degrees * Math.PI / 180);
ctx.drawImage(image, -image.width / 2, -image.height / 2);
ctx.restore();
}
<button onclick="imageLoaded();">Load Image</button>
<div>
<canvas id="canvas" width=360 height=360></canvas><br>
<button onclick="javascript:clearInterval(timerid);
timerid = setInterval(function() {
angleInDegrees += 2;
drawRotated(angleInDegrees);
}, 100);">
Rotate Left
</button>
<button onclick="javascript:clearInterval(timerid);
timerid = setInterval(function() {
angleInDegrees -= 2;
drawRotated(angleInDegrees);
}, 100);">
Rotate Right
</button>
</div>
With curtesy to this page!
Once you can get your hands on the canvas context:
// save the context's co-ordinate system before
// we screw with it
context.save();
// move the origin to 50, 35 (for example)
context.translate(50, 35);
// now move across and down half the
// width and height of the image (which is 128 x 128)
context.translate(64, 64);
// rotate around this point
context.rotate(0.5);
// then draw the image back and up
context.drawImage(logoImage, -64, -64);
// and restore the co-ordinate system to its default
// top left origin with no rotation
context.restore();
To do it in a single state change. The ctx transformation matrix has 6 parts. ctx.setTransform(a,b,c,d,e,f); (a,b) represent the x,y direction and scale the top of the image will be drawn along. (c,d) represent the x,y direction and scale the side of the image will be drawn along. (e,f) represent the x,y location the image will be draw.
The default matrix (identity matrix) is ctx.setTransform(1,0,0,1,0,0) draw the top in the direction (1,0) draw the side in the direction (0,1) and draw everything at x = 0, y = 0.
Reducing state changes improves the rendering speed. When its just a few images that are draw then it does not matter that much, but if you want to draw 1000+ images at 60 frames a second for a game you need to minimise state changes. You should also avoid using save and restore if you can.
The function draws an image rotated and scaled around its center point that will be at x,y. Scale less than 1 makes the images smaller, greater than one makes it bigger. ang is in radians with 0 having no rotation, Math.PI is 180deg and Math.PI*0.5 Math.PI*1.5 are 90 and 270deg respectively.
function drawImage(ctx, img, x, y, scale, ang){
var vx = Math.cos(ang) * scale; // create the vector along the image top
var vy = Math.sin(ang) * scale; //
// this provides us with a,b,c,d parts of the transform
// a = vx, b = vy, c = -vy, and d = vx.
// The vector (c,d) is perpendicular (90deg) to (a,b)
// now work out e and f
var imH = -(img.Height / 2); // get half the image height and width
var imW = -(img.Width / 2);
x += imW * vx + imH * -vy; // add the rotated offset by mutliplying
y += imW * vy + imH * vx; // width by the top vector (vx,vy) and height by
// the side vector (-vy,vx)
// set the transform
ctx.setTransform(vx, vy, -vy, vx, x, y);
// draw the image.
ctx.drawImage(img, 0, 0);
// if needed to restore the ctx state to default but should only
// do this if you don't repeatably call this function.
ctx.setTransform(1, 0, 0, 1, 0, 0); // restores the ctx state back to default
}

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