How to track coordinates on the quadraticCurve - javascript

I have a Polyline on the HiDPICanvas (html5 canvas). When I move mouse left and right I track its coordinates and on corresponding point with same X coordinate on the polyline I draw a Circle. You can try it now to see the result.
// Create a canvas
var HiDPICanvas = function(container_id, color, w, h) {
/*
objects are objects on the canvas, first elements of dictionary are background elements, last are on the foreground
canvas will be placed in the container
canvas will have width w and height h
*/
var objects = {
box : [],
borders : [],
circles : [],
polyline: []
}
var doNotMove = ['borders']
// is mouse down & its coords
var mouseDown = false
lastX = window.innerWidth/2
lastY = window.innerHeight/2
// return pixel ratio
var getRatio = function() {
var ctx = document.createElement("canvas").getContext("2d");
var dpr = window.devicePixelRatio || 1;
var bsr = ctx.webkitBackingStorePixelRatio ||
ctx.mozBackingStorePixelRatio ||
ctx.msBackingStorePixelRatio ||
ctx.oBackingStorePixelRatio ||
ctx.backingStorePixelRatio || 1;
return dpr / bsr;
}
// return high dots per inch canvas
var createHiDPICanvas = function() {
var ratio = getRatio();
var chart_container = document.getElementById(container_id);
var can = document.createElement("canvas");
can.style.backgroundColor = color
can.width = w * ratio;
can.height = h * ratio;
can.style.width = w + "px";
can.style.height = h + "px";
can.getContext("2d").setTransform(ratio, 0, 0, ratio, 0, 0);
chart_container.appendChild(can);
return can;
}
// add object to the canvas
var add = function(object, category) {
objects[category].push(object)
}
// clear canvas
var clearCanvas = function(x0, y0, x1, y1) {
ctx.clearRect(x0, y0, x1, y1);
ctx.beginPath();
ctx.globalCompositeOperation = "source-over";
ctx.globalAlpha = 1;
ctx.closePath();
}
// check function do I can move this group of objects
var canMove = function(groupname) {
for (var i = 0; i < doNotMove.length; i++) {
var restricted = doNotMove[i]
if (restricted == groupname) {
return false
}
}
return true
}
// refresh all objects on the canvas
var refresh = function() {
clearCanvas(0, 0, w, h)
var object
for (var key in objects) {
for (var i = 0; i < objects[key].length; i++) {
object = objects[key][i]
object.refresh()
}
}
}
// shift all objects on the canvas except left and down borders and its content
var shiftObjects = function(event) {
event.preventDefault()
// if mouse clicked now -> we can move canvas view left\right
if (mouseDown) {
var object
for (var key in objects) {
if (canMove(key)) {
for (var i = 0; i < objects[key].length; i++) {
object = objects[key][i]
object.move(event.movementX, event.movementY)
}
}
}
cci.refresh()
}
}
// transfer x to canvas drawing zone x coord (for not drawing on borders of the canvas)
var transferX = function(x) {
return objects.borders[0].width + x
}
var transferCoords = function(x, y) {
// no need to transfer y because borders are only at the left
return {
x : transferX(x),
y : y
}
}
// change mouse state on the opposite
var toggleMouseState = function() {
mouseDown = !mouseDown
}
// make mouseDown = false, (bug removal function when mouse down & leaving the canvas)
var refreshMouseState = function() {
mouseDown = false
}
// print information about all objects on the canvas
var print = function() {
var groupLogged = true
console.log("Objects on the canvas:")
for (var key in objects) {
groupLogged = !groupLogged
if (!groupLogged) {console.log(key, ":"); groupLogged = !groupLogged}
for (var i = 0 ; i < objects[key].length; i++) {
console.log(objects[key][i])
}
}
}
var restrictEdges = function() {
console.log("offsetLeft", objects['borders'][0])
}
var getMouseCoords = function() {
return {
x : lastX,
y : lastY
}
}
var addCircleTracker = function() {
canvas.addEventListener("mousemove", (e) => {
var polyline = objects.polyline[0]
var mouseCoords = getMouseCoords()
var adjNodes = polyline.get2NeighbourNodes(mouseCoords.x)
if (adjNodes != -1) {
var prevNode = adjNodes.prev
var currNode = adjNodes.curr
var cursorNode = polyline.linearInterpolation(prevNode, currNode, mouseCoords.x)
// cursorNode.cursorX, cursorNode.cursorY are coords
// for circle that should be drawn on the polyline
// between the closest neighbour nodes
var circle = objects.circles[0]
circle.changePos(cursorNode.x, cursorNode.y)
refresh()
}
})
}
// create canvas
var canvas = createHiDPICanvas()
addCircleTracker()
// we created canvas so we can track mouse coords
var trackMouse = function(event) {
lastX = event.offsetX || (event.pageX - canvas.offsetLeft)
lastY = event.offsetY || (event.pageY - canvas.offsetTop)
}
// 2d context
var ctx = canvas.getContext("2d")
// add event listeners to the canvas
canvas.addEventListener("mousemove" , shiftObjects )
canvas.addEventListener("mousemove", (e) =>{ trackMouse(e) })
canvas.addEventListener("mousedown" , () => { toggleMouseState () })
canvas.addEventListener("mouseup" , () => { toggleMouseState () })
canvas.addEventListener("mouseleave", () => { refreshMouseState() })
canvas.addEventListener("mouseenter", () => { refreshMouseState() })
return {
// base objects
canvas : canvas,
ctx : ctx,
// sizes of the canvas
width : w,
height : h,
color : color,
// add object on the canvas for redrawing
add : add,
print : print,
// refresh canvas
refresh: refresh,
// objects on the canvas
objects: objects,
// get mouse coords
getMouseCoords : getMouseCoords
}
}
// cci -> canvas ctx info (dict)
var cci = HiDPICanvas("lifespanChart", "bisque", 780, 640)
var ctx = cci.ctx
var canvas = cci.canvas
var Polyline = function(path, color) {
var create = function() {
if (this.path === undefined) {
this.path = path
this.color = color
}
ctx.save()
ctx.beginPath()
p = this.path
ctx.fillStyle = color
ctx.moveTo(p[0].x, p[0].y)
for (var i = 0; i < p.length - 1; i++) {
var currentNode = p[i]
var nextNode = p[i+1]
// draw smooth polyline
// var xc = (currentNode.x + nextNode.x) / 2;
// var yc = (currentNode.y + nextNode.y) / 2;
// taken from https://stackoverflow.com/a/7058606/13727076
// ctx.quadraticCurveTo(currentNode.x, currentNode.y, xc, yc);
// draw rough polyline
ctx.lineTo(currentNode.x, currentNode.y)
}
ctx.stroke()
ctx.restore()
ctx.closePath()
}
// circle that will track mouse coords and be
// on the corresponding X coord on the path
// following mouse left\right movements
var circle = new Circle(50, 50, 5, "purple")
cci.add(circle, "circles")
create()
var get2NeighbourNodes = function(x) {
// x, y are cursor coords on the canvas
//
// Get 2 (left and right) neighbour nodes to current cursor x,y
// N are path nodes, * is Node we search coords for
//
// N-----------*----------N
//
for (var i = 1; i < this.path.length; i++) {
var prevNode = this.path[i-1]
var currNode = this.path[i]
if ( prevNode.x <= x && currNode.x >= x ) {
return {
prev : prevNode,
curr : currNode
}
}
}
return -1
}
var linearInterpolation = function(prevNode, currNode, cursorX) {
// calculate x, y for the node between 2 nodes
// on the path using linearInterpolation
// https://en.wikipedia.org/wiki/Linear_interpolation
var cursorY = prevNode.y + (cursorX - prevNode.x) * ((currNode.y - prevNode.y)/(currNode.x - prevNode.x))
return {
x : cursorX,
y : cursorY
}
}
var move = function(diff_x, diff_y) {
for (var i = 0; i < this.path.length; i++) {
this.path[i].x += diff_x
this.path[i].y += diff_y
}
}
return {
create : create,
refresh: create,
move : move,
get2NeighbourNodes : get2NeighbourNodes,
linearInterpolation : linearInterpolation,
path : path,
color : color
}
}
var Circle = function(x, y, radius, fillStyle) {
var create = function() {
if (this.x === undefined) {
this.x = x
this.y = y
this.radius = radius
this.fillStyle = fillStyle
}
ctx.save()
ctx.beginPath()
ctx.arc(this.x, this.y, radius, 0, 2*Math.PI)
ctx.fillStyle = fillStyle
ctx.strokeStyle = fillStyle
ctx.fill()
ctx.stroke()
ctx.closePath()
ctx.restore()
}
create()
var changePos = function(new_x, new_y) {
this.x = new_x
this.y = new_y
}
var move = function(diff_x, diff_y) {
this.x += diff_x
this.y += diff_y
}
return {
refresh : create,
create : create,
changePos: changePos,
move : move,
radius : radius,
x : this.x,
y : this.y
}
}
var Node = function(x, y) {
this.x = x
this.y = y
return {
x : this.x,
y : this.y
}
}
var poly = new Polyline([
Node(30,30), Node(150,150),
Node(290, 150), Node(320,200),
Node(350,350), Node(390, 250),
Node(450, 140)
], "green")
cci.add(poly, "polyline")
<div>
<div id="lifespanChart"></div>
</div>
But if you go to the comment draw smooth polyline and uncomment code below (and comment line that draws rough polyline) - it will draw smooth polyline now (quadratic Bézier curve). But when you try to move mouse left and right - Circle sometimes goes out of polyline bounds.
before quadratic curve:
after quadratic curve:
Here is a question : I calculated x, y coordinates for the Circle on the rough polyline using linear interpolation, but how could I calculate x, y coordinates for the Circle on the smooth quadratic curve?
ADD 1 : QuadraticCurve using Beizer curve as a base in calculations when smoothing polyline
ADD 2 For anyone who a little stucked with the implementation I found & saved easier solution from here, example:
var canvas = document.getElementById("canv")
var canvasRect = canvas.getBoundingClientRect()
var ctx = canvas.getContext('2d')
var p0 = {x : 30, y : 30}
var p1 = {x : 20, y :100}
var p2 = {x : 200, y :100}
var p3 = {x : 200, y :20}
// Points are objects with x and y properties
// p0: start point
// p1: handle of start point
// p2: handle of end point
// p3: end point
// t: progression along curve 0..1
// returns an object containing x and y values for the given t
// link https://stackoverflow.com/questions/14174252/how-to-find-out-y-coordinate-of-specific-point-in-bezier-curve-in-canvas
var BezierCubicXY = function(p0, p1, p2, p3, t) {
var ret = {};
var coords = ['x', 'y'];
var i, k;
for (i in coords) {
k = coords[i];
ret[k] = Math.pow(1 - t, 3) * p0[k] + 3 * Math.pow(1 - t, 2) * t * p1[k] + 3 * (1 - t) * Math.pow(t, 2) * p2[k] + Math.pow(t, 3) * p3[k];
}
return ret;
}
var draw_poly = function () {
ctx.beginPath()
ctx.lineWidth=2
ctx.strokeStyle="white"
ctx.moveTo(p0.x, p0.y)// start point
// cont cont end
ctx.bezierCurveTo(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y)
ctx.stroke()
ctx.closePath()
}
var clear_canvas = function () {
ctx.clearRect(0,0,300,300);
ctx.beginPath();
ctx.globalCompositeOperation = "source-over";
ctx.globalAlpha = 1;
ctx.closePath();
};
var draw_circle = function(x, y) {
ctx.save();
// semi-transparent arua around the circle
ctx.globalCompositeOperation = "source-over";
ctx.beginPath()
ctx.fillStyle = "white"
ctx.strokeStyle = "white"
ctx.arc(x, y, 5, 0, 2 * Math.PI);
ctx.stroke();
ctx.closePath();
ctx.restore();
}
var refresh = function(circle_x, circle_y) {
clear_canvas()
draw_circle(circle_x, circle_y)
draw_poly()
}
var dist = function(mouse, point) {
return Math.abs(mouse.x - point.x)
// return ((mouse.x - point.x)**2 + (mouse.y - point.y)**2)**0.5
}
var returnClosest = function(curr, prev) {
if (curr < prev) {
return curr
}
return prev
}
refresh(30,30)
canvas.addEventListener("mousemove", (e) => {
var mouse = {
x : e.clientX - canvasRect.left,
y : e.clientY - canvasRect.top
}
var Point = BezierCubicXY(p0, p1, p2, p3, 0)
for (var t = 0; t < 1; t += 0.01) {
var nextPoint = BezierCubicXY(p0, p1, p2, p3, t)
if (dist(mouse, Point) > dist(mouse, nextPoint)) {
Point = nextPoint
}
// console.log(Point)
}
refresh(Point.x, Point.y)
})
canvas {
background: grey;
}
<canvas id="canv" width = 300 height = 300></canvas>
Just iterate through all the lines of the curve & find closest position using this pattern

This can be done using an iterative search, as you have done with the lines.
BTW there is a much better way to find the closest point on a line that has a complexity of O(1) rather than O(n) where n is length of line segment.
Search for closest point
The following function can be used for both quadratic and cubic beziers and returns the unit position of closest point on bezier to a given coordinate.
The function also has a property foundPoint that has the position of the point found
The function uses the object Point that defines a 2D coordinate.
Signatures
The function has two signatures, one for quadratic beziers and the other for cubic.
closestPointOnBezier(point, resolution, p1, p2, cp1)
closestPointOnBezier(point, resolution, p1, p2, cp1, cp2)
Where
point as Point is the position to check
resolution as Number The approx resolution to search the bezier. If 0 then this is fixed to DEFAULT_SCAN_RESOLUTION else it is the distance between start and end points times resolution IE if resolution = 1 then approx scan is 1px, if resolution = 2 then approx scan is 1/2px
p1, p2 as Point's are the start and end points of the bezier
cp1, cp2 as Point's are the first and/or second control points of the bezier
Results
They both return Number that is the unit pos on the bezier of closest point. The value will be 0 <= result <= 1 Where 0 is at start of bezier and 1 is end
The function property closestPointOnBezier.foundPoint as Point has the coordinate of the closest point on the bezier and can be used to calculate the distance to the point on the bezier.
The function
const Point = (x = 0, y = 0) => ({x, y});
const MAX_RESOLUTION = 2048;
const DEFAULT_SCAN_RESOLUTION = 256;
closestPointOnBezier.foundPoint = Point();
function closestPointOnBezier(point, resolution, p1, p2, cp1, cp2) {
var unitPos, a, b, b1, c, i, vx, vy, closest = Infinity;
const v1 = Point(p1.x - point.x, p1.y - point.y);
const v2 = Point(p2.x - point.x, p2.y - point.y);
const v3 = Point(cp1.x - point.x, cp1.y - point.y);
resolution = resolution > 0 && reolution < MAX_RESOLUTION ? (Math.hypot(p1.x - p2.x, p1.y - p2.y) + 1) * resolution : 100;
const fp = closestPointOnBezier.foundPoint;
const step = 1 / resolution;
const end = 1 + step / 2;
const checkClosest = (e = (vx * vx + vy * vy) ** 0.5) => {
if (e < closest ){
unitPos = i;
closest = e;
fp.x = vx;
fp.y = vy;
}
}
if (cp2 === undefined) { // find quadratic
for (i = 0; i <= end; i += step) {
a = (1 - i);
c = i * i;
b = a*2*i;
a *= a;
vx = v1.x * a + v3.x * b + v2.x * c;
vy = v1.y * a + v3.y * b + v2.y * c;
checkClosest();
}
} else { // find cubic
const v4 = Point(cp2.x - point.x, cp2.y - point.y);
for (i = 0; i <= end; i += step) {
a = (1 - i);
c = i * i;
b = 3 * a * a * i;
b1 = 3 * c * a;
a = a * a * a;
c *= i;
vx = v1.x * a + v3.x * b + v4.x * b1 + v2.x * c;
vy = v1.y * a + v3.y * b + v4.y * b1 + v2.y * c;
checkClosest();
}
}
return unitPos < 1 ? unitPos : 1; // unit pos on bezier. clamped
}
Usage
Example usage to find closest point on two beziers
The defined geometry
const bzA = {
p1: Point(10, 100), // start point
p2: Point(200, 400), // control point
p3: Point(410, 500), // end point
};
const bzB = {
p1: bzA.p3, // start point
p2: Point(200, 400), // control point
p3: Point(410, 500), // end point
};
const mouse = Point(?,?);
Finding closest
// Find first point
closestPointOnBezier(mouse, 2, bzA.p1, bzA.p3, bzA.p2);
// copy point
var found = Point(closestPointOnBezier.foundPoint.x, closestPointOnBezier.foundPoint.y);
// get distance to mouse
var dist = Math.hypot(found.x - mouse.x, found.y - mouse.y);
// find point on second bezier
closestPointOnBezier(mouse, 2, bzB.p1, bzB.p3, bzB.p2);
// get distance of second found point
const distB = Math.hypot(closestPointOnBezier.foundPoint.x - mouse.x, closestPointOnBezier.foundPoint.y - mouse.y);
// is closer
if (distB < dist) {
found.x = closestPointOnBezier.foundPoint.x;
found.y = closestPointOnBezier.foundPoint.y;
dist = distB;
}
The closet point is found as Point

Related

How can I fill color between 4 lines when it connect in canvas?

I am trying to fill color between lines when it connects in ionic. I want to fill color between line when four-line touch each other. For that, I created a canvas demo using a touch event. Please help to solve my issue.
We have 4 lines in the canvas box and we will drag them and connect each line and give a shape line box. that means our line is connected now fill color between line so the box is filled up with color.
html file:
<canvas #canvasDraw width="300" height="300" (touchstart)="handleTouchStart($event)"
(touchmove)="handleTouchmove($event)"
(touchend)="handleTouchEnd($event)">
You need a browser that supports HTML5!
</canvas>
ts file:
import { Component, ElementRef, ViewChild } from '#angular/core';
#Component({
selector: 'app-home',
templateUrl: 'home.page.html',
styleUrls: ['home.page.scss'],
})
export class HomePage {
#ViewChild('canvasDraw', { static: false }) canvas: ElementRef;
canvasElement: any;
lines: any[];
isDown: boolean = false;
startX: number;
startY: number;
nearest: any;
offsetX: any;
offsetY: any;
constructor() {
}
ngAfterViewInit() {
this.canvasElement = this.canvas.nativeElement;
this.lines = [];
this.lines.push({ x0: 75, y0: 25, x1: 125, y1: 25 });
this.lines.push({ x0: 75, y0: 100, x1: 125, y1: 100 });
this.lines.push({ x0: 50, y0: 35, x1: 50, y1: 85 });
this.lines.push({ x0: 150, y0: 35, x1: 150, y1: 85 });
this.draw();
//this.reOffset();
requestAnimationFrame(() => {
this.reOffset()
})
}
reOffset() {
let BB = this.canvasElement.getBoundingClientRect();
this.offsetX = BB.left;
this.offsetY = BB.top;
}
// select the this.nearest line to the mouse
closestLine(mx, my) {
let dist = 100000000;
let index, pt;
for (let i = 0; i < this.lines.length; i++) {
//
let xy = this.closestXY(this.lines[i], mx, my);
//
let dx = mx - xy.x;
let dy = my - xy.y;
let thisDist = dx * dx + dy * dy;
if (thisDist < dist) {
dist = thisDist;
pt = xy;
index = i;
}
}
let line = this.lines[index];
return ({ pt: pt, line: line, originalLine: { x0: line.x0, y0: line.y0, x1: line.x1, y1: line.y1 } });
}
// linear interpolation -- needed in setClosestLine()
lerp(a, b, x) {
return (a + x * (b - a));
}
// find closest XY on line to mouse XY
closestXY(line, mx, my) {
let x0 = line.x0;
let y0 = line.y0;
let x1 = line.x1;
let y1 = line.y1;
let dx = x1 - x0;
let dy = y1 - y0;
let t = ((mx - x0) * dx + (my - y0) * dy) / (dx * dx + dy * dy);
t = Math.max(0, Math.min(1, t));
let x = this.lerp(x0, x1, t);
let y = this.lerp(y0, y1, t);
return ({ x: x, y: y });
}
// draw the scene
draw() {
let ctx = this.canvasElement.getContext('2d');
let cw = this.canvasElement.width;
let ch = this.canvasElement.height;
ctx.clearRect(0, 0, cw, ch);
// draw all lines at their current positions
for (let i = 0; i < this.lines.length; i++) {
this.drawLine(this.lines[i], 'black');
}
// draw markers if a line is being dragged
if (this.nearest) {
// point on line this.nearest to mouse
ctx.beginPath();
ctx.arc(this.nearest.pt.x, this.nearest.pt.y, 5, 0, Math.PI * 2);
ctx.strokeStyle = 'red';
ctx.stroke();
// marker for original line before dragging
this.drawLine(this.nearest.originalLine, 'red');
// hightlight the line as its dragged
this.drawLine(this.nearest.line, 'red');
}
}
drawLine(line, color) {
let ctx = this.canvasElement.getContext('2d');
ctx.beginPath();
ctx.moveTo(line.x0, line.y0);
ctx.lineTo(line.x1, line.y1);
ctx.strokeStyle = color;
ctx.stroke();
}
handleTouchStart(e) {
// tell the browser we're handling this event
let tch = e.touches[0];
// tch.preventDefault();
// tch.stopPropagation();
// mouse position
this.startX = tch.clientX - this.offsetX;
this.startY = tch.clientY - this.offsetY;
// find this.nearest line to mouse
this.nearest = this.closestLine(this.startX, this.startY);
this.draw();
// set dragging flag
this.isDown = true;
}
handleTouchEnd(e) {
// tell the browser we're handling this event
let tch = e.touches[0];
// tch.preventDefault();
// tch.stopPropagation();
// clear dragging flag
this.isDown = false;
this.nearest = null;
this.draw();
}
handleTouchmove(e) {
if (!this.isDown) { return; }
// tell the browser we're handling this event
let tch = e.touches[0];
// tch.preventDefault();
// tch.stopPropagation();
// mouse position
const mouseX = tch.clientX - this.offsetX;
const mouseY = tch.clientY - this.offsetY;
// calc how far mouse has moved since last mousemove event
let dx = mouseX - this.startX;
let dy = mouseY - this.startY;
this.startX = mouseX;
this.startY = mouseY;
// change this.nearest line vertices by distance moved
let line = this.nearest.line;
line.x0 += dx;
line.y0 += dy;
line.x1 += dx;
line.y1 += dy;
// redraw
this.draw();
let ctx = this.canvasElement.getContext('2d');
ctx.beginPath();
ctx.rect(line.x0, line.y0, line.x1, line.y1);
ctx.fillStyle = "red";
ctx.fill();
}
}
How to fill color when four line touch or connect?
How to get a pixel's color
Basically, when you do your touch event, pixels are changing color. You can find out which pixel(s) are/were affected from the event. Having the pixel(s) as input you can find out what color a pixel has: https://jsfiddle.net/ourcodeworld/8swevoxo/
var canvas = document.getElementById("canvas");
function getPosition(obj) {
var curleft = 0, curtop = 0;
if (obj.offsetParent) {
do {
curleft += obj.offsetLeft;
curtop += obj.offsetTop;
} while (obj = obj.offsetParent);
return { x: curleft, y: curtop };
}
return undefined;
}
function rgbToHex(r, g, b) {
if (r > 255 || g > 255 || b > 255)
throw "Invalid color component";
return ((r << 16) | (g << 8) | b).toString(16);
}
function drawImageFromWebUrl(sourceurl){
var img = new Image();
img.addEventListener("load", function () {
// The image can be drawn from any source
canvas.getContext("2d").drawImage(img, 0, 0, img.width, img.height, 0, 0, canvas.width, canvas.height);
});
img.setAttribute("src", sourceurl);
}
// Draw a base64 image because this is a fiddle, and if we try with an image from URL we'll get tainted canvas error
// Read more about here : http://ourcodeworld.com/articles/read/182/the-canvas-has-been-tainted-by-cross-origin-data-and-tainted-canvases-may-not-be-exported
drawImageFromWebUrl("data:image/gif;base64,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");
canvas.addEventListener("mousemove",function(e){
var pos = getPosition(this);
var x = e.pageX - pos.x;
var y = e.pageY - pos.y;
var coord = "x=" + x + ", y=" + y;
var c = this.getContext('2d');
var p = c.getImageData(x, y, 1, 1).data;
// If transparency on the image
if((p[0] == 0) && (p[1] == 0) && (p[2] == 0) && (p[3] == 0)){
coord += " (Transparent color detected, cannot be converted to HEX)";
}
var hex = "#" + ("000000" + rgbToHex(p[0], p[1], p[2])).slice(-6);
document.getElementById("status").innerHTML = coord;
document.getElementById("color").style.backgroundColor = hex;
},false);
<canvas id="canvas" width="150" height="150"></canvas>
<div id="status"></div><br>
<div id="color" style="width:30px;height:30px;"></div>
<p>
Move the mouse over the BUS !
</p>
This code was not written by me.
Understanding the problem
Now that we know how to get the color pixel by pixel, we need to convert our question to something that is equivalent, but it's easier to compute. I would define the problem as follows:
Traverse pixels starting from a given point in a continuous manner in
order to find out whether a cycle can be formed, which contains pixels
of a certain (default) color inside the boundary, which should change
their color to some fill color.
How to solve it
Start a cycle of pixel traversing starting from a given point and always changing coordinate values in each step to a point neighboring the current point or some point visited earlier in the loop
Always store the coordinates of the currently visited point so if you would visit the same point, you just ignore it on the second time
Use a data structure, like a stack to store all neighbors to visit, but not yet visited, put in the stack all neighbors of each point you visit (unless the point was already visited)
If you ever arrive back to the starting point from a point which was not already visited, then register that this is a cycle
Always keep track of boundary points
When you found out that it's a cycle and you know where it is located, traverse each point in the region and if it has a default color, check whether there is a continuous line by which you could "leave" the cycle by visiting only neighbors of default color, pretty similarly as you have checked whether it is a cycle. If not, then paint the pixel (and all its neighbors of similar color) to the color you need
I wrote the following example using web technologies as im not familiar with ionic.
const canvas = document.querySelector('canvas');
const context = canvas.getContext('2d');
const width = canvas.width;
const height = canvas.height;
// compute signed triangle area of triangle abc. Negative if triangle is cw.
const area = (a, b, c) => {
return (a[0] - c[0]) * (b[1] - c[1]) - (a[1] - c[1]) * (b[0] - c[0]);
};
// compute intersections of line segments.
const intersect = (s0, s1) => {
let result = null;
const a1 = area(s0.p0, s0.p1, s1.p1);
const a2 = area(s0.p0, s0.p1, s1.p0);
if (a1 * a2 < 0) {
const a3 = area(s1.p0, s1.p1, s0.p0);
const a4 = a3 + a2 - a1;
if (a3 * a4 < 0) {
const t = a3 / (a3 - a4);
result = [
s0.p0[0] + t * (s0.p1[0] - s0.p0[0]),
s0.p0[1] + t * (s0.p1[1] - s0.p0[1])
];
}
}
return result;
};
const dot = (a, b) => a[0] * b[0] + a[1] * b[1];
const sub = (a, b) => [a[0] - b[0], a[1] - b[1]];
const clamp = (x, min, max) => Math.min(max, Math.max(x, min));
const min = (points) => {
return points.reduce((r, p) => {
return [
Math.min(p[0], r[0]),
Math.min(p[1], r[1])
];
}, [Infinity, Infinity]);
};
const max = (points) => {
return points.reduce((r, p) => {
return [
Math.max(p[0], r[0]),
Math.max(p[1], r[1])
];
}, [-Infinity, -Infinity]);
};
const state = {
lines: [{
p0: [75, 25],
p1: [125, 25]
},
{
p0: [75, 100],
p1: [125, 100]
},
{
p0: [50, 35],
p1: [50, 85]
},
{
p0: [150, 35],
p1: [150, 85]
}
],
dragging: false,
target: null,
m: null
};
const draw = (state) => {
context.clearRect(0, 0, width, height);
const intersections = [];
for (let i = 0; i < state.lines.length; i++) {
const lines = state.lines;
const l0 = lines[i];
context.strokeStyle = "black";
for (let j = 0; j < lines.length; j++) {
if (j !== i) {
const intersection = intersect(l0, lines[j]);
if (intersection != null) {
intersections.push(intersection);
context.strokeStyle = "blue";
}
}
}
context.beginPath();
context.moveTo(l0.p0[0], l0.p0[1]);
context.lineTo(l0.p1[0], l0.p1[1]);
context.stroke();
}
if (intersections.length == 8) {
const p = min(intersections);
const q = max(intersections);
context.fillStyle = "red";
context.fillRect(p[0], p[1], q[0] - p[0], q[1] - p[1]);
}
};
const run = () => {
requestAnimationFrame(() => {
draw(state);
run();
});
};
canvas.addEventListener('mousedown', (e) => {
const rect = e.target.getBoundingClientRect();
const m = [e.x - rect.x, e.y - rect.y];
const lines = state.lines
.map((line) => {
const ab = sub(line.p1, line.p0);
const am = sub(m, line.p0);
const bm = sub(m, line.p1);
const e = dot(am, ab);
if (e <= 0) {
return dot(am, am);
}
const f = dot(ab, ab);
if (e >= f) {
return dot(bm, bm);
}
return dot(am, am) - e * e / f;
})
.map((d, i) => [d, state.lines[i]])
.sort((a, b) => a[0] - b[0]);
const first = lines[0];
if (first[0] < 50) {
state.dragging = true;
state.target = first[1];
state.m = m;
}
});
canvas.addEventListener('mouseup', () => {
state.dragging = false;
state.target = null;
state.m = null;
});
canvas.addEventListener('mousemove', (e) => {
if (state.dragging) {
const rect = e.target.getBoundingClientRect();
const m = [e.x - rect.x, e.y - rect.y];
const dx = m[0] - state.m[0];
const dy = m[1] - state.m[1];
state.target.p0[0] = dx + state.target.p0[0];
state.target.p0[1] = dy + state.target.p0[1];
state.target.p1[0] = dx + state.target.p1[0];
state.target.p1[1] = dy + state.target.p1[1];
state.m = m;
}
}, {
passive: true
});
run();
<canvas width="600" height="800"><canvas>
Solution
The real meat of the solution is the intersect function. What this does it it takes two linesegments and calculates the point that they intersect. This is really the only thing that you were missing. The intersect algorithm is a bit too long to discuss here but you can take a look at the details here. After we do a pretty inefficient O(n^2) intersection query between every single line segment. We then can figure out if we have have enough intersections for our rectangle. I compute both A -> B and B -> A intersections discretely with out any regard of culling the intersection candidate since i'm dealing with 4 line segments. What this means is we need 8 intersections to close our rectangle. Once we know we have a closed polygon we can draw a rectangle using the min(...)/max(...) of all x/y components of all intersections. This gives us two points P,Q that we can then use to fill in a rect.
If you are into this kind of thing I highly recommend the book Real Time Collision Detection by Christer Ericson or similar.

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 fill particles inside rectangle?

I'm looking to draw a rectangle basically text but just for clearing insight I'm working it with rectangle with small particles inside rectangle the basic I idea I got from https://yalantis.com/ but in my attempt I'm stuck here with solid filled rectangle with a color I have specified for particles. Please help me.. :)
Thanks here is my code:
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Off Screen Canvas</title>
<script>
function createOffscreenCanvas() {
var offScreenCanvas = document.createElement('canvas');
offScreenCanvas.width = '1360';
offScreenCanvas.height = '400';
var context = offScreenCanvas.getContext("2d");
var W=200;
var H=200;
particleCount = 200;
particles = []; //this is an array which will hold our particles Object/Class
function Particle() {
this.x = Math.random() * W;
this.y = Math.random() * H;
this.direction ={"x": -1 + Math.random()*2, "y": -1 + Math.random()*2};
this.vx = 2 * Math.random() + 4 ;
this.vy = 2 * Math.random() + 4;
this.radius = .9 * Math.random() + 1;
this.move = function(){
this.x += this.vx * this.direction.x;
this.y += this.vy * this.direction.y;
};
this.changeDirection = function(axis){
this.direction[axis] *= -1;
};
this.draw = function() {
context.beginPath();
context.fillStyle = "#0097a7";
context.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false);
context.fill();
};
this.boundaryCheck = function(){
if(this.x >= W){
this.x = W;
this.changeDirection("x");
}
else if(this.x <= 0){
this.x = 0;
this.changeDirection("x");
}
if(this.y >= H){
this.y = H;
this.changeDirection("y");
}
else if(this.y <= 0){
this.y = 0;
this.changeDirection("y");
}
};
}
function createParticles(){
for (var i = particleCount-1; i >= 0; i--) {
p = new Particle();
particles.push(p);
}
}// end createParticles
function drawParticles(){
for (var i = particleCount-1; i >= 0; i--){
p = particles[i];
p.draw();
}
} //end drawParticles
function updateParticles(){
for(var i = particles.length - 1; i >=0; i--){
p = particles[i];
p.move();
p.boundaryCheck();
}
}//end updateParticle
createParticles();
var part=drawParticles();
context.fillStyle=part;
context.fillRect(W-190, H-190, W, H);
context.fill();
return offScreenCanvas;
}
function copyToOnScreen(offScreenCanvas) {
var onScreenContext=document.getElementById('onScreen').getContext('2d');
var offScreenContext = offScreenCanvas.getContext('2d');
var image=offScreenContext.getImageData(10,10,200,200);
onScreenContext.putImageData(image,offScreenCanvas.width/2,offScreenCanvas.height/4);
}
function main() {
copyToOnScreen(createOffscreenCanvas());
}
</script>
<style>
canvas {
border: 1px solid red;
}
</style>
</head>
<body onload="main()">
<canvas id="onScreen" width="1360" height="400"></canvas>
</body>
</html>
I see you have not found what you are looking for yet. Below is something quick to get you on your way. There is a whole range of stuff being used from canvas,mouse,particles, etc most of which is without comments. There is no load balancing or compliance testing and because it uses babel to be compatible with IE11 I have no clue how it runs on those browsers.
I will add to this answer some other time but for now I am a little over it.
const textList = ["1","2","3","Testing","text","to","particles"];
var textPos = 0;
function createParticles(text){
createTextMap(
text, // text to display
40, // font size
"Arial", // font
{ // style fot rendering font
fillStyle : "#6AF",
strokeStyle : "#F80",
lineWidth : 2,
lineJoin : "round",
},{ // bounding box to find a best fit for
top : 0,
left : 0,
width : canvas.width,
height : canvas.height,
}
)
}
// This function starts the animations
var started = false;
function startIt(){
started = true;
const next = ()=>{
var text = textList[(textPos++ ) % textList.length];
particles.mouseFX.dist = canvas.height / 8;
createParticles(text);
setTimeout(moveOut,text.length * 100 + 3000);
}
const moveOut = ()=>{
particles.moveOut();
setTimeout(next,2000);
}
setTimeout(next,0);
}
function setStyle(ctx,style){
Object.keys(style).forEach(key => ctx[key] = style[key]);
}
// the following function create the particles from text using a canvas
// the canvas used is dsplayed on the main canvas top left fro referance.
var tCan = createImage(100, 100); // canvas used to draw text
function createTextMap(text,size,font,style,fit){
// function to conver to colour hex value
const hex = (v)=> (v < 16 ? "0" : "") + v.toString(16);
// set up font so we can find the size.
tCan.ctx.font = size + "px " + font;
// get size of text
var width = Math.ceil(tCan.ctx.measureText(text).width + size);
// resize the canvas to fit the text
tCan.width = width;
tCan.height = Math.ceil(size *1.2);
// c is alias for context
var c = tCan.ctx;
// set up font
c.font = size + "px " + font;
c.textAlign = "center";
c.textBaseline = "middle";
// set style
setStyle(c,style);
// only do stroke and fill if they are set in styles object
if(style.strokeStyle){
c.strokeText(text, width / 2, tCan.height / 2);
}
if(style.fillStyle){
c.fillText(text, width / 2, tCan.height/ 2);
}
// prep the particles
particles.empty();
// get the pixel data
var data = c.getImageData(0,0,width,tCan.height).data;
var x,y,ind,rgb,a;
// find pixels with alpha > 128
for(y = 0; y < tCan.height; y += 1){
for(x = 0; x < width; x += 1){
ind = (y * width + x) << 2; // << 2 is equiv to * 4
if(data[ind + 3] > 128){ // is alpha above half
rgb = `#${hex(data[ind ++])}${hex(data[ind ++])}${hex(data[ind ++])}`;
// add the particle
particles.add(Vec(x, y), Vec(x, y), rgb);
}
}
}
// scale the particles to fit bounding box
var scale = Math.min(fit.width / width, fit.height / tCan.height);
particles.each(p=>{
p.home.x = ((fit.left + fit.width) / 2) + (p.home.x - (width / 2)) * scale;
p.home.y = ((fit.top + fit.height) / 2) + (p.home.y - (tCan.height / 2)) * scale;
})
.findCenter() // get center used to move particles on and off of screen
.moveOffscreen() // moves particles off the screen
.moveIn(); // set the particles to move into view.
}
// vector object a quick copy from other code.
function Vec(x,y){ // because I dont like typing in new
return new _Vec(x,y);
}
function _Vec(x = 0,y = 0){
this.x = x;
this.y = y;
return this;
}
_Vec.prototype = {
setAs(vec){
this.x = vec.x;
this.y = vec.y;
},
toString(){
return `vec : { x : ${this.x}, y : ${this.y} );`
}
}
// basic particle
const particle = {
pos : null,
delta : null,
home : null,
col : "black",
}
// array of particles
const particles = {
items : [], // actual array of particles
mouseFX : { // mouse FX
power : 20,
dist : 100,
curve : 3, // polynomial power
on : true,
},
fx : {
speed : 0.4,
drag : 0.15,
size : 4,
jiggle : 8,
},
// direction 1 move in -1 move out
direction : 1,
moveOut(){this.direction = -1; return this},
moveIn(){this.direction = 1; return this},
length : 0, // Dont touch this from outside particles.
each(callback){ // custom iteration
for(var i = 0; i < this.length; i++){
callback(this.items[i],i);
}
return this;
},
empty(){ // empty but dont dereference
this.length = 0;
return this;
},
deRef(){ // call to clear memory
this.items.length = 0;
this.length = 0;
},
add(pos,home,col){ // adds a particle
var p;
if(this.length < this.items.length){
p = this.items[this.length++];
// p.pos.setAs(pos);
p.home.setAs(home);
p.delta.x = 0;
p.delta.y = 0;
p.col = col;
}else{
this.items.push(
Object.assign(
{},
particle,
{
pos,
home,
col,
delta : Vec()
}
)
);
this.length = this.items.length
}
return this;
},
draw(){ // draws all
var p, size, sizeh;
sizeh = (size = this.fx.size) / 2;
for(var i = 0; i < this.length; i++){
p = this.items[i];
ctx.fillStyle = p.col;
ctx.fillRect(p.pos.x - sizeh, p.pos.y - sizeh, size, size);
}
},
update(){ // update all particles
var p,x,y,d;
var mP = this.mouseFX.power;
var mD = this.mouseFX.dist;
var mC = this.mouseFX.curve;
var fxJ = this.fx.jiggle;
var fxD = this.fx.drag;
var fxS = this.fx.speed;
for(var i = 0; i < this.length; i++){
p = this.items[i];
p.delta.x += (p.home.x - p.pos.x ) * fxS + (Math.random() - 0.5) * fxJ;
p.delta.y += (p.home.y - p.pos.y ) * fxS + (Math.random() - 0.5) * fxJ;
p.delta.x *= fxD;
p.delta.y *= fxD;
p.pos.x += p.delta.x * this.direction;
p.pos.y += p.delta.y * this.direction;
if(this.mouseFX.on){
x = p.pos.x - mouse.x;
y = p.pos.y - mouse.y;
d = Math.sqrt(x * x + y * y);
if(d < mD){
x /= d;
y /= d;
d /= mD;
d = (1-Math.pow(d,mC)) * mP;
p.pos.x += x * d;
p.pos.y += y * d;
}
}
}
return this;
},
findCenter(){ // find the center of particles maybe could do without
var x,y;
y = x = 0;
this.each(p => {
x += p.home.x;
y += p.home.y;
});
this.center = Vec(x / this.length, y / this.length);
return this;
},
moveOffscreen(){ // move start pos offscreen
var dist,x,y;
dist = Math.sqrt(this.center.x * this.center.x + this.center.y * this.center.y);
this.each(p => {
var d;
x = p.home.x - this.center.x;
y = p.home.y - this.center.y;
d = Math.max(0.0001,Math.sqrt(x * x + y * y)); // max to make sure no zeros
p.pos.x = p.home.x + (x / d) * dist;
p.pos.y = p.home.y + (y / d) * dist;
});
return this;
},
}
function onResize(){ // called from boilerplate
if(!started){
startIt();
}
}
/** SimpleFullCanvasMouse.js begin **/
// the following globals are available
// w, h, cw, ch, width height centerWidth centerHeight of canvas
// canvas, ctx, mouse, globalTime
//MAIN animation loop
function display() { // call once per frame
ctx.setTransform(1, 0, 0, 1, 0, 0); // reset transform
ctx.globalAlpha = 1; // reset alpha
ctx.clearRect(0, 0, w, h);
if(tCan){
// ctx.drawImage(tCan,0,0);
}
particles.update();
particles.draw();
}
/******************************************************************************
The code from here down is generic full page mouse and canvas boiler plate
code. As I do many examples which all require the same mouse and canvas
functionality I have created this code to keep a consistent interface. The
Code may or may not be part of the answer.
This code may or may not have ES6 only sections so will require a transpiler
such as babel.js to run on legacy browsers.
*****************************************************************************/
// V2.0 ES6 version for Stackoverflow and Groover QuickRun
var w, h, cw, ch, canvas, ctx, mouse, globalTime = 0;
// You can declare onResize (Note the capital R) as a callback that is also
// called once at start up. Warning on first call canvas may not be at full
// size.
;(function(){
const RESIZE_DEBOUNCE_TIME = 100;
var resizeTimeoutHandle;
var firstRun = true;
function createCanvas () {
var c,cs;
cs = (c = document.createElement("canvas")).style;
cs.position = "absolute";
cs.top = cs.left = "0px";
cs.zIndex = 1000;
document.body.appendChild(c);
return c;
}
function resizeCanvas () {
if (canvas === undefined) { canvas = createCanvas() }
canvas.width = innerWidth;
canvas.height = innerHeight;
ctx = canvas.getContext("2d");
if (typeof setGlobals === "function") { setGlobals() }
if (typeof onResize === "function") {
clearTimeout(resizeTimeoutHandle);
if (firstRun) { onResize() }
else { resizeTimeoutHandle = setTimeout(onResize, RESIZE_DEBOUNCE_TIME) }
firstRun = false;
}
}
function setGlobals () {
cw = (w = canvas.width) / 2;
ch = (h = canvas.height) / 2;
}
mouse = (function () {
function preventDefault(e) { e.preventDefault() }
var m; // alias for mouse
var mouse = {
x : 0, y : 0, w : 0, // mouse position and wheel
alt : false, shift : false, ctrl : false, // mouse modifiers
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
active : false,
bounds : null,
eventNames : "mousemove,mousedown,mouseup,mouseout,mouseover,mousewheel,DOMMouseScroll".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;
m.alt = e.altKey;
m.shift = e.shiftKey;
m.ctrl = e.ctrlKey;
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 }
else if (t === "mousewheel") {m.w = e.wheelDelta }
else if (t === "DOMMouseScroll") { m.w = -e.detail }
if (m.callbacks) { m.callbacks.forEach(c => c(e)) }
if ((m.buttonRaw & 2) && m.crashRecover !== null) {
if (typeof m.crashRecover === "function") { setTimeout(m.crashRecover, 0) }
}
e.preventDefault();
},
addCallback(callback) {
if (typeof callback === "function") {
if (m.callbacks === undefined) { m.callbacks = [callback] }
else { m.callbacks.push(callback) }
}
},
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.active = true;
},
remove() {
if (m.element !== undefined) {
m.eventNames.forEach(name => document.removeEventListener(name, mouse.event) );
document.removeEventListener("contextmenu", preventDefault);
m.element = m.callbacks = undefined;
m.active = false;
}
}
}
m = mouse;
return mouse;
})();
function done() { // Clean up. Used where the IDE is on the same page.
window.removeEventListener("resize", resizeCanvas)
mouse.remove();
document.body.removeChild(canvas);
canvas = ctx = mouse = undefined;
}
function update(timer) { // Main update loop
if(ctx === undefined){ return }
globalTime = timer;
display(); // call demo code
requestAnimationFrame(update);
}
setTimeout(function(){
canvas = createCanvas();
mouse.start(canvas, true);
resizeCanvas();
if(typeof Groover !== "undefined" && Groover.ide){ mouse.crashRecover = done }; // Requires Ace.js and GrooverDev.js. Prevents
window.addEventListener("resize", resizeCanvas);
requestAnimationFrame(update);
},0);
})();
/** SimpleFullCanvasMouse.js end **/
/** CreateImage.js begin **/
// creates a blank image with 2d context
function createImage(w,h){var i=document.createElement("canvas");i.width=w;i.height=h;i.ctx=i.getContext("2d");return i;}
/** CreateImage.js end **/
canvas {
background : black;
}
well after all the attempts like hell I finally got my answer thanks to moáois answer to my post using particle slider. here is the code. Thanks everyone for your help :)

Drag and drop on a canvas HTML5

I am trying to implement a drag and drop on a canvas representing 3 disks.
I would like to change with mouse the position of each mass. My main problem is that I am constrained by the length of axe for each of these 3 spheres.
For the moment, I have implemented the following function when mouse is moving inside the canvas (value of indexMass indicates which mass is moved: 1, 2 or 3 and t1, t2, t3 represents respectively the angle of mass 1, 2, 3):
// Happens when the mouse is moving inside the canvas
function myMove(event) {
if (isDrag) {
var x = event.offsetX;
var y = event.offsetY;
if (indexMass == 1)
{ // Update theta1 value
t1 = t1 + 0.1*Math.atan(y/x);
}
else if (indexMass == 2)
{ // Update theta2 value
t2 = t2 + 0.1*Math.atan(y/x);
}
else if (indexMass == 3)
{ // Update theta3 value
t3 = t3 + 0.1*Math.atan(y/x);
}
// Update drawing
DrawPend(canvas);
}
}
As you can see, I did for each angle:
t = t + 0.1*Math.atan(y/x);
with:
var x = event.offsetX;
var y = event.offsetY;
But this effect is not very nice. Once the sphere is selected with mouse (on mouse click), I would like the cursor to be stuck with this sphere or the sphere to follow the "delta" of the mouse coordinates when I am not on sphere any more.
Update 1
#Blindman67: thanks for your help, your code snippet is pretty complex for me, I didn't understand it all. But I am on the right way.
I am starting by the first issue: make rotate the selected disk with mouse staying very closed to it or over it, when dragging.
For the moment, I have modified my function myMove (which is called when I have clicked down and move the mouse for dragging) like:
// Happens when the mouse is moving inside the canvas
function myMove(event) {
// If dragging
if (isDrag) {
// Compute dx and dy before calling DrawPend
var lastX = parseInt(event.offsetX - mx);
var lastY = parseInt(event.offsetY - my);
var dx = lastX - window['x'+indexMass];
var dy = lastY - window['y'+indexMass];
// Change angle when dragging
window['t'+indexMass] = Math.atan2(dy, dx);
// Update drawing
DrawPend(canvas);
// Highlight dragging disk
fillDisk(indexMass, 'pink');
}
}
where indexMass is the index of dragged disk and window['x'+indexMass] , window['y'+indexMass] are the current coordinates of the selected disk center.
After, I compute the dx, dy respectively from coordinates mouse clicked when starting drag (mx, my returned by getMousePos function) and mouse coordinates with moving.
Finally, I change the angle of disk by set, for global variable (theta of selected disk), i.e window['t'+indexMass]:
// Change angle when dragging
window['t'+indexMass] = Math.atan2(dy, dx);
I have took your part of code with Math.atan2.
But the result of this function doesn't make a good animation with mouse dragging, I would like to know where this could come from.
Right now, I would like to implement only the dragging without modifying the length of axis, I will see more later for this functionality.
Update 2
I keep going on to find a solution about the dragging of a selected mass with mouse.
For trying a synthesis of what I have done previously, I believe the following method is good but this dragging method is not working very well: the selected disk doesn't follow correctly the mouse and I don't know why.
In myMove function (function called when I start dragging), I decided to:
Compute the dx, dy between the mouse coordinates and the selected disk coordinates, i.e:
var dx = parseInt(event.offsetX - window['x'+indexMass]);
var dy = parseInt(event.offsetY - window['y'+indexMass]);
indexMass represents the index of the selected disk.
Increment the position of selected disk (stored in temporary variables tmpX, tmpY) by dx, dy.
Compute the new angle theta (identified in code by global variable window['t'+indexMass]
Compute the new positions of selected disk with this new value of theta, i.e for example with disk1 (indexMass=1 and theta = t1):
x1= x0 +l1 * sin(t1)
y1= y0 +l1 * sin(t1)
I want to draw readers' attention to the fact that I want dragging with mouse not to modify the lengths of axes with mouse, this is a constraint.
Here's the entire myMove function (called when drag is starting) :
// Happens when the mouse is moving inside the canvas
function myMove(event) {
// If dragging
if (isDrag) {
console.log('offsetX', event.offsetX);
console.log('offsetY', event.offsetY);
var dx = parseInt(event.offsetX - window['x'+indexMass]);
var dy = parseInt(event.offsetY - window['y'+indexMass]);
console.log('dx', dx);
console.log('dy', dy);
// Temp variables
var tmpX = window['x'+indexMass];
var tmpY = window['y'+indexMass];
// Increment temp positions
tmpX += dx;
tmpY += dy;
// Compute new angle for indexMass
window['t'+indexMass] = Math.atan2(tmpX, tmpY);
console.log('printf', window['t'+indexMass]);
// Compute new positions of disks
dragComputePositions();
// Update drawing
DrawPend(canvas);
// Highlight dragging disk
fillDisk(indexMass, 'pink');
}
}
You can not move the OS mouse position. You can hide the mouse canvas.style.cursor = "none"; and then draw a mouse on the canvas your self but it will lag behind by one frame because when you get the mouse coordinates the OS has already placed the mouse at that position, and if you use requestAnimationFrame (RAF) the next presentation of the canvas will be at the next display refresh interval. If you don't use RAF you may or may not present the canvas on the current display refresh, but you will get occasional flicker and shearing.
To solve the problem (which is subjective) draw a line from the rotation point through the ball to the mouse position this will at least give the user some feedback as to what is happening.
I would also add some handles to the balls so you could change the mass (volume of sphere * density) and the length of axis.. The resize cursors are a problem as the will not match the direction of required movement when the angles have changes. You would need to find one closest to the correct angle or render a cursor to a canvas and use that.
Example code shows what I mean. (does not include sim) Move mouse over balls to move, when over you will also see two circles appear to change distance and radius (mass)
/*-------------------------------------------------------------------------------------
answer code
---------------------------------------------------------------------------------------*/
var balls = [];
var startX,startY;
var mouseOverBallIndex = -1;
var mouseOverDist = false;
var mouseOverMass = false;
const DRAG_CURSOR = "move";
const MASS_CURSOR = "ew-resize";
const DIST_CURSOR = "ns-resize";
var dragging = false;
var dragStartX = 0;
var dragStartY = 0;
function addBall(dist,radius){
balls.push({
dist : dist,
radius : Math.max(10,radius),
angle : -Math.PI / 2,
x : 0,
y : 0,
mass : (4/3) * radius * radius * radius * Math.PI,
});
}
function drawBalls(){
var i = 0;
var len = balls.length;
var x,y,dist,b,minDist,index,cursor;
ctx.lineWidth = 2;
ctx.strokeStyle = "black";
ctx.fillStyle = "blue"
ctx.beginPath();
x = startX;
y = startY;
ctx.moveTo(x, y)
for(; i < len; i += 1){
b = balls[i];
x += Math.cos(b.angle) * b.dist;
y += Math.sin(b.angle) * b.dist;
ctx.lineTo(x, y);
b.x = x;
b.y = y;
}
ctx.stroke();
minDist = Infinity;
index = -1;
for(i = 0; i < len; i += 1){
b = balls[i];
ctx.beginPath();
ctx.arc(b.x, b.y, b.radius, 0, Math.PI * 2);
ctx.fill();
if(!dragging){
x = b.x - mouse.x;
y = b.y - mouse.y;
dist = Math.sqrt(x * x + y * y);
if(dist < b.radius + 5 && dist < minDist){
minDist = dist;
index = i;
}
}
}
if(!dragging){
mouseOverBallIndex = index;
if(index !== -1){
cursor = DRAG_CURSOR;
b = balls[index];
ctx.fillStyle = "Red"
ctx.beginPath();
ctx.arc(b.x, b.y, b.radius, 0, Math.PI * 2);
ctx.fill();
dx = b.x - Math.cos(b.angle) * b.radius;
dy = b.y - Math.sin(b.angle) * b.radius;
x = dx - mouse.x;
y = dy - mouse.y;
dist = Math.sqrt(x * x + y * y);
ctx.beginPath();
if(dist < 6){
ctx.strokeStyle = "Yellow"
mouseOverDist = true;
ctx.arc(dx, dy, 12, 0, Math.PI * 2);
cursor = DIST_CURSOR;
}else{
ctx.strokeStyle = "black"
mouseOverDist = false;
ctx.arc(dx, dy, 5, 0, Math.PI * 2);
}
ctx.stroke();MASS_CURSOR
dx = b.x - Math.cos(b.angle + Math.PI/2) * b.radius;
dy = b.y - Math.sin(b.angle + Math.PI/2) * b.radius;
x = dx - mouse.x;
y = dy - mouse.y;
dist = Math.sqrt(x * x + y * y);
ctx.beginPath();
if(dist < 6){
ctx.strokeStyle = "Yellow"
mouseOverMass = true;
ctx.arc(dx, dy, 12, 0, Math.PI * 2);
cursor = MASS_CURSOR;
}else{
ctx.strokeStyle = "black"
mouseOverMass = false;
ctx.arc(dx, dy, 5, 0, Math.PI * 2);
}
ctx.stroke();
canvas.style.cursor = cursor;
}else{
canvas.style.cursor = "default";
}
}else{
b = balls[mouseOverBallIndex];
ctx.fillStyle = "Yellow"
ctx.beginPath();
ctx.arc(b.x, b.y, b.radius, 0, Math.PI * 2);
ctx.fill();
}
}
function display(){ // put code in here
var x,y,b
if(balls.length === 0){
startX = canvas.width/2;
startY = canvas.height/2;
addBall((startY * 0.8) * (1/4), startY * 0.04);
addBall((startY * 0.8) * (1/3), startY * 0.04);
addBall((startY * 0.8) * (1/2), startY * 0.04);
}
ctx.setTransform(1,0,0,1,0,0); // reset transform
ctx.globalAlpha = 1; // reset alpha
ctx.clearRect(0,0,w,h);
if((mouse.buttonRaw & 1) && mouseOverBallIndex > -1){
b = balls[mouseOverBallIndex];
if(dragging === false){
dragging = true;
dragStartX = balls[mouseOverBallIndex].x;
dragStartY = balls[mouseOverBallIndex].y;
}else{
b = balls[mouseOverBallIndex];
if(mouseOverBallIndex === 0){
x = startX;
y = startY;
}else{
x = balls[mouseOverBallIndex-1].x
y = balls[mouseOverBallIndex-1].y
}
if(mouseOverDist){
var dist = Math.sqrt(Math.pow(x-mouse.x,2)+Math.pow(y-mouse.y,2));
b.dist = dist + b.radius;
}else
if(mouseOverMass){
var dist = Math.sqrt(Math.pow(dragStartX-mouse.x,2)+Math.pow(dragStartY-mouse.y,2));
b.radius = Math.max(10,dist);
b.mass = dist * dist * dist * (4/3) * Math.PI;
}else{
b.angle = Math.atan2(mouse.y - y, mouse.x - x);
ctx.beginPath();
ctx.lineWidth = 1;
ctx.strokeStyle = "grey";
ctx.moveTo(x,y);
ctx.lineTo(mouse.x, mouse.y);
ctx.stroke();
}
}
}else if(dragging){
dragging = false;
}
drawBalls();
}
/*-------------------------------------------------------------------------------------
answer code END
---------------------------------------------------------------------------------------*/
/** SimpleFullCanvasMouse.js begin **/
const CANVAS_ELEMENT_ID = "canv";
const U = undefined;
var w, h, cw, ch; // short cut vars
var canvas, ctx, mouse;
var globalTime = 0;
var createCanvas, resizeCanvas, setGlobals;
var L = typeof log === "function" ? log : function(d){ console.log(d); }
createCanvas = function () {
var c,cs;
cs = (c = document.createElement("canvas")).style;
c.id = CANVAS_ELEMENT_ID;
cs.position = "absolute";
cs.top = cs.left = "0px";
cs.zIndex = 1000;
document.body.appendChild(c);
return c;
}
resizeCanvas = function () {
if (canvas === U) { canvas = createCanvas(); }
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
ctx = canvas.getContext("2d");
if (typeof setGlobals === "function") { setGlobals(); }
}
setGlobals = function(){ cw = (w = canvas.width) / 2; ch = (h = canvas.height) / 2; balls.length = 0; }
mouse = (function(){
function preventDefault(e) { e.preventDefault(); }
var mouse = {
x : 0, y : 0, w : 0, alt : false, shift : false, ctrl : false, buttonRaw : 0,
over : false, // mouse is over the element
bm : [1, 2, 4, 6, 5, 3], // masks for setting and clearing button raw bits;
mouseEvents : "mousemove,mousedown,mouseup,mouseout,mouseover,mousewheel,DOMMouseScroll".split(",")
};
var m = mouse;
function mouseMove(e) {
var t = e.type;
m.x = e.offsetX; m.y = e.offsetY;
if (m.x === U) { m.x = e.clientX; m.y = e.clientY; }
m.alt = e.altKey; m.shift = e.shiftKey; m.ctrl = e.ctrlKey;
if (t === "mousedown") { m.buttonRaw |= m.bm[e.which-1]; }
else if (t === "mouseup") { m.buttonRaw &= m.bm[e.which + 2]; }
else if (t === "mouseout") { m.buttonRaw = 0; m.over = false; }
else if (t === "mouseover") { m.over = true; }
else if (t === "mousewheel") { m.w = e.wheelDelta; }
else if (t === "DOMMouseScroll") { m.w = -e.detail; }
if (m.callbacks) { m.callbacks.forEach(c => c(e)); }
e.preventDefault();
}
m.addCallback = function (callback) {
if (typeof callback === "function") {
if (m.callbacks === U) { m.callbacks = [callback]; }
else { m.callbacks.push(callback); }
} else { throw new TypeError("mouse.addCallback argument must be a function"); }
}
m.start = function (element, blockContextMenu) {
if (m.element !== U) { m.removeMouse(); }
m.element = element === U ? document : element;
m.blockContextMenu = blockContextMenu === U ? false : blockContextMenu;
m.mouseEvents.forEach( n => { m.element.addEventListener(n, mouseMove); } );
if (m.blockContextMenu === true) { m.element.addEventListener("contextmenu", preventDefault, false); }
}
m.remove = function () {
if (m.element !== U) {
m.mouseEvents.forEach(n => { m.element.removeEventListener(n, mouseMove); } );
if (m.contextMenuBlocked === true) { m.element.removeEventListener("contextmenu", preventDefault);}
m.element = m.callbacks = m.contextMenuBlocked = U;
}
}
return mouse;
})();
var done = function(){
window.removeEventListener("resize",resizeCanvas)
mouse.remove();
document.body.removeChild(canvas);
canvas = ctx = mouse = U;
L("All done!")
}
resizeCanvas(); // create and size canvas
mouse.start(canvas,true); // start mouse on canvas and block context menu
window.addEventListener("resize",resizeCanvas); // add resize event
function update(timer){ // Main update loop
globalTime = timer;
display(); // call demo code
// continue until mouse right down
if (!(mouse.buttonRaw & 2)) { requestAnimationFrame(update); } else { done(); }
}
requestAnimationFrame(update);
/** SimpleFullCanvasMouse.js end **/
(Posted a solution from the question author to move it to the answer space).
Problem solved! I forgot to take into account the position of "indexMass-1" disk to compute the new angle with Math.atan2 function.

HTML5 Canvas Pathfinding for an object within a drawn polygon

Good afternoon all,
I come to you with yet another request for a lesson/example/answers. While messing around with a canvas in HTML5, I have learned how to manipulate Depth(Z-Buffer) and several other neat things. However, now I am trying to find a way to perform Pathfinding with the canvas. Most of the examples on the Internet are a little difficult to comprehend for me due to the fact that they are handling pathfinding far differently than I am trying to achieve(Which is that they use tile based pathfinding). Most other examples seem to deal in boxes or rectangles as well.
This is my code that I used as an example to draw a Polygon:
var canvas = document.getElementById('CanvasPath');
var context = canvas.getContext('2d');
// begin custom shape
context.beginPath();
context.moveTo(170, 80);
context.bezierCurveTo(1, 200, 125, 230, 230, 150);
context.bezierCurveTo(250, 180, 320, 200, 340, 200);
context.bezierCurveTo(420, 150, 420, 120, 390, 100);
context.bezierCurveTo(430, 40, 370, 30, 340, 50);
context.bezierCurveTo(320, 5, 250, 20, 250, 50);
context.bezierCurveTo(200, 5, 150, 20, 170, 80);
context.closePath();
context.lineWidth = 2;
context.strokeStyle = 'gray';
context.stroke();
Lets say I have a small box that I want to move around in that Polygon(I really will be creating the polygon with line points rather than Bezier curvers. I just wantd to show an example here) when I click at the goal position I want it to be at... How can I create a pathfinding algorithm that will find its way around and yet not have the bottom points of the box touch outside the polygon? I am assuming I would need to get all the pixels that are in that polygon to create a path from? I am thinking that the Bezier Curves and points may need to be created and pushed from an Array instead and then find the path???
Any suggestions on approach and can you provide an example for how to go about this? Please be gentle... While I have been an experienced scripter and programmer, I have not been one to mess to much with games, or graphics and I am still learning to manipulate the canvas in HTML5. Thanks for your help in advance.
The key part of what you are asking is how to shrink a polygon so that your box can travel along the shrunken polygon without extending outside the original polygon.
The illustration below shows an original black polygon, a shrunken red polygon and a blue traveling box.
Precisely shrinking a polygon
The code to precisely shrink a polygon is quite complex. It involves repositioning the original polygon vertices based on whether each particular vertex forms a convex or concave angle.
Here's example code I derived from Hans Muller's Blog on Webkits Shape-Padding. This example requires that the polygon vertices defined in a clockwise order.
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
var shapePadding = 10;
var dragVertexIndex = null;
var hoverLocation = null;
var polygonVertexRadius = 9;
var polygon, marginPolygon, paddingPolygon;
var polygonVertices = [{x: 143, y: 327}, {x: 80, y: 236}, {x: 151, y: 148}, {x: 454, y: 69}, {x: 560, y: 320}];
var polygon = createPolygon(polygonVertices);
var paddingPolygon = createPaddingPolygon(polygon);
drawAll();
/////////////////////////////////
// Polygon creation and drawing
function drawAll(){
draw(polygon,'black');
draw(paddingPolygon,'red');
}
function draw(p,stroke){
var v=p.vertices;
ctx.beginPath();
ctx.moveTo(v[0].x,v[0].y);
for(var i=0;i<v.length;i++){
ctx.lineTo(v[i].x,v[i].y);
}
ctx.closePath();
ctx.strokeStyle=stroke;
ctx.stroke();
}
function createPolygon(vertices){
var polygon = {vertices: vertices};
var edges = [];
var minX = (vertices.length > 0) ? vertices[0].x : undefined;
var minY = (vertices.length > 0) ? vertices[0].y : undefined;
var maxX = minX;
var maxY = minY;
for (var i = 0; i < polygon.vertices.length; i++) {
vertices[i].label = String(i);
vertices[i].isReflex = isReflexVertex(polygon, i);
var edge = {
vertex1: vertices[i],
vertex2: vertices[(i + 1) % vertices.length],
polygon: polygon,
index: i
};
edge.outwardNormal = outwardEdgeNormal(edge);
edge.inwardNormal = inwardEdgeNormal(edge);
edges.push(edge);
var x = vertices[i].x;
var y = vertices[i].y;
minX = Math.min(x, minX);
minY = Math.min(y, minY);
maxX = Math.max(x, maxX);
maxY = Math.max(y, maxY);
}
polygon.edges = edges;
polygon.minX = minX;
polygon.minY = minY;
polygon.maxX = maxX;
polygon.maxY = maxY;
polygon.closed = true;
return polygon;
}
function createPaddingPolygon(polygon){
var offsetEdges = [];
for (var i = 0; i < polygon.edges.length; i++) {
var edge = polygon.edges[i];
var dx = edge.inwardNormal.x * shapePadding;
var dy = edge.inwardNormal.y * shapePadding;
offsetEdges.push(createOffsetEdge(edge, dx, dy));
}
var vertices = [];
for (var i = 0; i < offsetEdges.length; i++) {
var thisEdge = offsetEdges[i];
var prevEdge = offsetEdges[(i + offsetEdges.length - 1) % offsetEdges.length];
var vertex = edgesIntersection(prevEdge, thisEdge);
if (vertex)
vertices.push(vertex);
else {
var arcCenter = polygon.edges[i].vertex1;
appendArc(vertices, arcCenter, shapePadding, prevEdge.vertex2, thisEdge.vertex1, true);
}
}
var paddingPolygon = createPolygon(vertices);
paddingPolygon.offsetEdges = offsetEdges;
return paddingPolygon;
}
//////////////////////
// Support functions
function isReflexVertex(polygon, vertexIndex){
// Assuming that polygon vertices are in clockwise order
var thisVertex = polygon.vertices[vertexIndex];
var nextVertex = polygon.vertices[(vertexIndex + 1) % polygon.vertices.length];
var prevVertex = polygon.vertices[(vertexIndex + polygon.vertices.length - 1) % polygon.vertices.length];
if (leftSide(prevVertex, nextVertex, thisVertex) < 0){return true;} // TBD: return true if thisVertex is inside polygon when thisVertex isn't included
return false;
}
function inwardEdgeNormal(edge){
// Assuming that polygon vertices are in clockwise order
var dx = edge.vertex2.x - edge.vertex1.x;
var dy = edge.vertex2.y - edge.vertex1.y;
var edgeLength = Math.sqrt(dx*dx + dy*dy);
return {x: -dy/edgeLength, y: dx/edgeLength};
}
function outwardEdgeNormal(edge){
var n = inwardEdgeNormal(edge);
return {x: -n.x, y: -n.y};
}
// If the slope of line vertex1,vertex2 greater than the slope of vertex1,p then p is on the left side of vertex1,vertex2 and the return value is > 0.
// If p is colinear with vertex1,vertex2 then return 0, otherwise return a value < 0.
function leftSide(vertex1, vertex2, p){
return ((p.x - vertex1.x) * (vertex2.y - vertex1.y)) - ((vertex2.x - vertex1.x) * (p.y - vertex1.y));
}
function createOffsetEdge(edge, dx, dy){
return {
vertex1: {x: edge.vertex1.x + dx, y: edge.vertex1.y + dy},
vertex2: {x: edge.vertex2.x + dx, y: edge.vertex2.y + dy}
};
}
// based on http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/, edgeA => "line a", edgeB => "line b"
function edgesIntersection(edgeA, edgeB){
var den = (edgeB.vertex2.y - edgeB.vertex1.y) * (edgeA.vertex2.x - edgeA.vertex1.x) - (edgeB.vertex2.x - edgeB.vertex1.x) * (edgeA.vertex2.y - edgeA.vertex1.y);
if (den == 0){return null;} // lines are parallel or conincident
var ua = ((edgeB.vertex2.x - edgeB.vertex1.x) * (edgeA.vertex1.y - edgeB.vertex1.y) - (edgeB.vertex2.y - edgeB.vertex1.y) * (edgeA.vertex1.x - edgeB.vertex1.x)) / den;
var ub = ((edgeA.vertex2.x - edgeA.vertex1.x) * (edgeA.vertex1.y - edgeB.vertex1.y) - (edgeA.vertex2.y - edgeA.vertex1.y) * (edgeA.vertex1.x - edgeB.vertex1.x)) / den;
if (ua < 0 || ub < 0 || ua > 1 || ub > 1){ return null; }
return {x: edgeA.vertex1.x + ua * (edgeA.vertex2.x - edgeA.vertex1.x), y: edgeA.vertex1.y + ua * (edgeA.vertex2.y - edgeA.vertex1.y)};
}
function appendArc(vertices, center, radius, startVertex, endVertex, isPaddingBoundary){
const twoPI = Math.PI * 2;
var startAngle = Math.atan2(startVertex.y - center.y, startVertex.x - center.x);
var endAngle = Math.atan2(endVertex.y - center.y, endVertex.x - center.x);
if (startAngle < 0)
startAngle += twoPI;
if (endAngle < 0)
endAngle += twoPI;
var arcSegmentCount = 5; // An odd number so that one arc vertex will be eactly arcRadius from center.
var angle = ((startAngle > endAngle) ? (startAngle - endAngle) : (startAngle + twoPI - endAngle));
var angle5 = ((isPaddingBoundary) ? -angle : twoPI - angle) / arcSegmentCount;
vertices.push(startVertex);
for (var i = 1; i < arcSegmentCount; ++i) {
var angle = startAngle + angle5 * i;
var vertex = {
x: center.x + Math.cos(angle) * radius,
y: center.y + Math.sin(angle) * radius,
};
vertices.push(vertex);
}
vertices.push(endVertex);
}
body{ background-color: ivory; }
#canvas{border:1px solid red;}
<h4>Original black polygon and shrunken red polygon</h4>
<canvas id="canvas" width=650 height=400></canvas>
Calculating the waypoints along the polygon for your traveling box
To have your box travel along the inside of the polygon, you need an array containing points along each line of the polygon. You can calculate these points using linear interpolation.
Given an object defining a line like this:
var line={
x0:50,
y0:50,
x1:200,
y1:50};
You can use linear interpolation to calculate points along that line every 1px like this:
var allPoints = allLinePoints(line);
function allLinePoints(line){
var raw=[];
var dx = line.x1-line.x0;
var dy = line.y1-line.y0;
var length=Math.sqrt(dx*dx+dy*dy);
var segments=parseInt(length+1);
for(var i=0;i<segments;i++){
var percent=i/segments;
if(i==segments-1){
raw.push({x:line.x1,y:line.y1}); // force last point == p1
}else{
raw.push({ x:line.x0+dx*percent, y:line.y0+dy*percent});
}
}
return(raw);
}
Get the point on the polygon closest to the mouse click
You can use the distance formula (derived from Pythagorean theorem) to calculate which of the calculated waypoints is closest to the mouse click position:
// this will be the index in of the waypoint closest to the mouse
var indexOfClosestPoint;
// iterate all waypoints and find the closest to the mouse
var minLengthSquared=1000000*1000000;
for(var i=0;i<allPoints.length;i++){
var p=allPoints[i];
var dx=mouseX-p.x;
var dy=mouseY-p.y;
var dxy=dx*dx+dy*dy
if(dxy<minLengthSquared){
minLengthSquared=dxy;
indexOfClosestPoint=i;
}
}
Animate the box along each waypoint up to the calculated ending waypoint
The only thing left to do is set up an animation loop that redraws the traveling box at each waypoint along the polygon until it reaches the ending waypoint:
// start animating at the first waypoint
var animationIndex=0;
// use requestAnimationFrame to redraw the traveling box
// along each waypoint
function animate(time){
// redraw the line and the box at its current (percent) position
var pt=allPoints[animationIndex];
// redraw the polygon and the traveling box
ctx.strokeStyle='black';
ctx.lineWidth=1;
ctx.clearRect(0,0,cw,ch);
ctx.strokeStyle='black';
drawLines(linePoints);
ctx.strokeStyle='red';
drawLines(insideLinePoints);
ctx.fillStyle='skyblue';
ctx.fillRect(pt.x-boxWidth/2,pt.y-boxHeight/2,boxWidth,boxHeight);
// increase the percentage for the next frame loop
animationIndex++;
// Are we done?
if(animationIndex<=indexOfClosestPoint){
// request another frame loop
requestAnimationFrame(animate);
}else{
// set the flag indicating the animation is complete
isAnimating=false;
}
}
Here's what it looks like when you put it all together
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
function reOffset(){
var BB=canvas.getBoundingClientRect();
offsetX=BB.left;
offsetY=BB.top;
}
var offsetX,offsetY;
reOffset();
window.onscroll=function(e){ reOffset(); }
// polygon vertices
var polygonVertices=[
{x:143,y:327},
{x:80,y:236},
{x:151,y:148},
{x:454,y:69},
{x:560,y:320},
];
var shrunkenVertices=getShrunkenVertices(polygonVertices,10);
var polyPoints=getPolygonPoints(shrunkenVertices)
//log(shrunkenVertices);
// animation variables
var isAnimating=false;
var animationIndex=0;
//
var indexOfClosestPoint=-99;
// define the movable box
var boxWidth=12;
var boxHeight=10;
var boxRadius=Math.sqrt(boxWidth*boxWidth+boxHeight*boxHeight);
var boxFill='skyblue';
// listen for mouse events
$("#canvas").mousedown(function(e){handleMouseDown(e);});
$("#canvas").mousemove(function(e){handleMouseMove(e);});
drawPolys(polygonVertices,shrunkenVertices);
////////////////////////////
// animate box to endpoint
////////////////////////////
function animate(time){
ctx.clearRect(0,0,cw,ch);
drawPolys(polygonVertices,shrunkenVertices);
// redraw the line and the box at its current (percent) position
var pt=polyPoints[animationIndex];
ctx.fillStyle=boxFill;
ctx.fillRect(pt.x-boxWidth/2,pt.y-boxHeight/2,boxWidth,boxHeight);
// increase the percentage for the next frame loop
animationIndex++;
// request another frame loop
if(animationIndex<=indexOfClosestPoint){
requestAnimationFrame(animate);
}else{
isAnimating=false;
}
}
////////////////////////////////////
// select box endpoint with click
////////////////////////////////////
function handleMouseDown(e){
// return if we're already animating
if(isAnimating){return;}
// tell the browser we're handling this event
e.preventDefault();
e.stopPropagation();
// start animating
animationIndex=0;
isAnimating=true;
requestAnimationFrame(animate);
}
function handleMouseMove(e){
// return if we're already animating
if(isAnimating){return;}
// tell the browser we're handling this event
e.preventDefault();
e.stopPropagation();
// get mouse position
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
// find the nearest waypoint
indexOfClosestPoint=findNearestPointToMouse(mouseX,mouseY);
// redraw
ctx.clearRect(0,0,cw,ch);
drawPolys(polygonVertices,shrunkenVertices);
// draw a red dot at the nearest waypoint
drawDot(polyPoints[indexOfClosestPoint],'red');
}
function findNearestPointToMouse(mx,my){
// find the nearest waypoint
var minLengthSquared=1000000*1000000;
for(var i=0;i<polyPoints.length;i++){
var p=polyPoints[i];
var dx=mouseX-p.x;
var dy=mouseY-p.y;
var dxy=dx*dx+dy*dy
if(dxy<minLengthSquared){
minLengthSquared=dxy;
indexOfClosestPoint=i;
}
}
return(indexOfClosestPoint);
}
////////////////////////////////
// Drawing functions
////////////////////////////////
function drawPolys(polygon,shrunken){
drawPoly(polygon,'black');
drawPoly(shrunken,'blue');
}
function drawPoly(v,stroke){
ctx.beginPath();
ctx.moveTo(v[0].x,v[0].y);
for(var i=0;i<v.length;i++){
ctx.lineTo(v[i].x,v[i].y);
}
ctx.closePath();
ctx.strokeStyle=stroke;
ctx.stroke();
}
function drawDot(pt,color){
ctx.beginPath();
ctx.arc(pt.x,pt.y,3,0,Math.PI*2);
ctx.closePath();
ctx.fillStyle=color;
ctx.fill();
}
////////////////////////////////
// Get points along a polygon
////////////////////////////////
function getPolygonPoints(vertices){
// For this purpose, be sure to close the polygon
var v=vertices.slice(0);
var v0=v[0];
var vx=v[v.length-1];
if(v0.x!==vx.x || v0.y!==vx.y){v.push(v[0]);}
//
var points=[];
for(var i=1;i<v.length;i++){
var p0=v[i-1];
var p1=v[i];
var line={x0:p0.x,y0:p0.y,x1:p1.x,y1:p1.y};
points=points.concat(getLinePoints(line));
}
return(points);
}
function getLinePoints(line){
var raw=[];
var dx = line.x1-line.x0;
var dy = line.y1-line.y0;
var length=Math.sqrt(dx*dx+dy*dy);
var segments=parseInt(length+1);
for(var i=0;i<segments;i++){
var percent=i/segments;
if(i==segments-1){
raw.push({x:line.x1,y:line.y1}); // force last point == p1
}else{
raw.push({ x:line.x0+dx*percent, y:line.y0+dy*percent});
}
}
return(raw);
}
/////////////////////////
// "shrink" a polygon
/////////////////////////
function getShrunkenVertices(vertices,shapePadding){
var polygon = createPolygon(polygonVertices);
var paddingPolygon = createPaddingPolygon(polygon,shapePadding);
return(paddingPolygon.vertices);
}
function createPolygon(vertices){
var polygon = {vertices: vertices};
var edges = [];
var minX = (vertices.length > 0) ? vertices[0].x : undefined;
var minY = (vertices.length > 0) ? vertices[0].y : undefined;
var maxX = minX;
var maxY = minY;
for (var i = 0; i < polygon.vertices.length; i++) {
vertices[i].label = String(i);
vertices[i].isReflex = isReflexVertex(polygon, i);
var edge = {
vertex1: vertices[i],
vertex2: vertices[(i + 1) % vertices.length],
polygon: polygon,
index: i
};
edge.outwardNormal = outwardEdgeNormal(edge);
edge.inwardNormal = inwardEdgeNormal(edge);
edges.push(edge);
var x = vertices[i].x;
var y = vertices[i].y;
minX = Math.min(x, minX);
minY = Math.min(y, minY);
maxX = Math.max(x, maxX);
maxY = Math.max(y, maxY);
}
polygon.edges = edges;
polygon.minX = minX;
polygon.minY = minY;
polygon.maxX = maxX;
polygon.maxY = maxY;
polygon.closed = true;
return polygon;
}
function createPaddingPolygon(polygon,shapePadding){
var offsetEdges = [];
for (var i = 0; i < polygon.edges.length; i++) {
var edge = polygon.edges[i];
var dx = edge.inwardNormal.x * shapePadding;
var dy = edge.inwardNormal.y * shapePadding;
offsetEdges.push(createOffsetEdge(edge, dx, dy));
}
var vertices = [];
for (var i = 0; i < offsetEdges.length; i++) {
var thisEdge = offsetEdges[i];
var prevEdge = offsetEdges[(i + offsetEdges.length - 1) % offsetEdges.length];
var vertex = edgesIntersection(prevEdge, thisEdge);
if (vertex)
vertices.push(vertex);
else {
var arcCenter = polygon.edges[i].vertex1;
appendArc(vertices, arcCenter, shapePadding, prevEdge.vertex2, thisEdge.vertex1, true);
}
}
var paddingPolygon = createPolygon(vertices);
paddingPolygon.offsetEdges = offsetEdges;
return paddingPolygon;
}
function isReflexVertex(polygon, vertexIndex){
// Assuming that polygon vertices are in clockwise order
var thisVertex = polygon.vertices[vertexIndex];
var nextVertex = polygon.vertices[(vertexIndex + 1) % polygon.vertices.length];
var prevVertex = polygon.vertices[(vertexIndex + polygon.vertices.length - 1) % polygon.vertices.length];
if (leftSide(prevVertex, nextVertex, thisVertex) < 0){return true;} // TBD: return true if thisVertex is inside polygon when thisVertex isn't included
return false;
}
function inwardEdgeNormal(edge){
// Assuming that polygon vertices are in clockwise order
var dx = edge.vertex2.x - edge.vertex1.x;
var dy = edge.vertex2.y - edge.vertex1.y;
var edgeLength = Math.sqrt(dx*dx + dy*dy);
return {x: -dy/edgeLength, y: dx/edgeLength};
}
function outwardEdgeNormal(edge){
var n = inwardEdgeNormal(edge);
return {x: -n.x, y: -n.y};
}
// If the slope of line vertex1,vertex2 greater than the slope of vertex1,p then p is on the left side of vertex1,vertex2 and the return value is > 0.
// If p is colinear with vertex1,vertex2 then return 0, otherwise return a value < 0.
function leftSide(vertex1, vertex2, p){
return ((p.x - vertex1.x) * (vertex2.y - vertex1.y)) - ((vertex2.x - vertex1.x) * (p.y - vertex1.y));
}
function createOffsetEdge(edge, dx, dy){
return {
vertex1: {x: edge.vertex1.x + dx, y: edge.vertex1.y + dy},
vertex2: {x: edge.vertex2.x + dx, y: edge.vertex2.y + dy}
};
}
// based on http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/, edgeA => "line a", edgeB => "line b"
function edgesIntersection(edgeA, edgeB){
var den = (edgeB.vertex2.y - edgeB.vertex1.y) * (edgeA.vertex2.x - edgeA.vertex1.x) - (edgeB.vertex2.x - edgeB.vertex1.x) * (edgeA.vertex2.y - edgeA.vertex1.y);
if (den == 0){return null;} // lines are parallel or conincident
var ua = ((edgeB.vertex2.x - edgeB.vertex1.x) * (edgeA.vertex1.y - edgeB.vertex1.y) - (edgeB.vertex2.y - edgeB.vertex1.y) * (edgeA.vertex1.x - edgeB.vertex1.x)) / den;
var ub = ((edgeA.vertex2.x - edgeA.vertex1.x) * (edgeA.vertex1.y - edgeB.vertex1.y) - (edgeA.vertex2.y - edgeA.vertex1.y) * (edgeA.vertex1.x - edgeB.vertex1.x)) / den;
if (ua < 0 || ub < 0 || ua > 1 || ub > 1){ return null; }
return {x: edgeA.vertex1.x + ua * (edgeA.vertex2.x - edgeA.vertex1.x), y: edgeA.vertex1.y + ua * (edgeA.vertex2.y - edgeA.vertex1.y)};
}
function appendArc(vertices, center, radius, startVertex, endVertex, isPaddingBoundary){
const twoPI = Math.PI * 2;
var startAngle = Math.atan2(startVertex.y - center.y, startVertex.x - center.x);
var endAngle = Math.atan2(endVertex.y - center.y, endVertex.x - center.x);
if (startAngle < 0)
startAngle += twoPI;
if (endAngle < 0)
endAngle += twoPI;
var arcSegmentCount = 5; // An odd number so that one arc vertex will be eactly arcRadius from center.
var angle = ((startAngle > endAngle) ? (startAngle - endAngle) : (startAngle + twoPI - endAngle));
var angle5 = ((isPaddingBoundary) ? -angle : twoPI - angle) / arcSegmentCount;
vertices.push(startVertex);
for (var i = 1; i < arcSegmentCount; ++i) {
var angle = startAngle + angle5 * i;
var vertex = {
x: center.x + Math.cos(angle) * radius,
y: center.y + Math.sin(angle) * radius,
};
vertices.push(vertex);
}
vertices.push(endVertex);
}
/////////////////////////
// End "shrink polygon"
/////////////////////////
body{ background-color: ivory; }
#canvas{border:1px solid red;}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<h4>Move mouse to where you want the box to end up<br>Then click to start the box animating from start to end.<br>Note: The starting point is on the bottom left of the polygon</h4>
<canvas id="canvas" width=650 height=400></canvas>
Using curved paths
If you want to make your closed path with Bezier curves, you will have to calculate waypoints along the curves using De Casteljau's algorithm. You will want to over-sample the number of points--maybe 500 values of T between 0.00 and 1.00. Here is a javascript version of the algorithm that calculates x,y points at interval T along a Cubic Bezier Curve:
// De Casteljau's algorithm which calculates points along a cubic Bezier curve
// plot a point at interval T along a bezier curve
// T==0.00 at beginning of curve. T==1.00 at ending of curve
// Calculating 300 T's between 0-1 will usually define the curve sufficiently
function getCubicBezierXYatT(startPt,controlPt1,controlPt2,endPt,T){
var x=CubicN(T,startPt.x,controlPt1.x,controlPt2.x,endPt.x);
var y=CubicN(T,startPt.y,controlPt1.y,controlPt2.y,endPt.y);
return({x:x,y:y});
}
// cubic helper formula at T distance
function CubicN(T, a,b,c,d) {
var t2 = T * T;
var t3 = t2 * T;
return a + (-a * 3 + T * (3 * a - a * T)) * T
+ (3 * b + T * (-6 * b + b * 3 * T)) * T
+ (c * 3 - c * 3 * T) * t2
+ d * t3;
}

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