How to get an angle by using tangent in javascript? - javascript

The red circle is at a known angle of 130°, then I want to draw the navy line from the center to 130° using x and y of the red circle but it looks like I missed the calculation.
Currently, the angle of the Navy line is a reflection to the angle of the red line and if I add minus sign ➖ to *diffX * at line13, it'll work as expected but Why do I need to do that by myself, why can't the Calculations at line 10 and 13 figured out if x should be minus ➖ or plus.
I couldn't figure out where I was wrong..any help/suggestions are appreciated!
let ctx, W = innerWidth,
H = innerHeight;
// params for the red circle
let hypothenus = 100;
let knownAngle = (-130 * Math.PI) / 180;
let x = (W / 2) + Math.cos(knownAngle) * hypothenus;
let y = (H / 2) + Math.sin(knownAngle) * hypothenus;
// params for navy line
let diffX = x - (W / 2);
let diffY = (H / 2) - y;
let dist = Math.hypot(diffX, diffY); // pythagoras
let unknownAngle = -Math.atan2(diffY, diffX);
let newX = (W / 2) + Math.cos(unknownAngle) * dist;
let newY = (H / 2) + Math.sin(unknownAngle) * dist;
let angInDegree1 = ~~Math.abs(knownAngle * 180 / Math.PI);
let angInDegree2 = ~~Math.abs(unknownAngle * 180 / Math.PI) | 0;
const msg = document.getElementById("msg")
msg.innerHTML = `Hypothenus1: ${hypothenus}, angle: ${angInDegree1}<br>`;
msg.innerHTML +=`Hypothenus2: ${dist}, angle: ${angInDegree2}`;
// everything to be rendered to the screen
const update = () => {
if (ctx == null) return;
// drawing the red line
draw.line([W / 2, 0], [W / 2, H], 6, "red");
draw.line([0, H / 2], [W, H / 2], 6, "red");
// the red circle
draw.circle([x, y], 10, "red");
// draw line
draw.line([W / 2, H / 2], [newX, newY], 4, "navy");
}
// utility object for drawing
const draw = {
line(from, to, width, color) {
with(ctx) {
beginPath();
lineWidth = width;
strokeStyle = color;
moveTo(...from);
lineTo(...to);
stroke();
closePath();
}
},
circle(pos, radius, color) {
ctx.beginPath();
ctx.fillStyle = color;
ctx.arc(...pos, radius, 0, 2 * Math.PI);
ctx.fill();
ctx.closePath();
}
}
// init function
const init = () => {
ctx = document.querySelector("#cvs").getContext("2d");
W = ctx.canvas.width = innerWidth;
H = ctx.canvas.height = innerHeight;
update();
}
window.addEventListener("load", init);
<div id="msg"></div>
<canvas id="cvs"></canvas>

Seems you are using too much minuses.
At first, you define angle -130 degrees, close to -3Pi/4. Cosine and sine values for this angle are about -0.7, using hypothenus = 100, we get x =W/2-70, y = H/2-70
diffX = x - W/2 = -70
diffY = y - H/2 = -70
atan2(-70, -70) gives -2.3561 radians = -3/4*Pi = -135 degrees
When you change sign of diffY (note - diffY formula is wrong, not difX one!), you make reflection against OX axis, and change angle sign - that is why another minus before Math.atan2 is required
Corrected code:
let diffX = x - (W / 2);
let diffY = y - (H / 2);
let dist = Math.hypot(diffX, diffY); // pythagoras
let unknownAngle = Math.atan2(diffY, diffX);

Related

How to get axis-aligned bounding box of an ellipse with all given parameters?

void ctx.ellipse(x, y, radiusX, radiusY, rotation, startAngle, endAngle [, anticlockwise]);
The canvas context 2D API ellipse() method creates an elliptical arc centered at (x, y) with the radii radiusX and radiusY. The path starts at startAngle and ends at endAngle, and travels in the direction given by anticlockwise.
How to get the axis-aligned bounding box of a ellipse with the given parameters:x, y, radiusX, radiusY, rotation, startAngle, endAngle , anticlockwise?
Two solutions
This answer contains two exact solutions it is not an approximation.
The solutions are
boundEllipseAll will find the bounds of the full ellipse. If is a lot less complex than the full solution but you need to ensure that the x radius is greater than the y radius (eg rotate the ellipse 90 deg and swap the x, y radius)
boundEllipse Will find the bounds for a segment of an ellipse. It will work for all ellipses however I have not included the CCW flag. To get the bounds for CCW ellipse swap the start and end angles.
It works by first finding the x, y coords at the start and end points calculating the min and max along each axis. It then calculates the extrema angles, first for the x axis extremes, then the y axis extremes.
If the extrema angle is between the start and end angle, the x,y position of that angle is calculated and the point tested against the min and max extent.
There is a lot of room to optimize as many of the points need only the x, or y parts, and the inner while loop in function extrema can exit early if min and max are change for the axis it is working on.
Example
The example ensures I have not made any mistakes, and uses the second solution, animating an ellipse by moving the start and end angles, rotation, and y axis radius. Drawing the bounding box and the ellipse it bounds.
Update April 2022
Example shows use of both full ellipse boundEllipseAll and ellipse segment boundEllipse.
Note that boundEllipse is only for ellipse segment where endAngle n and startAngle m fit the rule {m <= n <= m + 2Pi}
Fixed bug in boundEllipse that did not show full ellipse when endAngle == startAngle + 2 * Math.PI
const ctx = canvas.getContext("2d");
const W = 200, H= 180;
const TAU = Math.PI * 2;
const ellipse = {
x: W / 2,
y: H / 2,
rx: W / 3,
ry: W / 3,
rotate: 0,
startAng: 0,
endAng: Math.PI * 2,
dir: false,
};
function boundEllipseAll({x, y, rx, ry, rotate}) {
const xAx = Math.cos(rotate);
const xAy = Math.sin(rotate);
const w = ((rx * xAx) ** 2 + (ry * xAy) ** 2) ** 0.5;
const h = ((rx * xAy) ** 2 + (ry * xAx) ** 2) ** 0.5;
return {x: -w + x, y: -h + y, w: w * 2, h: h * 2};
}
function boundEllipse({x, y, rx, ry, rotate, startAng, endAng}) {
const normalizeAng = ang => (ang % TAU + TAU) % TAU;
const getPoint = ang => {
const cA = Math.cos(ang);
const sA = Math.sin(ang);
return [cA * rx * xAx - sA * ry * xAy, cA * rx * xAy + sA * ry * xAx];
}
const extrema = a => { // from angle
var i = 0;
while(i < 4) {
const ang = normalizeAng(a + Math.PI * (i / 2));
if ((ang > startAng && ang < endAng) || (ang + TAU > startAng && ang + TAU < endAng)) {
const [xx, yy] = getPoint(ang);
minX = Math.min(minX, xx);
maxX = Math.max(maxX, xx);
minY = Math.min(minY, yy);
maxY = Math.max(maxY, yy);
}
i ++;
}
}
// UPDATE bug fix (1) for full ellipse
const checkFull = startAng !== endAng; // Update fix (1)
startAng = normalizeAng(startAng);
endAng = normalizeAng(endAng);
(checkFull && startAng === endAng) && (endAng += TAU); // Update fix (1)
const xAx = Math.cos(rotate);
const xAy = Math.sin(rotate);
endAng += endAng < startAng ? TAU : 0;
const [sx, sy] = getPoint(startAng);
const [ex, ey] = getPoint(endAng);
var minX = Math.min(sx, ex);
var maxX = Math.max(sx, ex);
var minY = Math.min(sy, ey);
var maxY = Math.max(sy, ey);
extrema(-Math.atan((ry * xAy) / (rx * xAx))); // Add x Axis extremas
extrema(-Math.atan((rx * xAy) / (ry * xAx))); // Add y Axis extremas
return {x: minX + x, y: minY + y, w: maxX - minX, h: maxY - minY};
}
function drawExtent({x,y,w,h}) {
ctx.moveTo(x,y);
ctx.rect(x, y, w, h);
}
function drawEllipse({x, y, rx, ry, rotate, startAng, endAng, dir}) {
ctx.ellipse(x, y, rx, ry, rotate, startAng, endAng, dir);
}
function drawFullEllipse({x, y, rx, ry, rotate, dir}) {
ctx.ellipse(x, y, rx, ry, rotate, 0, TAU, dir);
}
mainLoop(0);
function mainLoop(time) {
ctx.clearRect(0, 0, W, H);
// Animate ellipse
ellipse.startAng = time / 1000;
ellipse.endAng = time / 2000;
ellipse.rotate = Math.cos(time / 14000) * Math.PI * 2;
ellipse.ry = Math.cos(time / 6000) * (W / 4 - 10) + (W / 4);
// Draw full ellipse and bounding box.
ctx.strokeStyle = "#F008";
ctx.beginPath();
drawFullEllipse(ellipse);
drawExtent(boundEllipseAll(ellipse));
ctx.stroke();
// Draw ellipse segment and bounding box.
ctx.strokeStyle = "#0008";
ctx.beginPath();
drawEllipse(ellipse);
drawExtent(boundEllipse(ellipse));
ctx.stroke();
requestAnimationFrame(mainLoop)
}
canvas { border: 1px solid black }
<canvas id="canvas" width="200" height="180"></canvas>

How to bounce an object within circle bounds?

I have a basic circle bouncing off the walls of a rectangle canvas (that I adapted from an example).
https://jsfiddle.net/n5stvv52/1/
The code to check for this kind of collision is somewhat crude, like so, but it works:
if (p.x > canvasWidth - p.rad) {
p.x = canvasWidth - p.rad
p.velX *= -1
}
if (p.x < p.rad) {
p.x = p.rad
p.velX *= -1
}
if (p.y > canvasHeight - p.rad) {
p.y = canvasHeight - p.rad
p.velY *= -1
}
if (p.y < p.rad) {
p.y = p.rad
p.velY *= -1
}
Where p is the item moving around.
However, the bounds of my canvas now need to be a circle, so I check collision with the following:
const dx = p.x - canvasRadius
const dy = p.y - canvasRadius
const collision = Math.sqrt(dx * dx + dy * dy) >= canvasRadius - p.rad
if (collision) {
console.log('Out of circle bounds!')
}
When my ball hits the edges of the circle, the if (collision) statement executes as true and I see the log. So I can get it detected, but I'm unable to know how to calculate the direction it should then go after that.
Obviously comparing x to the canvas width isn't what I need because that's the rectangle and a circle is cut at the corners.
Any idea how I can update my if statements to account for this newly detected circle?
I'm absolutely terrible with basic trigonometry it seems, so please bear with me! Thank you.
You can use the polar coordinates to normalize the vector:
var theta = Math.atan2(dy, dx)
var R = canvasRadius - p.rad
p.x = canvasRadius + R * Math.cos(theta)
p.y = canvasRadius + R * Math.sin(theta)
p.velX *= -1
p.velY *= -1
https://jsfiddle.net/d3k5pd94/1/
Update: The movement can be more natural if we add randomness to acceleration:
p.velX *= Math.random() > 0.5 ? 1 : -1
p.velY *= Math.random() > 0.5 ? 1 : -1
https://jsfiddle.net/1g9h9jvq/
So in order to do this you will indeed need some good ol' trig. The basic ingredients you'll need are:
The vector that points from the center of the circle to the collision point.
The velocity vector of the ball
Then, since things bounce with roughly an "equal and opposite angle", you'll need to find the angle difference between that velocity vector and the radius vector, which you can get by using a dot product.
Then do some trig to get a new vector that is that much off from the radius vector, in the other direction (this is your equal and opposite). Set that to be the new velocity vector, and you're good to go.
I know that's a bit dense, especially if you're rusty with your trig / vector math, so here's the code to get it going. This code could probably be simplified but it demonstrates the essential steps at least:
function canvasApp (selector) {
const canvas = document.querySelector(selector)
const context = canvas.getContext('2d')
const canvasWidth = canvas.width
const canvasHeight = canvas.height
const canvasRadius = canvasWidth / 2
const particleList = {}
const numParticles = 1
const initVelMax = 1.5
const maxVelComp = 2.5
const randAccel = 0.3
const fadeColor = 'rgba(255,255,255,0.1)'
let p
context.fillStyle = '#050505'
context.fillRect(0, 0, canvasWidth, canvasHeight)
createParticles()
draw()
function createParticles () {
const minRGB = 16
const maxRGB = 255
const alpha = 1
for (let i = 0; i < numParticles; i++) {
const vAngle = Math.random() * 2 * Math.PI
const vMag = initVelMax * (0.6 + 0.4 * Math.random())
const r = Math.floor(minRGB + Math.random() * (maxRGB - minRGB))
const g = Math.floor(minRGB + Math.random() * (maxRGB - minRGB))
const b = Math.floor(minRGB + Math.random() * (maxRGB - minRGB))
const color = `rgba(${r},${g},${b},${alpha})`
const newParticle = {
x: Math.random() * canvasWidth,
y: Math.random() * canvasHeight,
velX: vMag * Math.cos(vAngle),
velY: vMag * Math.sin(vAngle),
rad: 15,
color
}
if (i > 0) {
newParticle.next = particleList.first
}
particleList.first = newParticle
}
}
function draw () {
context.fillStyle = fadeColor
context.fillRect(0, 0, canvasWidth, canvasHeight)
p = particleList.first
// random accleration
p.velX += (1 - 2 * Math.random()) * randAccel
p.velY += (1 - 2 * Math.random()) * randAccel
// don't let velocity get too large
if (p.velX > maxVelComp) {
p.velX = maxVelComp
} else if (p.velX < -maxVelComp) {
p.velX = -maxVelComp
}
if (p.velY > maxVelComp) {
p.velY = maxVelComp
} else if (p.velY < -maxVelComp) {
p.velY = -maxVelComp
}
p.x += p.velX
p.y += p.velY
// boundary
const dx = p.x - canvasRadius
const dy = p.y - canvasRadius
const collision = Math.sqrt(dx * dx + dy * dy) >= canvasRadius - p.rad
if (collision) {
console.log('Out of circle bounds!')
// Center of circle.
const center = [Math.floor(canvasWidth/2), Math.floor(canvasHeight/2)];
// Vector that points from center to collision point (radius vector):
const radvec = [p.x, p.y].map((c, i) => c - center[i]);
// Inverse vector, this vector is one that is TANGENT to the circle at the collision point.
const invvec = [-p.y, p.x];
// Direction vector, this is the velocity vector of the ball.
const dirvec = [p.velX, p.velY];
// This is the angle in radians to the radius vector (center to collision point).
// Time to rememeber some of your trig.
const radangle = Math.atan2(radvec[1], radvec[0]);
// This is the "direction angle", eg, the DIFFERENCE in angle between the radius vector
// and the velocity vector. This is calculated using the dot product.
const dirangle = Math.acos((radvec[0]*dirvec[0] + radvec[1]*dirvec[1]) / (Math.hypot(...radvec)*Math.hypot(...dirvec)));
// This is the reflected angle, an angle that is "equal and opposite" to the velocity vec.
const refangle = radangle - dirangle;
// Turn that back into a set of coordinates (again, remember your trig):
const refvec = [Math.cos(refangle), Math.sin(refangle)].map(x => x*Math.hypot(...dirvec));
// And invert that, so that it points back to the inside of the circle:
p.velX = -refvec[0];
p.velY = -refvec[1];
// Easy peasy lemon squeezy!
}
context.fillStyle = p.color
context.beginPath()
context.arc(p.x, p.y, p.rad, 0, 2 * Math.PI, false)
context.closePath()
context.fill()
p = p.next
window.requestAnimationFrame(draw)
}
}
canvasApp('#canvas')
<canvas id="canvas" width="500" height="500" style="border: 1px solid red; border-radius: 50%;"></canvas>
DISCLAIMER: Since your initial position is random, this doens't work very well with the ball starts already outside of the circle. So make sure the initial point is within the bounds.
You don't need trigonometry at all. All you need is the surface normal, which is the vector from the point of impact to the center. Normalize it (divide both coordinates by the length), and you get the new velocity using
v' = v - 2 * (v • n) * n
Where v • n is the dot product:
v • n = v.x * n.x + v.y * n.y
Translated to your code example, that's
// boundary
const dx = p.x - canvasRadius
const dy = p.y - canvasRadius
const nl = Math.sqrt(dx * dx + dy * dy)
const collision = nl >= canvasRadius - p.rad
if (collision) {
// the normal at the point of collision is -dx, -dy normalized
var nx = -dx / nl
var ny = -dy / nl
// calculate new velocity: v' = v - 2 * dot(d, v) * n
const dot = p.velX * nx + p.velY * ny
p.velX = p.velX - 2 * dot * nx
p.velY = p.velY - 2 * dot * ny
}
function canvasApp(selector) {
const canvas = document.querySelector(selector)
const context = canvas.getContext('2d')
const canvasWidth = canvas.width
const canvasHeight = canvas.height
const canvasRadius = canvasWidth / 2
const particleList = {}
const numParticles = 1
const initVelMax = 1.5
const maxVelComp = 2.5
const randAccel = 0.3
const fadeColor = 'rgba(255,255,255,0.1)'
let p
context.fillStyle = '#050505'
context.fillRect(0, 0, canvasWidth, canvasHeight)
createParticles()
draw()
function createParticles() {
const minRGB = 16
const maxRGB = 255
const alpha = 1
for (let i = 0; i < numParticles; i++) {
const vAngle = Math.random() * 2 * Math.PI
const vMag = initVelMax * (0.6 + 0.4 * Math.random())
const r = Math.floor(minRGB + Math.random() * (maxRGB - minRGB))
const g = Math.floor(minRGB + Math.random() * (maxRGB - minRGB))
const b = Math.floor(minRGB + Math.random() * (maxRGB - minRGB))
const color = `rgba(${r},${g},${b},${alpha})`
const newParticle = {
// start inside circle
x: canvasWidth / 4 + Math.random() * canvasWidth / 2,
y: canvasHeight / 4 + Math.random() * canvasHeight / 2,
velX: vMag * Math.cos(vAngle),
velY: vMag * Math.sin(vAngle),
rad: 15,
color
}
if (i > 0) {
newParticle.next = particleList.first
}
particleList.first = newParticle
}
}
function draw() {
context.fillStyle = fadeColor
context.fillRect(0, 0, canvasWidth, canvasHeight)
// draw circle bounds
context.fillStyle = "black"
context.beginPath()
context.arc(canvasRadius, canvasRadius, canvasRadius, 0, 2 * Math.PI, false)
context.closePath()
context.stroke()
p = particleList.first
// random accleration
p.velX += (1 - 2 * Math.random()) * randAccel
p.velY += (1 - 2 * Math.random()) * randAccel
// don't let velocity get too large
if (p.velX > maxVelComp) {
p.velX = maxVelComp
} else if (p.velX < -maxVelComp) {
p.velX = -maxVelComp
}
if (p.velY > maxVelComp) {
p.velY = maxVelComp
} else if (p.velY < -maxVelComp) {
p.velY = -maxVelComp
}
p.x += p.velX
p.y += p.velY
// boundary
const dx = p.x - canvasRadius
const dy = p.y - canvasRadius
const nl = Math.sqrt(dx * dx + dy * dy)
const collision = nl >= canvasRadius - p.rad
if (collision) {
// the normal at the point of collision is -dx, -dy normalized
var nx = -dx / nl
var ny = -dy / nl
// calculate new velocity: v' = v - 2 * dot(d, v) * n
const dot = p.velX * nx + p.velY * ny
p.velX = p.velX - 2 * dot * nx
p.velY = p.velY - 2 * dot * ny
}
context.fillStyle = p.color
context.beginPath()
context.arc(p.x, p.y, p.rad, 0, 2 * Math.PI, false)
context.closePath()
context.fill()
p = p.next
window.requestAnimationFrame(draw)
}
}
canvasApp('#canvas')
<canvas id="canvas" width="176" height="176"></canvas>

how i get a coordinate of each rectangle?

i have tried this,
public drawNumbers(ctx, x1, y1, length, count) {
let angle = 0;
for (let i = 0; i <= count; i++ ) {
angle += 2 * Math.PI / (count );
const x2 = x1 + length * Math.cos(angle),
y2 = y1 + length * Math.sin(angle);
ctx.beginPath();
ctx.fillRect(x2, y2, 10, 20);
ctx.stroke();
}
}
this.canvas.drawNumbers(ctx, this.midX, this.midY, 160, 60);
output:
expected result:
i want to calculate a four coordinate(rectangle) of rotated axis.
How do i detect click event on each rectangle?
Using setTransform
Salix alba answer is a solution though a few too many steps.
It can be done in a single transform using setTransform and applying the translate and rotations in one step. Also the second translation is where you draw the box relative to its origin. When using transforms always draw objects around the center of rotation.
ctx.strokeRect(-10,-10,20,20); // rotation is always around 0,0
const ctx = canvas.getContext("2d");
const centerX = 250;
const centerY = 250;
const radius = 200;
const boxWidth = 10;
const bobLength = 20;
// draw boxs around circle center at cx,cy and radius rad
// box width bw, and box height bh
// spacing optional is the distance between boxes
function drawCircleOfBoxes(cx,cy,rad,bw,bh,spacing = 5){
var steps = ((rad - bw /2) * Math.PI * 2) / (bw + spacing) | 0; // get number boxes that will fit circle
ctx.beginPath();
for(var i = 0; i < steps; i ++){
const ang = (i / steps) * Math.PI * 2;
var xAxisX = Math.cos(ang); // get the direction of he xAxis
var xAxisY = Math.sin(ang);
// set the transform to circle center x Axis out towards box
// y axis at 90 deg to x axis
ctx.setTransform(xAxisX, xAxisY, -xAxisY, xAxisX, cx, cy);
// draw box offset from the center so its center is distance radius
ctx.rect(rad - bh / 2, -bw / 2, bh, bw);
}
ctx.fill();
ctx.stroke();
ctx.setTransform(1,0,0,1,0,0); // reset transform
}
ctx.fillStyle = "#FCD";
ctx.strokeStyle = "#000";
drawCircleOfBoxes(centerX, centerY, radius, boxWidth, bobLength);
<canvas id="canvas" width="500" height="500"></canvas>
Manually apply the transform to a point
If you wish to transform the box in code you can use the transform applied in the above and apply it directly to a set of points. You can not apply it to the ctx.rect function that needs the API transform.
To transform a point px,py you need the the direction of the rotated x axis
const xAx = Math.cos(dirOfXAxis);
const xAy = Math.sin(dirOfXAxis);
You can then move the point px distance along the xAxis and then turn 90 deg and move py distance along the y axis
var x = px * xAx; // move px dist along x axis
var y = px * xAy;
x += py * -xAy; // move px dist along y axis
y += py * xAx;
Then just add the translation
x += translateX;
y += translateY;
Or done in one go
var x = px * xAx - py * xAy + translateX; // move px dist along x axis
var y = px * xAy + py * xAx + translateY;
The snippet shows it in action
const ctx = canvas.getContext("2d");
const centerX = 250;
const centerY = 250;
const radius = 200;
const boxWidth = 10;
const boxLength = 20;
// draw boxs around circle center at cx,cy and radius rad
// box width bw, and box height bh
// spacing optional is the distance between boxes
function drawCircleOfBoxes(cx,cy,rad,bw,bh,spacing = 5){
var points = [ // setout points of box with coord (0,0) as center
{x : bh / 2, y : -bw / 2},
{x : bh / 2 + bh, y : -bw / 2},
{x : bh / 2 + bh, y : -bw / 2 + bw},
{x : bh / 2, y : -bw / 2 + bw},
];
var steps = (((rad - bw /2) * Math.PI * 2) / (bw + spacing) )+ 4| 0; // get number boxes that will fit circle
ctx.beginPath();
for(var i = 0; i < steps; i ++){
const ang = (i / steps) * Math.PI * 2;
const xAx = Math.cos(ang); // get the direction of he xAxis
const xAy = Math.sin(ang);
var first = true
for(const p of points){ // for each point
// Apply the transform to the point after moving it
// to the circle (the p.x + rad)
const x = (p.x + rad) * xAx - p.y * xAy + cx;
const y = (p.x + rad) * xAy + p.y * xAx + cy;
if(first){
ctx.moveTo(x,y);
first = false;
}else{
ctx.lineTo(x,y);
}
}
ctx.closePath();
}
ctx.fill();
ctx.stroke();
}
ctx.fillStyle = "#CFD";
ctx.strokeStyle = "#000";
for(var i = boxLength + 5; i < radius; i += boxLength + 5){
drawCircleOfBoxes(centerX, centerY, i , boxWidth, boxLength);
}
<canvas id="canvas" width="500" height="500"></canvas>
To get rotated rectangles you need to use the transform() method of the graphics context.
Imagine a set of axis at the top left of the drawing area. Any drawing will be done relative to these axis which we can move with transform.
To translate by xshift, yshift
ctx.transform(1,0,0,1, xshift, yshift);
ctx.fillRect(0,0,100,100);
To rotate by angle ang in radians
ctx.transform(Math.cos(ang),Math.sin(ang),
-Math.sin(ang),Math.cos(ang), 0,0);
We can combine things with three transformations. The first moves the origin to the center of the circle. Then rotate the axes about this point,
then shift the axes to where you want the shape to appear. Finally, draw the shape.
for(deg = 0; deg < 360; deg+=20) {
ctx.setTransform(1,0,0,1,0,0); // reset transformation
ang = deg * Math.PI/180;
ctx.transform(1,0,0,1,100,100); // shift origin
ctx.transform(Math.cos(ang),Math.sin(ang),
-Math.sin(ang),Math.cos(ang), 0,0);
ctx.transform(1,0,0,1,50,0);
ctx.fillRect(0,0,30,10);
}
You can achieve the same this using the translate and rotate
for(deg = 0; deg < 360; deg+=20) {
ctx.setTransform(1,0,0,1,0,0); // reset transformation
ang = deg * Math.PI/180;
ctx.translate(100,100); // shift origin
ctx.rotate(ang);
ctx.translate(50,0);
ctx.fillRect(0,0,30,10);
}

html5 canvas triangle with rounded corners

I'm new to HTML5 Canvas and I'm trying to draw a triangle with rounded corners.
I have tried
ctx.lineJoin = "round";
ctx.lineWidth = 20;
but none of them are working.
Here's my code:
var ctx = document.querySelector("canvas").getContext('2d');
ctx.scale(5, 5);
var x = 18 / 2;
var y = 0;
var triangleWidth = 18;
var triangleHeight = 8;
// how to round this triangle??
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(x + triangleWidth / 2, y + triangleHeight);
ctx.lineTo(x - triangleWidth / 2, y + triangleHeight);
ctx.closePath();
ctx.fillStyle = "#009688";
ctx.fill();
ctx.fillStyle = "#8BC34A";
ctx.fillRect(0, triangleHeight, 9, 126);
ctx.fillStyle = "#CDDC39";
ctx.fillRect(9, triangleHeight, 9, 126);
<canvas width="800" height="600"></canvas>
Could you help me?
Rounding corners
An invaluable function I use a lot is rounded polygon. It takes a set of 2D points that describe a polygon's vertices and adds arcs to round the corners.
The problem with rounding corners and keeping within the constraint of the polygons area is that you can not always fit a round corner that has a particular radius.
In these cases you can either ignore the corner and leave it as pointy or, you can reduce the rounding radius to fit the corner as best possible.
The following function will resize the corner rounding radius to fit the corner if the corner is too sharp and the lines from the corner not long enough to get the desired radius in.
Note the code has comments that refer to the Maths section below if you want to know what is going on.
roundedPoly(ctx, points, radius)
// ctx is the context to add the path to
// points is a array of points [{x :?, y: ?},...
// radius is the max rounding radius
// this creates a closed polygon.
// To draw you must call between
// ctx.beginPath();
// roundedPoly(ctx, points, radius);
// ctx.stroke();
// ctx.fill();
// as it only adds a path and does not render.
function roundedPoly(ctx, points, radiusAll) {
var i, x, y, len, p1, p2, p3, v1, v2, sinA, sinA90, radDirection, drawDirection, angle, halfAngle, cRadius, lenOut,radius;
// convert 2 points into vector form, polar form, and normalised
var asVec = function(p, pp, v) {
v.x = pp.x - p.x;
v.y = pp.y - p.y;
v.len = Math.sqrt(v.x * v.x + v.y * v.y);
v.nx = v.x / v.len;
v.ny = v.y / v.len;
v.ang = Math.atan2(v.ny, v.nx);
}
radius = radiusAll;
v1 = {};
v2 = {};
len = points.length;
p1 = points[len - 1];
// for each point
for (i = 0; i < len; i++) {
p2 = points[(i) % len];
p3 = points[(i + 1) % len];
//-----------------------------------------
// Part 1
asVec(p2, p1, v1);
asVec(p2, p3, v2);
sinA = v1.nx * v2.ny - v1.ny * v2.nx;
sinA90 = v1.nx * v2.nx - v1.ny * -v2.ny;
angle = Math.asin(sinA < -1 ? -1 : sinA > 1 ? 1 : sinA);
//-----------------------------------------
radDirection = 1;
drawDirection = false;
if (sinA90 < 0) {
if (angle < 0) {
angle = Math.PI + angle;
} else {
angle = Math.PI - angle;
radDirection = -1;
drawDirection = true;
}
} else {
if (angle > 0) {
radDirection = -1;
drawDirection = true;
}
}
if(p2.radius !== undefined){
radius = p2.radius;
}else{
radius = radiusAll;
}
//-----------------------------------------
// Part 2
halfAngle = angle / 2;
//-----------------------------------------
//-----------------------------------------
// Part 3
lenOut = Math.abs(Math.cos(halfAngle) * radius / Math.sin(halfAngle));
//-----------------------------------------
//-----------------------------------------
// Special part A
if (lenOut > Math.min(v1.len / 2, v2.len / 2)) {
lenOut = Math.min(v1.len / 2, v2.len / 2);
cRadius = Math.abs(lenOut * Math.sin(halfAngle) / Math.cos(halfAngle));
} else {
cRadius = radius;
}
//-----------------------------------------
// Part 4
x = p2.x + v2.nx * lenOut;
y = p2.y + v2.ny * lenOut;
//-----------------------------------------
// Part 5
x += -v2.ny * cRadius * radDirection;
y += v2.nx * cRadius * radDirection;
//-----------------------------------------
// Part 6
ctx.arc(x, y, cRadius, v1.ang + Math.PI / 2 * radDirection, v2.ang - Math.PI / 2 * radDirection, drawDirection);
//-----------------------------------------
p1 = p2;
p2 = p3;
}
ctx.closePath();
}
You may wish to add to each point a radius eg {x :10,y:10,radius:20} this will set the max radius for that point. A radius of zero will be no rounding.
The maths
The following illistration shows one of two possibilities, the angle to fit is less than 90deg, the other case (greater than 90) just has a few minor calculation differences (see code).
The corner is defined by the three points in red A, B, and C. The circle radius is r and we need to find the green points F the circle center and D and E which will define the start and end angles of the arc.
First we find the angle between the lines from B,A and B,C this is done by normalising the vectors for both lines and getting the cross product. (Commented as Part 1) We also find the angle of line BC to the line at 90deg to BA as this will help determine which side of the line to put the circle.
Now we have the angle between the lines, we know that half that angle defines the line that the center of the circle will sit F but we do not know how far that point is from B (Commented as Part 2)
There are two right triangles BDF and BEF which are identical. We have the angle at B and we know that the side DF and EF are equal to the radius of the circle r thus we can solve the triangle to get the distance to F from B
For convenience rather than calculate to F is solve for BD (Commented as Part 3) as I will move along the line BC by that distance (Commented as Part 4) then turn 90deg and move up to F (Commented as Part 5) This in the process gives the point D and moving along the line BA to E
We use points D and E and the circle center F (in their abstract form) to calculate the start and end angles of the arc. (done in the arc function part 6)
The rest of the code is concerned with the directions to move along and away from lines and which direction to sweep the arc.
The code section (special part A) uses the lengths of both lines BA and BC and compares them to the distance from BD if that distance is greater than half the line length we know the arc can not fit. I then solve the triangles to find the radius DF if the line BD is half the length of shortest line of BA and BC
Example use.
The snippet is a simple example of the above function in use. Click to add points to the canvas (needs a min of 3 points to create a polygon). You can drag points and see how the corner radius adapts to sharp corners or short lines. More info when snippet is running. To restart rerun the snippet. (there is a lot of extra code that can be ignored)
The corner radius is set to 30.
const ctx = canvas.getContext("2d");
const mouse = {
x: 0,
y: 0,
button: false,
drag: false,
dragStart: false,
dragEnd: false,
dragStartX: 0,
dragStartY: 0
}
function mouseEvents(e) {
mouse.x = e.pageX;
mouse.y = e.pageY;
const lb = mouse.button;
mouse.button = e.type === "mousedown" ? true : e.type === "mouseup" ? false : mouse.button;
if (lb !== mouse.button) {
if (mouse.button) {
mouse.drag = true;
mouse.dragStart = true;
mouse.dragStartX = mouse.x;
mouse.dragStartY = mouse.y;
} else {
mouse.drag = false;
mouse.dragEnd = true;
}
}
}
["down", "up", "move"].forEach(name => document.addEventListener("mouse" + name, mouseEvents));
const pointOnLine = {x:0,y:0};
function distFromLines(x,y,minDist){
var index = -1;
const v1 = {};
const v2 = {};
const v3 = {};
const point = P2(x,y);
eachOf(polygon,(p,i)=>{
const p1 = polygon[(i + 1) % polygon.length];
v1.x = p1.x - p.x;
v1.y = p1.y - p.y;
v2.x = point.x - p.x;
v2.y = point.y - p.y;
const u = (v2.x * v1.x + v2.y * v1.y)/(v1.y * v1.y + v1.x * v1.x);
if(u >= 0 && u <= 1){
v3.x = p.x + v1.x * u;
v3.y = p.y + v1.y * u;
dist = Math.hypot(v3.y - point.y, v3.x - point.x);
if(dist < minDist){
minDist = dist;
index = i;
pointOnLine.x = v3.x;
pointOnLine.y = v3.y;
}
}
})
return index;
}
function roundedPoly(ctx, points, radius) {
var i, x, y, len, p1, p2, p3, v1, v2, sinA, sinA90, radDirection, drawDirection, angle, halfAngle, cRadius, lenOut;
var asVec = function(p, pp, v) {
v.x = pp.x - p.x;
v.y = pp.y - p.y;
v.len = Math.sqrt(v.x * v.x + v.y * v.y);
v.nx = v.x / v.len;
v.ny = v.y / v.len;
v.ang = Math.atan2(v.ny, v.nx);
}
v1 = {};
v2 = {};
len = points.length;
p1 = points[len - 1];
for (i = 0; i < len; i++) {
p2 = points[(i) % len];
p3 = points[(i + 1) % len];
asVec(p2, p1, v1);
asVec(p2, p3, v2);
sinA = v1.nx * v2.ny - v1.ny * v2.nx;
sinA90 = v1.nx * v2.nx - v1.ny * -v2.ny;
angle = Math.asin(sinA); // warning you should guard by clampling
// to -1 to 1. See function roundedPoly in answer or
// Math.asin(Math.max(-1, Math.min(1, sinA)))
radDirection = 1;
drawDirection = false;
if (sinA90 < 0) {
if (angle < 0) {
angle = Math.PI + angle;
} else {
angle = Math.PI - angle;
radDirection = -1;
drawDirection = true;
}
} else {
if (angle > 0) {
radDirection = -1;
drawDirection = true;
}
}
halfAngle = angle / 2;
lenOut = Math.abs(Math.cos(halfAngle) * radius / Math.sin(halfAngle));
if (lenOut > Math.min(v1.len / 2, v2.len / 2)) {
lenOut = Math.min(v1.len / 2, v2.len / 2);
cRadius = Math.abs(lenOut * Math.sin(halfAngle) / Math.cos(halfAngle));
} else {
cRadius = radius;
}
x = p2.x + v2.nx * lenOut;
y = p2.y + v2.ny * lenOut;
x += -v2.ny * cRadius * radDirection;
y += v2.nx * cRadius * radDirection;
ctx.arc(x, y, cRadius, v1.ang + Math.PI / 2 * radDirection, v2.ang - Math.PI / 2 * radDirection, drawDirection);
p1 = p2;
p2 = p3;
}
ctx.closePath();
}
const eachOf = (array, callback) => { var i = 0; while (i < array.length && callback(array[i], i++) !== true); };
const P2 = (x = 0, y = 0) => ({x, y});
const polygon = [];
function findClosestPointIndex(x, y, minDist) {
var index = -1;
eachOf(polygon, (p, i) => {
const dist = Math.hypot(x - p.x, y - p.y);
if (dist < minDist) {
minDist = dist;
index = i;
}
});
return index;
}
// short cut vars
var w = canvas.width;
var h = canvas.height;
var cw = w / 2; // center
var ch = h / 2;
var dragPoint;
var globalTime;
var closestIndex = -1;
var closestLineIndex = -1;
var cursor = "default";
const lineDist = 10;
const pointDist = 20;
var toolTip = "";
// main update function
function update(timer) {
globalTime = timer;
cursor = "crosshair";
toolTip = "";
ctx.setTransform(1, 0, 0, 1, 0, 0); // reset transform
ctx.globalAlpha = 1; // reset alpha
if (w !== innerWidth - 4 || h !== innerHeight - 4) {
cw = (w = canvas.width = innerWidth - 4) / 2;
ch = (h = canvas.height = innerHeight - 4) / 2;
} else {
ctx.clearRect(0, 0, w, h);
}
if (mouse.drag) {
if (mouse.dragStart) {
mouse.dragStart = false;
closestIndex = findClosestPointIndex(mouse.x,mouse.y, pointDist);
if(closestIndex === -1){
closestLineIndex = distFromLines(mouse.x,mouse.y,lineDist);
if(closestLineIndex === -1){
polygon.push(dragPoint = P2(mouse.x, mouse.y));
}else{
polygon.splice(closestLineIndex+1,0,dragPoint = P2(mouse.x, mouse.y));
}
}else{
dragPoint = polygon[closestIndex];
}
}
dragPoint.x = mouse.x;
dragPoint.y = mouse.y
cursor = "none";
}else{
closestIndex = findClosestPointIndex(mouse.x,mouse.y, pointDist);
if(closestIndex === -1){
closestLineIndex = distFromLines(mouse.x,mouse.y,lineDist);
if(closestLineIndex > -1){
toolTip = "Click to cut line and/or drag to move.";
}
}else{
toolTip = "Click drag to move point.";
closestLineIndex = -1;
}
}
ctx.lineWidth = 4;
ctx.fillStyle = "#09F";
ctx.strokeStyle = "#000";
ctx.beginPath();
roundedPoly(ctx, polygon, 30);
ctx.stroke();
ctx.fill();
ctx.beginPath();
ctx.strokeStyle = "red";
ctx.lineWidth = 0.5;
eachOf(polygon, p => ctx.lineTo(p.x,p.y) );
ctx.closePath();
ctx.stroke();
ctx.strokeStyle = "orange";
ctx.lineWidth = 1;
eachOf(polygon, p => ctx.strokeRect(p.x-2,p.y-2,4,4) );
if(closestIndex > -1){
ctx.strokeStyle = "red";
ctx.lineWidth = 4;
dragPoint = polygon[closestIndex];
ctx.strokeRect(dragPoint.x-4,dragPoint.y-4,8,8);
cursor = "move";
}else if(closestLineIndex > -1){
ctx.strokeStyle = "red";
ctx.lineWidth = 4;
var p = polygon[closestLineIndex];
var p1 = polygon[(closestLineIndex + 1) % polygon.length];
ctx.beginPath();
ctx.lineTo(p.x,p.y);
ctx.lineTo(p1.x,p1.y);
ctx.stroke();
ctx.strokeRect(pointOnLine.x-4,pointOnLine.y-4,8,8);
cursor = "pointer";
}
if(toolTip === "" && polygon.length < 3){
toolTip = "Click to add a corners of a polygon.";
}
canvas.title = toolTip;
canvas.style.cursor = cursor;
requestAnimationFrame(update);
}
requestAnimationFrame(update);
canvas {
border: 2px solid black;
position: absolute;
top: 0px;
left: 0px;
}
<canvas id="canvas"></canvas>
I started by using #Blindman67 's answer, which works pretty well for basic static shapes.
I ran into the problem that when using the arc approach, having two points right next to each other is very different than having just one point. With two points next to each other, it won't be rounded, even if that is what your eye would expect. This is extra jarring if you are animating the polygon points.
I fixed this by using Bezier curves instead. IMO this is conceptually a little cleaner as well. I just make each corner with a quadratic curve where the control point is where the original corner was. This way, having two points in the same spot is virtually the same as only having one point.
I haven't compared performance but seems like canvas is pretty good at drawing Beziers.
As with #Blindman67 's answer, this doesn't actually draw anything so you will need to call ctx.beginPath() before and ctx.stroke() after.
/**
* Draws a polygon with rounded corners
* #param {CanvasRenderingContext2D} ctx The canvas context
* #param {Array} points A list of `{x, y}` points
* #radius {number} how much to round the corners
*/
function myRoundPolly(ctx, points, radius) {
const distance = (p1, p2) => Math.sqrt((p1.x - p2.x) ** 2 + (p1.y - p2.y) ** 2)
const lerp = (a, b, x) => a + (b - a) * x
const lerp2D = (p1, p2, t) => ({
x: lerp(p1.x, p2.x, t),
y: lerp(p1.y, p2.y, t)
})
const numPoints = points.length
let corners = []
for (let i = 0; i < numPoints; i++) {
let lastPoint = points[i]
let thisPoint = points[(i + 1) % numPoints]
let nextPoint = points[(i + 2) % numPoints]
let lastEdgeLength = distance(lastPoint, thisPoint)
let lastOffsetDistance = Math.min(lastEdgeLength / 2, radius)
let start = lerp2D(
thisPoint,
lastPoint,
lastOffsetDistance / lastEdgeLength
)
let nextEdgeLength = distance(nextPoint, thisPoint)
let nextOffsetDistance = Math.min(nextEdgeLength / 2, radius)
let end = lerp2D(
thisPoint,
nextPoint,
nextOffsetDistance / nextEdgeLength
)
corners.push([start, thisPoint, end])
}
ctx.moveTo(corners[0][0].x, corners[0][0].y)
for (let [start, ctrl, end] of corners) {
ctx.lineTo(start.x, start.y)
ctx.quadraticCurveTo(ctrl.x, ctrl.y, end.x, end.y)
}
ctx.closePath()
}
Styles for joining of lines such as ctx.lineJoin="round" apply to the stroke operation on paths - which is when their width, color, pattern, dash/dotted and similar line style attributes are taken into account.
Line styles do not apply to filling the interior of a path.
So to affect line styles a stroke operation is needed. In the following adaptation of posted code, I've translated canvas output to see the result without cropping, and stroked the triangle's path but not the rectangles below it:
var ctx = document.querySelector("canvas").getContext('2d');
ctx.scale(5, 5);
ctx.translate( 18, 12);
var x = 18 / 2;
var y = 0;
var triangleWidth = 48;
var triangleHeight = 8;
// how to round this triangle??
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(x + triangleWidth / 2, y + triangleHeight);
ctx.lineTo(x - triangleWidth / 2, y + triangleHeight);
ctx.closePath();
ctx.fillStyle = "#009688";
ctx.fill();
// stroke the triangle path.
ctx.lineWidth = 3;
ctx.lineJoin = "round";
ctx.strokeStyle = "orange";
ctx.stroke();
ctx.fillStyle = "#8BC34A";
ctx.fillRect(0, triangleHeight, 9, 126);
ctx.fillStyle = "#CDDC39";
ctx.fillRect(9, triangleHeight, 9, 126);
<canvas width="800" height="600"></canvas>

How to draw herringbone pattern on html canvas

I Have to draw Herringbone pattern on canvas and fill with image
some one please help me I am new to canvas 2d drawing.
I need to draw mixed tiles with cross pattern (Herringbone)
var canvas = this.__canvas = new fabric.Canvas('canvas');
var canvas_objects = canvas._objects;
// create a rectangle with a fill and a different color stroke
var left = 150;
var top = 150;
var x=20;
var y=40;
var rect = new fabric.Rect({
left: left,
top: top,
width: x,
height: y,
angle:45,
fill: 'rgba(255,127,39,1)',
stroke: 'rgba(34,177,76,1)',
strokeWidth:0,
originX:'right',
originY:'top',
centeredRotation: false
});
canvas.add(rect);
for(var i=0;i<15;i++){
var rectangle = fabric.util.object.clone(getLastobject());
if(i%2==0){
rectangle.left = rectangle.oCoords.tr.x;
rectangle.top = rectangle.oCoords.tr.y;
rectangle.originX='right';
rectangle.originY='top';
rectangle.angle =-45;
}else{
fabric.log('rectangle: ', rectangle.toJSON());
rectangle.left = rectangle.oCoords.tl.x;
rectangle.top = rectangle.oCoords.tl.y;
fabric.log('rectangle: ', rectangle.toJSON());
rectangle.originX='left';
rectangle.originY='top';
rectangle.angle =45;
}
//rectangle.angle -90;
canvas.add(rectangle);
}
fabric.log('rectangle: ', canvas.toJSON());
canvas.renderAll();
function getLastobject(){
var last = null;
if(canvas_objects.length !== 0){
last = canvas_objects[canvas_objects.length -1]; //Get last object
}
return last;
}
How to draw this pattern in canvas using svg or 2d,3d method. If any third party library that also Ok for me.
I don't know where to start and how to draw this complex pattern.
some one please help me to draw this pattern with rectangle fill with dynamic color on canvas.
Here is a sample of the output I need: (herringbone pattern)
I tried something similar using fabric.js library here is my JSFiddle
Trippy disco flooring
To get the pattern you need to draw rectangles one horizontal tiled one space left or right for each row down and the same for the vertical rectangle.
The rectangle has an aspect of width 2 time height.
Drawing the pattern is simple.
Rotating is easy as well the harder part is finding where to draw the tiles for the rotation.
To do that I create a inverse matrix of the rotation (it reverses a rotation). I then apply that rotation to the 4 corners of the canvas 0,0, width,0 width,height and 0,height this gives me 4 points in the rotated space that are at the edges of the canvas.
As I draw the tiles from left to right top to bottom I find the min corners for the top left, and the max corners for the bottom right, expand it out a little so I dont miss any pixels and draw the tiles with a transformation set the the rotation.
As I could not workout what angle you wanted it at the function will draw it at any angle. On is animated, the other is at 60deg clockwise.
Warning demo contains flashing content.
Update The flashing was way to out there, so have made a few changes, now colours are a more pleasing blend and have fixed absolute positions, and have tied the tile origin to the mouse position, clicking the mouse button will cycle through some sizes as well.
const ctx = canvas.getContext("2d");
const colours = []
for(let i = 0; i < 1; i += 1/80){
colours.push(`hsl(${Math.floor(i * 360)},${Math.floor((Math.sin(i * Math.PI *4)+1) * 50)}%,${Math.floor(Math.sin(i * Math.PI *8)* 25 + 50)}%)`)
}
const sizes = [0.04,0.08,0.1,0.2];
var currentSize = 0;
const origin = {x : canvas.width / 2, y : canvas.height / 2};
var size = Math.min(canvas.width * 0.2, canvas.height * 0.2);
function drawPattern(size,origin,ang){
const xAx = Math.cos(ang); // define the direction of xAxis
const xAy = Math.sin(ang);
ctx.setTransform(1,0,0,1,0,0);
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.setTransform(xAx,xAy,-xAy,xAx,origin.x,origin.y);
function getExtent(xAx,xAy,origin){
const im = [1,0,0,1]; // inverse matrix
const dot = xAx * xAx + xAy * xAy;
im[0] = xAx / dot;
im[1] = -xAy / dot;
im[2] = xAy / dot;
im[3] = xAx / dot;
const toWorld = (x,y) => {
var point = {};
var xx = x - origin.x;
var yy = y - origin.y;
point.x = xx * im[0] + yy * im[2];
point.y = xx * im[1] + yy * im[3];
return point;
}
return [
toWorld(0,0),
toWorld(canvas.width,0),
toWorld(canvas.width,canvas.height),
toWorld(0,canvas.height),
]
}
const corners = getExtent(xAx,xAy,origin);
var startX = Math.min(corners[0].x,corners[1].x,corners[2].x,corners[3].x);
var endX = Math.max(corners[0].x,corners[1].x,corners[2].x,corners[3].x);
var startY = Math.min(corners[0].y,corners[1].y,corners[2].y,corners[3].y);
var endY = Math.max(corners[0].y,corners[1].y,corners[2].y,corners[3].y);
startX = Math.floor(startX / size) - 2;
endX = Math.floor(endX / size) + 2;
startY = Math.floor(startY / size) - 2;
endY = Math.floor(endY / size) + 2;
// draw the pattern
ctx.lineWidth = size * 0.1;
ctx.lineJoin = "round";
ctx.strokeStyle = "black";
var colourIndex = 0;
for(var y = startY; y <endY; y+=1){
for(var x = startX; x <endX; x+=1){
if((x + y) % 4 === 0){
colourIndex = Math.floor(Math.abs(Math.sin(x)*size + Math.sin(y) * 20));
ctx.fillStyle = colours[(colourIndex++)% colours.length];
ctx.fillRect(x * size,y * size,size * 2,size);
ctx.strokeRect(x * size,y * size,size * 2,size);
x += 2;
ctx.fillStyle = colours[(colourIndex++)% colours.length];
ctx.fillRect(x * size,y * size, size, size * 2);
ctx.strokeRect(x * size,y * size, size, size * 2);
x += 1;
}
}
}
}
// Animate it all
var update = true; // flag to indecate something needs updating
function mainLoop(time){
// if window size has changed update canvas to new size
if(canvas.width !== innerWidth || canvas.height !== innerHeight || update){
canvas.width = innerWidth;
canvas.height = innerHeight
origin.x = canvas.width / 2;
origin.y = canvas.height / 2;
size = Math.min(canvas.width, canvas.height) * sizes[currentSize % sizes.length];
update = false;
}
if(mouse.buttonRaw !== 0){
mouse.buttonRaw = 0;
currentSize += 1;
update = true;
}
// draw the patter
drawPattern(size,mouse,time/2000);
requestAnimationFrame(mainLoop);
}
requestAnimationFrame(mainLoop);
mouse = (function () {
function preventDefault(e) { e.preventDefault() }
var m; // alias for mouse
var mouse = {
x : 0, y : 0, // mouse position
buttonRaw : 0,
over : false, // true if mouse over the element
buttonOnMasks : [0b1, 0b10, 0b100], // mouse button on masks
buttonOffMasks : [0b110, 0b101, 0b011], // mouse button off masks
bounds : null,
eventNames : "mousemove,mousedown,mouseup,mouseout,mouseover".split(","),
event(e) {
var t = e.type;
m.bounds = m.element.getBoundingClientRect();
m.x = e.pageX - m.bounds.left - scrollX;
m.y = e.pageY - m.bounds.top - scrollY;
if (t === "mousedown") { m.buttonRaw |= m.buttonOnMasks[e.which - 1] }
else if (t === "mouseup") { m.buttonRaw &= m.buttonOffMasks[e.which - 1] }
else if (t === "mouseout") { m.over = false }
else if (t === "mouseover") { m.over = true }
e.preventDefault();
},
start(element) {
if (m.element !== undefined) { m.remove() }
m.element = element === undefined ? document : element;
m.eventNames.forEach(name => document.addEventListener(name, mouse.event) );
document.addEventListener("contextmenu", preventDefault, false);
},
}
m = mouse;
return mouse;
})();
mouse.start(canvas);
canvas {
position : absolute;
top : 0px;
left : 0px;
}
<canvas id=canvas></canvas>
Un-animated version at 60Deg
const ctx = canvas.getContext("2d");
const colours = ["red","green","yellow","orange","blue","cyan","magenta"]
const origin = {x : canvas.width / 2, y : canvas.height / 2};
var size = Math.min(canvas.width * 0.2, canvas.height * 0.2);
function drawPattern(size,origin,ang){
const xAx = Math.cos(ang); // define the direction of xAxis
const xAy = Math.sin(ang);
ctx.setTransform(1,0,0,1,0,0);
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.setTransform(xAx,xAy,-xAy,xAx,origin.x,origin.y);
function getExtent(xAx,xAy,origin){
const im = [1,0,0,1]; // inverse matrix
const dot = xAx * xAx + xAy * xAy;
im[0] = xAx / dot;
im[1] = -xAy / dot;
im[2] = xAy / dot;
im[3] = xAx / dot;
const toWorld = (x,y) => {
var point = {};
var xx = x - origin.x;
var yy = y - origin.y;
point.x = xx * im[0] + yy * im[2];
point.y = xx * im[1] + yy * im[3];
return point;
}
return [
toWorld(0,0),
toWorld(canvas.width,0),
toWorld(canvas.width,canvas.height),
toWorld(0,canvas.height),
]
}
const corners = getExtent(xAx,xAy,origin);
var startX = Math.min(corners[0].x,corners[1].x,corners[2].x,corners[3].x);
var endX = Math.max(corners[0].x,corners[1].x,corners[2].x,corners[3].x);
var startY = Math.min(corners[0].y,corners[1].y,corners[2].y,corners[3].y);
var endY = Math.max(corners[0].y,corners[1].y,corners[2].y,corners[3].y);
startX = Math.floor(startX / size) - 4;
endX = Math.floor(endX / size) + 4;
startY = Math.floor(startY / size) - 4;
endY = Math.floor(endY / size) + 4;
// draw the pattern
ctx.lineWidth = 5;
ctx.lineJoin = "round";
ctx.strokeStyle = "black";
for(var y = startY; y <endY; y+=1){
for(var x = startX; x <endX; x+=1){
ctx.fillStyle = colours[Math.floor(Math.random() * colours.length)];
if((x + y) % 4 === 0){
ctx.fillRect(x * size,y * size,size * 2,size);
ctx.strokeRect(x * size,y * size,size * 2,size);
x += 2;
ctx.fillStyle = colours[Math.floor(Math.random() * colours.length)];
ctx.fillRect(x * size,y * size, size, size * 2);
ctx.strokeRect(x * size,y * size, size, size * 2);
x += 1;
}
}
}
}
canvas.width = innerWidth;
canvas.height = innerHeight
origin.x = canvas.width / 2;
origin.y = canvas.height / 2;
size = Math.min(canvas.width * 0.2, canvas.height * 0.2);
drawPattern(size,origin,Math.PI / 3);
canvas {
position : absolute;
top : 0px;
left : 0px;
}
<canvas id=canvas></canvas>
The best way to approach this is to examine the pattern and analyse its symmetry and how it repeats.
You can look at this several ways. For example, you could rotate the patter 45 degrees so that the tiles are plain orthogonal rectangles. But let's just look at it how it is. I am going to assume you are happy with it with 45deg tiles.
Like the tiles themselves, it turns out the pattern has a 2:1 ratio. If we repeat this pattern horizontally and vertically, we can fill the canvas with the completed pattern.
We can see there are five tiles that overlap with our pattern block. However we don't need to draw them all when we draw each pattern block. We can take advantage of the fact that blocks are repeated, and we can leave the drawing of some tiles to later rows and columns.
Let's assume we are drawing the pattern blocks from left to right and top to bottom. Which tiles do we need to draw, at a minimum, to ensure this pattern block gets completely drawn (taking into account adjacent pattern blocks)?
Since we will be starting at the top left (and moving right and downwards), we'll need to draw tile 2. That's because that tile won't get drawn by either the block below us, or the block to the right of us. The same applies to tile 3.
It turns out those two are all we'll need to draw for each pattern block. Tile 1 and 4 will be drawn when the pattern block below us draws their tile 2 and 3 respectively. Tile 5 will be drawn when the pattern block to the south-east of us draws their tile 1.
We just need to remember that we may need to draw an extra column on the right-hand side, and at the bottom, to ensure those end-of-row and end-of-column pattern blocks get completely drawn.
The last thing to work out is how big our pattern blocks are.
Let's call the short side of the tile a and the long side b. We know that b = 2 * a. And we can work out, using Pythagoras Theorem, that the height of the pattern block will be:
h = sqrt(a^2 + a^2)
= sqrt(2 * a^2)
= sqrt(2) * a
The width of the pattern block we can see will be w = 2 * h.
Now that we've worked out how to draw the pattern, let's implement our algorithm.
const a = 60;
const b = 120;
const h = 50 * Math.sqrt(2);
const w = h * 2;
const h2 = h / 2; // How far tile 1 sticks out to the left of the pattern block
// Set of colours for the tiles
const colours = ["red","cornsilk","black","limegreen","deepskyblue",
"mediumorchid", "lightgrey", "grey"]
const canvas = document.getElementById("herringbone");
const ctx = canvas.getContext("2d");
// Set a universal stroke colour and width
ctx.strokeStyle = "black";
ctx.lineWidth = 4;
// Loop through the pattern block rows
for (var y=0; y < (canvas.height + h); y+=h)
{
// Loop through the pattern block columns
for (var x=0; x < (canvas.width + w); x+=w)
{
// Draw tile "2"
// I'm just going to draw a path for simplicity, rather than
// worrying about drawing a rectangle with rotation and translates
ctx.beginPath();
ctx.moveTo(x - h2, y - h2);
ctx.lineTo(x, y - h);
ctx.lineTo(x + h, y);
ctx.lineTo(x + h2, y + h2);
ctx.closePath();
ctx.fillStyle = colours[Math.floor(Math.random() * colours.length)];
ctx.fill();
ctx.stroke();
// Draw tile "3"
ctx.beginPath();
ctx.moveTo(x + h2, y + h2);
ctx.lineTo(x + w - h2, y - h2);
ctx.lineTo(x + w, y);
ctx.lineTo(x + h, y + h);
ctx.closePath();
ctx.fillStyle = colours[Math.floor(Math.random() * colours.length)];
ctx.fill();
ctx.stroke();
}
}
<canvas id="herringbone" width="500" height="400"></canvas>

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